Infantry
Type Refugee Auxiliaries
Skirmishers
Type Companions Type Velan's Rangers Type Wardens Type Young Wardens
Cavalry
Type Bear Riders
Light Cavalry
Type Horsemen
Monsters
Type Grimfangs Type Bird of Prey Type Bear Type War eagles
Artillery
Type Balista
Characters
Type Captain Type General Type Great banner bearer Type High priest Type Mage Type Tracker
Named Characters
Type Argavian Type Arvendor Type Haldaric Type Kaelarion

Wardens of Velan


infantry


Refugee Auxiliaries
MGTW B PtsQt
6"5+5 | 6+247 | 5+
Pts
Melee weaponsRkPSA
Spear1-18
Wall of Spears
Blade3-2-8
Melee fighter
Axe3--28
Ranged weaponsRgPSA
Javelin6"-8+5
Heavy Wounds
Throwing weapon
EquipmentLight armor, Shield, Spear, Blade, Axe
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
140mm (5.5'') Round tray2 Groups x16 Models
Category
Infantryman
Species
Human
Special rules
Bloodlust
Squad Leader
+10.5pts
Hornblower
+4.5pts

Bloodlust

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

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

Wall of Spears

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

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



Anti cavalry

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

Melee fighter

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

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

Heavy Wounds

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

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

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

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

Throwing weapon

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

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

Squad Leader

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

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

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

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

He gives these temporary bonus to his squad:



Leader

+1B.

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

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

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

Hornblower

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

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

He gives these temporary bonus to his squad:



Horn

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



Rallying

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


skirmishers


Companions
MGTWSvB PtsQt
6"6 | 7+6+245+10+
Pts
Melee weaponsRkPSA
Two-Handed Spear1-3-48
Wall of Spears
Mastercrafted Long Blade2-5-48
Ranged weaponsRgPSA
Mastercrafted Long bow36"-4-28
EquipmentArmor, Two-Handed Spear, Mastercrafted Long Blade, Mastercrafted Long bow
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
140mm (5.5'') Round tray2 Groups x16 Models
Category
Infantryman
Skirmisher
Species
Eldrakar
Keywords
Elite
Special rules
Veteran
Light
Furtive
Warrior Chant
Heroic Fate
Ambusher
+14pts
Reinforcement
+12pts
Banner bearer
+15.5pts
Hornblower
+12pts
Squad Leader
+51pts

Veteran

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

Light

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

Furtive

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

Warrior Chant

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

Heroic Fate

Regardless of modifiers, this unit’s defense can never be reduced below 6+.

This means an attack roll of 5- can never inflict a wound on it.

Wall of Spears

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

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



Anti cavalry

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

Ambusher

Occupy the field


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

Ambushed


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

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



Reinforcement

Flanc Attack


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

Attack from the rear


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

Strategic reserve


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



Banner bearer

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

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

He gives these temporary bonus to his squad:



Banner

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

Hornblower

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

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

He gives these temporary bonus to his squad:



Horn

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



Rallying

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

Squad Leader

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

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

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

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

He gives these temporary bonus to his squad:



Leader

+1B.

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

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

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

Reinforcement

Flanc Attack


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

Attack from the rear


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

Strategic reserve


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

Velan's Rangers
MGTWSvB PtsQt
6"6 | 7+4+245+10+
Pts
Melee weaponsRkPSA
Long Blade2-4-28
Two-Handed Spear1-38+4.5
Wall of Spears
Ranged weaponsRgPSA
Long bow30"-3-18
EquipmentLight armor, Long Blade, Long bow
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
Category
Infantryman
Skirmisher
Species
Eldrakar
Special rules
Veteran
Furtive
Hunter
Forester
Mountaineer
Light foot
Scout
+16pts
Ambusher
+10pts
Shadow
+2.5pts
Squad Leader
+48pts

Veteran

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

Furtive

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

Hunter

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

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

Forester

This unit has a affinity with the Wood element.

Mountaineer

This unit has a affinity with the Stone element.

Light foot

This unit ignores the M penalties caused by Areas.

Wall of Spears

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

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



Anti cavalry

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

Scout

+4Scp per Scout entity.

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

Squad Leader

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

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

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

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

He gives these temporary bonus to his squad:



Leader

+1B.

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

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

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

Ambusher

Occupy the field


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

Ambushed


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

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



Reinforcement

Flanc Attack


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

Attack from the rear


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

Strategic reserve


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



Shadow

When this unit is activated during the Tactical phase, if it is not encircled, you may remove it from play and place it in reserve.

It cannot be redeployed during this turn and the following turn. Starting from the turn after that, it may be redeployed as is, using its normal deployment rules.

Wardens
MGTWSvB PtsQt
6"5 | 6+5+246+9+
Pts
Melee weaponsRkPSA
Two-Handed Spear1-2-38
Wall of Spears
Long Blade2-3-28
Ranged weaponsRgPSA
Long bow30"-2-18
EquipmentArmor, Long Blade, Two-Handed Spear, Long bow
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
Category
Infantryman
Skirmisher
Species
Eldrakar
Special rules
Veteran
Last stand
Squad Leader
+16.5pts
Hornblower
+6pts

Veteran

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

Last stand

At the moment this unit is removed from play by an attack roll, without having been routed, leave it in place and restore 1/4 of its maximum W. If it has suffered excessive wounds, deduct it from its new total W.

Wall of Spears

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

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



Anti cavalry

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

Squad Leader

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

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

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

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

He gives these temporary bonus to his squad:



Leader

+1B.

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

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

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

Hornblower

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

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

He gives these temporary bonus to his squad:



Horn

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



Rallying

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

Young Wardens
MGTW B PtsQt
6"5 | 6+5+248+
Pts
ArmorsMGTW
Shield--6 | 7+-+2
Melee weaponsRkPSA
Blade3-3-18
Melee fighter
Spear1-28+3
Wall of Spears
Ranged weaponsRgPSA
Long bow30"-2-18+9
Javelins12"-1-28+12.5
Heavy Wounds
Throwing weapon
EquipmentArmor, Blade
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
Category
Infantryman
Skirmisher
Species
Eldrakar
Special rules
Guerrilla
Squad Leader
+13pts
Hornblower
+4.5pts

Guerrilla

Before 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.


characters


You can't target Infantryman or rider characters if this unit is not allowed to target characters within a squad.

