Infantry
Type Dread Warden Type Demolishers Type Elite Guards Type Halberdier Type Warriors Type Archers Type Crossbowmen Type Footmen Type Spectral warriors Type Disciple
Skirmishers
Type Rangers Type Sharpshooter Type Line Breakers
Cavalry
Type Horsemen Type Knights Type Grimfang Knights
Light Cavalry
Type Spectral Riders Type Riders
Monsters
Type Spiders Type Armored Drakoth Type Drakoth Type Drakoth Warrior Type Drakoth guard
Artillery
Type Mangonel Type Scorpios
Characters
Type Adventurer Type Dark banner bearer Type General Type Marshal Type Priest Type Captain Type Great banner bearer Type Great shaman Type Lieutenant Type Shaman Type Sorcerer Type Taskmaster Type Ancient lord Type Obsidian Guard Type Drakoth War drums
Named Characters
Type Kaelar Type Lorthen Type Thalonis Type Zelkar Type Grakthar Type Agramon Overlord Type Lord Valtheron

Shadowspire


infantry


Dread Warden
MGTWSvB PtsQt
3"6+7 | 8+45+10 | 9+
Pts
Melee weaponsRkPSA
Short Sword4-2-31
Melee fighter
Ranged weaponsRgPSA
Javelin3"-1-21+1.6
Heavy Wounds
Throwing weapon
EquipmentArmor, Shield, Short Sword
Base25mm Round Individual model
Category
Infantryman
Species
Kragar
Keywords
Elite
Special rules
Veteran
Shield wall
Squad Leader
+13.2pts
Banner bearer
+10pts
Drummer
+5pts

Veteran

This unit ignores the result of the first rout roll it suffers.

Shield wall

+1T against attacks on the front arc when the unit is stable.

Characters within a stable squad that benefits from this special rule also gain the +1T bonus, except during duels.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.

Throwing weapon

If this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.

If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Banner bearer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Banner

When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6.

Drummer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Drum

+1M.

The rout rolls caused by their attacks and shots have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do stack with this one. If your unit has one of these rules, add it the effect of this rule.

Demolishers
MGTWSvB PtsQt
2.5"5 | 6+7+46+6 | 8+
Pts
Melee weaponsRkPSA
Heavy Two-Handed Axe4-1-51
Heavy Wounds
EquipmentComplete plate armor, Heavy Two-Handed Axe
Base25mm Round Individual model
Category
Infantryman
Species
Drelkar
Keywords
Elite
Special rules
Fearsome
Heavy
Veteran
+0.2pts
Squad Leader
+7.8pts

Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Veteran

This unit ignores the result of the first rout roll it suffers.

Elite Guards
MGTWSvB PtsQt
2.5"6 | 7+8+45+7 | 9+
Pts
Melee weaponsRkPSA
Poisoned Long Blade2-4-31
Poison
EquipmentComplete plate armor, Poisoned Long Blade
Base25mm Round Individual model
Category
Infantryman
Species
Drelkar
Keywords
Rare
Elite
Special rules
Fearsome
Bodyguard
Steadfast warrior
Deadly dance
Heavy
Squad Leader
+14.1pts

Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Bodyguard

+2B when a character (except the Squad Leader) is inside the squad.

In addition, characters in the unit, (except the Squad Leader), gain an extra +1G from Protection. This bonus does not apply while the character is in a Duel.

Personal Bodyguard



If a character benefits from this special rule, he gains +2B when another character is inside his squad.

As long as a character with the Bodyguard rule is in the squad, the other character in that squad cannot be targeted, even by units that can normally target characters, unless he initiate a Duel himself.

Steadfast warrior

Units that benefit from this rule are immune to the effects of all special rules that reduce their B or offer bonuses on their rout rolls.



Veteran

This unit ignores the result of the first rout roll it suffers.

Deadly dance

Each time it rolls a natural 6 on an attack roll in melee, this unit may make 1 additional attack roll.

Natural 6s on these additional attack rolls do generate extra attack rolls.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.


Halberdier
MGTWSvB PtsQt
2.5"5 | 6+7+46+6 | 8+
Pts
Melee weaponsRkPSA
Two-Handed Halberd1-1-41
Wall of Spears
Poisoned Blade3-3-11
Melee fighter
Poison
EquipmentComplete plate armor, Two-Handed Halberd, Poisoned Blade
Base25mm Round Individual model
Category
Infantryman
Species
Drelkar
Keywords
Elite
Special rules
Fearsome
Heavy
Veteran
+0.4pts
Banner bearer
+12pts
Hornblower
+8.5pts
Squad Leader
+8pts

Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Banner bearer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Banner

When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Veteran

This unit ignores the result of the first rout roll it suffers.

Warriors
MGTWSvB PtsQt
2.5"5 | 6+8 | 9+46+6 | 8+
Pts
Melee weaponsRkPSA
Poisoned Blade3-3-11
Melee fighter
Poison
Spear1-21+0.2
Wall of Spears
EquipmentShield, Complete plate armor, Poisoned Blade
Base25mm Round Individual model
Category
Infantryman
Species
Drelkar
Keywords
Elite
Special rules
Fearsome
Shield wall
Heavy
Veteran
+0.2pts
Banner bearer
+12.5pts
Hornblower
+7.5pts
Squad Leader
+8.4pts

Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Shield wall

+1T against attacks on the front arc when the unit is stable.

Characters within a stable squad that benefits from this special rule also gain the +1T bonus, except during duels.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Banner bearer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Banner

When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Veteran

This unit ignores the result of the first rout roll it suffers.

Archers
MGTW B PtsQt
2.5"4 | 5+6+48 | 6+
Pts
Melee weaponsRkPSA
Blade3-2-0 | -11
Melee fighter
Ranged weaponsRgPSA
Bow12"-2-1
EquipmentHeavy armor, Blade, Bow
Base25mm Round Individual model
Category
Infantryman
Species
Orc
Special rules
Hunter
Squad Leader
+6.9pts

Hunter

When this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -1 for this attack roll.

Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered exhausted until the end of the round.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.


Crossbowmen
MGTW B PtsQt
2.5"4 | 5+6+48 | 6+
Pts
Melee weaponsRkPSA
Blade3-2-0 | -11
Melee fighter
Ranged weaponsRgPSA
Heavy Crossbow12"-30.5
Heavy Wounds
EquipmentHeavy armor, Blade, Heavy Crossbow
Base25mm Round Individual model
Category
Infantryman
Species
Orc
Special rules
Ranked Fire
Squad Leader
+6.7pts

Ranked Fire

If the unit's final position at the start of the Shooting phase is less than M-4" from its initial position at the start of the Movement phase, the unit does not undergo the Advance & Fire modifier.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.


Footmen
MGTW B PtsQt
2.5"4 | 5+7 | 8+48 | 6+
Pts
Melee weaponsRkPSA
Blade3-2-0 | -11
Melee fighter
Halberd1--2 | -31+0.4
Wall of Spears
Axe3--2 | -31Replacement-0.2
EquipmentHeavy armor, Shield, Blade
Base25mm Round Individual model
Category
Infantryman
Species
Orc
Special rules
Shield wall
Squad Leader
+5.2pts
Banner bearer
+6pts
Drummer
+7pts

Shield wall

+1T against attacks on the front arc when the unit is stable.

Characters within a stable squad that benefits from this special rule also gain the +1T bonus, except during duels.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Banner bearer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Banner

When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6.

Drummer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Drum

+1M.

The rout rolls caused by their attacks and shots have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do stack with this one. If your unit has one of these rules, add it the effect of this rule.

Spectral warriors
MGTWSvB PtsQt
3"5 | 6+7 | 8+23+
6+
31 | 8+
Pts
Melee weaponsRkPSA
Enchanted Blade3-3-11
Melee fighter
Enchanted
Poisoned Dagger5-1-21
Devastator
Melee fighter
Poison
EquipmentShield, Complete plate armor, Enchanted Blade, Poisoned Dagger
Base25mm Round Individual model
Category
Infantryman
Species
Wraith
Keywords
Undead
Elite
Special rules
Scary
Devastator
Wraith
Shield wall
Heavy
Banner bearer
+7.5pts
Hornblower
+7.5pts
Squad Leader
+18.5pts

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Wraith

Each model in the unit must make a Critical Damage Roll when moving over an water area.



Unliving

They are immune to all rules involving poison or disease.

They can never benefit from the Exalted rule.

Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses.

Shield wall

+1T against attacks on the front arc when the unit is stable.

Characters within a stable squad that benefits from this special rule also gain the +1T bonus, except during duels.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Enchanted

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Luck


This unit can re-roll attack rolls made with this weapon with a natural result of 1.

Wraithbane


If the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1.


Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Banner bearer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Banner

When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.


Disciple
MGTW B PtsQt
3"5+49+
Pts
Melee weaponsRkPSA
Blade3-2-1
Melee fighter
Two-Handed Spear1-1-21+0.8
Wall of Spears
EquipmentArmor, Blade
Base25mm Round Individual model
Category
Infantryman
Species
Human
Special rules
Fanatic
Reckless
Eternal hate
Bloodlust

Fanatic

The A values of this unit's weapons are not halved, when this unit is Destabilized or Destroyed.

Reckless

If they do not occupy a position and are not already within 1'' of an enemy unit, they will charge the nearest enemy unit within charge range when activated.

They cannot move as long as at least one enemy unit is within 1''.

Each model of the unit gain +2B and +1A on melee weapons when charging, and are never subject to the Overpowered Opponent rule.

Eternal hate

They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.

If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately.

Bloodlust

Add +2" to this unit's movement when it charges.

Once by round all groups of this squad or this unit regains +1W when their attacks take an enemy unit out of combat.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.


skirmishers


Rangers
MGTWSvB PtsQt
3"7 | 8+4+45+6 | 8+
Pts
Melee weaponsRkPSA
Poisoned Long Blade2-4-21
Poison
Poisoned Dagger5-21
Melee fighter
Devastator
Poison
Ranged weaponsRgPSA
Long bow15"-3-11
Throwing daggers3"-2-11
Throwing weapon
EquipmentLight armor, Poisoned Long Blade, Poisoned Dagger, Long bow, Throwing daggers
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Drelkar
Keywords
Elite
Special rules
Fearsome
Furtive
Hunter
Forester
Mountaineer
Scout
+18pts
Ambusher
+1.4pts
Squad Leader
+38.3pts

Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Furtive

The Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.

Hunter

When this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -1 for this attack roll.

Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered exhausted until the end of the round.

Forester

This unit has a affinity with the Wood element.

Mountaineer

This unit has a affinity with the Stone element.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Throwing weapon

If this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.

If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier.

Scout

+4Scp per Scout entity.

For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Ambusher

Occupy the field


During deployment, this unit may be deployed in an unoccupied cover within the no man's land.

Ambushed


Alternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase.

Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll.



Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.




Sharpshooter
MGTWSvB PtsQt
2.5"5 | 7+7+46+6 | 8+
Pts
Melee weaponsRkPSA
Poisoned Blade3-3-11
Melee fighter
Poison
Ranged weaponsRgPSA
Heavy Crossbow12"-30.5
Heavy Wounds
EquipmentComplete plate armor, Poisoned Blade, Heavy Crossbow
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Drelkar
Keywords
Elite
Special rules
Fearsome
Marksmanship
Sniper
Heavy
Veteran
+0.4pts
Squad Leader
+12.2pts

Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Marksmanship

They can reroll failed shooting attack rolls.

Sniper

This rule does not apply to shots at a target less than 1" away.

Character killer


This unit can target a character with shooting attacks even if he is inside a squad, or more than 18" away.

If all character within the squad are hidding, it can target them with shooting attacks, but add +3G to the target for this attack, if this unit itself is not a character.

Best angle


The Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s shooting attacks.

If a unit has two G or two T values, it may use the lower of the two values increased by 1 against this unit shooting attacks. For example, a defense of 5|8+ becomes a defense of 6+ against this unit.


Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Veteran

This unit ignores the result of the first rout roll it suffers.

Line Breakers
MGTW B PtsQt
2.5"4 | 6+6+48 | 6+
Pts
Melee weaponsRkPSA
x2 Blade3-2-0 | -12
Melee fighter
EquipmentHeavy armor, x2 Blade
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Special rules
Parry
Ambusher
+2pts
Squad Leader
+8.5pts

Parry

+1G against melee attacks and shot within 1" when the unit is stable.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Ambusher

Occupy the field


During deployment, this unit may be deployed in an unoccupied cover within the no man's land.

Ambushed


Alternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase.

Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll.



Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.





cavalry


Horsemen
MGTWSvB PtsQt
4"5 | 6+6 | 7+86+7 | 9+
Pts
Melee weaponsRkPSA
Poisoned Spear (mounted)2-2-2 | -41
Anti cavalry
Poison
Poisoned Blade3-3-1 | -21
Melee fighter
Poison
Caparisoned war horse - Hooves3--2 | -42
Mount Attacks
EquipmentShield, Complete plate armor, Caparisoned war horse , Poisoned Spear (mounted), Poisoned Blade, Hooves
Base40mm Round Individual model
Category
Rider
Species
Drelkar
Keywords
Elite
Special rules
Fearsome
Veteran
Heavy
Push
Banner bearer
+17.5pts
Hornblower
+25pts
Squad Leader
+27.4pts

Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Veteran

This unit ignores the result of the first rout roll it suffers.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Push

When the unit is stable, each time it inflicts wounds equal to the W of a model, its target must make a Critical damage roll. The W lost due to these Critical damage rolls can generate additional Critical damage rolls.

