Infantry
Gorathian shieldbearers
Gorathians warriors
Bowmen
Footmen
Skirmishers
Jungle sentinels
Sarbacaniers
warriors
Cavalry
Cameleers
Light Cavalry
Scouts
Monsters
Grimfangs
trolls
Forest troll
Tyralisk
Artillery
Scorpios
Titans
Tushkoron
war beast
Characters
Alpha Tushkoron
Gorathian Chief
Clan Chief
Great banner bearer
Great wind Speaker
Hornblower
Tracker
Warlord
Wind Speaker
Named Characters
Gorak
Koral
Lyra
Zaedra
Zahrak
Far Qarath
infantry
| Gorathian shieldbearers | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 5+ | 6+ | 20 | 6+ | 8 | 5+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Large Two-Handed Mace | 4 | - | -8 | 5 | ||||||
| Equipment | Hard skin, Large Two-Handed Mace | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x5 Models | Model bases 32mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x10 Models | ||||||||
| Category | Infantryman | Species | Gorathian | |||||||
| Keywords | Elite Rare | |||||||||
| Special rules | Scary Regeneration Veteran Push Forester Squad Leader
+26.5pts | |||||||||
ScaryThe 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. RegenerationOnce 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.VeteranThis unit ignores the result of the first rout roll it suffers.PushWhen 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 ChargeRider units can only benefit from this rule when they are charging, but the effects are then doubled. Large WoundsMultiply each wound inflicted by this weapon by 1d6 when the natural result of the die that inflicts the wound is 6.And multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6. When the roll is improved, take into account the last die rolled. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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. | ||||||||||
| Gorathians warriors | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 6" | 5+ | 6+ | 20 | 7 | 4+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| x2 Heavy Mace | 5 | - | -6 | 7.5 | ||||||
| Large Two-Handed Mace | 4 | - | -8 | 5 | +14 | |||||
|
Large Wounds
|
||||||||||
| Equipment | Hard skin, x2 Heavy Mace | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x5 Models | Model bases 32mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x10 Models | ||||||||
| Category | Infantryman | Species | Gorathian | |||||||
| Keywords | Elite Rare | |||||||||
| Special rules | Scary Regeneration Reckless Forester Squad Leader
+23.5pts | |||||||||
ScaryThe 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. RegenerationOnce 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.RecklessIf 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. Heavy WoundsMultiply 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. Large WoundsMultiply each wound inflicted by this weapon by 1d6 when the natural result of the die that inflicts the wound is 6.And multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6. When the roll is improved, take into account the last die rolled. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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. | ||||||||||
| Bowmen | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 6" | 5+ | 4+ | 24 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Dagger | 5 | - | -1 | 8 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Long bow | 30" | -3 | -1 | 8 | ||||||
| Poisoned Long bow | 30" | -4 | - | 8 | +7.5 | |||||
|
Poison
|
||||||||||
| Equipment | Light armor, Dagger, Long bow | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x16 Models | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Special rules | Squad Leader
+15.5pts | |||||||||
Melee fighterThe 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. DevastatorThe 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.PoisonEach 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 MetalUnits 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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 | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 6" | 5+ | 5 | 6+ | 24 | 7 | 5+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | -1 | 8 | |||||||
| Blade | 3 | -2 | - | 8 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Javelin | 6" | - | 8 | +5.5 | ||||||
|
Heavy Wounds Throwing weapon
|
||||||||||
| Equipment | Light armor, Shield, Spear, Blade | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x16 Models | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Special rules | Bloodlust Shield wall Light Banner bearer
+7pts Hornblower
+5.5pts Squad Leader
+10.5pts | |||||||||
BloodlustAdd +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. 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. LightSlowdowns due to terrain zones are reduced by 1 for this unit.Wall of SpearsIf 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 fighterThe 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 WoundsMultiply 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 weaponIf 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. Banner bearerAdd 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. HornblowerAdd 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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. | ||||||||||
skirmishers
| Jungle sentinels | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 6 | 7+ | 6+ | 20 | 5+ | 8 | 5+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Heavy Dagger | 6 | -1 | -4 | 5 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Javelins | 12" | -2 | -3 | 5 | ||||||
| Equipment | Hard skin, Heavy Dagger, Javelins | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x5 Models | Model bases 32mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x10 Models | ||||||||
| Category | Infantryman Skirmisher | Species | Gorathian | |||||||
| Keywords | Elite Rare | |||||||||
| Special rules | Scary Regeneration Veteran Furtive Hunter Forester Mountaineer Ambusher
+7pts Scout
+14pts Squad Leader
+47pts | |||||||||
ScaryThe 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. RegenerationOnce 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.VeteranThis unit ignores the result of the first rout roll it suffers.FurtiveThe 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.HunterWhen this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -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 Melee fighterThe 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. DevastatorThe 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.Heavy WoundsMultiply 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 weaponIf 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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. AmbusherOccupy the fieldDuring deployment, this unit may be deployed in an unoccupied cover within the no man's land. AmbushedAlternatively, 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 AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf 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 | ||||||||||
| Sarbacaniers | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 6" | 5 | 6+ | 24 | 7+ | |||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Dagger | 5 | - | -1 | 8 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Blowgun | 12" | -2 | +1 | 12 | ||||||
| Equipment | Light armor, Shield, Dagger, Blowgun | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | ||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Special rules | Guerrilla Furtive Forester Ambusher
+2.5pts Squad Leader
+18pts | |||||||||
GuerrillaBefore the deployement begins, this unit can perform 1d3 shots targeting opposing units. Randomly choose the player who designates the target of all the shots.This shots suffer no Long Range Shooting modifier. Once all shots have been made on the target, it can no longer be targeted by other units using this special rule, unless there are no other eligible targets. charactersYou can't target Infantryman or rider characters if this unit is not allowed to target characters within a squad. FurtiveThe 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.Melee fighterThe 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. DevastatorThe 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.PoisonEach 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 MetalUnits 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. Fast reloadAfter its initial activation during the Shooting phase, this unit may be activated a second time during the same phase on a skill roll of 6+ on 1d6.During this second activation, the target of its shooting attacks gains +2G. Alternatively, if the player chooses not to use this previous rule, this unit may ignore the Advance & Fire modifier. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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. AmbusherOccupy the fieldDuring deployment, this unit may be deployed in an unoccupied cover within the no man's land. AmbushedAlternatively, 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 AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. | ||||||||||