Melee fighter

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

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

Wall of Spears

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

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



Anti cavalry

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

Heavy Wounds

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

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

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

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

Throwing weapon

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

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

Squad Leader

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

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

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

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

He gives these temporary bonus to his squad:



Leader

+1B.

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

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

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

Hornblower

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

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

He gives these temporary bonus to his squad:



Horn

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



Rallying

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


cavalry


Bear Riders
MGTWSvB PtsQt
7"4+8+406+11+
Pts
Melee weaponsRkPSA
Two-Handed Spear (mounted)2-3-4 | -54
Anti cavalry
Mastercrafted Long Blade2-5-44
Bear - Claws4-2-38
Devastator
Mount Attacks
Bear - Fangs6-2-44
Mount Attacks
Ranged weaponsRgPSA
Javelins12"-2-32+3
Heavy Wounds
Throwing weapon
Mastercrafted Long bow36"-4-22+2.5
EquipmentArmor, Bear, Two-Handed Spear (mounted), Mastercrafted Long Blade, Claws, Fangs
Base100mm (4'') Round tray1 Group x2 ModelsModel bases 50mm
140mm (5.5'') Round tray2 Groups x4 Models
Category
Rider
Monster
Species
Eldrakar
Keywords
Elite
Special rules
Veteran
Last stand
Scary
Forester
Mountaineer
Choleric
Hornblower
+52pts

Veteran

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

Last stand

At the moment this unit is removed from play by an attack roll, without having been routed, leave it in place and restore 1/4 of its maximum W. If it has suffered excessive wounds, deduct it from its new total W.

Scary

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

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

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

Forester

This unit has a affinity with the Wood element.

Mountaineer

This unit has a affinity with the Stone element.

Choleric

Each model of this unit double it's A with all its weapons, when this unit is Shaken.

If the unit becomes Shaken, during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), any additional attacks gained are added only after the exchange has been fully resolved and cannot be used immediately.

Anti cavalry

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

Devastator

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

Mount Attacks

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

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

Options


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

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


Heavy Wounds

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

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

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

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

Throwing weapon

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

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

Hornblower

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

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

He gives these temporary bonus to his squad:



Horn

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



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.
Bear Riders dismounted
MGTWSvB PtsQt
6"7+6+85+11+
Pts
Melee weaponsRkPSA
Two-Handed Spear1-3-44
Wall of Spears
Mastercrafted Long Blade2-5-44
Ranged weaponsRgPSA
Javelins12"-2-32+2.5
Heavy Wounds
Throwing weapon
Mastercrafted Long bow36"-4-22+4
EquipmentArmor, Two-Handed Spear, Mastercrafted Long Blade
Base70mm (2.75'') Round tray1 Group x2 ModelsModel bases 25mm
100mm (4'') Round tray2 Groups x4 Models
Category
Infantryman
Species
Eldrakar
Keywords
Elite
Special rules
Veteran
Last stand
Hornblower
+13.5pts

Veteran

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

Last stand

At the moment this unit is removed from play by an attack roll, without having been routed, leave it in place and restore 1/4 of its maximum W. If it has suffered excessive wounds, deduct it from its new total W.

Wall of Spears

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

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



Anti cavalry

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

Heavy Wounds

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

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

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

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

Throwing weapon

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

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

Hornblower

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

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

He gives these temporary bonus to his squad:



Horn

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



Rallying

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


light cavalry


Horsemen
MGTWSvB PtsQt
9"5 | 6+4+246+9+
Pts
Melee weaponsRkPSA
Two-Handed Spear1-2-3 | -43
Wall of Spears
Long Blade2-3-2 | -33
War horse - Hooves3--2 | -46
Mount Attacks
Ranged weaponsRgPSA
Long bow30"-2-13
EquipmentArmor, War horse , Two-Handed Spear, Long Blade, Hooves, Long bow
Base100mm (4'') Round tray1 Group x3 ModelsModel bases 40mm
Category
Rider
Skirmisher
Species
Eldrakar
Special rules
Veteran
Offensive Effort
Reinforcement
+9.5pts
Squad Leader
+42pts
Hornblower
+18.5pts

Veteran

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

Offensive Effort

Once per battle, this unit may choose to be activated one additional time during a same phase.

Wall of Spears

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

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



Anti cavalry

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

Mount Attacks

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

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

Options


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

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


Squad Leader

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

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

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

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

He gives these temporary bonus to his squad:



Leader

+1B.

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

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

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

Hornblower

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

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

He gives these temporary bonus to his squad:



Horn

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



Rallying

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

Reinforcement

Flanc Attack


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

Attack from the rear


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

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.
Horsemen dismounted
MGTWSvB PtsQt
6"5 | 6+5+96+9+
Pts
Melee weaponsRkPSA
Two-Handed Spear1-2-33
Wall of Spears
Long Blade2-3-23
Ranged weaponsRgPSA
Long bow30"-2-13
EquipmentArmor, Two-Handed Spear, Long Blade, Long bow
Base70mm (2.75'') Round tray1 Group x3 ModelsModel bases 25mm
Category
Infantryman
Skirmisher
Species
Eldrakar
Special rules
Veteran
Offensive Effort
Reinforcement
+3.5pts
Squad Leader
+15.5pts
Hornblower
+5.5pts

Veteran

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

Offensive Effort

Once per battle, this unit may choose to be activated one additional time during a same phase.

Wall of Spears

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

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



Anti cavalry

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

Squad Leader

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

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

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

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

He gives these temporary bonus to his squad:



Leader

+1B.

