Infantry
Type Norvegs Type Acempios Type Apintas Type Civilians Type Dukeas Type Eagas Type Obanikos Type Slaves
Skirmishers
Type Akarus Type Acykoys Type Aibas Type Apylas Type Aruaos Type Astakals Type Cyblans Type Dalatais Type Drone operators Type Hanyms Type Istalanies Type Keas Type Kolicktas Type Lampyls Type Natiks
Cavalry
Type Ayoks Type Kabzes
Light Cavalry
Type Akomas Type Avelos Type Cybgaks
Vehicles
Type Akearde Type Bufalo Type Aceaizheta Type Agylarat Type Atanklas Type Atanklas Enfoncer Type Eitabzarb Type Kegara Type Abrok Type Dahanym Type Varburg
Monsters
Type Abgakeas Type Ataitais Type Aghas
Artillery
Type Abzarb Type Aceahoy Type Adgylaras Type Kyzlard
Characters
Type Ratburg Type Assassin Type Biologist Type Capitain Type Caporal Type Commissar Type Cult Priest Type General Type Great banner bearer Type Hacker Type Lieutenant Type Mastermind Type Propagandist Type Raid Leader Type Sniper Type Tracker Type Trader
Named Characters
Type Dorn Helgar Type Korz Vellian Type Lysa Teren Type Maldrin Vess Type Mira Old-Rock Type Rael Ashbound Type Sergan

Work in Progress, faction ready at 71%

Bug Army


infantry


Acempios
MGTW B PtsQt
6"5 | 8+6 | 10+248+
Pts
Melee weaponsRkPSA
Cleaver3-18
Axe3--28Replacement-
Spear1-18+3.5
Wall of Spears
EquipmentArmor, Shield, Energy Shield 3, Cleaver
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
140mm (5.5'') Round tray2 Groups x16 Models
Category
Infantryman
Species
Human
Special rules
Shield wall
Smoke Bombs
Energy Shield 3
Squad Leader
+12pts
Banner bearer
+6pts

Shield wall

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

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

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.

Energy Shield 3

At more than 1" the defense of this unit is reduced by -3 against Plasma weapons.

If this unit shoots with a weapon that does not have the Plasma special rule, it cannot use its Energy Shield against the next enemy unit to be activated, nor against any unit that reacts to its activation. So its defense against their shots is reduced by -3 even if they don't use Plasma weapons.

Wall of Spears

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

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



Anti cavalry

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

Squad Leader

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

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

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

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

He gives these temporary bonus to his squad:



Leader

+1B.

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

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

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

Banner bearer

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

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

He gives these temporary bonus to his squad:



Banner

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

Apintas
MGTW B PtsQt
6"5+5 | 6+247+
Pts
Melee weaponsRkPSA
Cleaver3-18
Axe3--28Replacement-
Spear1-18+2.5
Wall of Spears
Ranged weaponsRgPSA
Javelin6"-8+6
Heavy Wounds
Throwing weapon
EquipmentLight armor, Shield, Cleaver
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
140mm (5.5'') Round tray2 Groups x16 Models
Category
Infantryman
Species
Human
Special rules
Squad Leader
+10.5pts

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.


Civilians
MGTW B PtsQt
6"4+3+246 | 4+
Pts
Melee weaponsRkPSA
Dagger5+1-18
Melee fighter
Devastator
Ranged weaponsRgPSA
Pistol6"--28
Pistol
Shotgun18"-1-58Replacement+9.5
Dispersion
Devastator
Brutal Wounds
EquipmentSkin, Dagger, Pistol
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
Category
Infantryman
Species
Human
Keywords
Rookie
Special rules
Horde

Horde

+1A for each group of the squad in melee, when attacking encircled targets.

Characters in the squad that benefit from this rule, gain +1A for their melee attacks, when their squad meets the conditions.


Opportunistic rallying


If your army includes at least one character with the Horde Leader special rule, add 5|10 Horde Pts to your army when a squad of 1|2 groups with the Horde special rule is removed from the game.

Melee fighter

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

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

Devastator

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

Pistol

If the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.

This weapon ignore the Melee shooting modifier.

Dispersion

The Long Range Shooting modifier is doubled for this weapon.

Brutal Wounds

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.

Dukeas
MGTW B PtsQt
6"5+248+
Pts
ArmorsMGTW
Energy Shield 1-5 | 6+-+1
Energy Shield 1
Melee weaponsRkPSA
Heavy Two-Handed Axe4--48
Heavy Wounds
Ranged weaponsRgPSA
Grenade6"-1-74+15
Grenade
EquipmentArmor, Heavy Two-Handed Axe
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
Category
Infantryman
Species
Human
Special rules
Fanatic
Smoke Bombs
Squad Leader
+16pts
Banner bearer
+7.25pts

Fanatic

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

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.

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.

Grenade

This weapon cannot be used by this unit if the target is within 1". Unless at least one of the two units are inside a Cover.



1D6 Wounds

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



Devastator

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

Energy Shield 1

At more than 1" the defense of this unit is reduced by -1 against Plasma weapons.

If this unit shoots with a weapon that does not have the Plasma special rule, it cannot use its Energy Shield against the next enemy unit to be activated, nor against any unit that reacts to its activation. So its defense against their shots is reduced by -1 even if they don't use Plasma weapons.

Squad Leader

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

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

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

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

He gives these temporary bonus to his squad:



Leader

+1B.

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

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

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

Banner bearer

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

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

He gives these temporary bonus to his squad:



Banner

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

Eagas
MGTWSvB PtsQt
6"6+7 | 8+246+9+
Pts
ArmorsMGTW
Energy Shield 3-6 | 9+7 | 11+-+1
Energy Shield 3
Melee weaponsRkPSA
Blade3-3-18
Melee fighter
Spear1-28+4
Wall of Spears
EquipmentArmor, Shield, Blade
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
Category
Infantryman
Species
Human
Keywords
Elite
Special rules
Steadfast warrior
Forester
Smoke Bombs
Squad Leader
+15.5pts

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.

Forester

This unit has a affinity with the Wood element.

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.

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.

Energy Shield 3

At more than 1" the defense of this unit is reduced by -3 against Plasma weapons.

If this unit shoots with a weapon that does not have the Plasma special rule, it cannot use its Energy Shield against the next enemy unit to be activated, nor against any unit that reacts to its activation. So its defense against their shots is reduced by -3 even if they don't use Plasma weapons.

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.


Obanikos
MGTW B PtsQt
6"5+248+
Pts
ArmorsMGTW
Energy Shield 1-5 | 6+-+1
Energy Shield 1
Melee weaponsRkPSA
x2 Cleaver3-112
x2 Axe3--212Replacement+0.5
EquipmentArmor, x2 Cleaver
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
Category
Infantryman
Species
Human
Special rules
Rage
Smoke Bombs
Squad Leader
+11.5pts
Banner bearer
+4.75pts

Rage

When charging, they can reroll failed melee attack rolls.

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.

Energy Shield 1

At more than 1" the defense of this unit is reduced by -1 against Plasma weapons.

If this unit shoots with a weapon that does not have the Plasma special rule, it cannot use its Energy Shield against the next enemy unit to be activated, nor against any unit that reacts to its activation. So its defense against their shots is reduced by -1 even if they don't use Plasma weapons.

Squad Leader

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

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

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

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

He gives these temporary bonus to his squad:



Leader

+1B.

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

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

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

Banner bearer

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

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

He gives these temporary bonus to his squad:



Banner

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

Slaves
MGTW B PtsQt
6"4+3+246 | 4+
Pts
Melee weaponsRkPSA
Two-Handed Spear1--28
Wall of Spears
EquipmentSkin, Two-Handed Spear
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
140mm (5.5'') Round tray2 Groups x16 Models
Category
Infantryman
Species
Human
Keywords
Rookie
Special rules
Horde
Ground preparation
+3pts

Horde

+1A for each group of the squad in melee, when attacking encircled targets.

Characters in the squad that benefit from this rule, gain +1A for their melee attacks, when their squad meets the conditions.


Opportunistic rallying


If your army includes at least one character with the Horde Leader special rule, add 5|10 Horde Pts to your army when a squad of 1|2 groups with the Horde special rule is removed from the game.

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.

Ground preparation

Entities with this special rule became Engineering Entities.

Once terrain has been placed on the battlefield, activate your Engineering entities one by one, starting with the first player. This Engineering entity may be activated 1 time. once activated it can either:

ActionSkill Roll
Add a Flat AreaAuto
Add a Difficult Area5+
Swap a Flat Area for a Difficult Area4+
Remove a Difficult Area5+
Swap a Difficult Area for a Dangerous AreaAuto
Remove a Smooth Hill4+ | 5+
Swap a Smooth Hill for a Steep Hill4+ | 5+
Swap a Light Cover for a Basic CoverAuto | 4+

When a terrain element is added, removed, or replaced, place, remove, or replace it immediately during the unit’s activation.

Any terrain element added or modified before the deployement must follow the scenario’s placement rules. It cannot be placed in a forbidden zone, and placing it in a zone requiring twice the Scp requires an additional Skill Roll of 4+.

A replaced terrain element must use the same base and remain in the same area.

If they haven't used this skill before deployment, they can use it once per battle when activated during the Tactical phase on a terrain element within 1". This is conditional on no enemy unit being within 1" of the terrain element or within 1" of the unit.

Whether or not the skill roll is successful, the unit will be considered exhausted.


skirmishers


Acykoys
MGTW B PtsQt
6"5 | 6+4+246 | 5+
Pts
Melee weaponsRkPSA
Cross4-1+18
Dagger5--18
Melee fighter
Devastator
Ranged weaponsRgPSA
Old Assault rifle30"-1-312
EquipmentLight armor, Dagger, Cross, Old Assault rifle
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
Category
Infantryman
Skirmisher
Species
Human
Special rules
Squad Leader
+12pts
Banner bearer
+7.25pts

Melee fighter

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

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

Devastator

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

Squad Leader

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

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

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

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

He gives these temporary bonus to his squad:



Leader

+1B.

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

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

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

Banner bearer

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

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

He gives these temporary bonus to his squad:



Banner

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

Aibas
MGTWSvB PtsQt
6"5 | 6+5+246+8+
Pts
Melee weaponsRkPSA
Cross4-1+18
Dagger5--18
Melee fighter
Devastator
Ranged weaponsRgPSA
Assault rifle30"-2-412
Grenade6"-1-74
Grenade
EquipmentArmor, Dagger, Cross, Assault rifle, Grenade
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
Category
Infantryman
Skirmisher
Species
Human
Special rules
Veteran
Fanatic
Smoke Bombs
+0.5pts
Squad Leader
+21pts
Banner bearer
+10.5pts

Veteran

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

Fanatic

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

Melee fighter

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

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

Devastator

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

Grenade

This weapon cannot be used by this unit if the target is within 1". Unless at least one of the two units are inside a Cover.



1D6 Wounds

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



Devastator

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

Squad Leader

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

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

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

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

He gives these temporary bonus to his squad:



Leader

+1B.

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

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

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

Banner bearer

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

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

He gives these temporary bonus to his squad:



Banner

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

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.

Apylas
MGTW B PtsQt
6"5 | 6+4+247+
Pts
Melee weaponsRkPSA
Cross4-1+18
Ranged weaponsRgPSA
Lazer Assault rifle42"-3-212
Grenade6"-1-74
Grenade
EquipmentLight armor, Cross, Lazer Assault rifle, Grenade
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
Category
Infantryman
Skirmisher
Species
Human
Special rules
Partisan
Smoke Bombs
Squad Leader
+16pts
Banner bearer
+10pts

Partisan

This unit can reroll its first failed rout roll.

This rule is applied before any other rule that allows the unit to ignore the effects of a failed rout roll.

Friend, shall you fall...


The first time this unit is removed from play by an attack roll, without having been routed. On a Skill roll of 4+ on 1d6, place this unit in your reserve with all its W.

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.

Grenade

This weapon cannot be used by this unit if the target is within 1". Unless at least one of the two units are inside a Cover.



1D6 Wounds

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



Devastator

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

Squad Leader

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

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

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

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

He gives these temporary bonus to his squad:



Leader

+1B.

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

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

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

Banner bearer

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

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

He gives these temporary bonus to his squad:



Banner

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

Aruaos
MGTWSvB PtsQt
6"5 | 6+5+246+8+
Pts
Melee weaponsRkPSA
Cross4-1+18
Ranged weaponsRgPSA
Lazer Assault rifle - Overcharged48"-1-312
Lazer Assault rifle42"-3-212
Grenade6"-1-74
Grenade
EquipmentArmor, Cross, Lazer Assault rifle, Grenade, Lazer Assault rifle - Overcharged
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
Category
Infantryman
Skirmisher
Species
Human
Special rules
Veteran
Fanatic
Smoke Bombs
Squad Leader
+21.5pts
Banner bearer
+11pts

Veteran

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

Fanatic

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

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.

Grenade

This weapon cannot be used by this unit if the target is within 1". Unless at least one of the two units are inside a Cover.



1D6 Wounds

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



Devastator

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

Squad Leader

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

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

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

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

He gives these temporary bonus to his squad:



Leader

+1B.

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

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

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

Banner bearer

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

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

He gives these temporary bonus to his squad:



Banner

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

Astakals
MGTW B PtsQt
6"5 | 6+4+247+
Pts
Melee weaponsRkPSA
Cross4-1+18
Ranged weaponsRgPSA
Shotgun18"-2-58
Dispersion
Devastator
Brutal Wounds
Grenade6"-1-74+4.5
Grenade
EquipmentLight armor, Cross, Shotgun
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
Category
Infantryman
Skirmisher
Species
Human
Special rules
Smoke Bombs
Vanguard
+1.5pts
Squad Leader
+16pts
Banner bearer
+7.25pts

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.

Dispersion

The Long Range Shooting modifier is doubled for this weapon.

Devastator

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

Brutal Wounds

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.

Grenade

This weapon cannot be used by this unit if the target is within 1". Unless at least one of the two units are inside a Cover.



1D6 Wounds

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



Devastator

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

Vanguard

This unit can be activated during the Movement phase of round 0.

If they have a Rg of at least 30", they can be activated one additional time during the Bombardment phase of round 0.

If they have a Rg lesser than 30", or if they are deployed for the first time after round 0, they can be activated and shoot 2 times during their first Shooting phase.

Characters accompanying the unit but not benefiting from this rule are moved along with the unit during turn 0.

On guard



Some scenarios (see Surprise Attack) prevent units from one side from being activated during the first rounds. In this situation, units that benefit from the Vanguard special rule can be activated or react one turn earlier than others.

This unit benefits from a +1 bonus on its arrival rolls.

Squad Leader

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

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

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

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

He gives these temporary bonus to his squad:



Leader

+1B.

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

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

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

Banner bearer

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

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

He gives these temporary bonus to his squad:



Banner

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

Cyblans
MGTW B PtsQt
6"5 | 6+4+247 | 8+
Pts
Melee weaponsRkPSA
Poisoned Dagger5--18
Melee fighter
Devastator
Poison
Ranged weaponsRgPSA
Poisoned Assault rifle30"-3-212
Poison
Poisoned Grenade6"-2-34+2.5
Grenade
Poison
Poisoned Pistol6"-2-18+4
Pistol
Poison
EquipmentLight armor, Poisoned Dagger, Poisoned Assault rifle
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
Category
Infantryman
Skirmisher
Species
Human
Special rules
Forester
Hunter
Furtive
Smoke Bombs
Scout
+13pts
Ground preparation
+3pts
Squad Leader
+35pts

Forester

This unit has a affinity with the Wood element.

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.

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.

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.

Melee fighter

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

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

Devastator

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

Poison

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

Dead Metal


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

Grenade

This weapon cannot be used by this unit if the target is within 1". Unless at least one of the two units are inside a Cover.



1D6 Wounds

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



Devastator

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

Pistol

If the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.

This weapon ignore the Melee shooting modifier.

Scout

+4Scp per Scout entity.

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

Squad Leader

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

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

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

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

He gives these temporary bonus to his squad:



Leader

+1B.

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

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

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

Ground preparation

Entities with this special rule became Engineering Entities.