| warriors | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 5 | 6+ | 24 | 6+ | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | - | 8 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Javelins | 12" | -1 | 8 | +12.5 | ||||||
|
Heavy Wounds Throwing weapon
|
||||||||||
| Equipment | Light armor, Shield, Blade | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | ||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Special rules | Veteran Parry Light Forester Tumultuous charge Ready for Action Reinforcement
+8pts Hornblower
+4.5pts Squad Leader
+11.5pts | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.LightSlowdowns due to terrain zones are reduced by 1 for this unit.Tumultuous chargeRout rolls caused by their melee attacks receive a -1d3B bonus when this unit charges.Ready for ActionThis unit benefits from a +1 bonus on its arrival rolls.Melee fighterThe 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 WoundsMultiply 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 weaponIf 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. HornblowerAdd 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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. ReinforcementFlanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. | ||||||||||
cavalry
| Cameleers | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 8" | 5+ | 4 | 5+ | 24 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear (mounted) | 2 | -1 | -1 | -3 | 3 | ||||||
| Camel - Hooves | 3 | - | -2 | -4 | 6 | ||||||
| Blade | 3 | -2 | -0 | -1 | 3 | +0.5 | |||||
|
Melee fighter
|
||||||||||
| Equipment | Light armor, Shield, Camel, Spear (mounted), Hooves | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x3 Models | Model bases 40mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x6 Models | ||||||||
| Category | Rider | Species | Human | |||||||
| Special rules | Light Banner bearer
+13.5pts Hornblower
+17.5pts Squad Leader
+24.5pts | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.Mount AttacksWhen 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 OptionsIf 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. Melee fighterThe 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 bearerAdd 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. HornblowerAdd 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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. | ||||||||||
| Cameleers dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 6" | 5+ | 5 | 6+ | 9 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | -1 | 3 | |||||||
| Blade | 3 | -2 | - | 3 | +0.5 | |||||
|
Melee fighter
|
||||||||||
| Equipment | Light armor, Shield, Spear | |||||||||
| Base | 70mm (2.75'') Round tray | 1 Group | x3 Models | Model bases 25mm | ||||||
| 100mm (4'') Round tray | 2 Groups | x6 Models | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Special rules | Banner bearer
+4pts Hornblower
+3.5pts Squad Leader
+8pts | |||||||||
Wall of SpearsIf 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 fighterThe 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 bearerAdd 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. HornblowerAdd 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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
| Scouts | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 8" | 5 | 6+ | 4 | 5+ | 24 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | -0 | -1 | 3 | ||||||
| Camel - Hooves | 3 | - | -2 | -4 | 6 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Blowgun | 12" | -2 | +1 | 4.5 | ||||||
| Equipment | Light armor, Shield, Camel, Blade, Hooves, Blowgun | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x3 Models | Model bases 40mm | ||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Special rules | Scout Light Squad Leader
+44pts | |||||||||
Scout+4Scp per Scout entity.For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp LightSlowdowns due to terrain zones are reduced by 1 for this unit.Melee fighterThe 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 AttacksWhen 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 OptionsIf 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. PoisonEach 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 MetalUnits 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. Fast reloadAfter its initial activation during the Shooting phase, this unit may be activated a second time during the same phase on a skill roll of 6+ on 1d6.During this second activation, the target of its shooting attacks gains +2G. Alternatively, if the player chooses not to use this previous rule, this unit may ignore the Advance & Fire modifier. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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. | ||||||||||
| Scouts dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 6" | 5 | 6+ | 9 | 7+ | |||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | - | 3 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Blowgun | 12" | -2 | +1 | 4.5 | ||||||
| Equipment | Light armor, Shield, Blade, Blowgun | |||||||||
| Base | 70mm (2.75'') Round tray | 1 Group | x3 Models | Model bases 25mm | ||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Special rules | Scout Squad Leader
+27.5pts | |||||||||
Scout+4Scp per Scout entity.For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp Melee fighterThe 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. PoisonEach 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 MetalUnits 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. Fast reloadAfter its initial activation during the Shooting phase, this unit may be activated a second time during the same phase on a skill roll of 6+ on 1d6.During this second activation, the target of its shooting attacks gains +2G. Alternatively, if the player chooses not to use this previous rule, this unit may ignore the Advance & Fire modifier. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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
| Grimfangs | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 9" | 5+ | 15 | 7+ | |||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Claws | 4 | -2 | -2 | -3 | 6 | ||||||
| Fangs | 6 | -2 | -3 | 3 | ||||||
| Equipment | Skin, Claws, Fangs | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x3 Models | Model bases 40mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x6 Models | ||||||||
| Category | Monster | Species | Grimfang | |||||||
| Special rules | Fearsome Light Fierce charge Mountaineer Furtive Ambusher
+6.5pts Squad Leader
+27pts | |||||||||
FearsomeRout 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. LightSlowdowns due to terrain zones are reduced by 1 for this unit.Fierce chargeWhen charging, this unit adds its M to its charge movement instead of the +2M bonus. Additionally, it doubles its melee weapon's A.FurtiveThe 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.DevastatorThe 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 AttacksWhen 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 OptionsIf 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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. AmbusherOccupy the fieldDuring deployment, this unit may be deployed in an unoccupied cover within the no man's land. AmbushedAlternatively, 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 AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. | ||||||||||
| trolls | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 6" | 4+ | 8+ | 24 | 7 | 3+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Heavy Large Two-Handed Axe | 4 | - | -9 | 8 | ||||||
| Heavy Large Two-Handed Axe - Sweep | 4 | -2 | -3 | 8 | ||||||
| x2 Large Blade | 3 | -2 | -5 | 12 | -24 | |||||
|
Melee fighter Large Wounds