Violent Charge


Rider units can only benefit from this rule when they are charging, but the effects are then doubled.

Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Banner bearer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Banner

When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Horsemen dismounted
MGTWSvB PtsQt
2.5"5 | 6+8 | 9+45+7 | 9+
Pts
Melee weaponsRkPSA
Poisoned Spear1-21
Wall of Spears
Poison
Poisoned Blade3-3-11
Melee fighter
Poison
EquipmentShield, Complete plate armor, Poisoned Spear, Poisoned Blade
Base25mm Round Individual model
Category
Infantryman
Species
Drelkar
Keywords
Elite
Special rules
Fearsome
Veteran
Heavy
Banner bearer
+6.4pts
Hornblower
+6.2pts
Squad Leader
+8.9pts

Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Veteran

This unit ignores the result of the first rout roll it suffers.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Banner bearer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Banner

When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.


Knights
MGTWSvB PtsQt
4"5 | 6+6 | 7+85+9 | 10+
Pts
Melee weaponsRkPSA
Poisoned Spear (mounted)2-3-3 | -52
Anti cavalry
Poison
Poisoned Blade3-4-2 | -32
Melee fighter
Poison
Caparisoned war horse - Hooves3--2 | -42
Mount Attacks
EquipmentShield, Complete plate armor, Caparisoned war horse , Poisoned Spear (mounted), Poisoned Blade, Hooves
Base40mm Round Individual model
Category
Rider
Species
Drelkar
Keywords
Elite
Special rules
Fearsome
Steadfast warrior
Heavy
Push
Banner bearer
+22.5pts
Hornblower
+38pts
Squad Leader
+45.5pts

Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Steadfast warrior

Units that benefit from this rule are immune to the effects of all special rules that reduce their B or offer bonuses on their rout rolls.



Veteran

This unit ignores the result of the first rout roll it suffers.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Push

When the unit is stable, each time it inflicts wounds equal to the W of a model, its target must make a Critical damage roll. The W lost due to these Critical damage rolls can generate additional Critical damage rolls.

Violent Charge


Rider units can only benefit from this rule when they are charging, but the effects are then doubled.

Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Banner bearer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Banner

When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Knights dismounted
MGTWSvB PtsQt
2.5"6 | 7+9 | 10+44+9 | 10+
Pts
Melee weaponsRkPSA
Poisoned Spear1-32
Wall of Spears
Poison
Poisoned Blade3-4-22
Melee fighter
Poison
EquipmentShield, Complete plate armor, Poisoned Spear, Poisoned Blade
Base25mm Round Individual model
Category
Infantryman
Species
Drelkar
Keywords
Elite
Special rules
Fearsome
Steadfast warrior
Heavy
Banner bearer
+14.4pts
Hornblower
+14.6pts
Squad Leader
+20.7pts

Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Steadfast warrior

Units that benefit from this rule are immune to the effects of all special rules that reduce their B or offer bonuses on their rout rolls.



Veteran

This unit ignores the result of the first rout roll it suffers.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Banner bearer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Banner

When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.


Grimfang Knights
MGTW B PtsQt
4"5+5 | 6+89 | 7+
Pts
Melee weaponsRkPSA
Spear (mounted)2-1-1 | -41
Anti cavalry
Blade3-2-0 | -21
Melee fighter
Grimfang - Claws4-2-2 | -32
Devastator
Mount Attacks
Grimfang - Fangs6-2-31
Mount Attacks
EquipmentArmor, Shield, Grimfang, Blade, Spear (mounted), Claws, Fangs
Base40mm Round Individual model
Category
Rider
Monster
Species
Orc
Special rules
Tumultuous charge
Scary
Banner bearer
+12pts
Hornblower
+16.5pts
Squad Leader
+20pts

Tumultuous charge

Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit charges.

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Banner bearer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Banner

When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Grimfang Knights dismounted
MGTW B PtsQt
3"5+6 | 7+49 | 7+
Pts
Melee weaponsRkPSA
Spear1-1-1 | -21
Wall of Spears
Blade3-2-0 | -11
Melee fighter
EquipmentArmor, Shield, Blade, Spear
Base25mm Round Individual model
Category
Infantryman
Species
Orc
Special rules
Tumultuous charge
Banner bearer
+3.6pts
Hornblower
+3.5pts
Squad Leader
+6.1pts

Tumultuous charge

Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit charges.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Banner bearer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Banner

When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.



light cavalry


Spectral Riders
MGTWSvB PtsQt
5"8 | 10+3+83+32 | 8+
Pts
Melee weaponsRkPSA
Magical Long Blade2-4-2 | -32
Magical
Spectral horse - Hooves3--1 | -32
Mount Attacks
Poisoned Dagger5-22
Devastator
Melee fighter
Poison
EquipmentComplete plate armor, Spectral horse, Magical Long Blade, Poisoned Dagger, Hooves
Base40mm Round Individual model
Category
Rider
Skirmisher
Species
Wraith
Keywords
Undead
Elite
Special rules
Devastator
Wraith
Steadfast warrior
Heavy
Terror
Banner bearer
+59.5pts
Hornblower
+59.5pts
Squad Leader
+93pts

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Wraith

Each model in the unit must make a Critical Damage Roll when moving over an water area.



Unliving

They are immune to all rules involving poison or disease.

They can never benefit from the Exalted rule.

Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses.

Steadfast warrior

Units that benefit from this rule are immune to the effects of all special rules that reduce their B or offer bonuses on their rout rolls.



Veteran

This unit ignores the result of the first rout roll it suffers.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Terror

The rout rolls caused by their attacks and shots have a -3B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rules Fearsome and Scary.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Magical

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Providence


This unit can re-roll failed attack rolls made with this weapon.

Wraithbane


If the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Banner bearer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Banner

When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Spectral Riders dismounted
MGTWSvB PtsQt
3"5 | 7+6+23+
5+
32 | 8+
Pts
Melee weaponsRkPSA
Magical Long Blade2-4-22
Magical
Poisoned Dagger5-22
Devastator
Melee fighter
Poison
EquipmentComplete plate armor, Magical Long Blade, Poisoned Dagger
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Wraith
Keywords
Undead
Elite
Special rules
Scary
Devastator
Wraith
Steadfast warrior
Heavy
Banner bearer
+13.5pts
Hornblower
+13.5pts
Squad Leader
+29pts

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Wraith

Each model in the unit must make a Critical Damage Roll when moving over an water area.



Unliving

They are immune to all rules involving poison or disease.

They can never benefit from the Exalted rule.

Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses.

Steadfast warrior

Units that benefit from this rule are immune to the effects of all special rules that reduce their B or offer bonuses on their rout rolls.



Veteran

This unit ignores the result of the first rout roll it suffers.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Magical

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Providence


This unit can re-roll failed attack rolls made with this weapon.

Wraithbane


If the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Banner bearer

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Banner

When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.


Riders
MGTW B PtsQt
4.5"5 | 6+4 | 5+87+
Pts
Melee weaponsRkPSA
Long Blade2-2-1 | -21
Horse - Hooves3--1 | -32
Mount Attacks
Spear (mounted)2-1-1 | -31+0.2
Anti cavalry
Ranged weaponsRgPSA
Javelins6"-11
Heavy Wounds
Throwing weapon
EquipmentArmor, Shield, Horse, Long Blade, Hooves, Javelins
Base40mm Round Individual model
Category
Rider
Skirmisher
Species
Human
Special rules
Rage
Squad Leader
+26pts

Rage

When charging, they can reroll failed melee attack rolls.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.

Throwing weapon

If this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.

If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.

Riders dismounted
MGTW B PtsQt
3"5 | 6+6 | 7+47+
Pts
Melee weaponsRkPSA
Long Blade2-2-11
Spear1-11+0.2
Wall of Spears
Ranged weaponsRgPSA
Javelins6"-11
Heavy Wounds
Throwing weapon
EquipmentArmor, Shield, Long Blade, Javelins
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Special rules
Rage
Squad Leader
+8.9pts

Rage

When charging, they can reroll failed melee attack rolls.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.

Throwing weapon

If this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.

If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.



monsters


Spiders
MGTW B PtsQt
4"5+45 | 9+
Pts
Melee weaponsRkPSA
Poisoned Claws4-2-1 | -22
Devastator
Poison
Poisoned Fangs6-21
Poison
Mount Attacks
EquipmentHard skin, Poisoned Claws, Poisoned Fangs
Base40mm Round Individual model
Category
Monster
Species
Spider
Special rules
Scary
Fierce charge
Light
Forester
Squad Leader
+11pts

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Fierce charge

When charging, this unit adds its M to its charge movement instead of the +2M bonus. Additionally, it doubles its melee weapon's A.

Light

Slowdowns due to terrain zones are reduced by 1 for this unit.

Forester

This unit has a affinity with the Wood element.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.


Armored Drakoth
MGTW B PtsQt
3"4+11 | 12+249 | 6+
Pts
Melee weaponsRkPSA
Great Mace - Sweep3-24
1D6 Wounds
Great Mace3--84
1D6 Wounds
Great Claws3-2-54
Devastator
1D6 Wounds
Great Spear0-1-64Replacement-10.6
Wall of Spears
1D6 Wounds
Great Cleaver2-1-64Replacement-19
1D6 Wounds
EquipmentArmor, Shield, Great Mace, Great Claws
Base64mm Round Individual model
140mm (5.5'') Round tray2 Groups x2 ModelsModel bases 64mm
Category
Monster
Species
Drakoth
Keywords
Elite
Special rules
Scary
Regeneration

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Regeneration

Once per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.

1D6 Wounds

Multiply each wound inflicted by this weapon by the result of a 1D6.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Drakoth
MGTW B PtsQt
3"4+9+248 | 5+
Pts
Melee weaponsRkPSA
Great Claws3-2-54
Devastator
1D6 Wounds
Heavy Great Two-Handed Mace4--104
1D10 Wounds
Heavy Great Two-Handed Mace - Sweep4-2-44
1D10 Wounds
Great Mace3--84Replacement-29
1D6 Wounds
EquipmentLight armor, Great Claws, Heavy Great Two-Handed Mace
Base64mm Round Individual model
140mm (5.5'') Round tray2 Groups x2 ModelsModel bases 64mm
Category
Monster
Species
Drakoth
Keywords
Elite
Special rules
Scary
Regeneration

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Regeneration

Once per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

1D6 Wounds

Multiply each wound inflicted by this weapon by the result of a 1D6.

1D10 Wounds

Multiply each wound inflicted by this weapon by the result of a 1D10.

Drakoth Warrior
MGTW B PtsQt
3"4+10+248 | 5+
Pts
Melee weaponsRkPSA
Great Long Blade1-2-64
1D6 Wounds
Great Claws3-2-52
Devastator
1D6 Wounds
Mount Attacks
EquipmentArmor, Great Long Blade, Great Claws
Base64mm Round Individual model
140mm (5.5'') Round tray2 Groups x2 ModelsModel bases 64mm
Category
Monster
Species
Drakoth
Keywords
Elite
Special rules
Scary
Regeneration
Sweep??

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Regeneration

Once per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.

Sweep??

Before each attack, you can modify the weapon's profile, thereby doubling your A, but the target gets +3T against this attack.

1D6 Wounds

Multiply each wound inflicted by this weapon by the result of a 1D6.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.



Drakoth guard
MGTWSvB PtsQt
2.5"4 | 5+13+246+10 | 7+
Pts
Melee weaponsRkPSA
Great Two-Handed Halberd - Sweep0-34
Wall of Spears
1D6 Wounds
Great Two-Handed Halberd0-1-94
Wall of Spears
1D6 Wounds
x2 Great Cleaver2-2-76Replacement-13.8
1D6 Wounds
EquipmentComplete plate armor, Great Two-Handed Halberd
Base64mm Round Individual model
140mm (5.5'') Round tray2 Groups x2 ModelsModel bases 64mm
Category
Monster
Species
Drakoth
Keywords
Elite
Special rules
Scary
Regeneration
Heavy

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Regeneration

Once per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

1D6 Wounds

Multiply each wound inflicted by this weapon by the result of a 1D6.


artillery


Mangonel
MGTW B PtsQt
1"5+5 | 8+97 | 5+
Pts
Melee weaponsRkPSA
One-handed Weapon3-1-1 | -23
Ranged weaponsRgPSA
Mangonel - Rocks18"--120.5
Traumatic
4D6 Wounds
Mangonel - Fire Balls12"--18
Traumatic
Plasma
Slow Reload
EquipmentArmor, Pavois, One-handed Weapon, Mangonel - Rocks, Mangonel - Fire Balls
Base95x120mm Oval Individual model
Category
Artillery
Species
Orc
Keywords
Elite
Special rules

Traumatic

The rout rolls caused by their shots have a -1B bonus.