Once terrain has been placed on the battlefield, activate your Engineering entities one by one, starting with the first player. This Engineering entity may be activated 1 time. once activated it can either:

ActionSkill Roll
Add a Flat AreaAuto
Add a Difficult Area5+
Swap a Flat Area for a Difficult Area4+
Remove a Difficult Area5+
Swap a Difficult Area for a Dangerous AreaAuto
Remove a Smooth Hill4+ | 5+
Swap a Smooth Hill for a Steep Hill4+ | 5+
Swap a Light Cover for a Basic CoverAuto | 4+

When a terrain element is added, removed, or replaced, place, remove, or replace it immediately during the unit’s activation.

Any terrain element added or modified before the deployement must follow the scenario’s placement rules. It cannot be placed in a forbidden zone, and placing it in a zone requiring twice the Scp requires an additional Skill Roll of 4+.

A replaced terrain element must use the same base and remain in the same area.

If they haven't used this skill before deployment, they can use it once per battle when activated during the Tactical phase on a terrain element within 1". This is conditional on no enemy unit being within 1" of the terrain element or within 1" of the unit.

Whether or not the skill roll is successful, the unit will be considered exhausted.

Dalatais
MGTWSvB PtsQt
6"6 | 7+6+245+9+
Pts
Melee weaponsRkPSA
Cross4-2-8
Ranged weaponsRgPSA
Lazer Assault rifle - Overcharged48"-2-312
Grenade6"-2-74
Grenade
Lazer Assault rifle42"-4-212
EquipmentArmor, Cross, Grenade, Lazer Assault rifle, Lazer Assault rifle - Overcharged
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
Category
Infantryman
Skirmisher
Species
Human
Keywords
Elite
Special rules
Veteran
Last stand
Forester
Furtive
Smoke Bombs
Squad Leader
+29.5pts
Banner bearer
+14.75pts

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.

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.

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.

Grenade

This weapon cannot be used by this unit if the target is within 1". Unless at least one of the two units are inside a Cover.



1D6 Wounds

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



Devastator

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

Squad Leader

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

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

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

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

He gives these temporary bonus to his squad:



Leader

+1B.

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

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

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

Banner bearer

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

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

He gives these temporary bonus to his squad:



Banner

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

Drone operators
MGTW B PtsQt
6"4 | 5+4+126 | 4+
Pts
Melee weaponsRkPSA
Fists6+1+24
Ranged weaponsRgPSA
Pistol6"--24
Pistol
EquipmentLight armor, Fists, Pistol
Base70mm (2.75'') Round tray1 Group x4 ModelsModel bases 25mm
Category
Infantryman
Skirmisher
Species
Human
Keywords
Rookie
Special rules
Forester
Drone Swarm
Drone Controller
Scout
+13pts

Forester

This unit has a affinity with the Wood element.

Drone Swarm

From round 1, at the start of each round, and when deployed on the battlefield, this unit generates 10 Drone pts. This pool of points increases at the start of each round.

At the start of each Tactical phase, the player may spend Drone pts from this pool to recruit units with the Drone keyword. These units are immediately deployed following their normal deployment rules.

The player with the initiative recruits and deploys the first Drone unit, then the next player does the same, and so on.

If no units in your army with this special rule remain on the battlefield, all your Drone pts are lost.

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

Drone Controller

Once a round when activated during the Tactical phase, it may designate friendly units with the Drone keyword worth less than 101pts (in total).

Targets of the designated units suffer a -1G penalty against its shots and attacks during this round.

The drone controller unit is considered to have shot and attacked in melee during this round if it uses this special rule.

It may instead designate friendly units worth up to:
201 pts on a skill roll of 4+,
301 pts on a skill roll of 5+,
601 pts on a skill roll of 6+.

Pistol

If the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.

This weapon ignore the Melee shooting modifier.

Scout

+4Scp per Scout entity.

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

Hanyms
MGTWSvB PtsQt
6"5 | 6+5+246+8+
Pts
Melee weaponsRkPSA
Cross4-1+18
Cleaver3-18Replacement-0.5
Ranged weaponsRgPSA
Flamethrower6"-324
Plasma
Devastator
Traumatic
EquipmentArmor, Cross, Flamethrower
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
Category
Infantryman
Skirmisher
Species
Human
Special rules
Veteran
Determined
Forester
Furtive
Smoke Bombs
Squad Leader
+23.5pts
Banner bearer
+10.25pts

Veteran

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

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.

Forester

This unit has a affinity with the Wood 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.

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.

Plasma

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

Burn


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

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.

Traumatic

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

Squad Leader

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

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

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

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

He gives these temporary bonus to his squad:



Leader

+1B.

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

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

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

Banner bearer

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

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

He gives these temporary bonus to his squad:



Banner

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

Istalanies
MGTW B PtsQt
6"5 | 6+4+247+
Pts
Melee weaponsRkPSA
Cleaver3-18
Ranged weaponsRgPSA
Submachine gun12"-216
Grenade6"-1-74+8.5
Grenade
EquipmentLight armor, Cleaver, Submachine gun
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
Category
Infantryman
Skirmisher
Species
Human
Special rules
Commando
Furtive
Smoke Bombs
Scout
+13pts
Ambusher
+2pts
Squad Leader
+27pts

Commando

This unit has a affinity with all the elements.

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.

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.

Grenade

This weapon cannot be used by this unit if the target is within 1". Unless at least one of the two units are inside a Cover.



1D6 Wounds

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



Devastator

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

Scout

+4Scp per Scout entity.

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

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.



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.


Keas
MGTWSvB PtsQt
8"6 | 8+6 | 7+156+8+
Pts
Melee weaponsRkPSA
Cleaver3-25
Blade3-3-15Replacement-0.5
Melee fighter
Ranged weaponsRgPSA
Heavy Plasma Carbine24"-65
Heavy Wounds
Plasma
Dispersion
Flamethrower6"-4-315Replacement-22
Plasma
Devastator
Traumatic
Plasma Heavy pistol6"-5-65Replacement-28
Heavy Wounds
Pistol
Plasma
Dispersion
EquipmentArmor, Energy Shield 1, Cleaver, Heavy Plasma Carbine
Base100mm (4'') Round tray1 Group x5 ModelsModel bases 32mm
Category
Infantryman
Skirmisher
Species
Human
Keywords
Elite
Special rules
Tireless
Fly
Energy Shield 1
Squad Leader
+44pts

Tireless

During the Shooting phase and the Melee phase, if this unit was eligible for a first activation, it can be activated a second time on a Skill Roll of 5+.

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.

Energy Shield 1

At more than 1" the defense of this unit is reduced by -1 against Plasma weapons.

If this unit shoots with a weapon that does not have the Plasma special rule, it cannot use its Energy Shield against the next enemy unit to be activated, nor against any unit that reacts to its activation. So its defense against their shots is reduced by -1 even if they don't use Plasma weapons.

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.

Plasma

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

Burn


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

Dispersion

The Long Range Shooting modifier is doubled for this weapon.

Devastator

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

Traumatic

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

Pistol

If the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.

This weapon ignore the Melee shooting 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.


Kolicktas
MGTW B PtsQt
6"5 | 6+4+246 | 5+
Pts
Melee weaponsRkPSA
Cross4-1+18
Ranged weaponsRgPSA
Old Lazer Assault rifle42"-212
EquipmentLight armor, Cross, Old Lazer Assault rifle
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
Category
Infantryman
Skirmisher
Species
Human
Special rules
Squad Leader
+12pts
Banner bearer
+7.5pts

Squad Leader

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

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

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

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

He gives these temporary bonus to his squad:



Leader

+1B.

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

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

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

Banner bearer

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

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

He gives these temporary bonus to his squad:



Banner

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

Lampyls
MGTW B PtsQt
6"5 | 6+4+247+
Pts
Melee weaponsRkPSA
Cross4-1+18
Ranged weaponsRgPSA
Assault rifle30"-2-412
Pistol6"-1-28
Pistol
Grenade6"-1-74
Grenade
EquipmentLight armor, Cross, Assault rifle, Pistol, Grenade
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
Category
Infantryman
Skirmisher
Species
Human
Special rules
Partisan
Smoke Bombs
Squad Leader
+16.5pts
Banner bearer
+11.25pts

Partisan

This unit can reroll its first failed rout roll.

This rule is applied before any other rule that allows the unit to ignore the effects of a failed rout roll.

Friend, shall you fall...


The first time this unit is removed from play by an attack roll, without having been routed. On a Skill roll of 4+ on 1d6, place this unit in your reserve with all its W.

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.

Pistol

If the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.

This weapon ignore the Melee shooting modifier.

Grenade

This weapon cannot be used by this unit if the target is within 1". Unless at least one of the two units are inside a Cover.



1D6 Wounds

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



Devastator

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

Squad Leader

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

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

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

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

He gives these temporary bonus to his squad:



Leader

+1B.

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

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

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

Banner bearer

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

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

He gives these temporary bonus to his squad:



Banner

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

Natiks
MGTWSvB PtsQt
6"6 | 7+6+245+9+
Pts
Melee weaponsRkPSA
Cross4-2-8
Ranged weaponsRgPSA
Rail Assault rifle36"-4-512
Rail Assault rifle - Overcharged42"-2-712
EquipmentArmor, Cross, Rail Assault rifle, Rail Assault rifle - Overcharged
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
Category
Infantryman
Skirmisher
Species
Human
Keywords
Elite
Special rules
Veteran
Furtive
Forester
Smoke Bombs
Squad Leader
+35.5pts

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.

Forester

This unit has a affinity with the Wood element.

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.

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.



cavalry


Ayoks
MGTW B PtsQt
8"5 | 6+247+
Pts
Melee weaponsRkPSA
Cleaver3-1-1 | -24
Abgakea - Claws4-2-1 | -28
Devastator
Mount Attacks
Abgakea - Fangs6-24
Mount Attacks
Spear (mounted)2-1-1 | -34+0.5
Anti cavalry
Ranged weaponsRgPSA
Plasma Heavy pistol6"-4-64
Heavy Wounds
Pistol
Plasma
Dispersion
Short Range Rocket12"--84+6
Missile
EquipmentArmor, Energy Shield 1, Abgakea, Cleaver, Claws, Fangs, Plasma Heavy pistol
Base100mm (4'') Round tray1 Group x4 ModelsModel bases 50x25mm
Category
Rider
Species
Human
Special rules
Energy Shield 1
Smoke Bombs
+1.5pts
Squad Leader
+27.5pts
Banner bearer
+16pts

Energy Shield 1

At more than 1" the defense of this unit is reduced by -1 against Plasma weapons.

If this unit shoots with a weapon that does not have the Plasma special rule, it cannot use its Energy Shield against the next enemy unit to be activated, nor against any unit that reacts to its activation. So its defense against their shots is reduced by -1 even if they don't use Plasma weapons.

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.


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.

Pistol

If the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.

This weapon ignore the Melee shooting modifier.

Plasma

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

Burn


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

Dispersion

The Long Range Shooting modifier is doubled for this weapon.

Missile

A model equipped with Missiles may attack with this weapon only a limited number of times during the battle, and can only roll 1 attack per round no matter the A value.

Each time it makes an attack with this weapon, it expends one missile. The total number of missiles available equals its A. For example, a model with 3A may attack once per round, for a maximum of 3 attacks during the battle.

Missiles cannot target enemy units within 6".



1D6 Wounds

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

Squad Leader

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

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

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

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

He gives these temporary bonus to his squad:



Leader

+1B.

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

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

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

Banner bearer

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

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

He gives these temporary bonus to his squad:



Banner

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

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.
Ayoks dismounted
MGTW B PtsQt
6"5 | 6+127+
Pts
Melee weaponsRkPSA
Cleaver3-14
Spear1-14+0.5
Wall of Spears
Ranged weaponsRgPSA
Plasma Heavy pistol6"-4-64
Heavy Wounds
Pistol
Plasma
Dispersion
Short Range Rocket12"--84+9.5
Missile
EquipmentArmor, Energy Shield 1, Cleaver, Plasma Heavy pistol
Base70mm (2.75'') Round tray1 Group x4 ModelsModel bases 25mm
Category
Infantryman
Species
Human
Special rules
Energy Shield 1
Smoke Bombs
+0pts
Squad Leader
+13pts
Banner bearer
+7pts

Energy Shield 1

At more than 1" the defense of this unit is reduced by -1 against Plasma weapons.

If this unit shoots with a weapon that does not have the Plasma special rule, it cannot use its Energy Shield against the next enemy unit to be activated, nor against any unit that reacts to its activation. So its defense against their shots is reduced by -1 even if they don't use Plasma weapons.

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.

Pistol

If the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.

This weapon ignore the Melee shooting modifier.

Plasma

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

Burn


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

Dispersion

The Long Range Shooting modifier is doubled for this weapon.

Missile

A model equipped with Missiles may attack with this weapon only a limited number of times during the battle, and can only roll 1 attack per round no matter the A value.

Each time it makes an attack with this weapon, it expends one missile. The total number of missiles available equals its A. For example, a model with 3A may attack once per round, for a maximum of 3 attacks during the battle.

Missiles cannot target enemy units within 6".



1D6 Wounds

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

Squad Leader

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

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

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

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

He gives these temporary bonus to his squad:



Leader

+1B.

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

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

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

Banner bearer

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

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

He gives these temporary bonus to his squad:



Banner

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

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.

Kabzes
MGTWSvB PtsQt
8"5+6 | 7+246+9+
Pts
ArmorsMGTW
Energy Shield 3-5 | 8+6 | 10+-+2
Energy Shield 3
Melee weaponsRkPSA
Blade3-3-1 | -24
Melee fighter
Abgakea - Claws4-2-1 | -28
Devastator
Mount Attacks
Abgakea - Fangs6-24
Mount Attacks
Spear (mounted)2-2-2 | -44+1.5
Anti cavalry
EquipmentArmor, Shield, Abgakea, Blade, Claws, Fangs
Base100mm (4'') Round tray1 Group x4 ModelsModel bases 50x25mm
Category
Rider
Species
Human
Keywords
Elite
Special rules
Motivated
Ready for Action
Steadfast warrior
Forester
Smoke Bombs
Squad Leader
+35pts

Motivated

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

Ready for Action

This unit benefits from a +1 bonus on its arrival rolls.

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.

Forester

This unit has a affinity with the Wood element.

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.

Melee fighter

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

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

Devastator

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

Mount Attacks

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

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

Options


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

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


Anti cavalry

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

Energy Shield 3

At more than 1" the defense of this unit is reduced by -3 against Plasma weapons.

If this unit shoots with a weapon that does not have the Plasma special rule, it cannot use its Energy Shield against the next enemy unit to be activated, nor against any unit that reacts to its activation. So its defense against their shots is reduced by -3 even if they don't use Plasma weapons.

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.

Kabzes dismounted
MGTWSvB PtsQt
6"6+7 | 8+126+9+
Pts
ArmorsMGTW
Energy Shield 3-6 | 9+7 | 11+-+1
Energy Shield 3
Melee weaponsRkPSA
Blade3-3-14
Melee fighter
Spear1-24+2.5
Wall of Spears
EquipmentArmor, Shield, Blade
Base70mm (2.75'') Round tray1 Group x4 ModelsModel bases 25mm
Category
Infantryman
Species
Human
Keywords
Elite
Special rules
Motivated
Ready for Action
Steadfast warrior
Forester
Smoke Bombs
Squad Leader
+13.5pts

Motivated

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

Ready for Action

This unit benefits from a +1 bonus on its arrival rolls.

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.

Forester

This unit has a affinity with the Wood element.

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.

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.

Energy Shield 3

At more than 1" the defense of this unit is reduced by -3 against Plasma weapons.

If this unit shoots with a weapon that does not have the Plasma special rule, it cannot use its Energy Shield against the next enemy unit to be activated, nor against any unit that reacts to its activation. So its defense against their shots is reduced by -3 even if they don't use Plasma weapons.

Squad Leader

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

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

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

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

He gives these temporary bonus to his squad:



Leader

+1B.