|
||||||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Super Heavy Stones | 12" | +1 | -4 | 2 | +1 | |||||
|
Throwing weapon Large Wounds
|
||||||||||
| Equipment | Hard skin, Heavy Large Two-Handed Axe | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x2 Models | Model bases 50mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x4 Models | ||||||||
| Category | Monster | Species | Troll | |||||||
| Keywords | Elite Rare | |||||||||
| Special rules | Scary Regeneration Mountaineer Squad Leader
+68pts | |||||||||
ScaryThe 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. RegenerationOnce 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.2D3 WoundsMultiply each wound inflicted by this weapon by the result of a 2D3.Melee fighterThe 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. Large WoundsMultiply each wound inflicted by this weapon by 1d6 when the natural result of the die that inflicts the wound is 6.And multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6. When the roll is improved, take into account the last die rolled. Throwing weaponIf 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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. | ||||||||||
| Forest troll | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 6" | 4+ | 8+ | 24 | 7 | 3+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Heavy Large Two-Handed Mace | 5 | - | -10 | 8 | ||||||
| Heavy Large Two-Handed Mace - Sweep | 5 | -2 | -4 | 8 | ||||||
| Large Axe | 3 | - | -7 | 8 | -33 | |||||
|
Large Wounds
|
||||||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Super Heavy Javelins | 18" | -1 | -6 | 2 | +5 | |||||
|
Throwing weapon 2D3 Wounds
|
||||||||||
| Equipment | Hard skin, Heavy Large Two-Handed Mace | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x2 Models | Model bases 50mm | ||||||
| Category | Monster | Species | Troll | |||||||
| Keywords | Elite Rare | |||||||||
| Special rules | Scary Regeneration Mountaineer Relief Reckless Steadfast warrior Forester Squad Leader
+70pts | |||||||||
ScaryThe 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. RegenerationOnce 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.ReliefDuring the Movement phase, if this squad swap its position with a friendly squad engaged in melee, this exchange does not trigger an Opportunity Attack on this friendly squad.RecklessIf 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. Steadfast warriorUnits 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. 2D3 WoundsMultiply each wound inflicted by this weapon by the result of a 2D3.Large WoundsMultiply each wound inflicted by this weapon by 1d6 when the natural result of the die that inflicts the wound is 6.And multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6. When the roll is improved, take into account the last die rolled. Throwing weaponIf 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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. | ||||||||||
| Tyralisk | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 8" | 5+ | 15 | 8+ | |||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Poisoned Tongue | 3 | -3 | -1 | 3 | ||||||
| Claws | 4 | -3 | -1 | 6 | ||||||
| Equipment | Skin, Claws, Poisoned Tongue | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x3 Models | Model bases 40mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x6 Models | ||||||||
| Category | Monster | Species | Tyralisk | |||||||
| Special rules | Fearsome Light Fierce charge Ambusher
+9.5pts | |||||||||
FearsomeRout 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. LightSlowdowns due to terrain zones are reduced by 1 for this unit.Fierce chargeWhen charging, this unit adds its M to its charge movement instead of the +2M bonus. Additionally, it doubles its melee weapon's A.DevastatorThe 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.PoisonEach 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 MetalUnits 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 AttacksWhen 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 OptionsIf 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. AmbusherOccupy the fieldDuring deployment, this unit may be deployed in an unoccupied cover within the no man's land. AmbushedAlternatively, 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 AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. | ||||||||||
artillery
| Scorpios | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 2" | 5+ | 4 | 7+ | 12 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | - | 4 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Scorpio - Arrows | 30" | -2 | -4 | 2 | ||||||
| Equipment | Light armor, Pavois, Blade, Scorpio - Arrows | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x2 Models | Model bases 50mm | ||||||
| Category | Artillery | Species | Human | |||||||
| Special rules | ||||||||||
Melee fighterThe 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. TraumaticThe rout rolls caused by their shots have a -1B bonus.BlastRoll 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 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6. | ||||||||||
titans
| Tushkoron | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 7" | 2+ | 9+ | 48 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Great Tusks - Sweep | 3 | -3 | -1 | -4 | 4 | ||||||
| Great Tusks | 3 | -1 | -7 | -10 | 4 | ||||||
| Great Feet | 5 | +1 | -7 | -8 | 2 | ||||||
| Equipment | Hard skin, Great Tusks, Great Feet | |||||||||
| Base | 140x180mm Oval | Individual model | ||||||||
| Category | Titan | Species | Tushkoron | |||||||
| Special rules | Tireless Terror Dramatic destruction Fierce charge Firing platform [1] | |||||||||
TirelessDuring the Shooting phase and the Melee phase, if this unit was eligible for a first activation, it can be activated a second time on a Skill Roll of 5+.TerrorThe 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. Dramatic destructionWhen this unit is killed by a Critical damage roll, all models with a smaller individual base and within 3'' suffer a hit roll.Fierce chargeWhen charging, this unit adds its M to its charge movement instead of the +2M bonus. Additionally, it doubles its melee weapon's A.Firing platform [1]DeploymentDuring deployment, a Firing platform may be deployed with units already embarked inside (Infantryman, Artillery, or Monster). This counts as the same number of deployment drops as if the combat platform and its passengers had been deployed separately. A platform may only benefit from a special deployment rule if all units inside also benefit from that rule. EmbarkDuring the Tactical Phase, a friendly Infantryman, an Artillery, or a Monster unit, together with its Characters, may embark if they are within 1’’ of the platform. Place the unit on the platform to indicate it is embarked. While on the platform, they are not eligible during the Movement phase and the Melee phase. DisembarkDuring a later Tactical Phase, each unit inside the platform may disembark and be deployed within 1’’ of the platform. This deployment may place them within 1’’ of an enemy unit; in this case they are considered to be engaged in melee with that unit, but are not considered charging. Troops disembarking receive a +1 on their arrival roll. CapacityThe value X indicates the capacity of the platform, that is basically the number of squads it may carry at once. Units of different categories (e.g. Infantryman and Monster) may mix on a platform, provided they are eligible. TargetingUnits on a firing platform can be targeted separately by shooting attacks but cannot be chosen as the target of melee attacks. They benefit from Heavy Cover with a bonus of +3G. Additionally, the platform is considered the closest target. BaseConsider the base of the firing platform as the base of the units inside it when measuring line of sight, firing ranges, and melee engagement distances. Rear arcUnits embarked on a firing platform have no rear arc and may shoot in any direction without penalty. EligibilityUnlike a transport, units embarked on a firing platform remain eligible during the Shooting Phase. attack from the TitanIf the platform is a Titan, the soldiers it transports benefit from the high ground rule 3. ContextUnless otherwise specified, the ranged weapons of units inside a firing platform suffer the same modifiers as those of the platform itself. For example, units inside suffer the Advance & Fire