4D6 Wounds

Multiply each wound inflicted by this weapon by the result of a 4D6.

Plasma

Attacks from this weapon ignore Energetic shields and reduce the defense of targets using them.

Burn


Each time you inflict wounds with this weapon, and after all eventual saves, on a 6+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Slow Reload

When this weapon rolls 1 on one of its attack rolls, the next time this unit performs the action shot with this weapon, it will not roll any attack roll; the unit will reload instead. It will still be exhausted.

If this weapon has an A value of 0.5 and you want to reload to fire with an attack value of 1 (see Rounding), you must reload during an additional activation.

After the reload complete, this unit will be able to shoot normally with this weapon, until it get 1 again on one of its attack rolls.

Scorpios
MGTW B PtsQt
1"5+5 | 8+87 | 5+
Pts
Melee weaponsRkPSA
One-handed Weapon3-1-1 | -22
Ranged weaponsRgPSA
Scorpio - Arrows15"-2-41
Traumatic
Blast
1D6 Wounds
EquipmentArmor, Pavois, One-handed Weapon, Scorpio - Arrows
Base50mm Round Individual model
Category
Artillery
Species
Orc
Special rules

Traumatic

The rout rolls caused by their shots have a -1B bonus.

Blast

Roll an additional attack roll for each successful attack roll.

These additional attack rolls do not generate further attack rolls.

If the target is skirmisher each additional attack can be negated on a 4+ on a 1d6.

1D6 Wounds

Multiply each wound inflicted by this weapon by the result of a 1D6.


characters


Adventurer on horseback
MGTWSvB PtsQt
4"6 | 7+125+
6+
7 | 10+
Pts
Melee weaponsRkPSA
Poisoned Blade3-4-2 | -33
Melee fighter
Poison
Caparisoned war horse - Hooves3--2 | -42
Mount Attacks
Poisoned Dagger5-2-33
Melee fighter
Devastator
Poison
Poisoned Long Blade2-4-3 | -43+1.6
Poison
EquipmentArmor, Shield, Caparisoned war horse , Poisoned Blade, Poisoned Dagger, Hooves
Base40mm Round Individual model
Category
Rider
Skirmisher
Species
Drelkar
Keywords
Character
Elite
Special rules
Fearsome
Soldiers of Fortune
Push
Adventurer
Inspiration

Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Adventurer

Once a round when activated during the Tactical phase, choose one of these special rules as a temporary bonus until the end of the round:



Trophy hunter

Critical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Assassin

Character killer


This unit can target a character even if he is inside a squad.

If all character within the squad are hidding, it can target them, but add +3G to the target for this attack, if this unit itself is not a character.

Best angle


The Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s attacks.

If a unit has two G or two T values, it may use the lower of the two values increased by 1 against this unit. For example, a defense of 5|8+ becomes a defense of 6+ against this unit.



Lone Wolf

When activated during the Tactical phase, and once per round, this character can leave his squad.

Place its base anywhere outside and adjacent to the squad tray. Alternatively, you can place it inside another eligible squad within 1" of its original squad. During this round, only its final squad is considered to be his squad.

He can be deployed outside of any squad, but his deployment does not count as a placement.



Epic Infiltration

During the Tactical Phase, the character may leave his squad and enter a cover within 1" that is occupied by an enemy unit, provided the cover has sufficient remaining capacity.

The character then gains the Exalted rule and ignores any terrain rules that would reduce his A for the duration of the round.


Inspiration

If your opponent had the same or fewer Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character puts an enemy unit out of action.

If your opponent had more Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character succeeds on a Rout Roll.

This bonus may only be applied once per round; if multiple Characters have this special rule, the total bonus remains +1Vp.




–1Vp until the end of the round when this Character is removed from play. This penalty is cumulative.



Warrior Chant

Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken.

Grant this temporary bonus to his squad.

Soldiers of Fortune

Starting round 7:

When your army has more Vp than your opponent's, that unit gains a temporary +2B bonus.

When your army has fewer Vp than your opponent's, this unit suffers a -3B penalty.

Push

When the unit is stable, each time it inflicts wounds equal to the W of a model, its target must make a Critical damage roll. The W lost due to these Critical damage rolls can generate additional Critical damage rolls.

Violent Charge


Rider units can only benefit from this rule when they are charging, but the effects are then doubled.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Adventurer
MGTWSvB PtsQt
3"8 | 9+7 | 8+44+
6+
7 | 10+
Pts
Melee weaponsRkPSA
Poisoned Blade3-4-23
Melee fighter
Poison
Poisoned Dagger5-2-33
Melee fighter
Devastator
Poison
Poisoned Long Blade2-4-33+1
Poison
EquipmentArmor, Shield, Poisoned Blade, Poisoned Dagger
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Drelkar
Keywords
Character
Elite
Special rules
Fearsome
Soldiers of Fortune
Adventurer
Inspiration

Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Adventurer

Once a round when activated during the Tactical phase, choose one of these special rules as a temporary bonus until the end of the round:



Trophy hunter

Critical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Assassin

Character killer


This unit can target a character even if he is inside a squad.

If all character within the squad are hidding, it can target them, but add +3G to the target for this attack, if this unit itself is not a character.

Best angle


The Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s attacks.

If a unit has two G or two T values, it may use the lower of the two values increased by 1 against this unit. For example, a defense of 5|8+ becomes a defense of 6+ against this unit.



Lone Wolf

When activated during the Tactical phase, and once per round, this character can leave his squad.

Place its base anywhere outside and adjacent to the squad tray. Alternatively, you can place it inside another eligible squad within 1" of its original squad. During this round, only its final squad is considered to be his squad.

He can be deployed outside of any squad, but his deployment does not count as a placement.



Epic Infiltration

During the Tactical Phase, the character may leave his squad and enter a cover within 1" that is occupied by an enemy unit, provided the cover has sufficient remaining capacity.

The character then gains the Exalted rule and ignores any terrain rules that would reduce his A for the duration of the round.


Inspiration

If your opponent had the same or fewer Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character puts an enemy unit out of action.

If your opponent had more Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character succeeds on a Rout Roll.

This bonus may only be applied once per round; if multiple Characters have this special rule, the total bonus remains +1Vp.




–1Vp until the end of the round when this Character is removed from play. This penalty is cumulative.



Warrior Chant

Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken.

Grant this temporary bonus to his squad.

Soldiers of Fortune

Starting round 7:

When your army has more Vp than your opponent's, that unit gains a temporary +2B bonus.

When your army has fewer Vp than your opponent's, this unit suffers a -3B penalty.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Dark banner bearer
MGTWSvB PtsQt
2.5"7 | 9+8+45+
6+
9 | 11+
Pts
Melee weaponsRkPSA
Poisoned Long Blade2-3-21
Poison
EquipmentComplete plate armor, Poisoned Long Blade
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Drelkar
Keywords
Character
Elite
Rare
Special rules
Fearsome
Steadfast warrior
Heavy
Great banner
Symbol

Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Great banner

Grants the following temporary bonus to up to the 5 eligible closest squads within 12''.

Banner

When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6.

Steadfast warrior

Units that benefit from this rule are immune to the effects of all special rules that reduce their B or offer bonuses on their rout rolls.



Veteran

This unit ignores the result of the first rout roll it suffers.

Symbol

Grants a temporary bonus of +1B to up to the 5 eligible closest squads within 12''.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.


General on horseback
MGTWSvB PtsQt
4"6 | 8+6+125+
6+
10 | 12+
Pts
Melee weaponsRkPSA
Mastercrafted Poisoned Long Blade2-6-4 | -54
Poison
Caparisoned war horse - Hooves3--2 | -42
Mount Attacks
Mastercrafted Enchanted Long Blade2-6-4 | -54+0.2
Enchanted
EquipmentComplete plate armor, Caparisoned war horse , Mastercrafted Poisoned Long Blade, Hooves
Base40mm Round Individual model
Category
Rider
Skirmisher
Species
Drelkar
Keywords
Character
Elite
Leader
Special rules
Fearsome
Magical
Steadfast warrior
Heavy
Push
General
Instructor
Authority
Reform the Ranks

Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

General

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:



Determined

This unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6.

If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6.



Be on your guard


+2Sv.

You can attempt to negate each wound suffered by the target by succeeding on a save roll of 5+ on 1d6.

If you have a total of more than 1Sv, refer to the save roll rule in the rulebook.



Coordination


When the character's squad is activated, during the Movement or the Shooting Phase, up to 4 eligible friendly units within 8'' from him at the beginning of the activation can be activated consecutively. Your opponent can only
react
to these consecutive activations.

For example, you activate your character's unit, your opponent reacts to this activation, then you activate one of the adjacent units, and your opponent does not react, then you activate the second adjacent unit and your opponent reacts, and so on until activations resume their normal course.

Instructor

Before the deployment, designate 1 squad and grant it +1Sv.

You can attempt to negate each wound suffered by the target by succeeding on a save roll of 6+ on 1d6.

If you have a total of more than 1Sv, refer to the save roll rule in the rulebook.

Authority

Grants a temporary bonus of +4B for the control rolls of his squad.

Reform the Ranks

Once per battle, during the Tactical phase, if two squads anywhere on the battlefield:

  • Have the same profile

  • Have maximum number of groups

  • Have lost at least half of their total W

  • Are within 1'' of each other

  • Have not been activated this round

  • Have at least one Leader character in either squad


Then, they may merge into a single squad by combining their remaining W.

The newly formed squad should be placed as centrally as possible between the original squads.

This newly formed squad cannot be activated this round but can
react
.

One of the two original squads is considered eliminated and is added to the army’s losses.

The max W and the condition of the the newly formed squad is reset, but it must make Rout Rolls again if it suffers further degradation.

If the newly formed squad exceeds the limit of one character per squad, the excess characters (chosen by the squad's owner) are not included in the new squad. These character are considered to have lost their squad but do not have to take a
Rout Roll
for it.

Magical

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Providence


This unit can re-roll failed attack rolls made with this weapon.

Wraithbane


If the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1.

Steadfast warrior

Units that benefit from this rule are immune to the effects of all special rules that reduce their B or offer bonuses on their rout rolls.



Veteran

This unit ignores the result of the first rout roll it suffers.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Push

When the unit is stable, each time it inflicts wounds equal to the W of a model, its target must make a Critical damage roll. The W lost due to these Critical damage rolls can generate additional Critical damage rolls.

Violent Charge


Rider units can only benefit from this rule when they are charging, but the effects are then doubled.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Enchanted

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Luck


This unit can re-roll attack rolls made with this weapon with a natural result of 1.

Wraithbane


If the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1.


General
MGTWSvB PtsQt
2.5"7 | 9+8+44+
6+
10 | 12+
Pts
Melee weaponsRkPSA
Mastercrafted Poisoned Long Blade2-6-44
Poison
Mastercrafted Enchanted Long Blade2-6-44+0.4
Enchanted
EquipmentComplete plate armor, Mastercrafted Poisoned Long Blade
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Drelkar
Keywords
Character
Elite
Leader
Special rules
Fearsome
Magical
Steadfast warrior
Heavy
General
Instructor
Authority
Reform the Ranks

Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

General

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:



Determined

This unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6.

If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6.



Be on your guard


+2Sv.

You can attempt to negate each wound suffered by the target by succeeding on a save roll of 5+ on 1d6.

If you have a total of more than 1Sv, refer to the save roll rule in the rulebook.



Coordination


When the character's squad is activated, during the Movement or the Shooting Phase, up to 4 eligible friendly units within 8'' from him at the beginning of the activation can be activated consecutively. Your opponent can only
react
to these consecutive activations.

For example, you activate your character's unit, your opponent reacts to this activation, then you activate one of the adjacent units, and your opponent does not react, then you activate the second adjacent unit and your opponent reacts, and so on until activations resume their normal course.

Instructor

Before the deployment, designate 1 squad and grant it +1Sv.

You can attempt to negate each wound suffered by the target by succeeding on a save roll of 6+ on 1d6.

If you have a total of more than 1Sv, refer to the save roll rule in the rulebook.

Authority

Grants a temporary bonus of +4B for the control rolls of his squad.

Reform the Ranks

Once per battle, during the Tactical phase, if two squads anywhere on the battlefield:

  • Have the same profile

  • Have maximum number of groups

  • Have lost at least half of their total W

  • Are within 1'' of each other

  • Have not been activated this round

  • Have at least one Leader character in either squad


Then, they may merge into a single squad by combining their remaining W.

The newly formed squad should be placed as centrally as possible between the original squads.

This newly formed squad cannot be activated this round but can
react
.

One of the two original squads is considered eliminated and is added to the army’s losses.

The max W and the condition of the the newly formed squad is reset, but it must make Rout Rolls again if it suffers further degradation.

If the newly formed squad exceeds the limit of one character per squad, the excess characters (chosen by the squad's owner) are not included in the new squad. These character are considered to have lost their squad but do not have to take a
Rout Roll
for it.