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

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

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



light cavalry


Akomas
MGTWSvB PtsQt
12"5 | 6+6+186+8+
Pts
Melee weaponsRkPSA
Axe3-1-2 | -33
Bike - Shell6+2-3
Mount Attacks
Spear (mounted)2-2-1 | -33+1.5
Anti cavalry
Ranged weaponsRgPSA
Grenade6"-2-71.5
Grenade
Short Range Rocket12"-1-83Replacement+6.5
Missile
EquipmentArmor, Bike, Axe, Shell, Grenade
Base100mm (4'') Round tray1 Group x3 ModelsModel bases 60x35mm
Category
Rider
Skirmisher
Species
Human
Special rules
Veteran
Vanguard
Smoke Bombs
Swift
Scout
+13pts
Squad Leader
+46pts
Banner bearer
+12.75pts

Veteran

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

Vanguard

This unit can be activated during the Movement phase of round 0.

If they have a Rg of at least 30", they can be activated one additional time during the Bombardment phase of round 0.

If they have a Rg lesser than 30", or if they are deployed for the first time after round 0, they can be activated and shoot 2 times during their first Shooting phase.

Characters accompanying the unit but not benefiting from this rule are moved along with the unit during turn 0.

On guard



Some scenarios (see Surprise Attack) prevent units from one side from being activated during the first rounds. In this situation, units that benefit from the Vanguard special rule can be activated or react one turn earlier than others.

This unit benefits from a +1 bonus on its arrival rolls.

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.

Swift

When this unit is activated and
moves
or
charges
, it get +1G against
shoots
until the end of the round.

Mount Attacks

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

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

Options


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

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


Anti cavalry

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

Grenade

This weapon cannot be used by this unit if the target is within 1". Unless at least one of the two units are inside a Cover.



1D6 Wounds

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



Devastator

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

Missile

A model equipped with Missiles may attack with this weapon only a limited number of times during the battle, and can only roll 1 attack per round no matter the A value.

Each time it makes an attack with this weapon, it expends one missile. The total number of missiles available equals its A. For example, a model with 3A may attack once per round, for a maximum of 3 attacks during the battle.

Missiles cannot target enemy units within 6".



1D6 Wounds

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

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.

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.
Akomas dismounted
MGTWSvB PtsQt
6"5 | 6+5+96+8+
Pts
Melee weaponsRkPSA
Axe3-1-23
Spear1-2-13+1
Wall of Spears
Ranged weaponsRgPSA
Grenade6"-2-71.5
Grenade
Short Range Rocket12"-1-83Replacement+2.5
Missile
EquipmentArmor, Axe, Grenade
Base70mm (2.75'') Round tray1 Group x3 ModelsModel bases 25mm
Category
Infantryman
Skirmisher
Species
Human
Special rules
Veteran
Vanguard
Smoke Bombs
Scout
+13pts
Squad Leader
+30.5pts
Banner bearer
+7.3pts

Veteran

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

Vanguard

This unit can be activated during the Movement phase of round 0.

If they have a Rg of at least 30", they can be activated one additional time during the Bombardment phase of round 0.

If they have a Rg lesser than 30", or if they are deployed for the first time after round 0, they can be activated and shoot 2 times during their first Shooting phase.

Characters accompanying the unit but not benefiting from this rule are moved along with the unit during turn 0.

On guard



Some scenarios (see Surprise Attack) prevent units from one side from being activated during the first rounds. In this situation, units that benefit from the Vanguard special rule can be activated or react one turn earlier than others.

This unit benefits from a +1 bonus on its arrival rolls.

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.

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.

Grenade

This weapon cannot be used by this unit if the target is within 1". Unless at least one of the two units are inside a Cover.



1D6 Wounds

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



Devastator

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

Missile

A model equipped with Missiles may attack with this weapon only a limited number of times during the battle, and can only roll 1 attack per round no matter the A value.

Each time it makes an attack with this weapon, it expends one missile. The total number of missiles available equals its A. For example, a model with 3A may attack once per round, for a maximum of 3 attacks during the battle.

Missiles cannot target enemy units within 6".



1D6 Wounds

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

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.

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.

Avelos
MGTW B PtsQt
12"5 | 6+5+187 | 5+
Pts
Melee weaponsRkPSA
Cleaver3-1-1 | -23
Bike - Shell6+2-3
Mount Attacks
Ranged weaponsRgPSA
Pistol6"-1-23
Pistol
Submachine gun12"-26Replacement-0.5
Shotgun18"-2-53Replacement+3.5
Dispersion
Devastator
Brutal Wounds
Grenade6"-1-71.5+2.5
Grenade
EquipmentLight armor, Bike, Cleaver, Shell, Pistol
Base100mm (4'') Round tray1 Group x3 ModelsModel bases 60x35mm
Category
Rider
Skirmisher
Species
Human
Special rules
Bloodlust
Reinforcement
Swift
Scout
+13pts
Squad Leader
+37pts
Banner bearer
+10.25pts

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.

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.

Swift

When this unit is activated and
moves
or
charges
, it get +1G against
shoots
until the end of the round.

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.


Pistol

If the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.

This weapon ignore the Melee shooting modifier.

Dispersion

The Long Range Shooting modifier is doubled for this weapon.

Devastator

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

Brutal Wounds

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.

Grenade

This weapon cannot be used by this unit if the target is within 1". Unless at least one of the two units are inside a Cover.



1D6 Wounds

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



Devastator

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

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.

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.
Avelos dismounted
MGTW B PtsQt
6"5 | 6+4+97 | 5+
Pts
Melee weaponsRkPSA
Cleaver3-13
Ranged weaponsRgPSA
Pistol6"-1-23
Pistol
Submachine gun12"-26Replacement+0.5
Shotgun18"-2-53Replacement+3
Dispersion
Devastator
Brutal Wounds
Grenade6"-1-71.5+2
Grenade
EquipmentLight armor, Cleaver, Pistol
Base70mm (2.75'') Round tray1 Group x3 ModelsModel bases 25mm
Category
Infantryman
Skirmisher
Species
Human
Special rules
Bloodlust
Reinforcement
Scout
+13pts
Squad Leader
+25.5pts
Banner bearer
+5.3pts

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.

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.

Pistol

If the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.

This weapon ignore the Melee shooting modifier.

Dispersion

The Long Range Shooting modifier is doubled for this weapon.

Devastator

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

Brutal Wounds

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.

Grenade

This weapon cannot be used by this unit if the target is within 1". Unless at least one of the two units are inside a Cover.



1D6 Wounds

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



Devastator

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

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.

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.

Cybgaks
MGTWSvB PtsQt
8"5 | 6+5+246+8 | 9+
Pts
Melee weaponsRkPSA
Abgakea - Claws4-2-1 | -28
Devastator
Mount Attacks
Poisoned Dagger5-14
Melee fighter
Devastator
Poison
Abgakea - Fangs6-24
Mount Attacks
Ranged weaponsRgPSA
Poisoned Assault rifle30"-4-26
Poison
Poisoned Grenade6"-32+1
Grenade
Poison
EquipmentLight armor, Abgakea, Poisoned Dagger, Claws, Fangs, Poisoned Assault rifle
Base100mm (4'') Round tray1 Group x4 ModelsModel bases 50x25mm
Category
Rider
Skirmisher
Species
Human
Special rules
Veteran
Furtive
Hunter
Forester
Ground preparation
+3pts
Scout
+13pts
Smoke Bombs
+1pts
Squad Leader
+54pts

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.

Melee fighter

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

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

Devastator

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

Poison

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

Dead Metal


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

Mount Attacks

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

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

Options


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

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


Grenade

This weapon cannot be used by this unit if the target is within 1". Unless at least one of the two units are inside a Cover.



1D6 Wounds

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



Devastator

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

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.

Ground preparation

Entities with this special rule became Engineering Entities.

Once terrain has been placed on the battlefield, activate your Engineering entities one by one, starting with the first player. This Engineering entity may be activated 1 time. once activated it can either:

ActionSkill Roll
Add a Flat AreaAuto
Add a Difficult Area5+
Swap a Flat Area for a Difficult Area4+
Remove a Difficult Area5+
Swap a Difficult Area for a Dangerous AreaAuto
Remove a Smooth Hill4+ | 5+
Swap a Smooth Hill for a Steep Hill4+ | 5+
Swap a Light Cover for a Basic CoverAuto | 4+

When a terrain element is added, removed, or replaced, place, remove, or replace it immediately during the unit’s activation.

Any terrain element added or modified before the deployement must follow the scenario’s placement rules. It cannot be placed in a forbidden zone, and placing it in a zone requiring twice the Scp requires an additional Skill Roll of 4+.

A replaced terrain element must use the same base and remain in the same area.

If they haven't used this skill before deployment, they can use it once per battle when activated during the Tactical phase on a terrain element within 1". This is conditional on no enemy unit being within 1" of the terrain element or within 1" of the unit.

Whether or not the skill roll is successful, the unit will be considered exhausted.

Scout

+4Scp per Scout entity.

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

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.
Cybgaks dismounted
MGTWSvB PtsQt
6"6 | 7+4+126+8 | 9+
Pts
Melee weaponsRkPSA
Poisoned Dagger5-14
Melee fighter
Devastator
Poison
Ranged weaponsRgPSA
Poisoned Assault rifle30"-4-26
Poison
Poisoned Grenade6"-32+1.5
Grenade
Poison
EquipmentLight armor, Poisoned Dagger, Poisoned Assault rifle
Base70mm (2.75'') Round tray1 Group x4 ModelsModel bases 25mm
Category
Infantryman
Skirmisher
Species
Human
Special rules
Veteran
Furtive
Hunter
Forester
Ground preparation
+3pts
Scout
+13pts
Smoke Bombs
+0.5pts
Squad Leader
+39pts

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.

Melee fighter

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

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

Devastator

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

Poison

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

Dead Metal


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

Grenade

This weapon cannot be used by this unit if the target is within 1". Unless at least one of the two units are inside a Cover.



1D6 Wounds

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



Devastator

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

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.

Ground preparation

Entities with this special rule became Engineering Entities.

Once terrain has been placed on the battlefield, activate your Engineering entities one by one, starting with the first player. This Engineering entity may be activated 1 time. once activated it can either:

ActionSkill Roll
Add a Flat AreaAuto
Add a Difficult Area5+
Swap a Flat Area for a Difficult Area4+
Remove a Difficult Area5+
Swap a Difficult Area for a Dangerous AreaAuto
Remove a Smooth Hill4+ | 5+
Swap a Smooth Hill for a Steep Hill4+ | 5+
Swap a Light Cover for a Basic CoverAuto | 4+

When a terrain element is added, removed, or replaced, place, remove, or replace it immediately during the unit’s activation.

Any terrain element added or modified before the deployement must follow the scenario’s placement rules. It cannot be placed in a forbidden zone, and placing it in a zone requiring twice the Scp requires an additional Skill Roll of 4+.

A replaced terrain element must use the same base and remain in the same area.

If they haven't used this skill before deployment, they can use it once per battle when activated during the Tactical phase on a terrain element within 1". This is conditional on no enemy unit being within 1" of the terrain element or within 1" of the unit.

Whether or not the skill roll is successful, the unit will be considered exhausted.

Scout

+4Scp per Scout entity.

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

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.


vehicles


Bufalo
MGTW B PtsQt
10"3+9 | 10+327+
Pts
Melee weaponsRkPSA
Great Shell5+2-4 | -54
1D6 Wounds
Mount Attacks
Ranged weaponsRgPSA
Cannon C4 - Anti-personnel ammunition54"-3-41+13
2D6 Wounds
Traumatic
Anti-personnel
Rapid Fire Cannon C454"-1-54+47
2D6 Wounds
Traumatic
Plasma Cannon C448"-4-121+57.5
2D6 Wounds
Traumatic
Plasma
Dispersion
Fusion Cannon C448"-1-121+68
2D6 Wounds
Traumatic
Blast
x2 Lazer Cannon C466"-2-52+29
2D6 Wounds
Traumatic
Lazer Cannon C354"-2-41+5.5
2D3 Wounds
Traumatic
Cannon C3 - Anti-personnel ammunition42"-3-21+5
2D3 Wounds
Traumatic
Anti-personnel
EquipmentBlindage, Great Shell
Base130mm Round Individual model
Category
Vehicle
Species
Transport
Keywords
Electronic
Special rules
Transport [1]
Turret
Smoke Bombs

Transport [1]

Deployment



During deployment, a transport may be deployed with units already embarked inside (Infantryman, Artillery, or Monster). This counts as the same number of deployment drops as if the transport and its passengers had been deployed separately. A transport may only benefit from a delayed/special deployment rule if all units inside also benefit from that rule.


Embark



During the Tactical Phase, a friendly Infantryman, an Artillery, or a Monster unit, together with its Characters, may embark if they are within 1’’ of the transport. Remove the units from play. While inside the transport, they are not eligible during other phases and cannot be targeted by attacks.


Disembark



During a later Tactical Phase, each unit inside the transport may disembark and be deployed within 1’’ of the transport. This deployment may place them within 1’’ of an enemy unit; in this case they are considered to be engaged in melee with that unit, but are not considered charging.

Troops disembarking receive a +1 on their arrival roll.


Capacity



The value X indicates the capacity of the transport, that is basically the number of squads it may carry at once. Units of different categories (e.g. Infantryman and Monster) may mix inside a transport, provided they are eligible.


Special Rules


Units inside the transport can continue to use their special rules. Use the transport's base to calculate distances.

If a special rule can only be activated when the unit is activated during phases when the unit in the transport is inactive, you can activate those abilities when the transport is activated.


Catastrophic Disembarkation


If this unit is killed, each embarked model must then roll a Critical damage roll. Then each remaining unit must immediately disembark. Place the unit within 1’’ of this killed unit.

The embarked units cannot be activated or react to during this round.

If placement within 1’’ is impossible — for example, if this unit is not on the table or is surrounded by enemy units — the unit is killed.


Emergency Disembarkation


If this unit failed a rout roll, each embarked unit must then roll a rout roll. Then each remaining unit must immediately disembark. Place the unit within 1’’ of this routed unit.

If placement within 1’’ is impossible — for example, if this unit is not on the table or is surrounded by enemy units — the embarked unit is considered having failed a rout roll.


Transport Spaces


Some units can operate within layered transport systems, shifting between internal structures as the battle evolves.

If this unit benefits from both this rule and another rule that allows units to be transported, each rule is treated as a separate transport space.

You may move a transported unit between these spaces during the Tactical Phase when it is activated, provided the destination space has sufficient capacity.

Swapping the positions of two transported units (including characters within squads) requires the swap action during the Movement phase.


Elites


Infantryman soldiers with the Elite keyword can embark and disembark from this unit and benefit from all the previous rules, even if this unit does not have the Elite keyword.

Turret

When shooting, the unit is not required to reorient toward its target.

Furthermore, during the Shooting phase this unit can target ennemy units in its rear arc, while ignoring the Harassment modifier.

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.

1D6 Wounds

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

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.


2D6 Wounds

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

Traumatic

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

Anti-personnel

Area of ​​Effect Attack



When using this rule on this weapon, you can choose to first determine all or some of the damage multipliers and then perform the corresponding number of Attack Rolls.

Each wound inflicted by a successful Attack Roll will only be multiplied by the remaining multipliers.

For example, if each wound inflicted was supposed to be multiplied by 3d6, you can roll 3d6 attack rolls that each inflict a single wound on success.

Plasma

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

Burn


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

Dispersion

The Long Range Shooting modifier is doubled for this weapon.

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.

2D3 Wounds

Multiply each wound inflicted by this weapon by the result of a 2D3.

Aceaizheta
MGTW B PtsQt
8"3+10 | 12+327+
Pts
Melee weaponsRkPSA
Great Shell5+2-8 | -94
1D6 Wounds
Mount Attacks
Ranged weaponsRgPSA
x16 Great Guided missile72"-1-1216
Guided
Traumatic
Missile
Large Impact
1D6 Wounds
Heavy Assault rifle36"-2-52+5
Heavy Wounds
Secondary weapon
Heavy suicide drone84"-1-141Replacement+3
Guided
Traumatic
Missile
6D6 Wounds
Large Impact
x4 Very Great Guided missile78"-1-144Replacement-25.5
Guided
Traumatic
Missile
Large Impact
2D6 Wounds
EMP device18"-1-12+7
Anti-aircraft
Secondary weapon
Lightning
Blast
EquipmentHeavy Blindage, Great Shell, x16 Great Guided missile
Base130mm Round Individual model
Category
Vehicle
Species
Medium Tank
Keywords
Electronic
Special rules
Smoke Bombs

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.