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

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

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

Hornblower

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

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

He gives these temporary bonus to his squad:



Horn

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



Rallying

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

Reinforcement

Flanc Attack


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

Attack from the rear


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

Strategic reserve


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


monsters


Grimfangs
MGTW B PtsQt
9"5+157+
Pts
Melee weaponsRkPSA
Claws4-2-2 | -36
Devastator
Fangs6-2-33
Mount Attacks
EquipmentSkin, Claws, Fangs
Base100mm (4'') Round tray1 Group x3 ModelsModel bases 40mm
140mm (5.5'') Round tray2 Groups x6 Models
Category
Monster
Species
Grimfang
Special rules
Fearsome
Light
Fierce charge
Mountaineer
Furtive
Ambusher
+6.5pts
Squad Leader
+27pts

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.

Light

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

Fierce charge

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

Mountaineer

This unit has a affinity with the Stone element.

Furtive

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

Devastator

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

Mount Attacks

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

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

Options


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

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


Squad Leader

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

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

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

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

He gives these temporary bonus to his squad:



Leader

+1B.

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

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

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

Ambusher

Occupy the field


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

Ambushed


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

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



Reinforcement

Flanc Attack


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

Attack from the rear


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

Strategic reserve


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




Bird of Prey
MGTW B PtsQt
10"5+4+128+
Pts
Melee weaponsRkPSA
Claws4-3-1 | -26
Devastator
Beak6-33
Mount Attacks
EquipmentSkin, Claws, Beak
Base100mm (4'') Round tray1 Group x3 ModelsModel bases 40mm
Category
Monster
Species
Bird of Prey
Special rules
Scary
Hunter
Mountaineer
Fierce charge
Fly
Scout
+16pts

Scary

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

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

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

Hunter

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

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

Mountaineer

This unit has a affinity with the Stone element.

Fierce charge

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

Fly

Creatures that take to the skies fight on their own terms, beyond the reach of foot soldiers, striking where they please before swooping back into the fray.


Deployment



At deployment, or during delayed deployment, you may place a flying unit either on the battlefield or “in flight.” Units in flight are above the battlefield; place a directional token to indicate their position and orientation. This means they are not physically present on the ground. But they still need to perform an arrival roll.


Token in flight



This token may be deployed and moved over any terrain element or unit. Use the center of the token when measuring distances to and from the unit.

As long as the unit is represented by its token on the battlefield, place the miniatures outside the battlefield, with the same token (ideally using a color code) on their bases.


Tactical phase



Landing
During the Tactical phase, if a flying unit is currently in flight, it may land on the battlefield at any suitable location within M of its token and more than 1’’ away from an enemy unit. The unit must then make a simplified arrival roll; on 1–3 it is deployed but may only react, on 4+ it may be activated.

Takeoff
If a flying unit is already on the battlefield, it may instead take flight and be removed from the table. Place the in-flight token within M of the center of the unit. If enemy units with a total value of at least half of its point cost are within 1’’, the unit must succeed on a skill roll of 4+ to take off. When a unit takes flight, any enemy unit within 1’’ may immediately make an Opportunity Attack against it.


Movement phase



During the Movement phase, the token of units that were already in flight at the start of the round may be moved up to 2M. The token of other units may be moved up to M.


Shot down



Flying units that are Destabilized or Destroyed cannot take flight.

If a flying unit becomes Destabilized or Destroyed while in flight, move the token 3d6’’ in the direction of its orientation.

If the token ends on the base of a unit, that unit suffers 1 attack roll per model in the flying unit, with 0P and a S equal to the lowest T value of the flying unit.

The flying unit must then be deployed as close as possible to its token, potentially within 1’’ of enemy units. Each model of the unit then suffers a Critical damage roll and cannot be activated during this round.


Shooting phase



Units in flight benefit from a +2G bonus. And are considered to be Height 30". It mean that their targets on the ground suffer a Defense reduced by -1 against their attack rolls.

Flying units that have moved more than their M during this round (including the Tactical and Movement phases) suffer the Advance & Fire penalty.

Their shooting attacks ignore the bonuses of Light and Basic Covers with the Stone element. However, the bonus of Light and Basic Covers with the Wood element is doubled against their attacks.

If the defender has two defense values (two G values in the case of a hit roll, or two T values in the case of a wound roll), choose the lower of the two.


Melee phase



During the Melee phase, units in flight cannot target and be targeted by units on the ground.

During the Melee phase, flying units in flight may attack any enemy flying unit in flight within M. Resolve attacks in order of rank and take turns designating targets, starting with the first player. Every stable and shaken unit is considered charging.

When they are on the battlefield, their melee attacks ignore the bonuses of Basic Covers.


Evade



Some warriors rely on agility rather than steel, slipping past blades and spears until their reflexes finally give out.

A unit that has not yet attacked in Melee or Shot this round may choose to refuse combat and attempt to evade attacks. If it does so, it may not attack in Melee this round.

The evading unit must make a Superiority Roll [M] against each enemy unit that attempts to attack it, one after another in the order chosen by the attacker.

Each time the roll succeeds, the attacking unit loses its opportunity to attack and is no longer eligible to act in the Melee phase.

Each time the roll succeeds, the next attacking unit against the same target gains a cumulative +1d6 bonus to its Superiority Roll [M] against that evading unit this round.

Once the evading unit fails a Superiority Roll [M] during this round, it automatically fails all further evading attempts during this round and may be attacked normally.


Terrain



Flying units ignore area bonuses and penalties. They can also pass through all terrain features, friendly and enemy units without penalty.

While in flight, this unit receives no terrain bonuses. Lines of sight between it and other units are not blocked by covers or blockers. This unit may be deployed into a cover when landing, provided all other deployment conditions are met.


Characters



Characters without this special rule cannot join a squad that has it.

Devastator

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

Mount Attacks

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

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

Options


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

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


Scout

+4Scp per Scout entity.

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

Bear
MGTW B PtsQt
6"4+8+169 | 8+
Pts
Melee weaponsRkPSA
Large Claws4-2-54
Devastator
Large Wounds
Heavy Fangs7-2-52
Heavy Wounds
Mount Attacks
EquipmentHard skin, Large Claws, Heavy Fangs
Base50mm Round Individual model
Category
Monster
Species
Bear
Keywords
Elite
Special rules
Scary
Forester
Mountaineer
Fierce charge
Choleric
Ambusher
+31.5pts

Scary

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

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

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

Forester

This unit has a affinity with the Wood element.