Magical

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Providence


This unit can re-roll failed attack rolls made with this weapon.

Wraithbane


If the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1.

Steadfast warrior

Units that benefit from this rule are immune to the effects of all special rules that reduce their B or offer bonuses on their rout rolls.



Veteran

This unit ignores the result of the first rout roll it suffers.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Enchanted

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Luck


This unit can re-roll attack rolls made with this weapon with a natural result of 1.

Wraithbane


If the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1.



Marshal
MGTWSvB PtsQt
2.5"7 | 9+8+45+
6+
7 | 9+
Pts
Melee weaponsRkPSA
Mastercrafted Magical Long Blade2-4-31
Magical
Ranged weaponsRgPSA
Black magic6"-2-51
1D3 Wounds
Magical
EquipmentComplete plate armor, Mastercrafted Magical Long Blade, Black magic
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Drelkar
Keywords
Character
Elite
Special rules
Fearsome
Steadfast warrior
Heavy
Strategist
Tactician
Curse
Counter attack

Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Strategist

Before deployment begins, apply all these special rules:



Recon

At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first.

Weakness spotted



Instead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second.




Subterfuge

When this character is activated during the Tactical phase of round 0, remove up to 4 squad from play and redeploy it according to their deployment rules.



Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.

Grant this special rule to an allied squad during the deployment.

Tactician

During the Movement Phase, when the character is activated, you can:
Tactic
Immediately activate two other eligible units anywhere on the battlefield, one after the other. Your opponent can only react to these consecutive activations.
Attempt to reactivate a previously activated unit by making a skill roll of 5+.
Force your opponent to activate a specific eligible unit of your choice on his next turn.

Counter attack

Once per battle, during the Tactical phase, and if the target is not encircled, remove a friendly squad and its characters from play and place them in the reserve.

This counts as an activation during this phase, and the squad and its characters cannot be redeployed during this turn.

When the squad and its characters are redeployed, according to their deployment rules, they recover all their lost W.

Steadfast warrior

Units that benefit from this rule are immune to the effects of all special rules that reduce their B or offer bonuses on their rout rolls.



Veteran

This unit ignores the result of the first rout roll it suffers.

Curse

Target an enemy unit (of any category) of less than 101pts that has just been deployed. Until the end of the battle, attack rolls with a result of 1 against this unit can be rerolled.

A unit of more than 100 points and less than 201 points can be targeted with a skill roll of 4+.

A unit of more than 200 points and less than 301 points can be targeted with a skill roll of 5+.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Magical

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Providence


This unit can re-roll failed attack rolls made with this weapon.

Wraithbane


If the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1.

1D3 Wounds

Multiply each wound inflicted by this weapon by the result of a 1D3.

Priest
MGTWSvB PtsQt
2.5"7 | 9+8+45+6 | 8+
Pts
Melee weaponsRkPSA
Two-Handed Enchanted Staff2-2-11
Enchanted
Poisoned Dagger5-1-21
Melee fighter
Devastator
Poison
Ranged weaponsRgPSA
Black magic6"-2-51
1D3 Wounds
Magical
EquipmentComplete plate armor, Two-Handed Enchanted Staff, Poisoned Dagger, Black magic
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Drelkar
Keywords
Character
Elite
Special rules
Fearsome
Heavy
Sorcery
Blessing
First aid
Hate preacher

Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Blessing

Before the deployment, designate 1 squad and grant it +1Sv.

You can attempt to negate each wound suffered by the target by succeeding on a save roll of 6+ on 1d6.

If you have a total of more than 1Sv, refer to the save roll rule in the rulebook.

First aid

When activated during the Tactical phase, once per round, he can restore 1 lost W to his squad if no ennemy unit is within 1''.

Hate preacher

Grants the following temporary bonus to his squad.



Eternal hate

They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.

If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately.

Sorcery

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:



Shroud of mist

Grants a temporary bonus of +1G to his squad.



Eternal hate

They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.

If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately.



Immobilization

Once a round when activated during the Tactical phase, it can target a visible enemy unit of less than 101pts and immobilize it until the end of its next activation on a skill roll of 4+.

A unit worth more than 100Pts and less than 151Pts can be targeted with a skill roll of 5+.

A unit worth more than 200Pts and less than 301Pts can be targeted with a skill roll of 6+.

Inflict -1 to the skill roll if the target benefit from reductions to M penalties.



Occult hand

Unit target's defense reduced by -1.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Enchanted

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Luck


This unit can re-roll attack rolls made with this weapon with a natural result of 1.

Wraithbane


If the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1.


Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

1D3 Wounds

Multiply each wound inflicted by this weapon by the result of a 1D3.

Magical

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Providence


This unit can re-roll failed attack rolls made with this weapon.

Wraithbane


If the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1.

Captain
MGTWSvB PtsQt
2.5"6 | 8+8 | 9+45+
6+
12 | 10+
Pts
Melee weaponsRkPSA
Blade3-3-1 | -23
Melee fighter
Axe3-1-3 | -43+1.6
Cleaver3-2-2 | -33Replacement-0.6
EquipmentHeavy armor, Shield, Blade
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Leader
Special rules
Veteran
Officer
Authority
No mercy

Officer

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Just like in training


Your character provides the following temporary bonus to his squad:

When the squad has made all its shooting or melee attacks but before your opponent makes any save rolls and rout rolls, you can choose to re-roll all attack rolls against the same target (including those that had successfully wounded the target).

The wounds inflicted by the first roll are not taken into account.



Coordination


When the character's squad is activated, during the Movement or the Shooting Phase, up to 2 eligible friendly units within 4'' from him at the beginning of the activation can be activated consecutively. Your opponent can only
react
to these consecutive activations.

For example, you activate your character's unit, your opponent reacts to this activation, then you activate one of the adjacent units, and your opponent does not react to this, and finally, you activate the second adjacent unit and your opponent reacts. Activations then resume their normal course.

Authority

Grants a temporary bonus of +4B for the control rolls of his squad.

Veteran

This unit ignores the result of the first rout roll it suffers.

No mercy

Grants the following temporary bonus to his squad.



Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Great banner bearer
MGTWSvB PtsQt
2.5"6 | 8+7+45+11 | 9+
Pts
Melee weaponsRkPSA
Blade3-2-0 | -11
Melee fighter
EquipmentHeavy armor, Blade
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Rare
Special rules
Veteran
Great banner

Veteran

This unit ignores the result of the first rout roll it suffers.

Great banner

Grants the following temporary bonus to up to the 5 eligible closest squads within 12''.

Banner

When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Great shaman
MGTWSvB PtsQt
3"7 | 8+5+46+8 | 6+
Pts
Melee weaponsRkPSA
Two-Handed Poisoned Spear1-1-2 | -32
Wall of Spears
Poison
EquipmentLight armor, Two-Handed Poisoned Spear
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Rare
Special rules
Curse
Poisoning
Poisonous decoction
Painkiller
Mystic
Healer

Curse

Target an enemy unit (of any category) of less than 101pts that has just been deployed. Until the end of the battle, attack rolls with a result of 1 against this unit can be rerolled.

A unit of more than 100 points and less than 201 points can be targeted with a skill roll of 4+.

A unit of more than 200 points and less than 301 points can be targeted with a skill roll of 5+.

Poisonous decoction

Before the deployment, designate 1 squad and grant it this bonus:



Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Painkiller

Before the deployment, designate 1 squad and grant it +2T.

At the beginning of each round, roll 1d6. On a result of 1, this bonus is lost for the rest of the battle.

Mystic

Grants a temporary bonus of +2S to the melee weapons and throwing weapons of his squad.

Healer

When activated during the Tactical phase, once per round, he can restore 2 lost W to his squad if no ennemy unit is within 1''.

Only hidden characters can use this special rule.



First aid

When activated during the Tactical phase, once per round, he can restore 1 lost W to his squad if no ennemy unit is within 1''.

Alternatively you can use this special rule instead.

Poisoning

Before deployment begins, remove 1d3T from opposing units of your choice, with a total less than 150Pts.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored do not suffer the effects of this rule.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.


Lieutenant on grimfang
MGTWSvB PtsQt
4"6 | 8+6 | 7+126+10 | 8+
Pts
Melee weaponsRkPSA
Spear (mounted)2-2-1 | -42
Anti cavalry
Blade3-3-0 | -22
Melee fighter
Grimfang - Claws4-2-2 | -32
Devastator
Mount Attacks
Grimfang - Fangs6-2-31
Mount Attacks
EquipmentHeavy armor, Shield, Grimfang, Blade, Spear (mounted), Claws, Fangs
Base40mm Round Individual model
Category
Rider
Monster
Skirmisher
Species
Orc
Keywords
Character
Leader
Special rules
Patriot
Scary
Taking initiative

Patriot

Rout rolls made against this unit to put it to flight can never use more than 2d6, regardless of its situation or condition.

Taking initiative

Grants the following temporary bonus to his squad.



Initiative

Once per battle this unit can use one of these special rules.



If it performed the hold action when it was activated during this Movement phase, after any activation of an ennemy unit during this Movement phase, the player can retake the initiative and activate this unit again.



It can be activated first at the beginning of the Movement phase. Only one unit per side can be activated first. If an unit from each side attempts to use this rule, roll off to determine which player may activate their unit first.



It can be activated right after one of your units, and your opponent can only react to this new activation.



During the Tactical phase, it may be freely reoriented when activated.




Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Lieutenant
MGTWSvB PtsQt
2.5"5 | 7+7 | 8+46+10 | 8+
Pts
Melee weaponsRkPSA
Spear1-2-1 | -22
Wall of Spears
Blade3-3-0 | -12
Melee fighter
EquipmentHeavy armor, Shield, Blade, Spear
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Leader
Special rules
Patriot
Taking initiative

Patriot

Rout rolls made against this unit to put it to flight can never use more than 2d6, regardless of its situation or condition.

Taking initiative

Grants the following temporary bonus to his squad.



Initiative

Once per battle this unit can use one of these special rules.



If it performed the hold action when it was activated during this Movement phase, after any activation of an ennemy unit during this Movement phase, the player can retake the initiative and activate this unit again.



It can be activated first at the beginning of the Movement phase. Only one unit per side can be activated first. If an unit from each side attempts to use this rule, roll off to determine which player may activate their unit first.



It can be activated right after one of your units, and your opponent can only react to this new activation.



During the Tactical phase, it may be freely reoriented when activated.




Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Shaman
MGTWSvB PtsQt
3"7 | 8+5+46+7 | 5+
Pts
Melee weaponsRkPSA
Two-Handed Poisoned Spear1-1-2 | -31
Wall of Spears
Poison
EquipmentLight armor, Two-Handed Poisoned Spear
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Special rules
Poisonous decoction
Speach
Healer

Poisonous decoction

Before the deployment, designate 1 squad and grant it this bonus:



Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Speach

Before the deployment, designate 1d3 squads and grant them this bonus.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.

Healer

When activated during the Tactical phase, once per round, he can restore 2 lost W to his squad if no ennemy unit is within 1''.

Only hidden characters can use this special rule.



First aid

When activated during the Tactical phase, once per round, he can restore 1 lost W to his squad if no ennemy unit is within 1''.

Alternatively you can use this special rule instead.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.


Sorcerer
MGTWSvB PtsQt
3"6 | 7+4+46+8 | 6+
Pts
Melee weaponsRkPSA
Two-Handed Enchanted Staff2-1-0 | -12
Enchanted
Ranged weaponsRgPSA
Magical strike6"-14
Magical
EquipmentLight armor, Two-Handed Enchanted Staff, Magical strike
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Special rules
Sorcery

Sorcery

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:



Shroud of mist

Grants a temporary bonus of +1G to his squad.



Eternal hate

They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.

If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately.



Immobilization

Once a round when activated during the Tactical phase, it can target a visible enemy unit of less than 101pts and immobilize it until the end of its next activation on a skill roll of 4+.

A unit worth more than 100Pts and less than 151Pts can be targeted with a skill roll of 5+.

A unit worth more than 200Pts and less than 301Pts can be targeted with a skill roll of 6+.

Inflict -1 to the skill roll if the target benefit from reductions to M penalties.



Occult hand

Unit target's defense reduced by -1.

Enchanted

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Luck


This unit can re-roll attack rolls made with this weapon with a natural result of 1.

Wraithbane


If the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1.


Magical

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Providence


This unit can re-roll failed attack rolls made with this weapon.

Wraithbane


If the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1.

Taskmaster
MGTWSvB PtsQt
2.5"5 | 7+7+45+8 | 6+
Pts
Melee weaponsRkPSA
Mace4--4 | -53
Whip1-1-0 | -12+1
Mount Attacks
EquipmentHeavy armor, Mace
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Leader
Special rules
Veteran
Taskmaster
Summary execution
Horde leader
Beastmaster
+7pts

Veteran

This unit ignores the result of the first rout roll it suffers.

Taskmaster

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:



Forced march

Grants a temporary bonus of +2M to his squad.

The squad does not benefit from this bonus when it
charges
.




Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Indoctrination

+1T.