1D6 Wounds

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

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.


Guided

This weapon's attacks ignore Long Range Shooting modifiers.

Traumatic

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

Missile

A model equipped with Missiles may attack with this weapon only a limited number of times during the battle, and can only roll 1 attack per round no matter the A value.

Each time it makes an attack with this weapon, it expends one missile. The total number of missiles available equals its A. For example, a model with 3A may attack once per round, for a maximum of 3 attacks during the battle.

Missiles cannot target enemy units within 6".



1D6 Wounds

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

Large Impact

Area of ​​Effect Attack


When using this weapon, you can choose to first determine all or some of the damage multipliers and then perform the corresponding number of Attack Rolls.

Each wound inflicted by a successful Attack Roll will only be multiplied by the remaining multipliers.

For example, if each wound inflicted was supposed to be multiplied by 3d6, you can roll 3d6 attack rolls that each inflict a single wound on success.

Excess Wounds


Excess wounds inflicted by this weapon are converted into Attack Rolls against the nearest unit(friend or foe) within 3’’. If multiple units are at the same distance, randomly determine the target.

These new wounds cannot be multiplied or benefit from damage bonuses. However, they may be negated normally by a Save Roll.

If the new target is also killed, the excess wounds are converted into Attack Rolls against the second nearest unit within 3’’ of the original target.

Shattering a Cover


Continue this process for as long as excess wounds remain and valid targets are within range.

If you were targeting Cover and there were excess wounds, assign them first to the potential replacement Cover, then to any surviving units inside (random designation), and finally to the surrounding units.

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.

Secondary weapon

During its activation in the Shooting Phase, this unit may shoot with all of its secondary weapons in addition to one of its normal weapons.

Determine the target of each weapon attack rolls before starting to roll the dice. If a target is killed while there are still attacks to be launched on it, those attacks are lost.

If this unit shoots only with its secondary weapons, it remains eligible for the Melee Phase.

This weapon ignore the Melee shooting modifier.

When shooting with a secondary weapon, the unit is not required to reorient toward its target.

Options


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

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

6D6 Wounds

Multiply each wound inflicted by this weapon by the result of a 6D6.

2D6 Wounds

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

Anti-aircraft

If the target has the keywords Air inflict -2G to the target of this weapon hit rolls.

Lightning

If the target has the keywords Electronic.

Each time you inflict wounds with this weapon, and after an eventuals save rolls roll 1d6. On a 4+, inflict an additional wound.

Additional wounds can generate more wounds.

Additionnal wounds can't be negated by a save roll.

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.

Agylarat
MGTW B PtsQt
8"3+10 | 12+327+
Pts
Melee weaponsRkPSA
Great Shell5+2-8 | -94
1D6 Wounds
Mount Attacks
Ranged weaponsRgPSA
x4 Anti-aircraft Cannon C454"-1-104
2D6 Wounds
Traumatic
Anti-aircraft
x4 Anti-aircraft Cannon C4 - Anti-personnel ammunition54"-3-44
2D6 Wounds
Traumatic
Anti-personnel
Anti-aircraft
Heavy Assault rifle36"-2-52+5
Heavy Wounds
Secondary weapon
x4 Anti-aircraft Lazer Cannon C572"-2-64Replacement-26
3D6 Wounds
Traumatic
Anti-aircraft
x2 Anti-aircraft Plasma Cannon C554"-4-132Replacement+22
3D6 Wounds
Traumatic
Anti-aircraft
Plasma
Dispersion
EMP device18"-1-12+9
Anti-aircraft
Secondary weapon
Lightning
Blast
EquipmentHeavy Blindage, Great Shell, x4 Anti-aircraft Cannon C4
Base130mm Round Individual model
Category
Vehicle
Species
Medium Tank
Keywords
Electronic
Special rules
Smoke Bombs

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.

1D6 Wounds

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

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.


2D6 Wounds

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

Traumatic

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

Anti-aircraft

If the target has the keywords Air inflict -2G to the target of this weapon hit rolls.

Anti-personnel

Area of ​​Effect Attack



When using this rule on this weapon, you can choose to first determine all or some of the damage multipliers and then perform the corresponding number of Attack Rolls.

Each wound inflicted by a successful Attack Roll will only be multiplied by the remaining multipliers.

For example, if each wound inflicted was supposed to be multiplied by 3d6, you can roll 3d6 attack rolls that each inflict a single wound on success.

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.

Secondary weapon

During its activation in the Shooting Phase, this unit may shoot with all of its secondary weapons in addition to one of its normal weapons.

Determine the target of each weapon attack rolls before starting to roll the dice. If a target is killed while there are still attacks to be launched on it, those attacks are lost.

If this unit shoots only with its secondary weapons, it remains eligible for the Melee Phase.

This weapon ignore the Melee shooting modifier.

When shooting with a secondary weapon, the unit is not required to reorient toward its target.

Options


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

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

3D6 Wounds

Multiply each wound inflicted by this weapon by the result of a 3D6.

Plasma

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

Burn


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

Dispersion

The Long Range Shooting modifier is doubled for this weapon.

Lightning

If the target has the keywords Electronic.

Each time you inflict wounds with this weapon, and after an eventuals save rolls roll 1d6. On a 4+, inflict an additional wound.

Additional wounds can generate more wounds.

Additionnal wounds can't be negated by a save roll.

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.

Atanklas
MGTW B PtsQt
8"3+12 | 14+488+
Pts
Melee weaponsRkPSA
Great Shell5+2-8 | -94
1D6 Wounds
Mount Attacks
Great Front blades4+1-8 | -114Replacement+9.5
1D6 Wounds
Mount Attacks
Ranged weaponsRgPSA
Cannon C560"-1-111
3D6 Wounds
Traumatic
Cannon C5 - Anti-personnel ammunition60"-3-51
3D6 Wounds
Traumatic
Anti-personnel
Lazer Cannon C354"-2-41+6.5
2D3 Wounds
Traumatic
Secondary weapon
Heavy Assault rifle36"-2-52+7
Heavy Wounds
Secondary weapon
Heavy Machine gun36"-2-58+20
Traumatic
Heavy Wounds
Secondary weapon
x2 Lazer Cannon C572"-2-62Replacement-20
3D6 Wounds
Traumatic
x2 Cannon C4 - Anti-personnel ammunition54"-3-42Replacement-52.5
2D6 Wounds
Traumatic
Anti-personnel
Ranged weaponsRgPSA
Fusion Cannon C554"-1-131Replacement+43
3D6 Wounds
Traumatic
Blast
Rail Cannon C566"-1-121Replacement+7.5
3D6 Wounds
Traumatic
Short Range EMP device12"-1-12+12.5
Anti-aircraft
Secondary weapon
Lightning
Blast
EquipmentHeavy Blindage, Great Shell, Cannon C5
Base130mm Round Individual model
Category
Vehicle
Species
Medium Tank
Keywords
Electronic
Special rules
Turret
Smoke Bombs
Customizable

Turret

When shooting, the unit is not required to reorient toward its target.

Furthermore, during the Shooting phase this unit can target ennemy units in its rear arc, while ignoring the Harassment modifier.

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.

Customizable

You can add up to either 3 ranged secondary weapon options, instead of one.

1D6 Wounds

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

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.


3D6 Wounds

Multiply each wound inflicted by this weapon by the result of a 3D6.

Traumatic

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

Anti-personnel

Area of ​​Effect Attack



When using this rule on this weapon, you can choose to first determine all or some of the damage multipliers and then perform the corresponding number of Attack Rolls.

Each wound inflicted by a successful Attack Roll will only be multiplied by the remaining multipliers.

For example, if each wound inflicted was supposed to be multiplied by 3d6, you can roll 3d6 attack rolls that each inflict a single wound on success.

2D3 Wounds

Multiply each wound inflicted by this weapon by the result of a 2D3.

Secondary weapon

During its activation in the Shooting Phase, this unit may shoot with all of its secondary weapons in addition to one of its normal weapons.

Determine the target of each weapon attack rolls before starting to roll the dice. If a target is killed while there are still attacks to be launched on it, those attacks are lost.

If this unit shoots only with its secondary weapons, it remains eligible for the Melee Phase.

This weapon ignore the Melee shooting modifier.

When shooting with a secondary weapon, the unit is not required to reorient toward its target.

Options


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

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

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.

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.

Anti-aircraft

If the target has the keywords Air inflict -2G to the target of this weapon hit rolls.

Lightning

If the target has the keywords Electronic.

Each time you inflict wounds with this weapon, and after an eventuals save rolls roll 1d6. On a 4+, inflict an additional wound.

Additional wounds can generate more wounds.

Additionnal wounds can't be negated by a save roll.

Atanklas Enfoncer
MGTW B PtsQt
8"3 | 5+12 | 16+489+
Pts
Melee weaponsRkPSA
Great Shell5+2-8 | -94
1D6 Wounds
Mount Attacks
Great Front blades4+1-8 | -114Replacement+8
1D6 Wounds
Mount Attacks
Ranged weaponsRgPSA
Plasma Cannon C554"-4-131
3D6 Wounds
Traumatic
Plasma
Dispersion
Heavy Plasma Assault rifle30"-5-72+15.5
Heavy Wounds
Secondary weapon
Plasma
Dispersion
EquipmentHeavy Blindage, Energy Shield 2, Great Shell, Plasma Cannon C5
Base130mm Round Individual model
Category
Vehicle
Species
Medium Tank
Keywords
Electronic
Special rules
Turret
Smoke Bombs
Energy Shield 2

Turret

When shooting, the unit is not required to reorient toward its target.

Furthermore, during the Shooting phase this unit can target ennemy units in its rear arc, while ignoring the Harassment modifier.

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.

Energy Shield 2

At more than 1" the defense of this unit is reduced by -2 against Plasma weapons.

If this unit shoots with a weapon that does not have the Plasma special rule, it cannot use its Energy Shield against the next enemy unit to be activated, nor against any unit that reacts to its activation. So its defense against their shots is reduced by -2 even if they don't use Plasma weapons.

1D6 Wounds

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

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.


3D6 Wounds

Multiply each wound inflicted by this weapon by the result of a 3D6.

Traumatic

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

Plasma

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

Burn


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

Dispersion

The Long Range Shooting modifier is doubled for 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.

Secondary weapon

During its activation in the Shooting Phase, this unit may shoot with all of its secondary weapons in addition to one of its normal weapons.

Determine the target of each weapon attack rolls before starting to roll the dice. If a target is killed while there are still attacks to be launched on it, those attacks are lost.

If this unit shoots only with its secondary weapons, it remains eligible for the Melee Phase.

This weapon ignore the Melee shooting modifier.

When shooting with a secondary weapon, the unit is not required to reorient toward its target.

Options


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

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

Eitabzarb
MGTW B PtsQt
8"3+10 | 12+327+
Pts
ArmorsMGTW
Shield--11 | 14+-+13
Melee weaponsRkPSA
Great Shell5+2-8 | -94
1D6 Wounds
Mount Attacks
Ranged weaponsRgPSA
Long Cannon C684"-2-131
4D6 Wounds
Traumatic
Long
Long Cannon C6 - Anti-personnel ammunition84"-4-71
4D6 Wounds
Traumatic
Anti-personnel
Long
Heavy Assault rifle36"-2-52+5
Heavy Wounds
Secondary weapon
Rapid Fire Long Cannon C684"-2-74Replacement+11
4D6 Wounds
Traumatic
Long
x2 Long Lazer Cannon C696"-3-72Replacement-55.5
4D6 Wounds
Traumatic
Long
Long Plasma Cannon C678"-5-151Replacement-32
4D6 Wounds
Traumatic
Long
Plasma
Dispersion
Long Fusion Cannon C678"-2-151Replacement+77
4D6 Wounds
Traumatic
Long
Blast
Ranged weaponsRgPSA
Long Rail Cannon C690"-2-141Replacement+24
4D6 Wounds
Traumatic
Long
EMP device18"-1-12+8
Anti-aircraft
Secondary weapon
Lightning
Blast
EquipmentHeavy Blindage, Great Shell, Long Cannon C6
Base130mm Round Individual model
Category
Vehicle
Species
Medium Tank
Keywords
Electronic
Special rules
Smoke Bombs

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.

1D6 Wounds

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

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.


4D6 Wounds

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

Traumatic

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

Long

If the unit moved during the Movement phase, add +1G to its target for hit rolls made with this weapon.

If the unit moved more than half its M this round, it cannot shoot with this weapon.

Melee


This ranged weapon cannot be used on an enemy unit within 1".

Double the Melee shooting modifier for this weapon.

Anti-personnel

Area of ​​Effect Attack



When using this rule on this weapon, you can choose to first determine all or some of the damage multipliers and then perform the corresponding number of Attack Rolls.

Each wound inflicted by a successful Attack Roll will only be multiplied by the remaining multipliers.

For example, if each wound inflicted was supposed to be multiplied by 3d6, you can roll 3d6 attack rolls that each inflict a single wound on success.

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.

Secondary weapon

During its activation in the Shooting Phase, this unit may shoot with all of its secondary weapons in addition to one of its normal weapons.

Determine the target of each weapon attack rolls before starting to roll the dice. If a target is killed while there are still attacks to be launched on it, those attacks are lost.

If this unit shoots only with its secondary weapons, it remains eligible for the Melee Phase.

This weapon ignore the Melee shooting modifier.

When shooting with a secondary weapon, the unit is not required to reorient toward its target.

Options


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

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

Plasma

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

Burn


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

Dispersion

The Long Range Shooting modifier is doubled for this weapon.

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.

Anti-aircraft

If the target has the keywords Air inflict -2G to the target of this weapon hit rolls.

Lightning

If the target has the keywords Electronic.

Each time you inflict wounds with this weapon, and after an eventuals save rolls roll 1d6. On a 4+, inflict an additional wound.

Additional wounds can generate more wounds.

Additionnal wounds can't be negated by a save roll.

Abrok
MGTW B PtsQt
10"3+11 | 12+367+
Pts
Melee weaponsRkPSA
Great Shell5+2-6 | -72
1D6 Wounds
Mount Attacks
Ranged weaponsRgPSA
Cannon C454"-1-101
2D6 Wounds
Traumatic
Cannon C4 - Anti-personnel ammunition54"-3-41
2D6 Wounds
Traumatic
Anti-personnel
Short Range EMP device12"-1-12+14.5
Anti-aircraft
Secondary weapon
Lightning
Blast
Machine gun30"-2-48+12
Traumatic
Secondary weapon
x2 Cannon C342"-1-82Replacement-16
2D3 Wounds
Traumatic
x2 Lazer Cannon C466"-2-52Replacement-12.5
2D6 Wounds
Traumatic
Lazer Cannon C466"-2-51Replacement-30.5
2D6 Wounds
Traumatic
Ranged weaponsRgPSA
Lazer Cannon C248"-2-31+3
1D3 Wounds
Traumatic
Secondary weapon
Fusion Cannon C448"-1-121Replacement+32.5
2D6 Wounds
Traumatic
Blast
Plasma Cannon C448"-4-121Replacement+22.5
2D6 Wounds
Traumatic
Plasma
Dispersion
Heavy Assault rifle36"-2-52+8
Heavy Wounds
Secondary weapon
EquipmentBlindage, Great Shell, Cannon C4
Base100mm Round Individual model
Category
Vehicle
Species
Light Tank
Keywords
Electronic
Special rules
Turret
Smoke Bombs
Customizable

Turret

When shooting, the unit is not required to reorient toward its target.

Furthermore, during the Shooting phase this unit can target ennemy units in its rear arc, while ignoring the Harassment modifier.

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.

Customizable

You can add up to either 3 ranged secondary weapon options, instead of one.

1D6 Wounds

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

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.


2D6 Wounds

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

Traumatic

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

Anti-personnel

Area of ​​Effect Attack



When using this rule on this weapon, you can choose to first determine all or some of the damage multipliers and then perform the corresponding number of Attack Rolls.

Each wound inflicted by a successful Attack Roll will only be multiplied by the remaining multipliers.

For example, if each wound inflicted was supposed to be multiplied by 3d6, you can roll 3d6 attack rolls that each inflict a single wound on success.

Anti-aircraft

If the target has the keywords Air inflict -2G to the target of this weapon hit rolls.