Mountaineer

This unit has a affinity with the Stone element.

Fierce charge

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

Choleric

Each model of this unit double it's A with all its weapons, when this unit is Shaken.

If the unit becomes Shaken, during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), any additional attacks gained are added only after the exchange has been fully resolved and cannot be used immediately.

Devastator

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

Large Wounds

Multiply 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.

Heavy Wounds

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

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

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

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

Mount Attacks

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

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

Options


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

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


Ambusher

Occupy the field


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

Ambushed


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

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



Reinforcement

Flanc Attack


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

Attack from the rear


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

Strategic reserve


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




War eagles
MGTWSvB PtsQt
10"4+165+9+
Pts
Melee weaponsRkPSA
Large Claws4-3-5 | -68
Devastator
Large Wounds
Beak6-3-54
Mount Attacks
EquipmentSkin, Beak, Large Claws
Base100mm (4'') Round tray1 Group x2 ModelsModel bases 50mm
Category
Monster
Species
Eagle
Special rules
Scary
Hunter
Mountaineer
Fierce charge
Fly

Scary

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

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

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

Hunter

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

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

Mountaineer

This unit has a affinity with the Stone element.

Fierce charge

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

Fly

Creatures that take to the skies fight on their own terms, beyond the reach of foot soldiers, striking where they please before swooping back into the fray.


Deployment



At deployment, or during delayed deployment, you may place a flying unit either on the battlefield or “in flight.” Units in flight are above the battlefield; place a directional token to indicate their position and orientation. This means they are not physically present on the ground. But they still need to perform an arrival roll.


Token in flight



This token may be deployed and moved over any terrain element or unit. Use the center of the token when measuring distances to and from the unit.

As long as the unit is represented by its token on the battlefield, place the miniatures outside the battlefield, with the same token (ideally using a color code) on their bases.


Tactical phase



Landing
During the Tactical phase, if a flying unit is currently in flight, it may land on the battlefield at any suitable location within M of its token and more than 1’’ away from an enemy unit. The unit must then make a simplified arrival roll; on 1–3 it is deployed but may only react, on 4+ it may be activated.

Takeoff
If a flying unit is already on the battlefield, it may instead take flight and be removed from the table. Place the in-flight token within M of the center of the unit. If enemy units with a total value of at least half of its point cost are within 1’’, the unit must succeed on a skill roll of 4+ to take off. When a unit takes flight, any enemy unit within 1’’ may immediately make an Opportunity Attack against it.


Movement phase



During the Movement phase, the token of units that were already in flight at the start of the round may be moved up to 2M. The token of other units may be moved up to M.


Shot down



Flying units that are Destabilized or Destroyed cannot take flight.

If a flying unit becomes Destabilized or Destroyed while in flight, move the token 3d6’’ in the direction of its orientation.

If the token ends on the base of a unit, that unit suffers 1 attack roll per model in the flying unit, with 0P and a S equal to the lowest T value of the flying unit.

The flying unit must then be deployed as close as possible to its token, potentially within 1’’ of enemy units. Each model of the unit then suffers a Critical damage roll and cannot be activated during this round.


Shooting phase



Units in flight benefit from a +2G bonus. And are considered to be Height 30". It mean that their targets on the ground suffer a Defense reduced by -1 against their attack rolls.

Flying units that have moved more than their M during this round (including the Tactical and Movement phases) suffer the Advance & Fire penalty.

Their shooting attacks ignore the bonuses of Light and Basic Covers with the Stone element. However, the bonus of Light and Basic Covers with the Wood element is doubled against their attacks.

If the defender has two defense values (two G values in the case of a hit roll, or two T values in the case of a wound roll), choose the lower of the two.


Melee phase



During the Melee phase, units in flight cannot target and be targeted by units on the ground.

During the Melee phase, flying units in flight may attack any enemy flying unit in flight within M. Resolve attacks in order of rank and take turns designating targets, starting with the first player. Every stable and shaken unit is considered charging.

When they are on the battlefield, their melee attacks ignore the bonuses of Basic Covers.


Evade



Some warriors rely on agility rather than steel, slipping past blades and spears until their reflexes finally give out.

A unit that has not yet attacked in Melee or Shot this round may choose to refuse combat and attempt to evade attacks. If it does so, it may not attack in Melee this round.

The evading unit must make a Superiority Roll [M] against each enemy unit that attempts to attack it, one after another in the order chosen by the attacker.

Each time the roll succeeds, the attacking unit loses its opportunity to attack and is no longer eligible to act in the Melee phase.

Each time the roll succeeds, the next attacking unit against the same target gains a cumulative +1d6 bonus to its Superiority Roll [M] against that evading unit this round.

Once the evading unit fails a Superiority Roll [M] during this round, it automatically fails all further evading attempts during this round and may be attacked normally.


Terrain



Flying units ignore area bonuses and penalties. They can also pass through all terrain features, friendly and enemy units without penalty.

While in flight, this unit receives no terrain bonuses. Lines of sight between it and other units are not blocked by covers or blockers. This unit may be deployed into a cover when landing, provided all other deployment conditions are met.


Characters



Characters without this special rule cannot join a squad that has it.

Mount Attacks

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

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

Options


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

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


Devastator

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

Large Wounds

Multiply 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.


artillery


Balista
MGTW B PtsQt
2"5+4 | 7+98+
Pts
Melee weaponsRkPSA
Long Blade2-3-23
Ranged weaponsRgPSA
Ballista - Arrows36"-2-71
Traumatic
2D6 Wounds
Blast
Slow Reload
Ballista - Rocks30"--91Replacement+4.5
Traumatic
2D6 Wounds
Blast
Slow Reload
EquipmentLight armor, Pavois, Long Blade, Ballista - Arrows
Base100mm Round Individual model
Category
Artillery
Species
Eldrakar
Keywords
Elite
Special rules

Traumatic

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

2D6 Wounds

Multiply each wound inflicted by this weapon by the result of a 2D6.