penalty if the platform has moved more than half its M. If the platform itself is considered Encircled, all units on it are also considered encircled. Catastrophic DisembarkationIf this unit is killed, each embarked model must then roll a Critical damage roll. Then each remaining unit must immediately disembark. Place the unit within 1’’ of this killed unit. The embarked units cannot be activated or react to during this round. If placement within 1’’ is impossible — for example, if this unit is not on the table or is surrounded by enemy units — the unit is killed. Emergency DisembarkationIf this unit failed a rout roll, each embarked unit must then roll a rout roll. Then each remaining unit must immediately disembark. Place the unit within 1’’ of this routed unit. If placement within 1’’ is impossible — for example, if this unit is not on the table or is surrounded by enemy units — the embarked unit is considered having failed a rout roll. Transport SpacesSome units can operate within layered transport systems, shifting between internal structures as the battle evolves. If this unit benefits from both this rule and another rule that allows units to be transported, each rule is treated as a separate transport space. You may move a transported unit between these spaces during the Tactical Phase when it is activated, provided the destination space has sufficient capacity. Swapping the positions of two transported units (including characters within squads) requires the swap action during the Movement phase. ElitesInfantryman soldiers with the Elite keyword can embark and disembark from this unit and benefit from all the previous rules, even if this unit does not have the Elite keyword. 1D6 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6.Mount AttacksWhen 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 OptionsIf 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. | ||||||||||
| war beast | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 7" | 3+ | 9+ | 32 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Great Horns | 2 | -1 | -5 | -9 | 4 | ||||||
| Great Feet | 5 | +1 | -5 | -7 | 2 | ||||||
| Equipment | Hard skin, Great Horns, Great Feet | |||||||||
| Base | 140x180mm Oval | Individual model | ||||||||
| Category | Titan | Species | Rhakor | |||||||
| Special rules | Tireless Scary Dramatic destruction Fierce charge | |||||||||
TirelessDuring the Shooting phase and the Melee phase, if this unit was eligible for a first activation, it can be activated a second time on a Skill Roll of 5+.ScaryThe 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. Dramatic destructionWhen this unit is killed by a Critical damage roll, all models with a smaller individual base and within 3'' suffer a hit roll.Fierce chargeWhen charging, this unit adds its M to its charge movement instead of the +2M bonus. Additionally, it doubles its melee weapon's A.Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.1D6 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6.Mount AttacksWhen 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 OptionsIf 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. | ||||||||||
characters
| Alpha Tushkoron | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 7" | 3+ | 9+ | 64 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Great Tusks - Sweep | 3 | -3 | -2 | -5 | 4 | ||||||
| Great Tusks | 3 | -1 | -8 | -11 | 4 | ||||||
| Great Feet | 5 | +1 | -8 | -9 | 2 | ||||||
| Equipment | Hard skin, Great Tusks, Great Feet | |||||||||
| Base | 140x180mm Oval | Individual model | ||||||||
| Category | Titan | Species | Tushkoron | |||||||
| Keywords | Character Rare | |||||||||
| Special rules | Tireless Terror Dramatic destruction Fierce charge Firing platform [1] | |||||||||
TirelessDuring the Shooting phase and the Melee phase, if this unit was eligible for a first activation, it can be activated a second time on a Skill Roll of 5+.TerrorThe 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. Dramatic destructionWhen this unit is killed by a Critical damage roll, all models with a smaller individual base and within 3'' suffer a hit roll.Fierce chargeWhen charging, this unit adds its M to its charge movement instead of the +2M bonus. Additionally, it doubles its melee weapon's A.Firing platform [1]DeploymentDuring deployment, a Firing platform may be deployed with units already embarked inside (Infantryman, Artillery, or Monster). This counts as the same number of deployment drops as if the combat platform and its passengers had been deployed separately. A platform may only benefit from a special deployment rule if all units inside also benefit from that rule. EmbarkDuring the Tactical Phase, a friendly Infantryman, an Artillery, or a Monster unit, together with its Characters, may embark if they are within 1’’ of the platform. Place the unit on the platform to indicate it is embarked. While on the platform, they are not eligible during the Movement phase and the Melee phase. DisembarkDuring a later Tactical Phase, each unit inside the platform may disembark and be deployed within 1’’ of the platform. This deployment may place them within 1’’ of an enemy unit; in this case they are considered to be engaged in melee with that unit, but are not considered charging. Troops disembarking receive a +1 on their arrival roll. CapacityThe value X indicates the capacity of the platform, that is basically the number of squads it may carry at once. Units of different categories (e.g. Infantryman and Monster) may mix on a platform, provided they are eligible. TargetingUnits on a firing platform can be targeted separately by shooting attacks but cannot be chosen as the target of melee attacks. They benefit from Heavy Cover with a bonus of +3G. Additionally, the platform is considered the closest target. BaseConsider the base of the firing platform as the base of the units inside it when measuring line of sight, firing ranges, and melee engagement distances. Rear arcUnits embarked on a firing platform have no rear arc and may shoot in any direction without penalty. EligibilityUnlike a transport, units embarked on a firing platform remain eligible during the Shooting Phase. attack from the TitanIf the platform is a Titan, the soldiers it transports benefit from the high ground rule 3. ContextUnless otherwise specified, the ranged weapons of units inside a firing platform suffer the same modifiers as those of the platform itself. For example, units inside suffer the Advance & Fire penalty if the platform has moved more than half its M. If the platform itself is considered Encircled, all units on it are also considered encircled. Catastrophic DisembarkationIf this unit is killed, each embarked model must then roll a Critical damage roll. Then each remaining unit must immediately disembark. Place the unit within 1’’ of this killed unit. The embarked units cannot be activated or react to during this round. If placement within 1’’ is impossible — for example, if this unit is not on the table or is surrounded by enemy units — the unit is killed. Emergency DisembarkationIf this unit failed a rout roll, each embarked unit must then roll a rout roll. Then each remaining unit must immediately disembark. Place the unit within 1’’ of this routed unit. If placement within 1’’ is impossible — for example, if this unit is not on the table or is surrounded by enemy units — the embarked unit is considered having failed a rout roll. Transport SpacesSome units can operate within layered transport systems, shifting between internal structures as the battle evolves. If this unit benefits from both this rule and another rule that allows units to be transported, each rule is treated as a separate transport space. You may move a transported unit between these spaces during the Tactical Phase when it is activated, provided the destination space has sufficient capacity. Swapping the positions of two transported units (including characters within squads) requires the swap action during the Movement phase. ElitesInfantryman soldiers with the Elite keyword can embark and disembark from this unit and benefit from all the previous rules, even if this unit does not have the Elite keyword. 1D6 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6.Mount AttacksWhen 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 OptionsIf 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. | ||||||||||