Eternal hate

They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.

If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately.

Summary execution

Once per battle, just before the character's squad would be removed from the game due to a rout roll, add a permanent +2B bonus to the unit and inflict one wound per group.

If the B bonus is sufficient to pass the rout roll, do not remove the squad from the game.

Horde leader

From round 1, at the start of each round, and when deployed on the battlefield, this unit generates 1d2x5 Horde pts. This pool of points increases at the start of each round.

At the start of each Tactical phase, the player may spend Horde pts from this pool to recruit units with the Horde special rule. These units can be immediately deployed following their normal deployment rules.

If no units in your army with this special rule remain on the battlefield, all your Horde pts are lost.

Units recruited under this rule do not count towards the army's total pts and their destruction does not award any Vp.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Beastmaster

Before the deployment, designate 1 Monster unit and grant it +1T.

This character can join an monster unit like a squad even if it's not a squad. Even if the unit is not a squad, the character may still grant it the bonuses that apply to squads.

Ancient lord
MGTWSvB PtsQt
3"6 | 8+6+42+34 | 11+
Pts
Melee weaponsRkPSA
Mastercrafted Poisoned Long Blade2-5-34
Poison
Ranged weaponsRgPSA
Magical strike6"-3-14
Magical
EquipmentComplete plate armor, Mastercrafted Poisoned Long Blade, Magical strike
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Wraith
Keywords
Character
Elite
Undead
Leader
Special rules
Scary
Devastator
Wraith
Heavy
General
Instructor
Authority
Reform the Ranks

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Wraith

Each model in the unit must make a Critical Damage Roll when moving over an water area.



Unliving

They are immune to all rules involving poison or disease.

They can never benefit from the Exalted rule.

Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses.

General

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:



Determined

This unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6.

If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6.



Be on your guard


+2Sv.

You can attempt to negate each wound suffered by the target by succeeding on a save roll of 5+ on 1d6.

If you have a total of more than 1Sv, refer to the save roll rule in the rulebook.



Coordination


When the character's squad is activated, during the Movement or the Shooting Phase, up to 4 eligible friendly units within 8'' from him at the beginning of the activation can be activated consecutively. Your opponent can only
react
to these consecutive activations.

For example, you activate your character's unit, your opponent reacts to this activation, then you activate one of the adjacent units, and your opponent does not react, then you activate the second adjacent unit and your opponent reacts, and so on until activations resume their normal course.

Instructor

Before the deployment, designate 1 squad and grant it +1Sv.

You can attempt to negate each wound suffered by the target by succeeding on a save roll of 6+ on 1d6.

If you have a total of more than 1Sv, refer to the save roll rule in the rulebook.

Authority

Grants a temporary bonus of +4B for the control rolls of his squad.

Reform the Ranks

Once per battle, during the Tactical phase, if two squads anywhere on the battlefield:

  • Have the same profile

  • Have maximum number of groups

  • Have lost at least half of their total W

  • Are within 1'' of each other

  • Have not been activated this round

  • Have at least one Leader character in either squad


Then, they may merge into a single squad by combining their remaining W.

The newly formed squad should be placed as centrally as possible between the original squads.

This newly formed squad cannot be activated this round but can
react
.

One of the two original squads is considered eliminated and is added to the army’s losses.

The max W and the condition of the the newly formed squad is reset, but it must make Rout Rolls again if it suffers further degradation.

If the newly formed squad exceeds the limit of one character per squad, the excess characters (chosen by the squad's owner) are not included in the new squad. These character are considered to have lost their squad but do not have to take a
Rout Roll
for it.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Magical

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Providence


This unit can re-roll failed attack rolls made with this weapon.

Wraithbane


If the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1.

Obsidian Guard
MGTWSvB PtsQt
3"6 | 8+7+42+35 | 12+
Pts
Melee weaponsRkPSA
Mastercrafted Poisoned Long Blade2-44
Poison
EquipmentComplete plate armor, Mastercrafted Poisoned Long Blade
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Wraith
Keywords
Character
Undead
Elite
Rare
Special rules
Scary
Devastator
Wraith
Fury
Fanatic
Heroic Fate
Reckless
Urban warfare
Heavy
Adventurer

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Wraith

Each model in the unit must make a Critical Damage Roll when moving over an water area.



Unliving

They are immune to all rules involving poison or disease.

They can never benefit from the Exalted rule.

Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses.

Fury

They can reroll failed melee attack rolls.

Fanatic

The A values of this unit's weapons are not halved, when this unit is Destabilized or Destroyed.

Heroic Fate

Regardless of modifiers, this unit’s defense can never be reduced below 6+.

This means an attack roll of 5- can never inflict a wound on it.

Reckless

If they do not occupy a position and are not already within 1'' of an enemy unit, they will charge the nearest enemy unit within charge range when activated.

They cannot move as long as at least one enemy unit is within 1''.

Each model of the unit gain +2B and +1A on melee weapons when charging, and are never subject to the Overpowered Opponent rule.

Adventurer

Once a round when activated during the Tactical phase, choose one of these special rules as a temporary bonus until the end of the round:



Trophy hunter

Critical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Assassin

Character killer


This unit can target a character even if he is inside a squad.

If all character within the squad are hidding, it can target them, but add +3G to the target for this attack, if this unit itself is not a character.

Best angle


The Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s attacks.

If a unit has two G or two T values, it may use the lower of the two values increased by 1 against this unit. For example, a defense of 5|8+ becomes a defense of 6+ against this unit.



Lone Wolf

When activated during the Tactical phase, and once per round, this character can leave his squad.

Place its base anywhere outside and adjacent to the squad tray. Alternatively, you can place it inside another eligible squad within 1" of its original squad. During this round, only its final squad is considered to be his squad.

He can be deployed outside of any squad, but his deployment does not count as a placement.



Epic Infiltration

During the Tactical Phase, the character may leave his squad and enter a cover within 1" that is occupied by an enemy unit, provided the cover has sufficient remaining capacity.

The character then gains the Exalted rule and ignores any terrain rules that would reduce his A for the duration of the round.


Urban warfare

This unit has a affinity with the Urban element.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.


Drakoth War drums
MGTW B PtsQt
3"5+8+328 | 5+
Pts
Melee weaponsRkPSA
Great Claws3-2-52
Devastator
1D6 Wounds
EquipmentSkin, Great Claws
Base64mm Round Individual model
Category
Monster
Species
Drakoth
Keywords
Character
Elite
Special rules
Scary
Regeneration
War drums

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Regeneration

Once per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.

War drums

Grants the following temporary bonus to up to the 9 eligible closest squads within 24''.

Drum

+1M.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

1D6 Wounds

Multiply each wound inflicted by this weapon by the result of a 1D6.


named characters


Kaelar
Kaelar the Betrayer – A notorious Drelkar adventurer and assassin, Kaelar serves none but himself. Selling his blades and sorcery to the highest bidder, even Agramon employs him when delicate tasks arise. Treachery clings to his name, for his only true loyalty is to gold and survival, not the Dark Lord’s cause.
MGTWSvB PtsQt
3"9 | 10+5+43+
5+
6 | 10+
Pts
Melee weaponsRkPSA
Magical Long Blade2-6-34
Magical
Poisoned Dagger5-4-34
Melee fighter
Devastator
Poison
Ranged weaponsRgPSA
Poisoned Throwing daggers3"-5-22
Throwing weapon
Poison
Long bow15"-5-12
EquipmentLight armor, Magical Long Blade, Poisoned Dagger, Poisoned Throwing daggers, Long bow
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Drelkar
Keywords
Character
Elite
Named
Leader
Special rules
Fearsome
Heroic Fate
Furtive
Hunter
Forester
Mountaineer
Resilience
Adventurer
Inspiration
Charisma
Ambusher
+19.2pts
Scout
+18pts

Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Heroic Fate

Regardless of modifiers, this unit’s defense can never be reduced below 6+.

This means an attack roll of 5- can never inflict a wound on it.

Adventurer

Once a round when activated during the Tactical phase, choose one of these special rules as a temporary bonus until the end of the round:



Trophy hunter

Critical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Assassin

Character killer


This unit can target a character even if he is inside a squad.

If all character within the squad are hidding, it can target them, but add +3G to the target for this attack, if this unit itself is not a character.

Best angle


The Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s attacks.

If a unit has two G or two T values, it may use the lower of the two values increased by 1 against this unit. For example, a defense of 5|8+ becomes a defense of 6+ against this unit.



Lone Wolf

When activated during the Tactical phase, and once per round, this character can leave his squad.

Place its base anywhere outside and adjacent to the squad tray. Alternatively, you can place it inside another eligible squad within 1" of its original squad. During this round, only its final squad is considered to be his squad.

He can be deployed outside of any squad, but his deployment does not count as a placement.



Epic Infiltration

During the Tactical Phase, the character may leave his squad and enter a cover within 1" that is occupied by an enemy unit, provided the cover has sufficient remaining capacity.

The character then gains the Exalted rule and ignores any terrain rules that would reduce his A for the duration of the round.


Inspiration

If your opponent had the same or fewer Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character puts an enemy unit out of action.

If your opponent had more Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character succeeds on a Rout Roll.

This bonus may only be applied once per round; if multiple Characters have this special rule, the total bonus remains +1Vp.




–1Vp until the end of the round when this Character is removed from play. This penalty is cumulative.



Warrior Chant

Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken.

Grant this temporary bonus to his squad.

Furtive

The Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.

Hunter

When this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -1 for this attack roll.

Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered exhausted until the end of the round.

Forester

This unit has a affinity with the Wood element.

Mountaineer

This unit has a affinity with the Stone element.

Charisma

Grants a temporary bonus of +2B to his squad.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Magical

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Providence


This unit can re-roll failed attack rolls made with this weapon.

Wraithbane


If the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Throwing weapon

If this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.

If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier.

Ambusher

Occupy the field


During deployment, this unit may be deployed in an unoccupied cover within the no man's land.

Ambushed


Alternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase.

Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll.



Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.



Scout

+4Scp per Scout entity.

For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp

Lorthen
The High Priest – Advisor and spiritual guide within Shadowspire, Lorthen cloaks his true purpose behind feigned devotion. He studies the dark forces binding the Drelkar, seeking forbidden knowledge to free them from Agramon’s curse. His whispered rites and secret alliance with Thalonis make him a hidden threat to the Dark Forgemaster’s dominion.
MGTWSvB PtsQt
3"8 | 9+5+45+6 | 8+
Pts
Melee weaponsRkPSA
Enchanted Staff2-2-1
Enchanted
Ranged weaponsRgPSA
Mastercrafted Black magic9"-3-61
1D3 Wounds
Magical
Secondary weapon
EquipmentLight armor, Enchanted Staff, Mastercrafted Black magic
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Drelkar
Keywords
Character
Elite
Named
Special rules
Fearsome
Resilience
Sorcery
Shadow sorcery
Mystical protection
Epic speach
Symbol

Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Mystical protection

Before the deployment, designate 1 squad and grant it +2Sv.

You can attempt to negate each wound suffered by the target by succeeding on a save roll of 5+ on 1d6.

If you have a total of more than 2Sv, refer to the save roll rule in the rulebook.

Epic speach

Before the deployment, designate 1d6 squads and grant them this bonus.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.

Symbol

Grants a temporary bonus of +1B to up to the 5 eligible closest squads within 12''.

Sorcery

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:



Shroud of mist

Grants a temporary bonus of +1G to his squad.



Eternal hate

They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.

If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately.



Immobilization

Once a round when activated during the Tactical phase, it can target a visible enemy unit of less than 101pts and immobilize it until the end of its next activation on a skill roll of 4+.

A unit worth more than 100Pts and less than 151Pts can be targeted with a skill roll of 5+.

A unit worth more than 200Pts and less than 301Pts can be targeted with a skill roll of 6+.

Inflict -1 to the skill roll if the target benefit from reductions to M penalties.



Occult hand

Unit target's defense reduced by -1.

Shadow sorcery

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:




Veil of Shadows

+2G
or
+1G to all allied and eligible squads inside one visible cover



Walk in Shadows

Move up to 12" in a straight line, even through terrain features without the water element, and through enemy units that do not have the Wraith special rule or the magical special rule.

The caster and the unit cannot end their movement within 1'' of an enemy unit or overlapping terrain. Furthermore, they cannot be activated or
react
during this round.



Spectral Scythe

Until next activation, each time his squad inflicts wounds, roll 1d6. On a 5+, inflict an additional wound. Additional wounds can generate more wounds.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Enchanted

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Luck


This unit can re-roll attack rolls made with this weapon with a natural result of 1.

Wraithbane


If the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1.


1D3 Wounds

Multiply each wound inflicted by this weapon by the result of a 1D3.

Magical

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Providence


This unit can re-roll failed attack rolls made with this weapon.

Wraithbane


If the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1.

Secondary weapon

During its activation in the Shooting Phase, this unit may shoot with all of its secondary weapons in addition to one of its normal weapons.

Determine the target of each weapon attack rolls before starting to roll the dice. If a target is killed while there are still attacks to be launched on it, those attacks are lost.