Secondary weapon

During its activation in the Shooting Phase, this unit may shoot with all of its secondary weapons in addition to one of its normal weapons.

Determine the target of each weapon attack rolls before starting to roll the dice. If a target is killed while there are still attacks to be launched on it, those attacks are lost.

If this unit shoots only with its secondary weapons, it remains eligible for the Melee Phase.

This weapon ignore the Melee shooting modifier.

When shooting with a secondary weapon, the unit is not required to reorient toward its target.

Options


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

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

Lightning

If the target has the keywords Electronic.

Each time you inflict wounds with this weapon, and after an eventuals save rolls roll 1d6. On a 4+, inflict an additional wound.

Additional wounds can generate more wounds.

Additionnal wounds can't be negated by a save roll.

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.

2D3 Wounds

Multiply each wound inflicted by this weapon by the result of a 2D3.

1D3 Wounds

Multiply each wound inflicted by this weapon by the result of a 1D3.

Plasma

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

Burn


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

Dispersion

The Long Range Shooting modifier is doubled for 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.

Varburg
MGTWSvB PtsQt
12"3+7+246+8+
Pts
Melee weaponsRkPSA
Large Shell6+2-3 | -42
Large Wounds
Mount Attacks
Ranged weaponsRgPSA
Cannon C3.548"-1-91
1D10 Wounds
Traumatic
Cannon C3.5 - Anti-personnel ammunition48"-31
1D10 Wounds
Traumatic
Anti-personnel
Super Heavy Machine gun36"-2-68Replacement+21
Traumatic
Large Wounds
Lazer Cannon C3.560"-2-51Replacement-14.5
1D10 Wounds
Traumatic
Plasma Cannon C3.542"-4-111Replacement+14
1D10 Wounds
Traumatic
Plasma
Dispersion
Fusion Cannon C3.542"-1-111Replacement+19.5
1D10 Wounds
Traumatic
Blast
Rail Cannon C3.554"-1-101Replacement+4
1D10 Wounds
Traumatic
EquipmentLarge Shell, Cannon C3.5
Base100mm Round Individual model
Category
Vehicle
Species
Buggy
Special rules
Swift
Veteran
Flammable
Scout
+13pts

Swift

When this unit is activated and
moves
or
charges
, it get +1G against
shoots
until the end of the round.

Veteran

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

Flammable

Wounds inflicted on this unit by a weapon with the Plasma special rule are multiplied by 2.

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.

Mount Attacks

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

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

Options


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

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


1D10 Wounds

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

Traumatic

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

Anti-personnel

Area of ​​Effect Attack



When using this rule on this weapon, you can choose to first determine all or some of the damage multipliers and then perform the corresponding number of Attack Rolls.

Each wound inflicted by a successful Attack Roll will only be multiplied by the remaining multipliers.

For example, if each wound inflicted was supposed to be multiplied by 3d6, you can roll 3d6 attack rolls that each inflict a single wound on success.

Plasma

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

Burn


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

Dispersion

The Long Range Shooting modifier is doubled for this weapon.

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.

Scout

+4Scp per Scout entity.

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


monsters


Abgakeas
MGTW B PtsQt
8"5+167 | 4+
Pts
Melee weaponsRkPSA
Claws4-2-1 | -28
Devastator
Fangs6-24
Mount Attacks
EquipmentClaws, Fangs
Base100mm (4'') Round tray1 Group x4 ModelsModel bases 50x25mm
Category
Monster
Species
Abgakea
Special rules
Forester
Fierce charge
Ambusher
+10pts
Squad Leader
+18pts

Forester

This unit has a affinity with the Wood 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.

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.




Ataitais
MGTW B PtsQt
6"4 | 5+8+1230 | 8+
Pts
Melee weaponsRkPSA
Shell6+3-13
Heavy Self-destruct bomb8--83
1D10 Wounds
Suicide Attack
Ranged weaponsRgPSA
Cannon C236"--63
1D3 Wounds
Traumatic
Machine gun30"-1-424Replacement+8
Traumatic
Lazer Cannon C248"-1-33Replacement-1.5
1D3 Wounds
Traumatic
Plasma Cannon C230"-3-83Replacement+4
1D3 Wounds
Traumatic
Plasma
Dispersion
Fusion Cannon C230"--83Replacement+5
1D3 Wounds
Traumatic
Blast
EquipmentArmor, Shell, Heavy Self-destruct bomb, Cannon C2
Base100mm (4'') Round tray1 Group x3 ModelsModel bases 40mm
Category
Monster
Species
Drone
Keywords
Drone
Electronic
Special rules
Unliving
Armored

Unliving

They are immune to all rules involving poison or disease.

They can never benefit from the Exalted rule.

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

Armored

A wound roll of 11 is not automatically sufficient to inflict a wound on this unit.

Re-roll any wound roll that resulted in 11 and add 10 to the result.

A wound roll of 16 is always a success.

1D10 Wounds

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

Suicide Attack

Right after using this weapon, the unit is removed from the game. If the target survives and is no longer engaged in melee combat, it must still pass one or several rout rolls if its condition has deteriorated.

1D3 Wounds

Multiply each wound inflicted by this weapon by the result of a 1D3.

Traumatic

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

Plasma

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

Burn


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

Dispersion

The Long Range Shooting modifier is doubled for this weapon.

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.

Aghas
MGTW B PtsQt
10"5 | 6+3+1630 | 8+
Pts
Melee weaponsRkPSA
Shell6+3+18
Self-destruct bomb7--58
1D6 Wounds
Suicide Attack
Ranged weaponsRgPSA
Submachine gun12"-1-216
Grenade6"--74Replacement+11.5
Grenade
Lazer Carbine36"-28Replacement-1
Rocket18"+1-88Replacement+28.5
Missile
EquipmentLight armor, Shell, Self-destruct bomb, Submachine gun
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
Category
Monster
Species
Light drone
Keywords
Air
Drone
Electronic
Special rules
Fly
Unliving

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.

Unliving

They are immune to all rules involving poison or disease.

They can never benefit from the Exalted rule.

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

1D6 Wounds

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

Suicide Attack

Right after using this weapon, the unit is removed from the game. If the target survives and is no longer engaged in melee combat, it must still pass one or several rout rolls if its condition has deteriorated.

Grenade

This weapon cannot be used by this unit if the target is within 1". Unless at least one of the two units are inside a Cover.



1D6 Wounds

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



Devastator

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

Missile

A model equipped with Missiles may attack with this weapon only a limited number of times during the battle, and can only roll 1 attack per round no matter the A value.

Each time it makes an attack with this weapon, it expends one missile. The total number of missiles available equals its A. For example, a model with 3A may attack once per round, for a maximum of 3 attacks during the battle.

Missiles cannot target enemy units within 6".



1D6 Wounds

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



artillery


Abzarb
MGTW B PtsQt
1"5+128+
Pts
ArmorsMGTW
Heavy Pavois--5 | 14+-+25
Melee weaponsRkPSA
Cross4-1+12
Fists6-+22
Mount Attacks
Ranged weaponsRgPSA
Cannon C672"-1-121
4D6 Wounds
Traumatic
Cannon C6 - Anti-personnel ammunition72"-3-61
4D6 Wounds
Traumatic
Anti-personnel
x2 Lazer Assault rifle42"-3-23
Secondary weapon
Rapid Fire Cannon C672"-1-64Replacement-0.5
4D6 Wounds
Traumatic
x2 Lazer Cannon C684"-2-62Replacement-29
4D6 Wounds
Traumatic
Plasma Cannon C666"-4-141Replacement-20
4D6 Wounds
Traumatic
Plasma
Dispersion
Fusion Cannon C666"-1-141Replacement+32
4D6 Wounds
Traumatic
Blast
Ranged weaponsRgPSA
Rail Cannon C678"-1-131Replacement+14
4D6 Wounds
Traumatic
EquipmentArmor, Cross, Fists, Cannon C6, x2 Lazer Assault rifle
Base100mm Round Individual model
Category
Artillery
Species
Human
Keywords
Elite
Special rules

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.


4D6 Wounds

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

Traumatic

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

Anti-personnel

Area of ​​Effect Attack



When using this rule on this weapon, you can choose to first determine all or some of the damage multipliers and then perform the corresponding number of Attack Rolls.

Each wound inflicted by a successful Attack Roll will only be multiplied by the remaining multipliers.

For example, if each wound inflicted was supposed to be multiplied by 3d6, you can roll 3d6 attack rolls that each inflict a single wound on success.

Secondary weapon

During its activation in the Shooting Phase, this unit may shoot with all of its secondary weapons in addition to one of its normal weapons.

Determine the target of each weapon attack rolls before starting to roll the dice. If a target is killed while there are still attacks to be launched on it, those attacks are lost.

If this unit shoots only with its secondary weapons, it remains eligible for the Melee Phase.

This weapon ignore the Melee shooting modifier.

When shooting with a secondary weapon, the unit is not required to reorient toward its target.

Options


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

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

Plasma

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

Burn


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

Dispersion

The Long Range Shooting modifier is doubled for this weapon.

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.

Aceahoy
MGTW B PtsQt
3"5+4+97+
Pts
Melee weaponsRkPSA
Dagger5--13
Melee fighter
Devastator
Ranged weaponsRgPSA
x2 Cannon C2.542"-1-72
1D6 Wounds
Traumatic
x2 Cannon C2.5 - Anti-personnel ammunition42"-3-12
1D6 Wounds
Traumatic
Anti-personnel
Old Assault rifle30"-1-32
Secondary weapon
EquipmentLight armor, Dagger, x2 Cannon C2.5, Old Assault rifle
Base64mm Round Individual model
Category
Artillery
Species
Human
Keywords
Elite
Special rules
Vanguard
Furtive
Ready for Action

Vanguard

This unit can be activated during the Movement phase of round 0.

If they have a Rg of at least 30", they can be activated one additional time during the Bombardment phase of round 0.

If they have a Rg lesser than 30", or if they are deployed for the first time after round 0, they can be activated and shoot 2 times during their first Shooting phase.

Characters accompanying the unit but not benefiting from this rule are moved along with the unit during turn 0.

On guard



Some scenarios (see Surprise Attack) prevent units from one side from being activated during the first rounds. In this situation, units that benefit from the Vanguard special rule can be activated or react one turn earlier than others.

This unit benefits from a +1 bonus on its arrival rolls.

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.

Ready for Action

This unit benefits from a +1 bonus on its arrival 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.

Devastator

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

1D6 Wounds

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

Traumatic

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

Anti-personnel

Area of ​​Effect Attack



When using this rule on this weapon, you can choose to first determine all or some of the damage multipliers and then perform the corresponding number of Attack Rolls.

Each wound inflicted by a successful Attack Roll will only be multiplied by the remaining multipliers.

For example, if each wound inflicted was supposed to be multiplied by 3d6, you can roll 3d6 attack rolls that each inflict a single wound on success.

Secondary weapon

During its activation in the Shooting Phase, this unit may shoot with all of its secondary weapons in addition to one of its normal weapons.

Determine the target of each weapon attack rolls before starting to roll the dice. If a target is killed while there are still attacks to be launched on it, those attacks are lost.

If this unit shoots only with its secondary weapons, it remains eligible for the Melee Phase.

This weapon ignore the Melee shooting modifier.

When shooting with a secondary weapon, the unit is not required to reorient toward its target.

Options


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

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

Adgylaras
MGTW B PtsQt
3"5+5 | 8+127+
Pts
Melee weaponsRkPSA
Cross4-1+12
Fists6-+22
Mount Attacks
Ranged weaponsRgPSA
Cannon C2.542"-1-72
1D6 Wounds
Traumatic
Cannon C2.5 - Anti-personnel ammunition42"-3-12
1D6 Wounds
Traumatic
Anti-personnel
Lazer Assault rifle42"-3-23
Secondary weapon
Machine gun30"-2-416Replacement+3
Traumatic
x2 Lazer Cannon C2.554"-2-44Replacement+3.5
1D6 Wounds
Traumatic
Plasma Cannon C2.536"-4-92Replacement+9.5
1D6 Wounds
Traumatic
Plasma
Dispersion
Fusion Cannon C2.536"-1-92Replacement+13
1D6 Wounds
Traumatic
Blast
Ranged weaponsRgPSA
Rail Cannon C2.548"-1-82Replacement+4.5
1D6 Wounds
Traumatic
EquipmentArmor, Pavois, Cross, Fists, Cannon C2.5, Lazer Assault rifle
Base100mm (4'') Round tray1 Group x2 ModelsModel bases 50mm
Category
Artillery
Species
Human
Special rules

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.


1D6 Wounds

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

Traumatic

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

Anti-personnel

Area of ​​Effect Attack



When using this rule on this weapon, you can choose to first determine all or some of the damage multipliers and then perform the corresponding number of Attack Rolls.

Each wound inflicted by a successful Attack Roll will only be multiplied by the remaining multipliers.

For example, if each wound inflicted was supposed to be multiplied by 3d6, you can roll 3d6 attack rolls that each inflict a single wound on success.

Secondary weapon

During its activation in the Shooting Phase, this unit may shoot with all of its secondary weapons in addition to one of its normal weapons.

Determine the target of each weapon attack rolls before starting to roll the dice. If a target is killed while there are still attacks to be launched on it, those attacks are lost.

If this unit shoots only with its secondary weapons, it remains eligible for the Melee Phase.

This weapon ignore the Melee shooting modifier.

When shooting with a secondary weapon, the unit is not required to reorient toward its target.

Options


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

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

Plasma

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

Burn


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

Dispersion

The Long Range Shooting modifier is doubled for this weapon.

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.


characters


Ratburg
MGTWSvB PtsQt
12"4+7+326+8+
Pts
Melee weaponsRkPSA
Large Shell6+2-3 | -42
Large Wounds
Mount Attacks
Ranged weaponsRgPSA
Heavy pistol6"-1-41
Heavy Wounds
Pistol
EMP device18"-1-12+19
Anti-aircraft
Lightning
Blast
EquipmentLarge Shell, Heavy pistol
Base100mm Round Individual model
Category
Vehicle
Species
Buggy
Keywords
Character
Special rules
Swift
Veteran
Scout
Flammable
Recon
Jammer
+25pts

Swift

When this unit is activated and
moves
or
charges
, it get +1G against
shoots
until the end of the round.

Veteran

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

Scout

+4Scp per Scout entity.

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

Flammable

Wounds inflicted on this unit by a weapon with the Plasma special rule are multiplied by 2.

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.

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.

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.

Pistol

If the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.

This weapon ignore the Melee shooting modifier.

Anti-aircraft

If the target has the keywords Air inflict -2G to the target of this weapon hit rolls.

Lightning

If the target has the keywords Electronic.

Each time you inflict wounds with this weapon, and after an eventuals save rolls roll 1d6. On a 4+, inflict an additional wound.

Additional wounds can generate more wounds.

Additionnal wounds can't be negated by a save roll.

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.

Jammer

From Round 1, once per round, during the Movement or the Shooting Phase, when your opponent attempts to activate a unit of less than 150/75pts
within 18/36'' of this unit, and if the Jammer is more than 1" away from any enemy unit, this special rule can be used.

If you do so, the active unit must first succeed on a control roll. In case of failure, it can no longer be activated during this phase but can still react.

This special rule can target a unit of less than 300/150pts that has the keyword Electronic.

Assassin
MGTWSvB PtsQt
6"7 | 8+5+44+10+
Pts
Melee weaponsRkPSA
Poisoned Dagger5-23
Melee fighter
Devastator
Poison
x2 Poisoned Dagger5-25+4
Melee fighter
Devastator
Poison
Ranged weaponsRgPSA
Submachine gun12"-4-24
Poisoned Assault rifle30"-5-23Replacement+5
Poison
EquipmentLight armor, Poisoned Dagger, Submachine gun
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Keywords
Character
Special rules
Furtive
Fury
Assassin
Commando
Adventurer
Ambusher
+9.5pts
Poisoning
+26pts

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.

Fury

They can reroll failed melee attack rolls.

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.

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.


Commando

This unit has a affinity with all the elements.

Melee fighter

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

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

Devastator

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

Poison

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

Dead Metal


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

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.



Poisoning

Before deployment begins, remove 1d3T from opposing units of your choice, with a total less than 150Pts.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored do not suffer the effects of this rule.