| Gorathian Chief | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 7 | 8+ | 8 | 9+ | 5 | 5+ | 9 | 6+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Heavy Mace | 5 | -1 | -7 | 3 | ||||||
| Equipment | Light armor, Shield, Heavy Mace | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Gorathian | |||||||
| Keywords | Character Elite Leader | |||||||||
| Special rules | Scary Regeneration Forester Cacique Devastating charge | |||||||||
ScaryThe 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. RegenerationOnce 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.CaciqueOnce 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: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. Motivated When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1. Fury They can reroll failed melee attack rolls. On a skill roll of 3+. Marksmanship They can reroll failed shooting attack rolls. On a skill roll of 3+. Communicative violence +1S to the melee weapons and throwing weapons of his squad. Devastating chargeGrants the following temporary bonus to his squad.Rage When charging, they can reroll failed melee attack rolls. Heavy WoundsMultiply 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. | ||||||||||
| Clan Chief on camel | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 8" | 6 | 7+ | 4 | 5+ | 12 | 5+ | 10+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cavalry Spear | 1 | -2 | -1 | -5 | 3 | ||||||
| Club | 3 | -2 | -0 | -1 | 3 | ||||||
| Camel - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Blade | 3 | -3 | -1 | -2 | 3 | +0.5 | |||||
|
Melee fighter
|
||||||||||
| Equipment | Light armor, Shield, Camel, Club, Cavalry Spear, Hooves | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Keywords | Character Faction leader Leader | |||||||||
| Special rules | Veteran Parry Forester Light Cacique | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.CaciqueOnce 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: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. Motivated When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1. Fury They can reroll failed melee attack rolls. On a skill roll of 3+. Marksmanship They can reroll failed shooting attack rolls. On a skill roll of 3+. Communicative violence +1S to the melee weapons and throwing weapons of his squad. LightSlowdowns due to terrain zones are reduced by 1 for this unit.Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.Mount AttacksWhen 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 OptionsIf 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. Melee fighterThe 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. | ||||||||||
| Clan Chief | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 7 | 8+ | 6 | 7+ | 4 | 5+ 6+ | 10+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | -2 | 3 | |||||||
| Club | 3 | -2 | - | 3 | ||||||
| Blade | 3 | -3 | -1 | 3 | +0.5 | |||||
|
Melee fighter
|
||||||||||
| Equipment | Light armor, Shield, Club, Spear | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Faction leader Leader | |||||||||
| Special rules | Veteran Parry Forester Cacique | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.CaciqueOnce 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: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. Motivated When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1. Fury They can reroll failed melee attack rolls. On a skill roll of 3+. Marksmanship They can reroll failed shooting attack rolls. On a skill roll of 3+. Communicative violence +1S to the melee weapons and throwing weapons of his squad. Wall of SpearsIf 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 fighterThe 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 | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 7 | 8+ | 6 | 7+ | 4 | 6+ | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | - | 1 | ||||||
| Equipment | Light armor, Shield, Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Rare | |||||||||
| Special rules | Great banner | |||||||||
Great bannerGrants 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 fighterThe 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 wind Speaker | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 7 | 8+ | 5+ | 4 | 6+ | 7+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Enchanted Staff | 2 | -1 | - | 1 | ||||||
| Equipment | Light armor, Two-Handed Enchanted Staff | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character | |||||||||
| Special rules | Nature magic Curse Poisonous decoction Painkiller Mystic Healer Enchantment
+6pts | |||||||||
CurseTarget 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 decoctionBefore 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 MetalUnits 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. PainkillerBefore 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. MysticGrants a temporary bonus of +2S to the melee weapons and throwing weapons of his squad.HealerWhen 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. Nature magicOnce 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:Hinders Once a round when activated during the Tactical phase, it may target a visible enemy unit worth less than 101Pts and inflict -2M on it until the end of the Movement phase. A unit worth more than 100Pts and less than 201Pts can be targeted with a skill roll of 4+. A unit worth more than 200Pts and less than 301Pts can be targeted with a skill roll of 5+. If the target unit is worth less than 50Pts, the penalty is -3M instead. Units that benefit from reductions to M penalties also reduce the penalty inflicted by this rule. Trophy hunter Critical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W. Bestial nature Unit target's defense reduced by -1, or unit defense improved by +1. Earthquake Choose one Cover on the battlefield and inflict a Critical damage roll on it, on a skill roll of 4+. EnchantedEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).LuckThis unit can re-roll attack rolls made with this weapon with a natural result of 1. WraithbaneIf the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1. EnchantmentBefore the deployment, designate 1 squad and grant it this bonus:Enchanted Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget). LuckThis unit can re-roll attack rolls made with this weapon with a natural result of 1. WraithbaneIf the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1. | ||||||||||
| Hornblower | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 7 | 8+ | 5+ | 4 | 5+ | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Dagger | 5 | - | -1 | 2 | ||||||
| Equipment | Light armor, Dagger | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Leader Rare | |||||||||
| Special rules | Veteran Great horn Rallying | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.Great hornGrants the following temporary bonus to up to the 5 eligible closest squads within 12''.Horn Add +3" to this unit's movement when it charges. RallyingOnce per battle, when an elligible 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.Melee fighterThe 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. DevastatorThe 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. | ||||||||||
| Tracker | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 8 | 9+ | 6 | 7+ | 4 | 5+ | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Poisoned Dagger | 5 | -2 | 3 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Blowgun | 12" | -4 | +1 | 3 | ||||||
| Poisoned Long bow | 30" | -5 | - | 2 | +2 | |||||
|
Poison
|
||||||||||
| Equipment | Light armor, Shield, Poisoned Dagger, Blowgun | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Furtive Hunter Commando Scout Tracker Ambusher
+1.5pts | |||||||||