If this unit shoots only with its secondary weapons, it remains eligible for the Melee Phase.

This weapon ignore the Melee shooting modifier.

When shooting with a secondary weapon, the unit is not required to reorient toward its target.

Options


If an optional weapon replaces ranged weapons when selected, it does not replace secondary weapons unless it is itself a secondary weapon. And in this case it replace only the secondary weapons.

One secondary weapon option can be selected in addition to a normal ranged weapon option. A maximum of one secondary weapon option is permitted.

Thalonis
The Silent – Shadowspire’s master strategist, Thalonis has won countless campaigns for Agramon, yet behind his calm gaze burns hatred and ambition. Patient, calculating, he plots the downfall of his master, weaving rebellion in silence. To his foes he is terror; to Agramon, the deadliest danger lies at his very side.
MGTWSvB PtsQt
3"7 | 8+4+45+
6+
7 | 9+
Pts
ArmorsMGTW
Complete plate armor2.5"6 | 8+8+--2
Heavy
Melee weaponsRkPSA
Mastercrafted Enchanted Poisoned Long Blade2-5-32
Enchanted
Poison
Poisoned Dagger5-21
Melee fighter
Devastator
Poison
Mount Attacks
EquipmentLight armor, Mastercrafted Enchanted Poisoned Long Blade, Poisoned Dagger
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Drelkar
Keywords
Character
Named
Leader
Special rules
Fearsome
Resilience
Strategist
Tactician
Logistician
Kagemusha
Counter attack
Timely reinforcement
Corruption
+188.8pts

Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Strategist

Before deployment begins, apply all these special rules:



Recon

At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first.

Weakness spotted



Instead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second.




Subterfuge

When this character is activated during the Tactical phase of round 0, remove up to 4 squad from play and redeploy it according to their deployment rules.



Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.

Grant this special rule to an allied squad during the deployment.

Tactician

During the Movement Phase, when the character is activated, you can:
Tactic
Immediately activate two other eligible units anywhere on the battlefield, one after the other. Your opponent can only react to these consecutive activations.
Attempt to reactivate a previously activated unit by making a skill roll of 5+.
Force your opponent to activate a specific eligible unit of your choice on his next turn.

Logistician

Once a round when activated during the Tactical phase, choose one of these special rules. The chosen effect applies to a single, not encircled, friendly squad anywhere on the battlefield until the end of the round:



Express Order

+4Bc or +2M.



Reserve Management

+1 to the arrival roll.



Ammunition reserve

This unit may still shoot even when it has no ammunition remaining.

Kagemusha

Each time this character is removed from play, on a skill roll of 4+, you may redeploy it with all its W either inside an eligible squad Anywhere on the battlefield, or according to its deployment rules.

If no squad is available, it can be deployed according to its deployment rules, but as an individual model.

Regardless of its redeployment type, it does not roll an arrival roll. Instead, it is automatically deployed and can be activated during this phase if only its Kagemusha has not yet been activated during this phase. It can be activated in subsequent phases as usual.

Counter attack

Once per battle, during the Tactical phase, and if the target is not encircled, remove a friendly squad and its characters from play and place them in the reserve.

This counts as an activation during this phase, and the squad and its characters cannot be redeployed during this turn.

When the squad and its characters are redeployed, according to their deployment rules, they recover all their lost W.

Timely reinforcement

Once per battle, when you succeed on a panic roll of 6+ or higher,:

- Gain 2VP until the end of the battle.

- Recruit 2 units (squads have the maximum of groups) with no options. And place them in your reserve. You may deploy these troops according to their deployment rules, from the beginning of the next round.

Units recruited under this rule do not count towards the army's total pts and their destruction does not award any Vp.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Enchanted

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Luck


This unit can re-roll attack rolls made with this weapon with a natural result of 1.

Wraithbane


If the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1.


Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Corruption

You can use the following two rules.

Desertion



Before the start of the deployment, remove units, groups, or options from the opponent's army list for a total value of 60Pts or 2d6x10Pts.

If the number of pts to be removed is not sufficient to remove at least one unit or option, no unit or option is removed.

Passive Traitors



You may designate enemy units (of any category) with a total value of up to 150pts that cannot be activated during round 2 Movement and Shooting Phases. These units may still react normally.

Designate each chosen unit at the moment when the opposing player attempts to activate it. When this occurs, your opponent immediately loses the initiative.

Zelkar on horseback
Herald of Agramon – Encased in rune-carved armor, face sealed behind an iron mask, Zelkar is the voice and enforcer of Agramon. Wielding the Staff of Unbound Shadows, he projects dread across kingdoms, summoning spectral hosts at will. Loyal yet tormented, he dreams of transcending his cursed form even as he spreads the Dark Lord’s will.
MGTWSvB PtsQt
4"6 | 8+6+126+6 | 8+
Pts
Melee weaponsRkPSA
Mastercrafted Magical Long Blade2-4-3 | -41
Magical
Caparisoned war horse - Hooves3--2 | -42
Mount Attacks
Poisoned Dagger5-1-21
Melee fighter
Devastator
Poison
Ranged weaponsRgPSA
Black magic6"-2-51
1D3 Wounds
Magical
Secondary weapon
EquipmentComplete plate armor, Caparisoned war horse , Mastercrafted Magical Long Blade, Poisoned Dagger, Hooves, Black magic
Base40mm Round Individual model
Category
Rider
Skirmisher
Species
Drelkar
Keywords
Character
Named
Special rules
Terror
Heavy
Push
Resilience
Logistician
Curse
Resupply
Summon
Scary
+0pts

Logistician

Once a round when activated during the Tactical phase, choose one of these special rules. The chosen effect applies to a single, not encircled, friendly squad anywhere on the battlefield until the end of the round:



Express Order

+4Bc or +2M.



Reserve Management

+1 to the arrival roll.



Ammunition reserve

This unit may still shoot even when it has no ammunition remaining.

Resupply

Before the deployment, designate up to 3 squads and grant them +2W. These additional W do not alter the squad’s maximum W value used to determine its condition.

Example: A squad with 24W will begin the battle with 26W, but will still become shaken once it has 18W remaining.

Summon

Before the selection of terrain, you may choose to add units, groups, or options to your army list for a total value of 60Pts.

Alternatively, you can attempt to add 2d6x10pts.

If the number of pts to be added is not sufficient to add at least one unit or option, no unit or option is added.

Units recruited under this rule do not count towards the army's total pts and their destruction does not award any Vp.


Rearguard


If you do not use this rule before deployment, during the Tactical Phase of Round 6 when this character is activated, select and place units worth up to 101Pts into your reserve. These units can be deployed as early as the tactical phase of this round.

Terror

The rout rolls caused by their attacks and shots have a -3B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rules Fearsome and Scary.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Curse

Target an enemy unit (of any category) of less than 101pts that has just been deployed. Until the end of the battle, attack rolls with a result of 1 against this unit can be rerolled.

A unit of more than 100 points and less than 201 points can be targeted with a skill roll of 4+.

A unit of more than 200 points and less than 301 points can be targeted with a skill roll of 5+.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Push

When the unit is stable, each time it inflicts wounds equal to the W of a model, its target must make a Critical damage roll. The W lost due to these Critical damage rolls can generate additional Critical damage rolls.

Violent Charge


Rider units can only benefit from this rule when they are charging, but the effects are then doubled.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Magical

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Providence


This unit can re-roll failed attack rolls made with this weapon.

Wraithbane


If the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


1D3 Wounds

Multiply each wound inflicted by this weapon by the result of a 1D3.

Secondary weapon

During its activation in the Shooting Phase, this unit may shoot with all of its secondary weapons in addition to one of its normal weapons.

Determine the target of each weapon attack rolls before starting to roll the dice. If a target is killed while there are still attacks to be launched on it, those attacks are lost.

If this unit shoots only with its secondary weapons, it remains eligible for the Melee Phase.

This weapon ignore the Melee shooting modifier.

When shooting with a secondary weapon, the unit is not required to reorient toward its target.

Options


If an optional weapon replaces ranged weapons when selected, it does not replace secondary weapons unless it is itself a secondary weapon. And in this case it replace only the secondary weapons.

One secondary weapon option can be selected in addition to a normal ranged weapon option. A maximum of one secondary weapon option is permitted.

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.
Zelkar
MGTWSvB PtsQt
2.5"7 | 9+8+45+6 | 8+
Pts
Melee weaponsRkPSA
Mastercrafted Magical Long Blade2-4-31
Magical
Poisoned Dagger5-1-21
Melee fighter
Devastator
Poison
Ranged weaponsRgPSA
Black magic6"-2-51
1D3 Wounds
Magical
Secondary weapon
EquipmentComplete plate armor, Mastercrafted Magical Long Blade, Poisoned Dagger, Black magic
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Drelkar
Keywords
Character
Named
Special rules
Terror
Heavy
Resilience
Logistician
Curse
Resupply
Summon
Scary
+0pts

Logistician

Once a round when activated during the Tactical phase, choose one of these special rules. The chosen effect applies to a single, not encircled, friendly squad anywhere on the battlefield until the end of the round:



Express Order

+4Bc or +2M.



Reserve Management

+1 to the arrival roll.



Ammunition reserve

This unit may still shoot even when it has no ammunition remaining.

Resupply

Before the deployment, designate up to 3 squads and grant them +2W. These additional W do not alter the squad’s maximum W value used to determine its condition.

Example: A squad with 24W will begin the battle with 26W, but will still become shaken once it has 18W remaining.

Summon

Before the selection of terrain, you may choose to add units, groups, or options to your army list for a total value of 60Pts.

Alternatively, you can attempt to add 2d6x10pts.

If the number of pts to be added is not sufficient to add at least one unit or option, no unit or option is added.

Units recruited under this rule do not count towards the army's total pts and their destruction does not award any Vp.


Rearguard


If you do not use this rule before deployment, during the Tactical Phase of Round 6 when this character is activated, select and place units worth up to 101Pts into your reserve. These units can be deployed as early as the tactical phase of this round.

Terror

The rout rolls caused by their attacks and shots have a -3B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rules Fearsome and Scary.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Curse

Target an enemy unit (of any category) of less than 101pts that has just been deployed. Until the end of the battle, attack rolls with a result of 1 against this unit can be rerolled.

A unit of more than 100 points and less than 201 points can be targeted with a skill roll of 4+.

A unit of more than 200 points and less than 301 points can be targeted with a skill roll of 5+.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Magical

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Providence


This unit can re-roll failed attack rolls made with this weapon.

Wraithbane


If the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

1D3 Wounds

Multiply each wound inflicted by this weapon by the result of a 1D3.

Secondary weapon

During its activation in the Shooting Phase, this unit may shoot with all of its secondary weapons in addition to one of its normal weapons.

Determine the target of each weapon attack rolls before starting to roll the dice. If a target is killed while there are still attacks to be launched on it, those attacks are lost.

If this unit shoots only with its secondary weapons, it remains eligible for the Melee Phase.

This weapon ignore the Melee shooting modifier.

When shooting with a secondary weapon, the unit is not required to reorient toward its target.

Options


If an optional weapon replaces ranged weapons when selected, it does not replace secondary weapons unless it is itself a secondary weapon. And in this case it replace only the secondary weapons.

One secondary weapon option can be selected in addition to a normal ranged weapon option. A maximum of one secondary weapon option is permitted.

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Grakthar
The Ironfist – The mightiest of Shadowspire’s orcs, Grakthar is Agramon’s brutal enforcer. His warhammer, crackling with dark sorcery, has crushed rebellion after rebellion. He delights in bloodshed and punishment, serving loyally while secretly hungering for greater power, ever scheming in the shadows of the tower he protects.
MGTWSvB PtsQt
2.5"7 | 9+9 | 10+43+14 | 12+
Pts
Melee weaponsRkPSA
Mastercrafted Enchanted Warhammer - Sweep3-5-1 | -24
Enchanted
Mastercrafted Enchanted Warhammer3-3-7 | -84
Enchanted
EquipmentHeavy armor, Shield, Mastercrafted Enchanted Warhammer
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Named
Elite
Leader
Special rules
Veteran
Choleric
Patriot
Resilience
Officer
Instructor
Charisma
Vehemence
Summary execution
+5.5pts

Veteran

This unit ignores the result of the first rout roll it suffers.

Officer

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Just like in training


Your character provides the following temporary bonus to his squad:

When the squad has made all its shooting or melee attacks but before your opponent makes any save rolls and rout rolls, you can choose to re-roll all attack rolls against the same target (including those that had successfully wounded the target).

The wounds inflicted by the first roll are not taken into account.



Coordination


When the character's squad is activated, during the Movement or the Shooting Phase, up to 2 eligible friendly units within 4'' from him at the beginning of the activation can be activated consecutively. Your opponent can only
react
to these consecutive activations.

For example, you activate your character's unit, your opponent reacts to this activation, then you activate one of the adjacent units, and your opponent does not react to this, and finally, you activate the second adjacent unit and your opponent reacts. Activations then resume their normal course.

Instructor

Before the deployment, designate 1 squad and grant it +1Sv.