Blast

Roll an additional attack roll for each successful attack roll.

These additional attack rolls do not generate further attack rolls.

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

Slow Reload

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

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

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


characters


Captain
MGTWSvB PtsQt
6"7 | 8+6+45+
6+
12+
Pts
Melee weaponsRkPSA
Two-Handed Spear1-3-43
Wall of Spears
Mastercrafted Long Blade2-5-43
Ranged weaponsRgPSA
Mastercrafted Long bow36"-4-22
EquipmentArmor, Two-Handed Spear, Mastercrafted Long Blade, Mastercrafted Long bow
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Eldrakar
Keywords
Character
Leader
Special rules
Forester
Mountaineer
Steadfast warrior
Furtive
Officer
Subterfuge
Authority

Officer

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



Motivated

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



Just like in training


Your character provides the following temporary bonus to his squad:

When the squad has made all its shooting or melee attacks but before your opponent makes any save rolls and rout rolls, you can choose to re-roll all attack rolls against the same target (including those that had successfully wounded the target).

The wounds inflicted by the first roll are not taken into account.



Coordination


When the character's squad is activated, during the Movement or the Shooting Phase, up to 2 eligible friendly units within 4'' from him at the beginning of the activation can be activated consecutively. Your opponent can only
react
to these consecutive activations.

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

Authority

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

Forester

This unit has a affinity with the Wood element.

Mountaineer

This unit has a affinity with the Stone element.

Steadfast warrior

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



Veteran

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

Furtive

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

Subterfuge

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

Wall of Spears

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

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



Anti cavalry

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

General
MGTWSvB PtsQt
6"8 | 9+7+43+14+
Pts
Melee weaponsRkPSA
Mastercrafted Long Blade2-7-54
Ranged weaponsRgPSA
Mastercrafted Long bow36"-6-22
EquipmentArmor, Mastercrafted Long Blade, Mastercrafted Long bow
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Eldrakar
Keywords
Character
Elite
Leader
Special rules
Veteran
Forester
Mountaineer
Heroic Fate
General
Tactician
Instructor
Encirclement
Authority
Reform the Ranks

Veteran

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

General

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



Determined

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

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



Be on your guard


+2Sv.

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

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



Coordination


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

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

Instructor

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

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

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

Authority

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

Reform the Ranks

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

  • Have the same profile

  • Have maximum number of groups

  • Have lost at least half of their total W

  • Are within 1'' of each other

  • Have not been activated this round

  • Have at least one Leader character in either squad


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

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

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

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

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

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

Forester

This unit has a affinity with the Wood element.

Mountaineer

This unit has a affinity with the Stone element.

Heroic Fate

Regardless of modifiers, this unit’s defense can never be reduced below 6+.

This means an attack roll of 5- can never inflict a wound on it.

Tactician

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

Encirclement

Grant this special rule to an allied squad before the start of deployment.



Reinforcement

Flanc Attack


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

Attack from the rear


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

Strategic reserve


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

Great banner bearer
MGTWSvB PtsQt
6"8 | 9+6+45+9+
Pts
Melee weaponsRkPSA
Mastercrafted Long Blade2-4-31
Ranged weaponsRgPSA
Mastercrafted Long bow36"-3-22
EquipmentArmor, Mastercrafted Long Blade, Mastercrafted Long bow
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Eldrakar
Keywords
Character
Special rules
Veteran
Last stand
Forester
Mountaineer
Great banner

Veteran

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

Last stand

At the moment this unit is removed from play by an attack roll, without having been routed, leave it in place and restore 1/4 of its maximum W. If it has suffered excessive wounds, deduct it from its new total W.

Forester

This unit has a affinity with the Wood element.

Mountaineer

This unit has a affinity with the Stone element.

Great banner

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

Banner

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

High priest
MGTWSvB PtsQt
6"7 | 8+4+46+8+
Pts
Melee weaponsRkPSA
Two-Handed Enchanted Staff2-2-11
Enchanted
EquipmentSkin, Two-Handed Enchanted Staff
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Eldrakar
Keywords
Character
Rare
Special rules
Nature magic
Mystical protection
Epic speach
Symbol

Mystical protection

Before the deployment, designate 1 squad and grant it +2Sv.

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

If you have a total of more than 2Sv, refer to the save roll rule in the rulebook.

Epic speach

Before the deployment, designate 1d6 squads and grant them this bonus.



Motivated

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

Symbol

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

Nature magic

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



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+.

Enchanted

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

Luck


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

Wraithbane


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

Gravebreaker


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



Mage
MGTWSvB PtsQt
6"6 | 7+3+46+9+
Pts
Melee weaponsRkPSA
Enchanted Staff2-2-2
Enchanted
Ranged weaponsRgPSA
Magical strike12"-14
Magical
EquipmentSkin, Enchanted Staff, Magical strike
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Eldrakar
Keywords
Character
Special rules
Magic
Light Magic
+28.5pts
Nature magic
+13.5pts

Magic

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



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).

Luck


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

Wraithbane


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

Gravebreaker


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




Magic shield

Defense improved by +1.

Enchanted

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

Luck


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

Wraithbane


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

Gravebreaker


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


Magical

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

Providence


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

Wraithbane


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

Gravebreaker


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

Light Magic

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



Warrior Chant

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

+2B



Glare

+2G



Clarity

+3P

Nature magic

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



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+.

Tracker
MGTWSvB PtsQt
6"8 | 9+5+45+
6+
11+
Pts
Melee weaponsRkPSA
Mastercrafted Long Blade2-6-43
Ranged weaponsRgPSA
Mastercrafted Long bow36"-5-22
EquipmentLight armor, Mastercrafted Long Blade, Mastercrafted Long bow
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Eldrakar
Keywords
Character
Leader
Special rules
Furtive
Hunter
Commando
Veteran
Light foot
Tracker
Ambusher
+7pts
Shadow
+1pts
Beastmaster
+6pts

Furtive

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

Hunter

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

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

Commando

This unit has a affinity with all the elements.