FurtiveThe 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.HunterWhen this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -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 TrackerBefore deployment begins, choose 1 of these special rules:Take it down Grants the following temporary bonus to his squad. When this unit attacks a Monster, Vehicle or Titan with more than 11W, if the condition of its target deteriorates, it must roll an additional Critical damage roll. 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 spottedInstead, 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. Skirmish Master Grants a temporary bonus of +1G to his squad when they are occupying a cover. Scout+4Scp per Scout entity.For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp Melee fighterThe 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. DevastatorThe 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.PoisonEach 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 MetalUnits 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. Fast reloadAfter its initial activation during the Shooting phase, this unit may be activated a second time during the same phase on a skill roll of 6+ on 1d6.During this second activation, the target of its shooting attacks gains +2G. Alternatively, if the player chooses not to use this previous rule, this unit may ignore the Advance & Fire modifier. AmbusherOccupy the fieldDuring deployment, this unit may be deployed in an unoccupied cover within the no man's land. AmbushedAlternatively, 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 AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. | ||||||||||
| Warlord on camel | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 8" | 6 | 7+ | 4 | 5+ | 12 | 5+ 6+ | 11+ | ||||||||
| Pts | |||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||
| Spear (mounted) | 2 | -3 | -2 | -4 | 4 | |||||||||
| Blade | 3 | -4 | -1 | -2 | 4 | |||||||||
| Camel - Hooves | 3 | - | -2 | -4 | 2 | |||||||||
| Equipment | Light armor, Shield, Camel, Blade, Spear (mounted), Hooves | ||||||||||||
| Base | 40mm Round | Individual model | |||||||||||
| Category | Rider Skirmisher | Species | Human | ||||||||||
| Keywords | Character Leader | ||||||||||||
| Special rules | Veteran Forester Light Warlord Taking initiative Epic speach | ||||||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.WarlordOnce 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:Tactician During the Movement Phase, when the character is activated, you can:
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. Steadfast Resolve When the character's squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 5+ on 1d6. If the unit benefits from the Banner rule, add +1 to the banner roll instead. You can always use this bonus when making a rout roll, but if you do so you can't choose a bonus during the next round. Taking initiativeGrants 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. Epic speachBefore 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. LightSlowdowns due to terrain zones are reduced by 1 for this unit.Melee fighterThe 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 cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.Mount AttacksWhen 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 OptionsIf 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. | |||||||||||||
| Warlord | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 6" | 7 | 8+ | 6 | 7+ | 4 | 4+ 6+ | 11+ | ||||||||
| Pts | |||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||
| Spear | 1 | -3 | -2 | 4 | |||||||||
| Blade | 3 | -4 | -1 | 4 | |||||||||
| Equipment | Light armor, Shield, Blade, Spear | ||||||||||||
| Base | 25mm Round | Individual model | |||||||||||
| Category | Infantryman Skirmisher | Species | Human | ||||||||||
| Keywords | Character Leader | ||||||||||||
| Special rules | Veteran Forester Warlord Taking initiative Epic speach | ||||||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.WarlordOnce 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:Tactician During the Movement Phase, when the character is activated, you can:
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. Steadfast Resolve When the character's squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 5+ on 1d6. If the unit benefits from the Banner rule, add +1 to the banner roll instead. You can always use this bonus when making a rout roll, but if you do so you can't choose a bonus during the next round. Taking initiativeGrants 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. Epic speachBefore 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. Melee fighterThe 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 SpearsIf 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. | |||||||||||||
| Wind Speaker | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 7 | 8+ | 5+ | 4 | 6+ | 7+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Spear | 1 | -1 | -2 | 1 | ||||||
| Equipment | Light armor, Two-Handed Spear | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character | |||||||||
| Special rules | Nature magic Poisonous decoction Speach Healer | |||||||||
Poisonous decoctionBefore 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 MetalUnits 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. SpeachBefore 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. HealerWhen 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. Nature magicOnce 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:Hinders Once a round when activated during the Tactical phase, it may target a visible enemy unit worth less than 101Pts and inflict -2M on it until the end of the Movement phase. A unit worth more than 100Pts and less than 201Pts can be targeted with a skill roll of 4+. A unit worth more than 200Pts and less than 301Pts can be targeted with a skill roll of 5+. If the target unit is worth less than 50Pts, the penalty is -3M instead. Units that benefit from reductions to M penalties also reduce the penalty inflicted by this rule. Trophy hunter Critical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W. Bestial nature Unit target's defense reduced by -1, or unit defense improved by +1. Earthquake Choose one Cover on the battlefield and inflict a Critical damage roll on it, on a skill roll of 4+. Wall of SpearsIf 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. | ||||||||||
named characters
| Gorak | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| The Half-Troll Warlord -Born of Gorathian blood and Far Qarath lineage, Gorak bridges two worlds through strength and cunning. Towering and relentless, he commands a band of humans and half-trolls alike. Silent as the jungle predators he mirrors, he dreams of carving his own savage dominion. | |||||||||||||
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 6" | 7 | 8+ | 8 | 9+ | 5 | 4+ | 10 | 7+ | ||||||||
| Pts | |||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||
| Heavy Mace | 5 | -2 | -7 | 4 | |||||||||
| Equipment | Light armor, Shield, Heavy Mace | ||||||||||||
| Base | 32mm Round | Individual model | |||||||||||
| Category | Infantryman Skirmisher | Species | Gorathian | ||||||||||
| Keywords | Character Elite Named Leader | ||||||||||||
| Special rules | Scary Regeneration Forester Resilience Warlord Taking initiative Epic speach Army of legends Devastating charge | ||||||||||||
ScaryThe 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. RegenerationOnce 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.WarlordOnce 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:Tactician During the Movement Phase, when the character is activated, you can:
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. Steadfast Resolve When the character's squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 5+ on 1d6. If the unit benefits from the Banner rule, add +1 to the banner roll instead. You can always use this bonus when making a rout roll, but if you do so you can't choose a bonus during the next round. Taking initiativeGrants 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. Epic speachBefore 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. Army of legendsIf this character is included in your army, you may recruit an unlimited number of rare non-character units in your army.Devastating chargeGrants the following temporary bonus to his squad.Rage When charging, they can reroll failed melee attack rolls. ResilienceThis 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. Heavy WoundsMultiply 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. | |||||||||||||
| Koral on camel | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| The Camel Warlord -Koral of the Scorched Dunes commands swift riders bred for survival in the endless sands. His camel cavalry strike like ghosts, vanishing into shifting dunes before retaliation can come. Mystic as much as warrior, he listens to the desert winds before choosing when—and whom—to strike. | |||||||||||||
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 8" | 6 | 7+ | 4 | 5+ | 12 | 5+ 6+ | 11+ | ||||||||