Biologist
MGTWSvB PtsQt
6"7 | 8+5+46+7+
Pts
Melee weaponsRkPSA
Magical Staff2-1+11
Magical
Ranged weaponsRgPSA
Plasma Pistol6"-42
Pistol
Plasma
Dispersion
Poisoned Grenade6"-2-31+0.5
Grenade
Poison
EquipmentLight armor, Magical Staff, Plasma Pistol
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Keywords
Character
Special rules
Forester
Curse
Lone Wolf
Poisonous decoction
Painkiller
Mystic
Healer
Energy Shield 2
+-0.5pts

Curse

Target an enemy unit (of any category) of less than 101pts that has just been deployed. Until the end of the battle, attack rolls with a result of 1 against this unit can be rerolled.

A unit of more than 100 points and less than 201 points can be targeted with a skill roll of 4+.

A unit of more than 200 points and less than 301 points can be targeted with a skill roll of 5+.

Poisonous decoction

Before the deployment, designate 1 squad and grant it this bonus:



Poison

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

Dead Metal


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

Painkiller

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

At the beginning of each round, roll 1d6. On a result of 1, this bonus is lost for the rest of the battle.

Mystic

Grants a temporary bonus of +2S to the melee weapons and throwing weapons of his squad.

Healer

When activated during the Tactical phase, once per round, he can restore 2 lost W to his squad if no ennemy unit is within 1''.

Only hidden characters can use this special rule.



First aid

When activated during the Tactical phase, once per round, he can restore 1 lost W to his squad if no ennemy unit is within 1''.

Alternatively you can use this special rule instead.

Forester

This unit has a affinity with the Wood element.

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.

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.

Pistol

If the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.

This weapon ignore the Melee shooting modifier.

Plasma

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

Burn


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

Dispersion

The Long Range Shooting modifier is doubled for this weapon.

Grenade

This weapon cannot be used by this unit if the target is within 1". Unless at least one of the two units are inside a Cover.



1D6 Wounds

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



Devastator

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

Poison

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

Dead Metal


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

Energy Shield 2

At more than 1" the defense of this unit is reduced by -2 against Plasma weapons.

If this unit shoots with a weapon that does not have the Plasma special rule, it cannot use its Energy Shield against the next enemy unit to be activated, nor against any unit that reacts to its activation. So its defense against their shots is reduced by -2 even if they don't use Plasma weapons.

Capitain
MGTWSvB PtsQt
6"8 | 9+7+44+12+
Pts
Melee weaponsRkPSA
Cleaver3-33
Ranged weaponsRgPSA
Rail Assault rifle - Overcharged42"-2-73
Rail Assault rifle36"-4-53
Plasma Heavy pistol6"-62Replacement-5
Heavy Wounds
Pistol
Plasma
Dispersion
EquipmentArmor, Cleaver, Rail Assault rifle, Rail Assault rifle - Overcharged
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Keywords
Character
Elite
Leader
Special rules
Veteran
Furtive
Forester
Officer
Authority
Take it down

Officer

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



Motivated

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



Just like in training


Your character provides the following temporary bonus to his squad:

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

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



Coordination


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

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

Authority

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

Veteran

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

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.

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.

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.

Pistol

If the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.

This weapon ignore the Melee shooting modifier.

Plasma

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

Burn


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

Dispersion

The Long Range Shooting modifier is doubled for this weapon.

Caporal
MGTWSvB PtsQt
6"6 | 7+5+46+8+
Pts
Melee weaponsRkPSA
Cross4-1+12
Ranged weaponsRgPSA
Pistol6"-1-22
Pistol
Grenade launcher18"--72+13.5
1D6 Wounds
Devastator
p30"-2-416+20.5
EquipmentArmor, Cross, Pistol
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Keywords
Character
Leader
Special rules

Pistol

If the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.

This weapon ignore the Melee shooting modifier.

1D6 Wounds

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

Devastator

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

Commissar
MGTWSvB PtsQt
6"6 | 7+5+45+
6+
10+
Pts
Melee weaponsRkPSA
Cleaver3-1-23
Ranged weaponsRgPSA
Grenade6"-1-71
Grenade
Poisoned Pistol6"-2-12
Pistol
Poison
EquipmentLight armor, Cleaver, Grenade, Poisoned Pistol
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Keywords
Character
Leader
Special rules
Veteran
Patriot
Fanatic
Taskmaster
Speach
Summary execution
Horde leader
+41pts

Veteran

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

Taskmaster

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



Forced march

Grants a temporary bonus of +2M to his squad.

The squad does not benefit from this bonus when it
charges
.




Motivated

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



Indoctrination

+1T.



Eternal hate

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

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

Summary execution

Once per battle, just before the character's squad would be removed from the game due to a rout roll, add a permanent +2B bonus to the unit and inflict one wound per group.

If the B bonus is sufficient to pass the rout roll, do not remove the squad from the game.

Patriot

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

Fanatic

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

Speach

Before the deployment, designate 1d3 squads and grant them this bonus.



Motivated

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

Grenade

This weapon cannot be used by this unit if the target is within 1". Unless at least one of the two units are inside a Cover.



1D6 Wounds

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



Devastator

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

Pistol

If the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.

This weapon ignore the Melee shooting modifier.

Poison

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

Dead Metal


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

Horde leader

From round 1, at the start of each round, and when deployed on the battlefield, this unit generates 1d2x5 Horde pts. This pool of points increases at the start of each round.

At the start of each Tactical phase, the player may spend Horde pts from this pool to recruit units with the Horde special rule. These units can be immediately deployed following their normal deployment rules.

If no units in your army with this special rule remain on the battlefield, all your Horde pts are lost.

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

Cult Priest
MGTWSvB PtsQt
6"7 | 9+5 | 6+46+7+
Pts
Melee weaponsRkPSA
Mastercrafted Staff2-2-1
Mastercrafted Cleaver3-21Replacement+0.5
Ranged weaponsRgPSA
Plasma Pistol6"-42+3
Pistol
Plasma
Dispersion
EquipmentLight armor, Energy Shield 1, Mastercrafted Staff
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Keywords
Character
Special rules
Forester
Energy Shield 1
Blessing
First aid
Hate preacher
Nature magic
+11pts

Blessing

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

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

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

First aid

When activated during the Tactical phase, once per round, he can restore 1 lost W to his squad if no ennemy unit is within 1''.

Hate preacher

Grants the following temporary bonus to his squad.



Eternal hate

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

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

Forester

This unit has a affinity with the Wood element.

Energy Shield 1

At more than 1" the defense of this unit is reduced by -1 against Plasma weapons.

If this unit shoots with a weapon that does not have the Plasma special rule, it cannot use its Energy Shield against the next enemy unit to be activated, nor against any unit that reacts to its activation. So its defense against their shots is reduced by -1 even if they don't use Plasma weapons.

Pistol

If the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.

This weapon ignore the Melee shooting modifier.

Plasma

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

Burn


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

Dispersion

The Long Range Shooting modifier is doubled for this weapon.

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+.

General
MGTWSvB PtsQt
6"8 | 10+7 | 8+43+13+
Pts
Melee weaponsRkPSA
Dagger5-34
Melee fighter
Devastator
Ranged weaponsRgPSA
Heavy Plasma Carbine24"-8-62
Heavy Wounds
Plasma
Dispersion
EquipmentArmor, Energy Shield 1, Dagger, Heavy Plasma Carbine
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Keywords
Character
Elite
Leader
Special rules
Veteran
Furtive
Forester
Energy Shield 1
General
Instructor
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.

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.

Energy Shield 1

At more than 1" the defense of this unit is reduced by -1 against Plasma weapons.

If this unit shoots with a weapon that does not have the Plasma special rule, it cannot use its Energy Shield against the next enemy unit to be activated, nor against any unit that reacts to its activation. So its defense against their shots is reduced by -1 even if they don't use Plasma weapons.

Melee fighter

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

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

Devastator

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

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.

Plasma

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

Burn


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

Dispersion

The Long Range Shooting modifier is doubled for this weapon.

Great banner bearer
MGTWSvB PtsQt
6"8 | 10+7 | 8+45+10+
Pts
Melee weaponsRkPSA
Cleaver3-21
Ranged weaponsRgPSA
Plasma Pistol6"-5-42
Pistol
Plasma
Dispersion
EquipmentArmor, Energy Shield 1, Cleaver, Plasma Pistol
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Keywords
Character
Elite
Rare
Special rules
Patriot
Fanatic
Energy Shield 1
Great banner

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.

Patriot

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

Fanatic

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

Energy Shield 1

At more than 1" the defense of this unit is reduced by -1 against Plasma weapons.

If this unit shoots with a weapon that does not have the Plasma special rule, it cannot use its Energy Shield against the next enemy unit to be activated, nor against any unit that reacts to its activation. So its defense against their shots is reduced by -1 even if they don't use Plasma weapons.

Pistol

If the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.

This weapon ignore the Melee shooting modifier.

Plasma

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

Burn


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

Dispersion

The Long Range Shooting modifier is doubled for this weapon.

Hacker
MGTWSvB PtsQt
6"7 | 8+3+45+8+
Pts
Melee weaponsRkPSA
Fists6-1+22
Ranged weaponsRgPSA
Pistol6"-22
Pistol
EquipmentSkin, Fists, Pistol
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Keywords
Character
Special rules
Lone Wolf
Cyber Warfare

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.

Cyber Warfare

Once a round when activated during the Tactical phase, choose one of its special rules.


Jamming


Select enemy units anywhere on the battlefield with a total value of up to 270pts and that have the Electronic keyword. Until the end of this round, targets of the selected units gain +2G against their attacks.

Instead of 270pts, you may select up to:
520pts with a skill roll of 4+ on 1d6,
770pts with a skill roll of 5+ on 1d6,
1520pts with a skill roll of 6+ on 1d6.


Shut Down



Select enemy units anywhere on the battlefield with a total value of up to 160|310pts and that have the Electronic keyword. Until the end of this round, these units cannot be activated or react on a skill roll of 5+|6+.


Hidden Protocol



Select enemy units anywhere on the battlefield with a total value of up to 54pts and that have the Drone keyword. On a skill roll of 4+, until the end of this round, treat these units as belonging to the player using this special rule. They may activate, react, and attack normally.

If these units are killed while under your control, they still count toward the points lost by their original army and do not grant any bonuses or Vp.

Instead of 54pts, you may select up to:
81pts with a skill roll of 5+ on 1d6,
162pts with a skill roll of 6+ on 1d6.


Cyber Security



This unit may negate the effect of this special rule caused by an enemy unit using it.

If your opponent had to succeed on a skill roll to activate that special rule, you must succeed on the same skill roll to cancel it. Otherwise, the cancellation is automatic.


Cyber Boost



Select friendly units that have the Electronic keyword, with a total value of up to 130pts. Each of these units may be activated a second time during one phase this round. You may choose a different phase for each unit.

Instead of 130pts, you may select up to:
260pts with a skill roll of 4+ on 1d6,
370pts with a skill roll of 5+ on 1d6,
720pts with a skill roll of 6+ on 1d6.

Pistol

If the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.

This weapon ignore the Melee shooting modifier.


Lieutenant
MGTWSvB PtsQt
6"6 | 7+5+46+9+
Pts
Melee weaponsRkPSA
Cleaver3-2-12
Ranged weaponsRgPSA
Lazer Assault rifle42"-4-23
Lazer Assault rifle - Overcharged48"-2-33
Assault rifle30"-3-43Replacement-1
Shotgun18"-3-52Replacement-2
Dispersion
Devastator
Brutal Wounds
Heavy pistol6"-2-42Replacement-5
Heavy Wounds
Pistol
EquipmentArmor, Cleaver, Lazer Assault rifle, Lazer Assault rifle - Overcharged
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Keywords
Character
Leader
Special rules
Patriot
Forester
Furtive
Motivated
Taking initiative

Patriot

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

Taking initiative

Grants the following temporary bonus to his squad.



Initiative

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



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



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



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



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




Forester

This unit has a affinity with the Wood 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.

Motivated

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

Dispersion

The Long Range Shooting modifier is doubled for this weapon.

Devastator

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

Brutal Wounds

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.

Pistol

If the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.

This weapon ignore the Melee shooting modifier.


Mastermind
MGTWSvB PtsQt
6"6 | 7+5+45+
6+
9+
Pts
ArmorsMGTW
Energy Shield 1-6 | 8+5 | 6+--
Energy Shield 1
Melee weaponsRkPSA
Fists6-1+22
Poisoned Dagger5-12+3.5
Melee fighter
Devastator
Poison
Ranged weaponsRgPSA
Plasma Pistol6"-5-42
Pistol
Plasma
Dispersion
EquipmentArmor, Fists, Plasma Pistol
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Keywords
Character
Leader
Special rules
Veteran
Strategist
Tactician
Logistician
Kagemusha
Lone Wolf
Counter attack
Timely reinforcement
Corruption
+75.5pts

Veteran

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

Strategist

Before deployment begins, apply all these special rules:



Recon

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

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

Weakness spotted



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

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




Subterfuge

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



Reinforcement

Flanc Attack


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

Attack from the rear


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

Strategic reserve


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

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

Tactician

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

Logistician

Once a round when activated during the Tactical phase, choose one of these special rules. The chosen effect applies to a single, not encircled, friendly squad anywhere on the battlefield until the end of the round:



Express Order

+4Bc or +2M.



Reserve Management

+1 to the arrival roll.



Ammunition reserve

This unit may still shoot even when it has no ammunition remaining.

Kagemusha

Each time this character is removed from play, on a skill roll of 4+, you may redeploy it with all its W either inside an eligible squad Anywhere on the battlefield, or according to its deployment rules.

If no squad is available, it can be deployed according to its deployment rules, but as an individual model.

Regardless of its redeployment type, it does not roll an arrival roll. Instead, it is automatically deployed and can be activated during this phase if only its Kagemusha has not yet been activated during this phase. It can be activated in subsequent phases as usual.

Counter attack

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

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

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

Timely reinforcement

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

- Gain 2VP until the end of the battle.

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

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

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.

Melee fighter

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

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

Devastator

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

Poison

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

Dead Metal


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

Pistol

If the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.

This weapon ignore the Melee shooting modifier.

Plasma

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

Burn


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

Dispersion

The Long Range Shooting modifier is doubled for this weapon.

Energy Shield 1

At more than 1" the defense of this unit is reduced by -1 against Plasma weapons.

If this unit shoots with a weapon that does not have the Plasma special rule, it cannot use its Energy Shield against the next enemy unit to be activated, nor against any unit that reacts to its activation. So its defense against their shots is reduced by -1 even if they don't use Plasma weapons.

Corruption

You can use the following two rules.

Desertion



Before the start of the deployment, remove units, groups, or options from the opponent's army list for a total value of 60Pts or 2d6x10Pts.

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

Passive Traitors



You may designate enemy units (of any category) with a total value of up to 150pts that cannot be activated during round 2 Movement and Shooting Phases. These units may still react normally.

Designate each chosen unit at the moment when the opposing player attempts to activate it. When this occurs, your opponent immediately loses the initiative.

Propagandist
MGTWSvB PtsQt
6"7 | 8+5+46+7+
Pts
Melee weaponsRkPSA
Fists6-+21
Ranged weaponsRgPSA
Pistol6"-1-22
Pistol
EquipmentLight armor, Fists, Pistol
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Keywords
Character
Rare
Special rules
Veteran
Patriot
Great horn
Rallying

Veteran

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

Great horn

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

Horn

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

Rallying

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

Patriot

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

Pistol

If the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.

This weapon ignore the Melee shooting modifier.


Raid Leader
MGTWSvB PtsQt
12"6 | 7+6+86+9+
Pts
Alternative mountMGTW
Abgakea8"-5+--
Melee weaponsRkPSA
Axe3-1-3 | -43
Abgakea - Claws4-2-1 | -22
Devastator
Mount Attacks
Bike - Shell6+2-1
Mount Attacks
Abgakea - Fangs6-21
Mount Attacks
Ranged weaponsRgPSA
Heavy pistol6"-2-42
Heavy Wounds
Pistol
Grenade6"-2-71
Grenade
EquipmentLight armor, Bike, Axe, Shell, Heavy pistol, Grenade
Base25mm Round Individual model
Category
Rider
Skirmisher
Species
Human
Keywords
Character
Leader
Special rules
Swift
Cacique
Reinforcement
+1pts
Scout
+13pts
Ambusher
+1.5pts
Surprise Attack
+22pts
Encirclement
+22.5pts

Cacique

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:



Fearsome

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

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

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



Motivated

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



Fury

They can reroll failed melee attack rolls.
On a skill roll of 3+.