Tracker

Before 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 spotted



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

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




Skirmish Master

Grants a temporary bonus of +1G to his squad when they are occupying a cover.

Veteran

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

Light foot

This unit ignores the M penalties caused by Areas.

Ambusher

Occupy the field


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

Ambushed


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

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



Reinforcement

Flanc Attack


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

Attack from the rear


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

Strategic reserve


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



Shadow

When this unit is activated during the Tactical phase, if it is not encircled, you may remove it from play and place it in reserve.

It cannot be redeployed during this turn and the following turn. Starting from the turn after that, it may be redeployed as is, using its normal deployment rules.

Beastmaster

Before the deployment, designate 1 Monster unit and grant it +1T.

This character can join an monster unit like a squad even if it's not a squad. Even if the unit is not a squad, the character may still grant it the bonuses that apply to squads.


named characters


Argavian on Bear
The High Warden -Ancient warrior-scholar and last sentinel of the Eldrakar legacy. Argavian leads with patience and resolve, fighting Grimstone’s orcs to preserve Velan’s final sanctuary, even as age and dwindling numbers weigh upon him.
MGTWSvB PtsQt
7"5+8+245+11+
Pts
Melee weaponsRkPSA
Mastercrafted Magical Long Blade2-6-44
Magical
Bear - Claws4-2-34
Devastator
Mount Attacks
Bear - Fangs6-2-42
Mount Attacks
Ranged weaponsRgPSA
Mastercrafted Long bow36"-5-22
EquipmentArmor, Bear, Mastercrafted Magical Long Blade, Claws, Fangs, Mastercrafted Long bow
Base25mm Round Individual model
Category
Monster
Species
Eldrakar
Keywords
Character
Elite
Named
Faction leader
Leader
Special rules
Furtive
Forester
Mountaineer
Trophy hunter
Scary
Choleric
Resilience
Warlord
Taking initiative
Epic speach
Reinforcement
+26pts

Warlord

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



Tactician

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




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 initiative

Grants the following temporary bonus to his squad.



Initiative

Once per battle this unit can use one of these special rules.



If it performed the hold action when it was activated during this Movement phase, after any activation of an ennemy unit during this Movement phase, the player can retake the initiative and activate this unit again.



It can be activated first at the beginning of the Movement phase. Only one unit per side can be activated first. If an unit from each side attempts to use this rule, roll off to determine which player may activate their unit first.



It can be activated right after one of your units, and your opponent can only react to this new activation.



During the Tactical phase, it may be freely reoriented when activated.




Epic speach

Before the deployment, designate 1d6 squads and grant them this bonus.



Motivated

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

Furtive

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

Forester

This unit has a affinity with the Wood element.

Mountaineer

This unit has a affinity with the Stone element.

Trophy hunter

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

Scary

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

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

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

Choleric

Each model of this unit double it's A with all its weapons, when this unit is Shaken.

If the unit becomes Shaken, during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), any additional attacks gained are added only after the exchange has been fully resolved and cannot be used immediately.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Magical

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

Providence


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

Wraithbane


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

Gravebreaker


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

Devastator

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

Mount Attacks

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

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

Options


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

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


Reinforcement

Flanc Attack


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

Attack from the rear


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

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.
Argavian
MGTWSvB PtsQt
6"7 | 8+6+44+11+
Pts
Melee weaponsRkPSA
Mastercrafted Magical Long Blade2-6-44
Magical
Ranged weaponsRgPSA
Mastercrafted Long bow36"-5-22
EquipmentArmor, Mastercrafted Magical Long Blade, Mastercrafted Long bow
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Eldrakar
Keywords
Character
Elite
Named
Faction leader
Leader
Special rules
Furtive
Forester
Mountaineer
Trophy hunter
Resilience
Warlord
Taking initiative
Epic speach
Reinforcement
+12.5pts

Warlord

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



Tactician

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




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 initiative

Grants the following temporary bonus to his squad.



Initiative

Once per battle this unit can use one of these special rules.



If it performed the hold action when it was activated during this Movement phase, after any activation of an ennemy unit during this Movement phase, the player can retake the initiative and activate this unit again.



It can be activated first at the beginning of the Movement phase. Only one unit per side can be activated first. If an unit from each side attempts to use this rule, roll off to determine which player may activate their unit first.



It can be activated right after one of your units, and your opponent can only react to this new activation.



During the Tactical phase, it may be freely reoriented when activated.




Epic speach

Before the deployment, designate 1d6 squads and grant them this bonus.



Motivated

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

Furtive

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

Forester

This unit has a affinity with the Wood element.

Mountaineer

This unit has a affinity with the Stone element.

Trophy hunter

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

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Magical

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

Providence


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

Wraithbane


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

Gravebreaker


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

Reinforcement

Flanc Attack


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

Attack from the rear


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

Strategic reserve


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

Arvendor on horseback
The Blade of Velan -Arvendor, son of Argavian, is the living sword of his people. Fierce and uncompromising, he leads the Companions in daring raids against Grimstone, seeking decisive victory where others would wait.
MGTWSvB PtsQt
9"6 | 7+5+123+12+
Pts
Melee weaponsRkPSA
Mastercrafted Magical Long Blade2-8-4 | -55
Magical
War horse - Hooves3--2 | -42
Mount Attacks
Ranged weaponsRgPSA
Mastercrafted Long bow36"-7-22
EquipmentArmor, War horse , Mastercrafted Magical Long Blade, Hooves, Mastercrafted Long bow
Base40mm Round Individual model
Category
Rider
Skirmisher
Species
Eldrakar
Keywords
Character
Elite
Named
Leader
Special rules
Legendary
Heroic Fate
Furtive
Commando
Resilience
Adventurer
First aid
Inspiration
Symbol
Reinforcement
+25pts
Ambusher
+28pts
Epic speach
+17.5pts
Timely reinforcement
+5.5pts

Legendary

The rout rolls caused by their attacks and shots have a -4B bonus.