| Pts | |||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||
| Spear (mounted) | 2 | -3 | -2 | -4 | 4 | |||||||||
| Blade | 3 | -4 | -1 | -2 | 4 | |||||||||
| Camel - Hooves | 3 | - | -2 | -4 | 2 | |||||||||
| Equipment | Light armor, Shield, Camel, Blade, Spear (mounted), Hooves | ||||||||||||
| Base | 40mm Round | Individual model | |||||||||||
| Category | Rider Skirmisher | Species | Human | ||||||||||
| Keywords | Character Named Leader | ||||||||||||
| Special rules | Fake retreat Steadfast warrior Light Resilience Warlord Taking initiative Epic speach Counter attack Forced march | ||||||||||||
WarlordOnce 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:Tactician During the Movement Phase, when the character is activated, you can:
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. Steadfast Resolve When the character's squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 5+ on 1d6. If the unit benefits from the Banner rule, add +1 to the banner roll instead. You can always use this bonus when making a rout roll, but if you do so you can't choose a bonus during the next round. Taking initiativeGrants 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. Epic speachBefore 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. Fake retreatOnce per battle, during the Tactical phase, and if it is not encircled, remove the unit from play and place it in the reserve.This counts as an activation in this phase, and the unit cannot be redeployed during this turn, and the next one. When the unit is redeployed, according to its deployment rules, it recovers all its lost W. Steadfast warriorUnits 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. Counter attackOnce 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. Forced marchGrants a temporary bonus of +2M to his squad.The squad does not benefit from this bonus when it charges .LightSlowdowns due to terrain zones are reduced by 1 for this unit.ResilienceThis 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. Melee fighterThe 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 cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.Mount AttacksWhen 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 OptionsIf 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. | |||||||||||||
| Koral | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 6" | 7 | 8+ | 6 | 7+ | 4 | 4+ 6+ | 11+ | ||||||||
| Pts | |||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||
| Spear | 1 | -3 | -2 | 4 | |||||||||
| Blade | 3 | -4 | -1 | 4 | |||||||||
| Equipment | Light armor, Shield, Blade, Spear | ||||||||||||
| Base | 25mm Round | Individual model | |||||||||||
| Category | Infantryman Skirmisher | Species | Human | ||||||||||
| Keywords | Character Named Leader | ||||||||||||
| Special rules | Fake retreat Steadfast warrior Resilience Warlord Taking initiative Epic speach Counter attack Forced march | ||||||||||||
WarlordOnce 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:Tactician During the Movement Phase, when the character is activated, you can:
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. Steadfast Resolve When the character's squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 5+ on 1d6. If the unit benefits from the Banner rule, add +1 to the banner roll instead. You can always use this bonus when making a rout roll, but if you do so you can't choose a bonus during the next round. Taking initiativeGrants 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. Epic speachBefore 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. Fake retreatOnce per battle, during the Tactical phase, and if it is not encircled, remove the unit from play and place it in the reserve.This counts as an activation in this phase, and the unit cannot be redeployed during this turn, and the next one. When the unit is redeployed, according to its deployment rules, it recovers all its lost W. Steadfast warriorUnits 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. Counter attackOnce 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. Forced marchGrants a temporary bonus of +2M to his squad.The squad does not benefit from this bonus when it charges .ResilienceThis 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. Melee fighterThe 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 SpearsIf 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. | |||||||||||||
| Lyra | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Silent Sentinel -Lyra walks the desert as both exile and guardian, her twin blades flashing like whispers of wind. Once heir to a noble tribe, she now roams alone, protecting old traditions and striking unseen against those who desecrate them. A mythic figure, she embodies duty over ambition. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 8 | 9+ | 4+ | 4 | 3+ | 10+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| x2 Enchanted Cleaver | 3 | -3 | -2 | 6 | ||||||
| Equipment | Skin, x2 Enchanted Cleaver | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Named Leader | |||||||||
| Special rules | Heroic Fate Forester Scary Resilience Adventurer Inspiration Recon
+12pts | |||||||||
Heroic FateRegardless 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. AdventurerOnce 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 killerThis 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 angleThe 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. InspirationIf 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. ScaryThe 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. ResilienceThis 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. EnchantedEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).LuckThis unit can re-roll attack rolls made with this weapon with a natural result of 1. WraithbaneIf the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1. ReconAt 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 spottedInstead, 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. | ||||||||||
| Zaedra | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Fearless Shamaness -Zaedra of the Winds is Far Qarath’s most revered Wind Speaker, a shamaness who reads the voices of spirits carried on desert breezes. Her visions guide tribes through war and hardship, her counsel shaping Zahrak’s rule. Fierce, wise, and ambitious, she seeks to unite through spirit. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 7 | 8+ | 4+ | 4 | 6+ | 7+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Magical Staff | 2 | -1 | +1 | 1 | ||||||
| Equipment | Skin, Two-Handed Magical Staff | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Named | |||||||||
| Special rules | Resilience Magic Nature magic Poisonous decoction Speach Healer Mystic | |||||||||
Poisonous decoctionBefore 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 MetalUnits 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. SpeachBefore 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. HealerWhen 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. MagicOnce 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: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. Enchanted Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget). LuckThis unit can re-roll attack rolls made with this weapon with a natural result of 1. WraithbaneIf the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1. Magic shield Defense improved by +1. Nature magicOnce 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:Hinders Once a round when activated during the Tactical phase, it may target a visible enemy unit worth less than 101Pts and inflict -2M on it until the end of the Movement phase. A unit worth more than 100Pts and less than 201Pts can be targeted with a skill roll of 4+. A unit worth more than 200Pts and less than 301Pts can be targeted with a skill roll of 5+. If the target unit is worth less than 50Pts, the penalty is -3M instead. Units that benefit from reductions to M penalties also reduce the penalty inflicted by this rule. Trophy hunter Critical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W. Bestial nature Unit target's defense reduced by -1, or unit defense improved by +1. Earthquake Choose one Cover on the battlefield and inflict a Critical damage roll on it, on a skill roll of 4+. MysticGrants a temporary bonus of +2S to the melee weapons and throwing weapons of his squad.ResilienceThis 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. MagicalEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).ProvidenceThis unit can re-roll failed attack rolls made with this weapon. WraithbaneIf the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1. | ||||||||||