Marksmanship

They can reroll failed shooting attack rolls.
On a skill roll of 3+.



Communicative violence


+1S to the melee weapons and throwing weapons of his squad.

Swift

When this unit is activated and
moves
or
charges
, it get +1G against
shoots
until the end of the round.

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.

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.

Pistol

If the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.

This weapon ignore the Melee shooting modifier.

Grenade

This weapon cannot be used by this unit if the target is within 1". Unless at least one of the two units are inside a Cover.



1D6 Wounds

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



Devastator

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

Reinforcement

Flanc Attack


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

Attack from the rear


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

Strategic reserve


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

Scout

+4Scp per Scout entity.

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

Surprise Attack

When this character is activated during the Tactical phase of round 0, it grant this special rule to himself and 3 allied squads.



Vanguard

This unit can be activated during the Movement phase of round 0.

If they have a Rg of at least 30", they can be activated one additional time during the Bombardment phase of round 0.

If they have a Rg lesser than 30", or if they are deployed for the first time after round 0, they can be activated and shoot 2 times during their first Shooting phase.

Characters accompanying the unit but not benefiting from this rule are moved along with the unit during turn 0.

On guard



Some scenarios (see Surprise Attack) prevent units from one side from being activated during the first rounds. In this situation, units that benefit from the Vanguard special rule can be activated or react one turn earlier than others.

This unit benefits from a +1 bonus on its arrival 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.



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.
Raid Leader dismounted
MGTWSvB PtsQt
6"7 | 8+5+45+9+
Pts
Melee weaponsRkPSA
Axe3-1-33
Ranged weaponsRgPSA
Heavy pistol6"-2-42
Heavy Wounds
Pistol
Grenade6"-2-71
Grenade
EquipmentLight armor, Axe, Heavy pistol, Grenade
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Keywords
Character
Leader
Special rules
Cacique
Reinforcement
+0.5pts
Scout
+13pts
Ambusher
+0.5pts
Surprise Attack
+21.5pts
Encirclement
+13pts

Cacique

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:



Fearsome

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

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

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



Motivated

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



Fury

They can reroll failed melee attack rolls.
On a skill roll of 3+.



Marksmanship

They can reroll failed shooting attack rolls.
On a skill roll of 3+.



Communicative violence


+1S to the melee weapons and throwing weapons of his squad.

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.

Pistol

If the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.

This weapon ignore the Melee shooting modifier.

Grenade

This weapon cannot be used by this unit if the target is within 1". Unless at least one of the two units are inside a Cover.



1D6 Wounds

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



Devastator

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

Reinforcement

Flanc Attack


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

Attack from the rear


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

Strategic reserve


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

Scout

+4Scp per Scout entity.

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

Surprise Attack

When this character is activated during the Tactical phase of round 0, it grant this special rule to himself and 3 allied squads.



Vanguard

This unit can be activated during the Movement phase of round 0.

If they have a Rg of at least 30", they can be activated one additional time during the Bombardment phase of round 0.

If they have a Rg lesser than 30", or if they are deployed for the first time after round 0, they can be activated and shoot 2 times during their first Shooting phase.

Characters accompanying the unit but not benefiting from this rule are moved along with the unit during turn 0.

On guard



Some scenarios (see Surprise Attack) prevent units from one side from being activated during the first rounds. In this situation, units that benefit from the Vanguard special rule can be activated or react one turn earlier than others.

This unit benefits from a +1 bonus on its arrival 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.



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.

Sniper
MGTWSvB PtsQt
12"6 | 7+6+85+9+
Pts
Melee weaponsRkPSA
Dagger5-23
Melee fighter
Devastator
Bike - Shell6+2-1
Mount Attacks
Ranged weaponsRgPSA
Rail Sniper rifle48"-6-72
Fatal blow
Traumatic
Pistol6"-3-22
Pistol
Poisoned Grenade6"-4-31+0.5
Grenade
Poison
Poisoned Sniper rifle42"-7-32Replacement+2.5
Fatal blow
Traumatic
Poison
EquipmentLight armor, Bike, Dagger, Shell, Rail Sniper rifle, Pistol
Base25mm Round Individual model
Category
Rider
Skirmisher
Species
Human
Keywords
Character
Elite
Special rules
Furtive
Sniper
Commando
Swift
Lone Wolf
Scout
+13pts
Marksmanship
+10pts
Recon
+12pts

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.

Sniper

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

Character killer


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

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

Best angle


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

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


Commando

This unit has a affinity with all the elements.

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.

Swift

When this unit is activated and
moves
or
charges
, it get +1G against
shoots
until the end of the round.

Melee fighter

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

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

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.


Fatal blow

Multiply each wound inflicted by this weapon by 4 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.

Traumatic

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

Pistol

If the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.

This weapon ignore the Melee shooting modifier.

Grenade

This weapon cannot be used by this unit if the target is within 1". Unless at least one of the two units are inside a Cover.



1D6 Wounds

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



Devastator

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

Poison

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

Dead Metal


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

Scout

+4Scp per Scout entity.

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

Marksmanship

They can reroll failed shooting attack rolls.

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.
Sniper dismounted
MGTWSvB PtsQt
6"8 | 9+5+45+
6+
9+
Pts
Melee weaponsRkPSA
Dagger5-23
Melee fighter
Devastator
Ranged weaponsRgPSA
Rail Sniper rifle48"-6-72
Fatal blow
Traumatic
Pistol6"-3-22
Pistol
Poisoned Grenade6"-4-31+1
Grenade
Poison
Poisoned Sniper rifle42"-7-32Replacement+1.5
Fatal blow
Traumatic
Poison
EquipmentLight armor, Dagger, Rail Sniper rifle, Pistol
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Keywords
Character
Elite
Special rules
Furtive
Sniper
Commando
Lone Wolf
Scout
+13pts
Marksmanship
+8.5pts
Recon
+12pts

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.

Sniper

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

Character killer


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

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

Best angle


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

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


Commando

This unit has a affinity with all the elements.

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.

Melee fighter

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

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

Devastator

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

Fatal blow

Multiply each wound inflicted by this weapon by 4 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.

Traumatic

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

Pistol

If the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.

This weapon ignore the Melee shooting modifier.

Grenade

This weapon cannot be used by this unit if the target is within 1". Unless at least one of the two units are inside a Cover.



1D6 Wounds

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



Devastator

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

Poison

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

Dead Metal


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

Scout

+4Scp per Scout entity.

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

Marksmanship

They can reroll failed shooting attack rolls.

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.

Tracker
MGTWSvB PtsQt
8"6 | 7+5+85+11+
Pts
Melee weaponsRkPSA
Poisoned Cleaver3-3-2 | -33
Poison
Abgakea - Claws4-2-1 | -22
Devastator
Mount Attacks
Abgakea - Fangs6-21
Mount Attacks
Ranged weaponsRgPSA
Poisoned Assault rifle30"-5-23
Poison
Poisoned Grenade6"-4-31+1
Grenade
Poison
Poisoned Powder cannon42"-3-41+8
2D6 Wounds
Traumatic
Slow Reload
Poison
EquipmentArmor, Abgakea, Poisoned Cleaver, Claws, Fangs, Poisoned Assault rifle
Base50x25mm Oval Individual model
Category
Rider
Skirmisher
Species
Human
Keywords
Character
Leader
Special rules
Furtive
Hunter
Commando
Veteran
Tracker
Ambusher
+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.

Poison

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

Dead Metal


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

Devastator

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

Mount Attacks

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

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

Options


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

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


Grenade

This weapon cannot be used by this unit if the target is within 1". Unless at least one of the two units are inside a Cover.



1D6 Wounds

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



Devastator

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

2D6 Wounds

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

Traumatic

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

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.

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.



Tracker dismounted
MGTWSvB PtsQt
6"8 | 9+6+45+
6+
11+
Pts
Melee weaponsRkPSA
Poisoned Cleaver3-3-23
Poison
Ranged weaponsRgPSA
Poisoned Assault rifle30"-5-23
Poison
Poisoned Grenade6"-4-31+1
Grenade
Poison
Poisoned Powder cannon42"-3-41+9.5
2D6 Wounds
Traumatic
Slow Reload
Poison
EquipmentArmor, Poisoned Cleaver, Poisoned Assault rifle
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Keywords
Character
Leader
Special rules
Furtive
Hunter
Commando
Veteran
Tracker
Ambusher
+1.5pts

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.

Poison

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

Dead Metal


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

Grenade

This weapon cannot be used by this unit if the target is within 1". Unless at least one of the two units are inside a Cover.



1D6 Wounds

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



Devastator

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

2D6 Wounds

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

Traumatic

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

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.

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.




Trader
MGTWSvB PtsQt
12"4 | 5+7+366+7+
Pts
Melee weaponsRkPSA
Cross4-1+1 | -11
Buggy - Large Shell6+2-3 | -42
Large Wounds
Mount Attacks
Ranged weaponsRgPSA
Rail Assault rifle36"-2-53
EMP device18"-1-24
Anti-aircraft
Lightning
Blast
EquipmentLight armor, Buggy, Cross, Large Shell, Rail Assault rifle, EMP device
Base100mm Round Individual model
Category
Rider
Skirmisher
Species
Human
Keywords
Character
Special rules
Smoke Bombs
Swift
Logistician
Lone Wolf
Resupply
Summon

Logistician

Once a round when activated during the Tactical phase, choose one of these special rules. The chosen effect applies to a single, not encircled, friendly squad anywhere on the battlefield until the end of the round:



Express Order

+4Bc or +2M.



Reserve Management

+1 to the arrival roll.



Ammunition reserve

This unit may still shoot even when it has no ammunition remaining.

Resupply

Before the deployment, designate up to 3 squads and grant them +2W. These additional W do not alter the squad’s maximum W value used to determine its condition.

Example: A squad with 24W will begin the battle with 26W, but will still become shaken once it has 18W remaining.

Summon

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

Alternatively, you can attempt to add 2d6x10pts.

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

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


Rearguard


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

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.

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.

Swift

When this unit is activated and
moves
or
charges
, it get +1G against
shoots
until the end of the round.

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.

Mount Attacks

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

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

Options


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

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


Anti-aircraft

If the target has the keywords Air inflict -2G to the target of this weapon hit rolls.

Lightning

If the target has the keywords Electronic.

Each time you inflict wounds with this weapon, and after an eventuals save rolls roll 1d6. On a 4+, inflict an additional wound.

Additional wounds can generate more wounds.

Additionnal wounds can't be negated by a save roll.

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.
Trader dismounted
MGTWSvB PtsQt
6"7 | 8+5+46+7+
Pts
Melee weaponsRkPSA
Cross4-1+11
Ranged weaponsRgPSA
Rail Assault rifle36"-2-53
EquipmentLight armor, Cross, Rail Assault rifle
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Keywords
Character
Special rules
Smoke Bombs
Logistician
Lone Wolf
Resupply
Summon

Logistician

Once a round when activated during the Tactical phase, choose one of these special rules. The chosen effect applies to a single, not encircled, friendly squad anywhere on the battlefield until the end of the round:



Express Order

+4Bc or +2M.



Reserve Management

+1 to the arrival roll.



Ammunition reserve

This unit may still shoot even when it has no ammunition remaining.

Resupply

Before the deployment, designate up to 3 squads and grant them +2W. These additional W do not alter the squad’s maximum W value used to determine its condition.

Example: A squad with 24W will begin the battle with 26W, but will still become shaken once it has 18W remaining.

Summon

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

Alternatively, you can attempt to add 2d6x10pts.

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

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


Rearguard


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

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.

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.


named characters


Dorn Helgar
The Marshal-General - Dorn Helgar, is a veteran shaped by survival rather than belief. Neither servant of the Fukai nor blind enemy of it, he walks a fragile line between forces that would consume his people, holding them together through pragmatism, compromise, and controlled brutality.
MGTWSvB PtsQt
8"6 | 8+5 | 6+85+9+
Pts
Melee weaponsRkPSA
Blade3-3-0 | -12
Melee fighter
Abgakea - Claws4-2-1 | -22
Devastator
Mount Attacks
Abgakea - Fangs6-21
Mount Attacks
Spear (mounted)2-2-1 | -32+1.5
Anti cavalry
Ranged weaponsRgPSA
Plasma Pistol6"-5-42
Pistol
Plasma
Dispersion
Heavy Plasma Carbine24"-62Replacement+11
Heavy Wounds
Plasma
Dispersion
EquipmentArmor, Energy Shield 1, Abgakea, Blade, Claws, Fangs, Plasma Pistol
Base25mm Round Individual model
Category
Rider
Skirmisher
Species
Human
Keywords
Character
Elite
Named
Leader
Special rules
Forester
Steadfast warrior
Energy Shield 1
Resilience
Strategist
Tactician
Logistician
Kagemusha
Counter attack
Timely reinforcement
Corruption
+75.5pts
Kagemusha
+0pts

Strategist

Before deployment begins, apply all these special rules:



Recon

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

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

Weakness spotted



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

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




Subterfuge

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



Reinforcement

Flanc Attack


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

Attack from the rear


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

Strategic reserve


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

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

Tactician

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

Logistician

Once a round when activated during the Tactical phase, choose one of these special rules. The chosen effect applies to a single, not encircled, friendly squad anywhere on the battlefield until the end of the round:



Express Order

+4Bc or +2M.



Reserve Management

+1 to the arrival roll.



Ammunition reserve

This unit may still shoot even when it has no ammunition remaining.

Kagemusha

Each time this character is removed from play, on a skill roll of 4+, you may redeploy it with all its W either inside an eligible squad Anywhere on the battlefield, or according to its deployment rules.

If no squad is available, it can be deployed according to its deployment rules, but as an individual model.

Regardless of its redeployment type, it does not roll an arrival roll. Instead, it is automatically deployed and can be activated during this phase if only its Kagemusha has not yet been activated during this phase. It can be activated in subsequent phases as usual.

Counter attack

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

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

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

Timely reinforcement

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

- Gain 2VP until the end of the battle.

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

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

Forester

This unit has a affinity with the Wood 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.

Energy Shield 1

At more than 1" the defense of this unit is reduced by -1 against Plasma weapons.

If this unit shoots with a weapon that does not have the Plasma special rule, it cannot use its Energy Shield against the next enemy unit to be activated, nor against any unit that reacts to its activation. So its defense against their shots is reduced by -1 even if they don't use Plasma weapons.

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.

Melee fighter

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

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

Devastator

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

Mount Attacks

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

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

Options


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

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


Anti cavalry

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

Pistol

If the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.

This weapon ignore the Melee shooting modifier.

Plasma

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

Burn


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

Dispersion

The Long Range Shooting modifier is doubled for 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.

Corruption

You can use the following two rules.

Desertion



Before the start of the deployment, remove units, groups, or options from the opponent's army list for a total value of 60Pts or 2d6x10Pts.

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

Passive Traitors



You may designate enemy units (of any category) with a total value of up to 150pts that cannot be activated during round 2 Movement and Shooting Phases. These units may still react normally.

Designate each chosen unit at the moment when the opposing player attempts to activate it. When this occurs, your opponent immediately loses the initiative.

Kagemusha

Each time this character is removed from play, on a skill roll of 4+, you may redeploy it with all its W either inside an eligible squad Anywhere on the battlefield, or according to its deployment rules.

If no squad is available, it can be deployed according to its deployment rules, but as an individual model.