You can attempt to negate each wound suffered by the target by succeeding on a save roll of 6+ on 1d6.

If you have a total of more than 1Sv, refer to the save roll rule in the rulebook.

Charisma

Grants a temporary bonus of +2B to his squad.

Vehemence

Grants one of the following temporary bonus to his squad, on a skill roll of 3+.



Fury

They can reroll failed melee attack rolls.



Marksmanship

They can reroll failed shooting attack rolls.

Choleric

Each model of this unit double it's A with all its weapons, when this unit is Shaken.

If the unit becomes Shaken, during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), any additional attacks gained are added only after the exchange has been fully resolved and cannot be used immediately.

Patriot

Rout rolls made against this unit to put it to flight can never use more than 2d6, regardless of its situation or condition.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Enchanted

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Luck


This unit can re-roll attack rolls made with this weapon with a natural result of 1.

Wraithbane


If the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1.


Summary execution

Once per battle, just before the character's squad would be removed from the game due to a rout roll, add a permanent +2B bonus to the unit and inflict one wound per group.

If the B bonus is sufficient to pass the rout roll, do not remove the squad from the game.

Agramon Overlord
The Dark Forgemaster – Immortal tyrant of Shadowspire, Agramon forged his dominion in black iron and sorcery. Once mortal, he transcended death, becoming a being of shadow and dread. Paranoid yet unyielding, he rules through fear, necromancy, and betrayal, his endless hunger for dominion shackling even his closest servants to despair.
MGTWSvB PtsQt
4"6 | 8+5+123+34 | 11+
Pts
Melee weaponsRkPSA
Caparisoned war horse - Hooves3--2 | -42
Mount Attacks
Magical Flail4-5-2 | -35
Magical
Ranged weaponsRgPSA
Mastercrafted Super Heavy Black magic12"-6-81
Magical
1D10 Wounds
Secondary weapon
EquipmentComplete plate armor, Caparisoned war horse , Magical Flail, Hooves, Mastercrafted Super Heavy Black magic, Mastercrafted Large Black magic
Base40mm Round Individual model
Category
Rider
Skirmisher
Species
Wraith
Keywords
Character
Elite
Named
Faction leader
Undead
Leader
Special rules
Devastator
Wraith
Legendary
Heroic Fate
Regeneration
Heavy
Push
Resilience
Adventurer
Sorcery
Shadow sorcery
Strategist
Subterfuge
Symbol
Corruption
+188.8pts
Summon
+157.4pts

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Wraith

Each model in the unit must make a Critical Damage Roll when moving over an water area.



Unliving

They are immune to all rules involving poison or disease.

They can never benefit from the Exalted rule.

Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses.

Legendary

The rout rolls caused by their attacks and shots have a -4B bonus.

Units that benefit from this rule are immune to its effects, as well as the effects of all special rules that reduce their B or offer bonuses on their rout rolls.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.



Heroic Fate

Regardless of modifiers, this unit’s defense can never be reduced below 6+.

This means an attack roll of 5- can never inflict a wound on it.

Adventurer

Once a round when activated during the Tactical phase, choose one of these special rules as a temporary bonus until the end of the round:



Trophy hunter

Critical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Assassin

Character killer


This unit can target a character even if he is inside a squad.

If all character within the squad are hidding, it can target them, but add +3G to the target for this attack, if this unit itself is not a character.

Best angle


The Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s attacks.

If a unit has two G or two T values, it may use the lower of the two values increased by 1 against this unit. For example, a defense of 5|8+ becomes a defense of 6+ against this unit.



Lone Wolf

When activated during the Tactical phase, and once per round, this character can leave his squad.

Place its base anywhere outside and adjacent to the squad tray. Alternatively, you can place it inside another eligible squad within 1" of its original squad. During this round, only its final squad is considered to be his squad.

He can be deployed outside of any squad, but his deployment does not count as a placement.



Epic Infiltration

During the Tactical Phase, the character may leave his squad and enter a cover within 1" that is occupied by an enemy unit, provided the cover has sufficient remaining capacity.

The character then gains the Exalted rule and ignores any terrain rules that would reduce his A for the duration of the round.


Symbol

Grants a temporary bonus of +1B to up to the 5 eligible closest squads within 12''.

Regeneration

Once per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.

Sorcery

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:



Shroud of mist

Grants a temporary bonus of +1G to his squad.



Eternal hate

They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.

If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately.



Immobilization

Once a round when activated during the Tactical phase, it can target a visible enemy unit of less than 101pts and immobilize it until the end of its next activation on a skill roll of 4+.

A unit worth more than 100Pts and less than 151Pts can be targeted with a skill roll of 5+.

A unit worth more than 200Pts and less than 301Pts can be targeted with a skill roll of 6+.

Inflict -1 to the skill roll if the target benefit from reductions to M penalties.



Occult hand

Unit target's defense reduced by -1.

Shadow sorcery

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:




Veil of Shadows

+2G
or
+1G to all allied and eligible squads inside one visible cover



Walk in Shadows

Move up to 12" in a straight line, even through terrain features without the water element, and through enemy units that do not have the Wraith special rule or the magical special rule.

The caster and the unit cannot end their movement within 1'' of an enemy unit or overlapping terrain. Furthermore, they cannot be activated or
react
during this round.



Spectral Scythe

Until next activation, each time his squad inflicts wounds, roll 1d6. On a 5+, inflict an additional wound. Additional wounds can generate more wounds.

Strategist

Before deployment begins, apply all these special rules:



Recon

At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first.

Weakness spotted



Instead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second.




Subterfuge

When this character is activated during the Tactical phase of round 0, remove up to 4 squad from play and redeploy it according to their deployment rules.



Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.

Grant this special rule to an allied squad during the deployment.

Subterfuge

When this character is activated during the Tactical phase of round 0, remove up to 4 squad from play and redeploy it according to their deployment rules.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Push

When the unit is stable, each time it inflicts wounds equal to the W of a model, its target must make a Critical damage roll. The W lost due to these Critical damage rolls can generate additional Critical damage rolls.

Violent Charge


Rider units can only benefit from this rule when they are charging, but the effects are then doubled.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Magical

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Providence


This unit can re-roll failed attack rolls made with this weapon.

Wraithbane


If the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


1D10 Wounds

Multiply each wound inflicted by this weapon by the result of a 1D10.

Secondary weapon

During its activation in the Shooting Phase, this unit may shoot with all of its secondary weapons in addition to one of its normal weapons.

Determine the target of each weapon attack rolls before starting to roll the dice. If a target is killed while there are still attacks to be launched on it, those attacks are lost.

If this unit shoots only with its secondary weapons, it remains eligible for the Melee Phase.

This weapon ignore the Melee shooting modifier.

When shooting with a secondary weapon, the unit is not required to reorient toward its target.

Options


If an optional weapon replaces ranged weapons when selected, it does not replace secondary weapons unless it is itself a secondary weapon. And in this case it replace only the secondary weapons.

One secondary weapon option can be selected in addition to a normal ranged weapon option. A maximum of one secondary weapon option is permitted.

Corruption

You can use the following two rules.

Desertion



Before the start of the deployment, remove units, groups, or options from the opponent's army list for a total value of 60Pts or 2d6x10Pts.

If the number of pts to be removed is not sufficient to remove at least one unit or option, no unit or option is removed.

Passive Traitors



You may designate enemy units (of any category) with a total value of up to 150pts that cannot be activated during round 2 Movement and Shooting Phases. These units may still react normally.

Designate each chosen unit at the moment when the opposing player attempts to activate it. When this occurs, your opponent immediately loses the initiative.

Summon

Before the selection of terrain, you may choose to add units, groups, or options to your army list for a total value of 60Pts.

Alternatively, you can attempt to add 2d6x10pts.

If the number of pts to be added is not sufficient to add at least one unit or option, no unit or option is added.

Units recruited under this rule do not count towards the army's total pts and their destruction does not award any Vp.


Rearguard


If you do not use this rule before deployment, during the Tactical Phase of Round 6 when this character is activated, select and place units worth up to 101Pts into your reserve. These units can be deployed as early as the tactical phase of this round.
Agramon Overlord dismounted
MGTWSvB PtsQt
3"7 | 9+6+42+34 | 11+
Pts
Melee weaponsRkPSA
Magical Flail4-5-25
Magical
Ranged weaponsRgPSA
Mastercrafted Super Heavy Black magic12"-6-81
Magical
1D10 Wounds
Secondary weapon
EquipmentComplete plate armor, Magical Flail, Mastercrafted Super Heavy Black magic, Mastercrafted Large Black magic
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Wraith
Keywords
Character
Elite
Named
Faction leader
Undead
Leader
Special rules
Devastator
Wraith
Legendary
Heroic Fate
Regeneration
Heavy
Resilience
Adventurer
Sorcery
Shadow sorcery
Strategist
Subterfuge
Symbol
Corruption
+188.8pts
Summon
+157.6pts

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Wraith

Each model in the unit must make a Critical Damage Roll when moving over an water area.



Unliving

They are immune to all rules involving poison or disease.

They can never benefit from the Exalted rule.

Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses.

Legendary

The rout rolls caused by their attacks and shots have a -4B bonus.

Units that benefit from this rule are immune to its effects, as well as the effects of all special rules that reduce their B or offer bonuses on their rout rolls.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.



Heroic Fate

Regardless of modifiers, this unit’s defense can never be reduced below 6+.

This means an attack roll of 5- can never inflict a wound on it.

Adventurer

Once a round when activated during the Tactical phase, choose one of these special rules as a temporary bonus until the end of the round:



Trophy hunter

Critical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Assassin

Character killer


This unit can target a character even if he is inside a squad.

If all character within the squad are hidding, it can target them, but add +3G to the target for this attack, if this unit itself is not a character.

Best angle


The Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s attacks.

If a unit has two G or two T values, it may use the lower of the two values increased by 1 against this unit. For example, a defense of 5|8+ becomes a defense of 6+ against this unit.



Lone Wolf

When activated during the Tactical phase, and once per round, this character can leave his squad.

Place its base anywhere outside and adjacent to the squad tray. Alternatively, you can place it inside another eligible squad within 1" of its original squad. During this round, only its final squad is considered to be his squad.

He can be deployed outside of any squad, but his deployment does not count as a placement.



Epic Infiltration

During the Tactical Phase, the character may leave his squad and enter a cover within 1" that is occupied by an enemy unit, provided the cover has sufficient remaining capacity.

The character then gains the Exalted rule and ignores any terrain rules that would reduce his A for the duration of the round.


Symbol

Grants a temporary bonus of +1B to up to the 5 eligible closest squads within 12''.

Regeneration

Once per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.

Sorcery

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:



Shroud of mist

Grants a temporary bonus of +1G to his squad.



Eternal hate

They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.

If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately.



Immobilization

Once a round when activated during the Tactical phase, it can target a visible enemy unit of less than 101pts and immobilize it until the end of its next activation on a skill roll of 4+.

A unit worth more than 100Pts and less than 151Pts can be targeted with a skill roll of 5+.

A unit worth more than 200Pts and less than 301Pts can be targeted with a skill roll of 6+.

Inflict -1 to the skill roll if the target benefit from reductions to M penalties.



Occult hand

Unit target's defense reduced by -1.

Shadow sorcery

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:




Veil of Shadows

+2G
or
+1G to all allied and eligible squads inside one visible cover



Walk in Shadows

Move up to 12" in a straight line, even through terrain features without the water element, and through enemy units that do not have the Wraith special rule or the magical special rule.

The caster and the unit cannot end their movement within 1'' of an enemy unit or overlapping terrain. Furthermore, they cannot be activated or
react
during this round.



Spectral Scythe

Until next activation, each time his squad inflicts wounds, roll 1d6. On a 5+, inflict an additional wound. Additional wounds can generate more wounds.

Strategist

Before deployment begins, apply all these special rules:



Recon

At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first.

Weakness spotted



Instead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second.




Subterfuge

When this character is activated during the Tactical phase of round 0, remove up to 4 squad from play and redeploy it according to their deployment rules.



Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.

Grant this special rule to an allied squad during the deployment.

Subterfuge

When this character is activated during the Tactical phase of round 0, remove up to 4 squad from play and redeploy it according to their deployment rules.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Magical

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Providence


This unit can re-roll failed attack rolls made with this weapon.

Wraithbane


If the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1.

1D10 Wounds

Multiply each wound inflicted by this weapon by the result of a 1D10.

Secondary weapon

During its activation in the Shooting Phase, this unit may shoot with all of its secondary weapons in addition to one of its normal weapons.

Determine the target of each weapon attack rolls before starting to roll the dice. If a target is killed while there are still attacks to be launched on it, those attacks are lost.

If this unit shoots only with its secondary weapons, it remains eligible for the Melee Phase.

This weapon ignore the Melee shooting modifier.

When shooting with a secondary weapon, the unit is not required to reorient toward its target.

Options


If an optional weapon replaces ranged weapons when selected, it does not replace secondary weapons unless it is itself a secondary weapon. And in this case it replace only the secondary weapons.