| Zahrak | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Unyielding Lord -Great Chief Zahrak is the spearhead of unity in Far Qarath, a warrior-chieftain who rides atop Stormbreaker to shatter foes with unmatched might. Fierce in battle yet cunning in counsel, his vision is to forge a confederation strong enough to defy desert, jungle, and empire alike. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 7" | 3 | 4+ | 8 | 9+ | 88 | 5+ | 11+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | -3 | -2 | -4 | 4 | ||||||
| Mastercrafted Blade | 3 | -5 | -2 | -4 | 4 | ||||||
| Tushkoron - Great Tusks - Sweep | 3 | -3 | -1 | -4 | 4 | ||||||
| Tushkoron - Great Tusks | 3 | -1 | -7 | -10 | 4 | ||||||
| Tushkoron - Great Feet | 5 | +1 | -7 | -8 | 2 | ||||||
| Equipment | Light armor, Shield, Tushkoron, Mastercrafted Blade, Spear, Great Tusks, Great Feet | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Titan Skirmisher | Species | Human | |||||||
| Keywords | Character Named Faction leader Leader | |||||||||
| Special rules | Heroic Fate Tireless Terror Dramatic destruction Fierce charge Firing platform [1] Resilience General Instructor Epic speach Authority Reform the Ranks Rallying Symbol | |||||||||
GeneralOnce 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. InstructorBefore 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. AuthorityGrants a temporary bonus of +4B for the control rolls of his squad.Reform the RanksOnce per battle, during the Tactical phase, if two squads anywhere on the battlefield:
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.Heroic FateRegardless 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. Epic speachBefore 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. RallyingOnce per battle, when an elligible 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.SymbolGrants a temporary bonus of +1B to up to the 5 eligible closest squads within 12''.TirelessDuring the Shooting phase and the Melee phase, if this unit was eligible for a first activation, it can be activated a second time on a Skill Roll of 5+.TerrorThe 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. Dramatic destructionWhen this unit is killed by a Critical damage roll, all models with a smaller individual base and within 3'' suffer a hit roll.Fierce chargeWhen charging, this unit adds its M to its charge movement instead of the +2M bonus. Additionally, it doubles its melee weapon's A.Firing platform [1]DeploymentDuring deployment, a Firing platform may be deployed with units already embarked inside (Infantryman, Artillery, or Monster). This counts as the same number of deployment drops as if the combat platform and its passengers had been deployed separately. A platform may only benefit from a special deployment rule if all units inside also benefit from that rule. EmbarkDuring the Tactical Phase, a friendly Infantryman, an Artillery, or a Monster unit, together with its Characters, may embark if they are within 1’’ of the platform. Place the unit on the platform to indicate it is embarked. While on the platform, they are not eligible during the Movement phase and the Melee phase. DisembarkDuring a later Tactical Phase, each unit inside the platform may disembark and be deployed within 1’’ of the platform. This deployment may place them within 1’’ of an enemy unit; in this case they are considered to be engaged in melee with that unit, but are not considered charging. Troops disembarking receive a +1 on their arrival roll. CapacityThe value X indicates the capacity of the platform, that is basically the number of squads it may carry at once. Units of different categories (e.g. Infantryman and Monster) may mix on a platform, provided they are eligible. TargetingUnits on a firing platform can be targeted separately by shooting attacks but cannot be chosen as the target of melee attacks. They benefit from Heavy Cover with a bonus of +3G. Additionally, the platform is considered the closest target. BaseConsider the base of the firing platform as the base of the units inside it when measuring line of sight, firing ranges, and melee engagement distances. Rear arcUnits embarked on a firing platform have no rear arc and may shoot in any direction without penalty. EligibilityUnlike a transport, units embarked on a firing platform remain eligible during the Shooting Phase. attack from the TitanIf the platform is a Titan, the soldiers it transports benefit from the high ground rule 3. ContextUnless otherwise specified, the ranged weapons of units inside a firing platform suffer the same modifiers as those of the platform itself. For example, units inside suffer the Advance & Fire penalty if the platform has moved more than half its M. If the platform itself is considered Encircled, all units on it are also considered encircled. Catastrophic DisembarkationIf this unit is killed, each embarked model must then roll a Critical damage roll. Then each remaining unit must immediately disembark. Place the unit within 1’’ of this killed unit. The embarked units cannot be activated or react to during this round. If placement within 1’’ is impossible — for example, if this unit is not on the table or is surrounded by enemy units — the unit is killed. Emergency DisembarkationIf this unit failed a rout roll, each embarked unit must then roll a rout roll. Then each remaining unit must immediately disembark. Place the unit within 1’’ of this routed unit. If placement within 1’’ is impossible — for example, if this unit is not on the table or is surrounded by enemy units — the embarked unit is considered having failed a rout roll. Transport SpacesSome units can operate within layered transport systems, shifting between internal structures as the battle evolves. If this unit benefits from both this rule and another rule that allows units to be transported, each rule is treated as a separate transport space. You may move a transported unit between these spaces during the Tactical Phase when it is activated, provided the destination space has sufficient capacity. Swapping the positions of two transported units (including characters within squads) requires the swap action during the Movement phase. ElitesInfantryman soldiers with the Elite keyword can embark and disembark from this unit and benefit from all the previous rules, even if this unit does not have the Elite keyword. ResilienceThis 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. Melee fighterThe 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 SpearsIf 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 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6.Mount AttacksWhen 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 OptionsIf 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. | ||||||||||
| Zahrak dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 7 | 8+ | 6 | 7+ | 4 | 4+ | 11+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | -3 | -2 | 4 | ||||||
| Mastercrafted Blade | 3 | -5 | -2 | 4 | ||||||
| Equipment | Light armor, Shield, Mastercrafted Blade, Spear | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Named Faction leader Leader | |||||||||
| Special rules | Heroic Fate Resilience General Instructor Epic speach Authority Reform the Ranks Rallying Symbol | |||||||||
GeneralOnce 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. InstructorBefore 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. AuthorityGrants a temporary bonus of +4B for the control rolls of his squad.Reform the RanksOnce per battle, during the Tactical phase, if two squads anywhere on the battlefield:
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.Heroic FateRegardless 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. Epic speachBefore 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. RallyingOnce per battle, when an elligible 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.SymbolGrants a temporary bonus of +1B to up to the 5 eligible closest squads within 12''.ResilienceThis 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. Melee fighterThe 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 SpearsIf 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. | ||||||||||