Regardless of its redeployment type, it does not roll an arrival roll. Instead, it is automatically deployed and can be activated during this phase if only its Kagemusha has not yet been activated during this phase. It can be activated in subsequent phases as usual.
Dorn Helgar dismounted
MGTWSvB PtsQt
6"6 | 8+5 | 6+45+
6+
9+
Pts
Melee weaponsRkPSA
Blade3-3-2
Melee fighter
Spear1-2-12+1
Wall of Spears
Ranged weaponsRgPSA
Plasma Pistol6"-5-42
Pistol
Plasma
Dispersion
Heavy Plasma Carbine24"-62Replacement+15.5
Heavy Wounds
Plasma
Dispersion
EquipmentArmor, Energy Shield 1, Blade, Plasma Pistol
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Keywords
Character
Elite
Named
Leader
Special rules
Forester
Steadfast warrior
Energy Shield 1
Resilience
Strategist
Tactician
Logistician
Kagemusha
Counter attack
Timely reinforcement
Corruption
+75.5pts
Kagemusha
+0pts

Strategist

Before deployment begins, apply all these special rules:



Recon

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

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

Weakness spotted



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

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




Subterfuge

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



Reinforcement

Flanc Attack


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

Attack from the rear


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

Strategic reserve


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

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

Tactician

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

Logistician

Once a round when activated during the Tactical phase, choose one of these special rules. The chosen effect applies to a single, not encircled, friendly squad anywhere on the battlefield until the end of the round:



Express Order

+4Bc or +2M.



Reserve Management

+1 to the arrival roll.



Ammunition reserve

This unit may still shoot even when it has no ammunition remaining.

Kagemusha

Each time this character is removed from play, on a skill roll of 4+, you may redeploy it with all its W either inside an eligible squad Anywhere on the battlefield, or according to its deployment rules.

If no squad is available, it can be deployed according to its deployment rules, but as an individual model.

Regardless of its redeployment type, it does not roll an arrival roll. Instead, it is automatically deployed and can be activated during this phase if only its Kagemusha has not yet been activated during this phase. It can be activated in subsequent phases as usual.

Counter attack

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

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

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

Timely reinforcement

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

- Gain 2VP until the end of the battle.

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

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

Forester

This unit has a affinity with the Wood 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.

Energy Shield 1

At more than 1" the defense of this unit is reduced by -1 against Plasma weapons.

If this unit shoots with a weapon that does not have the Plasma special rule, it cannot use its Energy Shield against the next enemy unit to be activated, nor against any unit that reacts to its activation. So its defense against their shots is reduced by -1 even if they don't use Plasma weapons.

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.

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.

Pistol

If the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.

This weapon ignore the Melee shooting modifier.

Plasma

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

Burn


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

Dispersion

The Long Range Shooting modifier is doubled for 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.

Corruption

You can use the following two rules.

Desertion



Before the start of the deployment, remove units, groups, or options from the opponent's army list for a total value of 60Pts or 2d6x10Pts.

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

Passive Traitors



You may designate enemy units (of any category) with a total value of up to 150pts that cannot be activated during round 2 Movement and Shooting Phases. These units may still react normally.

Designate each chosen unit at the moment when the opposing player attempts to activate it. When this occurs, your opponent immediately loses the initiative.

Kagemusha

Each time this character is removed from play, on a skill roll of 4+, you may redeploy it with all its W either inside an eligible squad Anywhere on the battlefield, or according to its deployment rules.

If no squad is available, it can be deployed according to its deployment rules, but as an individual model.

Regardless of its redeployment type, it does not roll an arrival roll. Instead, it is automatically deployed and can be activated during this phase if only its Kagemusha has not yet been activated during this phase. It can be activated in subsequent phases as usual.

Korz Vellian
The Ambitious Leader - Clad in living armour, embodies the war the Fukai was meant to wage. Charismatic and relentless, he forges discipline from chaos, seeking to unite the Bug Army under a single command, not for survival alone, but for conquest.
MGTWSvB PtsQt
6"8 | 9+7+44+12+
Pts
Melee weaponsRkPSA
Cleaver3-33
Ranged weaponsRgPSA
Rail Assault rifle - Overcharged42"-2-73
Rail Assault rifle36"-4-53
EquipmentArmor, Cleaver, Rail Assault rifle, Rail Assault rifle - Overcharged
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Keywords
Character
Named
Elite
Leader
Special rules
Furtive
Forester
Steadfast warrior
Eternal hate
Resilience
General
Strategist
Tactician
Instructor
Authority
Counter attack
Reform the Ranks

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.

Strategist

Before deployment begins, apply all these special rules:



Recon

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

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

Weakness spotted



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

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




Subterfuge

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



Reinforcement

Flanc Attack


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

Attack from the rear


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

Strategic reserve


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

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

Tactician

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

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.

Counter attack

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

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

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

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.

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.

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.

Eternal hate

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

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

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.

Lysa Teren
The Iron Leaf - She is the Bug Army’s voice beyond the forest. Half attuned to the Fukai, half to the markets of Wanyue, she weaves alliances and dependencies with ruthless precision, ensuring her people remain indispensable to powers that would otherwise erase them.
MGTWSvB PtsQt
12"4 | 5+7+365+8+
Pts
Melee weaponsRkPSA
Cross4-2+2 | 02
Buggy - Large Shell6+2-3 | -42
Large Wounds
Mount Attacks
Ranged weaponsRgPSA
Poisoned Assault rifle30"-4-23
Poison
Poisoned Cannon C3.548"-3-42
1D10 Wounds
Traumatic
Poison
EquipmentLight armor, Buggy, Cross, Large Shell, Poisoned Assault rifle, Poisoned Cannon C3.5
Base100mm Round Individual model
Category
Rider
Skirmisher
Species
Human
Keywords
Character
Named
Special rules
Smoke Bombs
Swift
Resilience
Logistician
Lone Wolf
Resupply
Summon
Weapon master

Logistician

Once a round when activated during the Tactical phase, choose one of these special rules. The chosen effect applies to a single, not encircled, friendly squad anywhere on the battlefield until the end of the round:



Express Order

+4Bc or +2M.



Reserve Management

+1 to the arrival roll.



Ammunition reserve

This unit may still shoot even when it has no ammunition remaining.

Resupply

Before the deployment, designate up to 3 squads and grant them +2W. These additional W do not alter the squad’s maximum W value used to determine its condition.

Example: A squad with 24W will begin the battle with 26W, but will still become shaken once it has 18W remaining.

Summon

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

Alternatively, you can attempt to add 2d6x10pts.

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

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


Rearguard


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

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.

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.

Weapon master

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

Swift

When this unit is activated and
moves
or
charges
, it get +1G against
shoots
until the end of the round.

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.

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.

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.


Poison

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

Dead Metal


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

1D10 Wounds

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

Traumatic

The rout rolls caused by their shots have a -1B bonus.
Lysa Teren dismounted
MGTWSvB PtsQt
6"8 | 9+5+45+
6+
8+
Pts
Melee weaponsRkPSA
Cross4-2+22
Ranged weaponsRgPSA
Poisoned Assault rifle30"-4-23
Poison
EquipmentLight armor, Cross, Poisoned Assault rifle
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Keywords
Character
Named
Special rules
Smoke Bombs
Resilience
Logistician
Lone Wolf
Resupply
Summon
Weapon master

Logistician

Once a round when activated during the Tactical phase, choose one of these special rules. The chosen effect applies to a single, not encircled, friendly squad anywhere on the battlefield until the end of the round:



Express Order

+4Bc or +2M.



Reserve Management

+1 to the arrival roll.



Ammunition reserve

This unit may still shoot even when it has no ammunition remaining.

Resupply

Before the deployment, designate up to 3 squads and grant them +2W. These additional W do not alter the squad’s maximum W value used to determine its condition.

Example: A squad with 24W will begin the battle with 26W, but will still become shaken once it has 18W remaining.

Summon

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

Alternatively, you can attempt to add 2d6x10pts.

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

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


Rearguard


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

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.

Smoke Bombs

Once per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.

Its targets also gain a +4G bonus against this unit's attacks and shots.

Weapon master

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

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.

Poison

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

Dead Metal


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


Maldrin Vess
Father Vice - Once a field doctor, now a master of forbidden grafts, defies decay through flesh and sap alike. Neither servant nor victim of the Fukai, he bends life itself to his will, trading secrets, bodies, and souls to prolong an existence he refuses to surrender.
MGTWSvB PtsQt
6"7 | 9+5 | 6+46+7+
Pts
Melee weaponsRkPSA
Mastercrafted Staff2-2-1
Mastercrafted Cleaver3-21Replacement+0.5
Ranged weaponsRgPSA
Plasma Pistol6"-42
Pistol
Plasma
Dispersion
Poisoned Grenade6"-2-31+0.5
Grenade
Poison
EquipmentLight armor, Energy Shield 1, Mastercrafted Staff, Plasma Pistol
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Keywords
Character
Named
Leader
Special rules
Forester
Regeneration
Energy Shield 1
Resilience
Taskmaster
Cacique
Curse
Poisonous decoction
Painkiller
Mystic
Healer
Authority

Curse

Target an enemy unit (of any category) of less than 101pts that has just been deployed. Until the end of the battle, attack rolls with a result of 1 against this unit can be rerolled.

A unit of more than 100 points and less than 201 points can be targeted with a skill roll of 4+.

A unit of more than 200 points and less than 301 points can be targeted with a skill roll of 5+.

Poisonous decoction

Before the deployment, designate 1 squad and grant it this bonus:



Poison

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

Dead Metal


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

Painkiller

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

At the beginning of each round, roll 1d6. On a result of 1, this bonus is lost for the rest of the battle.

Mystic

Grants a temporary bonus of +2S to the melee weapons and throwing weapons of his squad.

Healer

When activated during the Tactical phase, once per round, he can restore 2 lost W to his squad if no ennemy unit is within 1''.

Only hidden characters can use this special rule.



First aid

When activated during the Tactical phase, once per round, he can restore 1 lost W to his squad if no ennemy unit is within 1''.

Alternatively you can use this special rule instead.

Forester

This unit has a affinity with the Wood element.

Regeneration

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

Taskmaster

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



Forced march

Grants a temporary bonus of +2M to his squad.

The squad does not benefit from this bonus when it
charges
.




Motivated

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



Indoctrination

+1T.



Eternal hate

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

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

Cacique

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:



Fearsome

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

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

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



Motivated

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



Fury

They can reroll failed melee attack rolls.
On a skill roll of 3+.



Marksmanship

They can reroll failed shooting attack rolls.
On a skill roll of 3+.



Communicative violence


+1S to the melee weapons and throwing weapons of his squad.

Authority

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

Energy Shield 1

At more than 1" the defense of this unit is reduced by -1 against Plasma weapons.

If this unit shoots with a weapon that does not have the Plasma special rule, it cannot use its Energy Shield against the next enemy unit to be activated, nor against any unit that reacts to its activation. So its defense against their shots is reduced by -1 even if they don't use Plasma weapons.

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.

Pistol

If the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.

This weapon ignore the Melee shooting modifier.

Plasma

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

Burn


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

Dispersion

The Long Range Shooting modifier is doubled for this weapon.

Grenade

This weapon cannot be used by this unit if the target is within 1". Unless at least one of the two units are inside a Cover.



1D6 Wounds

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



Devastator

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

Poison

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

Dead Metal


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


Mira Old-Rock
The Old-Rock - Born in ash and raised in defiance, rejects both the forest and those who claim to rule it. To her, the Fukai is a weapon to seize, not a force to obey, and she gathers rebels and outcasts to carve a future where humanity answers to no master.
MGTWSvB PtsQt
6"8 | 9+5+43+
6+
13+
Pts
Melee weaponsRkPSA
Cleaver3-4-25
Ranged weaponsRgPSA
Lightning Assault rifle - Overcharged42"-2-63
Lightning
Blast
Lightning Assault rifle36"-43
Lightning
Blast
EquipmentLight armor, Cleaver, Lightning Assault rifle, Lightning Assault rifle - Overcharged
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Keywords
Character
Named
Leader
Special rules
Veteran
Furtive
Forester
Eternal hate
Resilience
Warlord
General
Epic speach
Instructor
Authority
Charisma
Inspiration
Reform the Ranks
Rallying
Blessing
+7pts

Veteran

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

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.

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.

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.

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.

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.

Eternal hate

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

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

Charisma

Grants a temporary bonus of +2B to his squad.

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.

Rallying

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

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.

Lightning

If the target has the keywords Electronic.

Each time you inflict wounds with this weapon, and after an eventuals save rolls roll 1d6. On a 4+, inflict an additional wound.

Additional wounds can generate more wounds.

Additionnal wounds can't be negated by a save roll.

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.

Blessing

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

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

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

Rael Ashbound
The heir of the First Standard-Bearer - Rael Ashbound, carries the forest within his very spine. Bound to the Fukai by blood and oath, he hears its whispers and enforces its will, a living bridge between human survival and the ancient consciousness that refuses to release its grip.
MGTWSvB PtsQt
6"7 | 9+7 | 8+45+
6+
10+
Pts
Melee weaponsRkPSA
Cleaver3-1-23
Ranged weaponsRgPSA
Plasma Pistol6"-42
Pistol
Plasma
Dispersion
EquipmentArmor, Energy Shield 1, Cleaver, Plasma Pistol
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Keywords
Character
Elite
Named
Leader
Rare
Special rules
Veteran
Furtive
Forester
Energy Shield 1
Resilience
Taskmaster
Nature magic
Summary execution
Mystic
Charisma
Skirmish Master
Great banner
Symbol
Immobilization
+17pts

Veteran

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

Taskmaster

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



Forced march

Grants a temporary bonus of +2M to his squad.

The squad does not benefit from this bonus when it
charges
.




Motivated

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



Indoctrination

+1T.



Eternal hate

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

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

Summary execution

Once per battle, just before the character's squad would be removed from the game due to a rout roll, add a permanent +2B bonus to the unit and inflict one wound per group.

If the B bonus is sufficient to pass the rout roll, do not remove the squad from the game.

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.

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.

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+.

Mystic

Grants a temporary bonus of +2S to the melee weapons and throwing weapons of his squad.

Charisma

Grants a temporary bonus of +2B to his squad.

Skirmish Master

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

Symbol

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

Energy Shield 1

At more than 1" the defense of this unit is reduced by -1 against Plasma weapons.

If this unit shoots with a weapon that does not have the Plasma special rule, it cannot use its Energy Shield against the next enemy unit to be activated, nor against any unit that reacts to its activation. So its defense against their shots is reduced by -1 even if they don't use Plasma weapons.

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.

Pistol

If the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.

This weapon ignore the Melee shooting modifier.

Plasma

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

Burn


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

Dispersion

The Long Range Shooting modifier is doubled for this weapon.

Immobilization

Once a round when activated during the Tactical phase, it can target a visible enemy unit of less than 101pts and immobilize it until the end of its next activation on a skill roll of 4+.

A unit worth more than 100Pts and less than 151Pts can be targeted with a skill roll of 5+.

A unit worth more than 200Pts and less than 301Pts can be targeted with a skill roll of 6+.

Inflict -1 to the skill roll if the target benefit from reductions to M penalties.

Sergan
The Devoted - Sergan walks where others vanish. Untouched by the will that consumes lesser minds, he returns from the depths of the Fukai again and again, a silent force who appears in doomed battles, strikes with precision, and ensures that someone survives.
MGTWSvB PtsQt
6"8 | 9+5+45+
6+
10+
Pts
Melee weaponsRkPSA
Cleaver3-3-23
Ranged weaponsRgPSA
Rail Sniper rifle48"-6-72
Fatal blow
Traumatic
Pistol6"-3-22
Pistol
Poisoned Grenade6"-4-31+1.5
Grenade
Poison
Poisoned Sniper rifle42"-7-32Replacement+2
Fatal blow
Traumatic
Poison
EquipmentLight armor, Cleaver, Rail Sniper rifle, Pistol
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Human
Keywords
Character
Named
Elite
Leader
Special rules
Furtive
Hunter
Commando
Tireless
Steadfast warrior
Patriot
Resilience
Tracker
Adventurer
Weapon master
Inspiration
Ambusher
+2.5pts
Recon
+12pts

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.

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.


Weapon master

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

Tireless

During the Shooting phase and the Melee phase, if this unit was eligible for a first activation, it can be activated a second time on a Skill Roll of 5+.

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.

Patriot

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

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.

Fatal blow

Multiply each wound inflicted by this weapon by 4 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.

Traumatic

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

Pistol

If the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.

This weapon ignore the Melee shooting modifier.

Grenade

This weapon cannot be used by this unit if the target is within 1". Unless at least one of the two units are inside a Cover.



1D6 Wounds

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



Devastator

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

Poison

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

Dead Metal


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

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.



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.