One secondary weapon option can be selected in addition to a normal ranged weapon option. A maximum of one secondary weapon option is permitted.

Corruption

You can use the following two rules.

Desertion



Before the start of the deployment, remove units, groups, or options from the opponent's army list for a total value of 60Pts or 2d6x10Pts.

If the number of pts to be removed is not sufficient to remove at least one unit or option, no unit or option is removed.

Passive Traitors



You may designate enemy units (of any category) with a total value of up to 150pts that cannot be activated during round 2 Movement and Shooting Phases. These units may still react normally.

Designate each chosen unit at the moment when the opposing player attempts to activate it. When this occurs, your opponent immediately loses the initiative.

Summon

Before the selection of terrain, you may choose to add units, groups, or options to your army list for a total value of 60Pts.

Alternatively, you can attempt to add 2d6x10pts.

If the number of pts to be added is not sufficient to add at least one unit or option, no unit or option is added.

Units recruited under this rule do not count towards the army's total pts and their destruction does not award any Vp.


Rearguard


If you do not use this rule before deployment, during the Tactical Phase of Round 6 when this character is activated, select and place units worth up to 101Pts into your reserve. These units can be deployed as early as the tactical phase of this round.

Lord Valtheron on wyvern
The Half-Shade – Once a noble Eldrakar general, Valtheron was bound to Agramon by sorcery that left him half-spectral. Tormented and terrifying, he leads Shadowspire’s legions astride Nyxthalax, his shadow wyvern. With the Spear of Abyssal Winds, he strikes with spectral fury, feared as both marshal and omen of Shadowspire’s eternal dread.
MGTWSvB PtsQt
8"5 | 6+5+203+33 | 10+
Pts
Melee weaponsRkPSA
Mastercrafted Magical Long Blade2-5-4 | -57
Magical
Wyvern - Great Poisoned Claws3-2-5 | -64
Devastator
1D6 Wounds
Poison
Mount Attacks
Wyvern - Great Poisoned Fangs5-2-62
1D6 Wounds
Poison
Mount Attacks
Ranged weaponsRgPSA
Black magic6"-4-51
1D3 Wounds
Magical
EquipmentComplete plate armor, Wyvern, Mastercrafted Magical Long Blade, Great Poisoned Claws, Great Poisoned Fangs, Black magic
Base64mm Round Individual model
Category
Monster
Species
Wraith
Keywords
Character
Elite
Named
Undead
Leader
Special rules
Devastator
Wraith
Heroic Fate
Eternal hate
Steadfast warrior
Heavy
Hunter
Fly
Swift
Terror
Resilience
Adventurer
Summon
Inspiration

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Wraith

Each model in the unit must make a Critical Damage Roll when moving over an water area.



Unliving

They are immune to all rules involving poison or disease.

They can never benefit from the Exalted rule.

Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses.

Heroic Fate

Regardless of modifiers, this unit’s defense can never be reduced below 6+.

This means an attack roll of 5- can never inflict a wound on it.

Adventurer

Once a round when activated during the Tactical phase, choose one of these special rules as a temporary bonus until the end of the round:



Trophy hunter

Critical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Assassin

Character killer


This unit can target a character even if he is inside a squad.

If all character within the squad are hidding, it can target them, but add +3G to the target for this attack, if this unit itself is not a character.

Best angle


The Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s attacks.

If a unit has two G or two T values, it may use the lower of the two values increased by 1 against this unit. For example, a defense of 5|8+ becomes a defense of 6+ against this unit.



Lone Wolf

When activated during the Tactical phase, and once per round, this character can leave his squad.

Place its base anywhere outside and adjacent to the squad tray. Alternatively, you can place it inside another eligible squad within 1" of its original squad. During this round, only its final squad is considered to be his squad.

He can be deployed outside of any squad, but his deployment does not count as a placement.



Epic Infiltration

During the Tactical Phase, the character may leave his squad and enter a cover within 1" that is occupied by an enemy unit, provided the cover has sufficient remaining capacity.

The character then gains the Exalted rule and ignores any terrain rules that would reduce his A for the duration of the round.


Inspiration

If your opponent had the same or fewer Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character puts an enemy unit out of action.

If your opponent had more Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character succeeds on a Rout Roll.

This bonus may only be applied once per round; if multiple Characters have this special rule, the total bonus remains +1Vp.




–1Vp until the end of the round when this Character is removed from play. This penalty is cumulative.



Warrior Chant

Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken.

Grant this temporary bonus to his squad.

Eternal hate

They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.

If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately.

Steadfast warrior

Units that benefit from this rule are immune to the effects of all special rules that reduce their B or offer bonuses on their rout rolls.



Veteran

This unit ignores the result of the first rout roll it suffers.

Summon

Before the selection of terrain, you may choose to add units, groups, or options to your army list for a total value of 60Pts.

Alternatively, you can attempt to add 2d6x10pts.

If the number of pts to be added is not sufficient to add at least one unit or option, no unit or option is added.

Units recruited under this rule do not count towards the army's total pts and their destruction does not award any Vp.


Rearguard


If you do not use this rule before deployment, during the Tactical Phase of Round 6 when this character is activated, select and place units worth up to 101Pts into your reserve. These units can be deployed as early as the tactical phase of this round.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Hunter

When this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -1 for this attack roll.

Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered exhausted until the end of the round.

Fly

Creatures that take to the skies fight on their own terms, beyond the reach of foot soldiers, striking where they please before swooping back into the fray.


Deployment



At deployment, or during delayed deployment, you may place a flying unit either on the battlefield or “in flight.” Units in flight are above the battlefield; place a directional token to indicate their position and orientation. This means they are not physically present on the ground. But they still need to perform an arrival roll.


Token in flight



This token may be deployed and moved over any terrain element or unit. Use the center of the token when measuring distances to and from the unit.

As long as the unit is represented by its token on the battlefield, place the miniatures outside the battlefield, with the same token (ideally using a color code) on their bases.


Tactical phase



Landing
During the Tactical phase, if a flying unit is currently in flight, it may land on the battlefield at any suitable location within M of its token and more than 1’’ away from an enemy unit. The unit must then make a simplified arrival roll; on 1–3 it is deployed but may only react, on 4+ it may be activated.

Takeoff
If a flying unit is already on the battlefield, it may instead take flight and be removed from the table. Place the in-flight token within M of the center of the unit. If enemy units with a total value of at least half of its point cost are within 1’’, the unit must succeed on a skill roll of 4+ to take off. When a unit takes flight, any enemy unit within 1’’ may immediately make an Opportunity Attack against it.


Movement phase



During the Movement phase, the token of units that were already in flight at the start of the round may be moved up to 2M. The token of other units may be moved up to M.


Shot down



Flying units that are Destabilized or Destroyed cannot take flight.

If a flying unit becomes Destabilized or Destroyed while in flight, move the token 3d6’’ in the direction of its orientation.

If the token ends on the base of a unit, that unit suffers 1 attack roll per model in the flying unit, with 0P and a S equal to the lowest T value of the flying unit.

The flying unit must then be deployed as close as possible to its token, potentially within 1’’ of enemy units. Each model of the unit then suffers a Critical damage roll and cannot be activated during this round.


Shooting phase



Units in flight benefit from a +2G bonus. And are considered to be Height 30". It mean that their targets on the ground suffer a Defense reduced by -1 against their attack rolls.

Flying units that have moved more than their M during this round (including the Tactical and Movement phases) suffer the Advance & Fire penalty.

Their shooting attacks ignore the bonuses of Light and Basic Covers with the Stone element. However, the bonus of Light and Basic Covers with the Wood element is doubled against their attacks.

If the defender has two defense values (two G values in the case of a hit roll, or two T values in the case of a wound roll), choose the lower of the two.


Melee phase



During the Melee phase, units in flight cannot target and be targeted by units on the ground.

During the Melee phase, flying units in flight may attack any enemy flying unit in flight within M. Resolve attacks in order of rank and take turns designating targets, starting with the first player. Every stable and shaken unit is considered charging.

When they are on the battlefield, their melee attacks ignore the bonuses of Basic Covers.


Evade



Some warriors rely on agility rather than steel, slipping past blades and spears until their reflexes finally give out.

A unit that has not yet attacked in Melee or Shot this round may choose to refuse combat and attempt to evade attacks. If it does so, it may not attack in Melee this round.

The evading unit must make a Superiority Roll [M] against each enemy unit that attempts to attack it, one after another in the order chosen by the attacker.

Each time the roll succeeds, the attacking unit loses its opportunity to attack and is no longer eligible to act in the Melee phase.

Each time the roll succeeds, the next attacking unit against the same target gains a cumulative +1d6 bonus to its Superiority Roll [M] against that evading unit this round.

Once the evading unit fails a Superiority Roll [M] during this round, it automatically fails all further evading attempts during this round and may be attacked normally.


Terrain



Flying units ignore area bonuses and penalties. They can also pass through all terrain features, friendly and enemy units without penalty.

While in flight, this unit receives no terrain bonuses. Lines of sight between it and other units are not blocked by covers or blockers. This unit may be deployed into a cover when landing, provided all other deployment conditions are met.


Characters



Characters without this special rule cannot join a squad that has it.

Swift

When this unit is activated and
moves
or
charges
, it get +1G against
shoots
until the end of the round.

Terror

The rout rolls caused by their attacks and shots have a -3B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rules Fearsome and Scary.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Magical

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Providence


This unit can re-roll failed attack rolls made with this weapon.

Wraithbane


If the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1.

1D6 Wounds

Multiply each wound inflicted by this weapon by the result of a 1D6.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Mount Attacks

When you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.

If this unit is exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


1D3 Wounds

Multiply each wound inflicted by this weapon by the result of a 1D3.
Lord Valtheron
MGTWSvB PtsQt
3"6 | 8+6+42+33 | 10+
Pts
Melee weaponsRkPSA
Mastercrafted Magical Long Blade2-5-47
Magical
Ranged weaponsRgPSA
Black magic6"-4-51
1D3 Wounds
Magical
EquipmentComplete plate armor, Mastercrafted Magical Long Blade, Black magic
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Wraith
Keywords
Character
Elite
Named
Undead
Leader
Special rules
Scary
Devastator
Wraith
Heroic Fate
Eternal hate
Steadfast warrior
Heavy
Resilience
Adventurer
Summon
Inspiration

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Wraith

Each model in the unit must make a Critical Damage Roll when moving over an water area.



Unliving

They are immune to all rules involving poison or disease.

They can never benefit from the Exalted rule.

Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses.

Heroic Fate

Regardless of modifiers, this unit’s defense can never be reduced below 6+.

This means an attack roll of 5- can never inflict a wound on it.

Adventurer

Once a round when activated during the Tactical phase, choose one of these special rules as a temporary bonus until the end of the round:



Trophy hunter

Critical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Assassin

Character killer


This unit can target a character even if he is inside a squad.

If all character within the squad are hidding, it can target them, but add +3G to the target for this attack, if this unit itself is not a character.

Best angle


The Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s attacks.

If a unit has two G or two T values, it may use the lower of the two values increased by 1 against this unit. For example, a defense of 5|8+ becomes a defense of 6+ against this unit.



Lone Wolf

When activated during the Tactical phase, and once per round, this character can leave his squad.

Place its base anywhere outside and adjacent to the squad tray. Alternatively, you can place it inside another eligible squad within 1" of its original squad. During this round, only its final squad is considered to be his squad.

He can be deployed outside of any squad, but his deployment does not count as a placement.



Epic Infiltration

During the Tactical Phase, the character may leave his squad and enter a cover within 1" that is occupied by an enemy unit, provided the cover has sufficient remaining capacity.

The character then gains the Exalted rule and ignores any terrain rules that would reduce his A for the duration of the round.


Inspiration

If your opponent had the same or fewer Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character puts an enemy unit out of action.

If your opponent had more Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character succeeds on a Rout Roll.

This bonus may only be applied once per round; if multiple Characters have this special rule, the total bonus remains +1Vp.




–1Vp until the end of the round when this Character is removed from play. This penalty is cumulative.



Warrior Chant

Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken.

Grant this temporary bonus to his squad.

Eternal hate

They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.

If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately.

Steadfast warrior

Units that benefit from this rule are immune to the effects of all special rules that reduce their B or offer bonuses on their rout rolls.



Veteran

This unit ignores the result of the first rout roll it suffers.

Summon

Before the selection of terrain, you may choose to add units, groups, or options to your army list for a total value of 60Pts.

Alternatively, you can attempt to add 2d6x10pts.

If the number of pts to be added is not sufficient to add at least one unit or option, no unit or option is added.

Units recruited under this rule do not count towards the army's total pts and their destruction does not award any Vp.


Rearguard


If you do not use this rule before deployment, during the Tactical Phase of Round 6 when this character is activated, select and place units worth up to 101Pts into your reserve. These units can be deployed as early as the tactical phase of this round.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Magical

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Providence


This unit can re-roll failed attack rolls made with this weapon.

Wraithbane


If the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1.

1D3 Wounds

Multiply each wound inflicted by this weapon by the result of a 1D3.