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

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



Heroic Fate

Regardless of modifiers, this unit’s defense can never be reduced below 6+.

This means an attack roll of 5- can never inflict a wound on it.

Adventurer

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



Trophy hunter

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



Motivated

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



Assassin

Character killer


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

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

Best angle


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

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



Lone Wolf

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

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

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



Epic Infiltration

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

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


Symbol

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

Furtive

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

Commando

This unit has a affinity with all the elements.

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''.

Inspiration

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

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

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




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



Warrior Chant

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

Grant this temporary bonus to his squad.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Magical

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

Providence


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

Wraithbane


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

Gravebreaker


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

Mount Attacks

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

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

Options


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

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


Epic speach

Before the deployment, designate 1d6 squads and grant them this bonus.



Motivated

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

Reinforcement

Flanc Attack


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

Attack from the rear


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

Strategic reserve


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

Timely reinforcement

Once per battle, when you succeed on a panic roll of 6+ or higher,:

- Gain 2VP until the end of the battle.

- Recruit 2 units (squads have the maximum of groups) with no options. And place them in your reserve. You may deploy these troops according to their deployment rules, from the beginning of the next round.

Units recruited under this rule do not count towards the army's total pts and their destruction does not award any Vp.

Ambusher

Occupy the field


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

Ambushed


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

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



Reinforcement

Flanc Attack


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

Attack from the rear


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

Strategic reserve


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



Arvendor
MGTWSvB PtsQt
6"9 | 10+6+42+12+
Pts
Melee weaponsRkPSA
Mastercrafted Magical Long Blade2-8-45
Magical
Ranged weaponsRgPSA
Mastercrafted Long bow36"-7-22
EquipmentArmor, Mastercrafted Magical Long Blade, Mastercrafted Long bow
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Eldrakar
Keywords
Character
Elite
Named
Leader
Special rules
Legendary
Heroic Fate
Furtive
Commando
Resilience
Adventurer
First aid
Inspiration
Symbol
Reinforcement
+37.5pts
Ambusher
+42.5pts
Epic speach
+42pts
Timely reinforcement
+13.5pts

Legendary

The rout rolls caused by their attacks and shots have a -4B bonus.

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

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



Heroic Fate

Regardless of modifiers, this unit’s defense can never be reduced below 6+.

This means an attack roll of 5- can never inflict a wound on it.

Adventurer

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



Trophy hunter

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



Motivated

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



Assassin

Character killer


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

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

Best angle


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

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



Lone Wolf

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

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

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



Epic Infiltration

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

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


Symbol

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

Furtive

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

Commando

This unit has a affinity with all the elements.

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''.

Inspiration

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

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

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




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



Warrior Chant

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

Grant this temporary bonus to his squad.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Magical

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

Providence


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

Wraithbane


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

Gravebreaker


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

Epic speach

Before the deployment, designate 1d6 squads and grant them this bonus.



Motivated

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

Reinforcement

Flanc Attack


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

Attack from the rear


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

Strategic reserve


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

Timely reinforcement

Once per battle, when you succeed on a panic roll of 6+ or higher,:

- Gain 2VP until the end of the battle.

- Recruit 2 units (squads have the maximum of groups) with no options. And place them in your reserve. You may deploy these troops according to their deployment rules, from the beginning of the next round.

Units recruited under this rule do not count towards the army's total pts and their destruction does not award any Vp.

Ambusher

Occupy the field


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

Ambushed


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

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



Reinforcement

Flanc Attack


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

Attack from the rear


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

Strategic reserve


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




Haldaric on horseback
The Standard-Bearer -Haldaric carries Velan’s ancient banner into battle, a rock of loyalty and strength. Calm and steadfast, he is the shield to Arvendor’s blade, embodying the resilience of a kingdom fighting to endure.
MGTWSvB PtsQt
9"6 | 7+4+125+
6+
10+
Pts
Melee weaponsRkPSA
Mastercrafted Magical Long Blade2-5-3 | -42
Magical
War horse - Hooves3--2 | -42
Mount Attacks
Ranged weaponsRgPSA
Mastercrafted Long bow36"-4-22
EquipmentArmor, War horse , Mastercrafted Magical Long Blade, Hooves, Mastercrafted Long bow
Base25mm Round Individual model
Category
Rider
Skirmisher
Species
Eldrakar
Keywords
Character
Elite
Named
Leader
Special rules
Patriot
Steadfast warrior
Resilience
Last stand
Taking initiative
Reinforcement
+8pts
Great banner
+25pts

Patriot

Rout rolls made against this unit to put it to flight can never use more than 2d6, regardless of its situation or condition.

Taking initiative

Grants the following temporary bonus to his squad.



Initiative

Once per battle this unit can use one of these special rules.



If it performed the hold action when it was activated during this Movement phase, after any activation of an ennemy unit during this Movement phase, the player can retake the initiative and activate this unit again.



It can be activated first at the beginning of the Movement phase. Only one unit per side can be activated first. If an unit from each side attempts to use this rule, roll off to determine which player may activate their unit first.



It can be activated right after one of your units, and your opponent can only react to this new activation.



During the Tactical phase, it may be freely reoriented when activated.




Steadfast warrior

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



Veteran

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

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Last stand

At the moment this unit is removed from play by an attack roll, without having been routed, leave it in place and restore 1/4 of its maximum W. If it has suffered excessive wounds, deduct it from its new total W.

Magical

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

Providence


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

Wraithbane


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

Gravebreaker


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

Mount Attacks

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

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

Options


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

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


Great banner

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

Banner

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

Reinforcement

Flanc Attack


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

Attack from the rear


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

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.
Haldaric
MGTWSvB PtsQt
6"6 | 7+5+44+10+
Pts
Melee weaponsRkPSA
Mastercrafted Magical Long Blade2-5-32
Magical
Ranged weaponsRgPSA
Mastercrafted Long bow36"-4-22
EquipmentArmor, Mastercrafted Magical Long Blade, Mastercrafted Long bow
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Eldrakar
Keywords
Character
Elite
Named
Leader
Special rules
Patriot
Steadfast warrior
Resilience
Last stand
Taking initiative
Reinforcement
+5pts
Great banner
+27.5pts

Patriot

Rout rolls made against this unit to put it to flight can never use more than 2d6, regardless of its situation or condition.

Taking initiative

Grants the following temporary bonus to his squad.



Initiative

Once per battle this unit can use one of these special rules.



If it performed the hold action when it was activated during this Movement phase, after any activation of an ennemy unit during this Movement phase, the player can retake the initiative and activate this unit again.



It can be activated first at the beginning of the Movement phase. Only one unit per side can be activated first. If an unit from each side attempts to use this rule, roll off to determine which player may activate their unit first.



It can be activated right after one of your units, and your opponent can only react to this new activation.



During the Tactical phase, it may be freely reoriented when activated.




Steadfast warrior

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



Veteran

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

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Last stand

At the moment this unit is removed from play by an attack roll, without having been routed, leave it in place and restore 1/4 of its maximum W. If it has suffered excessive wounds, deduct it from its new total W.

Magical

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

Providence


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

Wraithbane


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

Gravebreaker


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

Great banner

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

Banner

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

Reinforcement

Flanc Attack


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

Attack from the rear


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

Strategic reserve


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

Kaelarion on horseback
The Exiled Heir -Kaelarion, last prince of Vlandor, found purpose among the Wardens. Warrior and leader, he balances his birthright with loyalty to Velan, torn between saving a crumbling empire and defending the mountains that gave him a new life.
MGTWSvB PtsQt
9"6 | 7+5+124+11+
Pts
Melee weaponsRkPSA
Mastercrafted Enchanted Long Blade2-6-4 | -54
Enchanted
War horse - Hooves3--2 | -42
Mount Attacks
Ranged weaponsRgPSA
Mastercrafted Long bow36"-5-22
EquipmentArmor, War horse , Mastercrafted Enchanted Long Blade, Hooves, Mastercrafted Long bow
Base40mm Round Individual model
Category
Rider
Skirmisher
Species
Eldrakar
Keywords
Character
Elite
Named
Leader
Special rules
Heroic Fate
Fearsome
Furtive
Forester
Resilience
Adventurer
General
Instructor
Inspiration
Symbol
Ambusher
+15pts
Summon
+63pts

Heroic Fate

Regardless of modifiers, this unit’s defense can never be reduced below 6+.

This means an attack roll of 5- can never inflict a wound on it.

Fearsome

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

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

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

Adventurer

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



Trophy hunter

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



Motivated

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



Assassin

Character killer


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

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

Best angle


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

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



Lone Wolf

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

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

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



Epic Infiltration

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

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


Inspiration

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

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

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




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



Warrior Chant

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

Grant this temporary bonus to his squad.

Furtive

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

Forester

This unit has a affinity with the Wood element.

General

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



Determined

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

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



Be on your guard


+2Sv.

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

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



Coordination


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

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

Instructor

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

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

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

Symbol

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

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Enchanted

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

Luck


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

Wraithbane


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

Gravebreaker


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


Mount Attacks

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

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

Options


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

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


Summon

Before the selection of terrain, you may choose to add units, groups, or options to your army list for a total value of 60Pts.

Alternatively, you can attempt to add 2d6x10pts.

If the number of pts to be added is not sufficient to add at least one unit or option, no unit or option is added.

Units recruited under this rule do not count towards the army's total pts and their destruction does not award any Vp.


Rearguard


If you do not use this rule before deployment, during the Tactical Phase of Round 6 when this character is activated, select and place units worth up to 101Pts into your reserve. These units can be deployed as early as the tactical phase of this round.

Ambusher

Occupy the field


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

Ambushed


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

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



Reinforcement

Flanc Attack


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

Attack from the rear


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

Strategic reserve


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



Kaelarion
MGTWSvB PtsQt
6"7 | 8+6+43+11+
Pts
Melee weaponsRkPSA
Mastercrafted Enchanted Long Blade2-6-44
Enchanted
Ranged weaponsRgPSA
Mastercrafted Long bow36"-5-22
EquipmentArmor, Mastercrafted Enchanted Long Blade, Mastercrafted Long bow
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Eldrakar
Keywords
Character
Elite
Named
Leader
Special rules
Heroic Fate
Fearsome
Furtive
Forester
Resilience
Adventurer
General
Instructor
Inspiration
Symbol
Ambusher
+12.5pts
Summon
+63pts

Heroic Fate

Regardless of modifiers, this unit’s defense can never be reduced below 6+.

This means an attack roll of 5- can never inflict a wound on it.

Fearsome

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

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

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

Adventurer

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



Trophy hunter

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



Motivated

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



Assassin

Character killer


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

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

Best angle


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

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



Lone Wolf

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

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

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



Epic Infiltration

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

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


Inspiration

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

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

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




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



Warrior Chant

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

Grant this temporary bonus to his squad.

Furtive

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

Forester

This unit has a affinity with the Wood element.

General

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



Determined

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

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



Be on your guard


+2Sv.

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

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



Coordination


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

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

Instructor

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

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

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

Symbol

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

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Enchanted

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

Luck


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

Wraithbane


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

Gravebreaker


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


Summon

Before the selection of terrain, you may choose to add units, groups, or options to your army list for a total value of 60Pts.

Alternatively, you can attempt to add 2d6x10pts.

If the number of pts to be added is not sufficient to add at least one unit or option, no unit or option is added.

Units recruited under this rule do not count towards the army's total pts and their destruction does not award any Vp.


Rearguard


If you do not use this rule before deployment, during the Tactical Phase of Round 6 when this character is activated, select and place units worth up to 101Pts into your reserve. These units can be deployed as early as the tactical phase of this round.

Ambusher

Occupy the field


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

Ambushed


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

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



Reinforcement

Flanc Attack


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

Attack from the rear


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

Strategic reserve


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