Infantry
Norvegs
Acempios
Apintas
Civilians
Dukeas
Eagas
Obanikos
Slaves
Skirmishers
Akarus
Acykoys
Aibas
Apylas
Aruaos
Astakals
Cyblans
Dalatais
Drone operators
Hanyms
Istalanies
Keas
Kolicktas
Lampyls
Natiks
Cavalry
Ayoks
Kabzes
Light Cavalry
Akomas
Avelos
Cybgaks
Vehicles
Akearde
Bufalo
Aceaizheta
Agylarat
Atanklas
Atanklas Enfoncer
Eitabzarb
Kegara
Abrok
Dahanym
Varburg
Monsters
Abgakeas
Ataitais
Aghas
Artillery
Abzarb
Aceahoy
Adgylaras
Kyzlard
Characters
Ratburg
Assassin
Biologist
Capitain
Caporal
Commissar
Cult Priest
General
Great banner bearer
Hacker
Lieutenant
Mastermind
Propagandist
Raid Leader
Sniper
Tracker
Trader
Named Characters
Dorn Helgar
Korz Vellian
Lysa Teren
Maldrin Vess
Mira Old-Rock
Rael Ashbound
Sergan
Work in Progress, faction ready at 71%
Bug Army
infantry
| Acempios | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5 | 8+ | 6 | 10+ | 4 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 3 | -1 | 1 | |||||||
| Axe | 3 | - | -2 | 1 | +0.2 | |||||
| Spear | 1 | -1 | 1 | +0.6 | ||||||
|
Wall of Spears
|
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| Equipment | Armor, Shield, Energy Shield 3, Cleaver | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Special rules | Shield wall Smoke Bombs Energy Shield 3 Squad Leader
+6.5pts 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 BombsOnce 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 3At 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 SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. | ||||||||||
| Apintas | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5+ | 5 | 6+ | 4 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 3 | -1 | 1 | |||||||
| Axe | 3 | - | -2 | 1 | - | |||||
| Spear | 1 | -1 | 1 | +0.4 | ||||||
|
Wall of Spears
|
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| Ranged weapons | Rg | P | S | A | ||||||
| Javelin | 3" | - | 1 | +0.8 | ||||||
|
Heavy Wounds Throwing weapon
|
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| Equipment | Light armor, Shield, Cleaver | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Special rules | Squad Leader
+6.6pts | |||||||||
Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. Throwing weaponIf this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Civilians | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4+ | 3+ | 4 | 6 | 4+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Dagger | 5 | +1 | -1 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Pistol | 3" | - | -2 | 1 | ||||||
| Shotgun | 9" | -1 | -5 | 1 | +1.4 | |||||
|
Dispersion Devastator Brutal Wounds
|
||||||||||
| Equipment | Skin, Dagger, Pistol | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| 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 rallyingIf 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 fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.PistolIf 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. DispersionThe Long Range Shooting modifier is doubled for this weapon.Brutal WoundsMultiply 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 | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5+ | 4 | 8+ | |||||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Energy Shield 1 | - | 5 | 6+ | - | - | ||||||
|
Energy Shield 1
|
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| Melee weapons | Rk | P | S | A | ||||||
| Heavy Two-Handed Axe | 4 | - | -4 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Grenade | 3" | -1 | -7 | 0.5 | +2.2 | |||||
|
Grenade
|
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| Equipment | Armor, Heavy Two-Handed Axe | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Special rules | Fanatic Smoke Bombs Squad Leader
+12.1pts Banner bearer
+7.75pts | |||||||||
FanaticThe A values of this unit's weapons are not halved, when this unit is Destabilized or Destroyed.Smoke BombsOnce 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 WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. GrenadeThis 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 1At 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. | ||||||||||
| Eagas | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 6+ | 7 | 8+ | 4 | 6+ | 9+ | |||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Energy Shield 3 | - | 6 | 9+ | 7 | 11+ | - | - | |||||
|
Energy Shield 3
|
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| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -3 | -1 | 1 | ||||||
| Spear | 1 | -2 | 1 | +0.6 | ||||||
|
Wall of Spears
|
||||||||||
| Equipment | Armor, Shield, Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Keywords | Elite | |||||||||
| Special rules | Steadfast warrior Forester Smoke Bombs Squad Leader
+10.3pts | |||||||||
Steadfast warriorUnits that benefit from this rule are immune to the effects of all special rules that reduce their B or offer bonuses on their rout rolls.Veteran This unit ignores the result of the first rout roll it suffers. Smoke BombsOnce 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 fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Energy Shield 3At 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Obanikos | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5+ | 4 | 8+ | |||||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Energy Shield 1 | - | 5 | 6+ | - | - | ||||||
|
Energy Shield 1
|
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| Melee weapons | Rk | P | S | A | ||||||
| x2 Cleaver | 3 | -1 | 2 | |||||||
| x2 Axe | 3 | - | -2 | 2 | +0.2 | |||||
| Equipment | Armor, x2 Cleaver | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Special rules | Rage Smoke Bombs Squad Leader
+7.5pts Banner bearer
+5.75pts | |||||||||
Smoke BombsOnce 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 1At 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. | ||||||||||
| Slaves | |||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | |||||||||||||||||||||
| 3" | 4+ | 3+ | 4 | 6 | 4+ | |||||||||||||||||||||||
| Pts | |||||||||||||||||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||||||||||||||||
| Two-Handed Spear | 1 | - | -2 | 1 | |||||||||||||||||||||||
| Equipment | Skin, Two-Handed Spear | ||||||||||||||||||||||||||
| Base | 25mm Round | Individual model | |||||||||||||||||||||||||
| 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 rallyingIf 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 SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Ground preparationEntities 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:
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 | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5 | 6+ | 4+ | 4 | 6 | 5+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | -1 | +1 | 1 | ||||||
| Dagger | 5 | - | -1 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Old Assault rifle | 15" | -1 | -3 | 2 | ||||||
| Equipment | Light armor, Dagger, Cross, Old Assault rifle | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Special rules | Squad Leader
+8pts Banner bearer
+8.25pts | |||||||||
Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. | ||||||||||
| Aibas | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 5 | 6+ | 5+ | 4 | 6+ | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | -1 | +1 | 1 | ||||||
| Dagger | 5 | - | -1 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Assault rifle | 15" | -2 | -4 | 2 | ||||||
| Grenade | 3" | -1 | -7 | 0.5 | ||||||
| Equipment | Armor, Dagger, Cross, Assault rifle, Grenade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Special rules | Veteran Fanatic Smoke Bombs
+0pts Squad Leader
+13.7pts Banner bearer
+12.5pts | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.FanaticThe A values of this unit's weapons are not halved, when this unit is Destabilized or Destroyed.Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.GrenadeThis 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. Smoke BombsOnce 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 | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5 | 6+ | 4+ | 4 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | -1 | +1 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Lazer Assault rifle | 21" | -3 | -2 | 2 | ||||||
| Grenade | 3" | -1 | -7 | 0.5 | ||||||
| Equipment | Light armor, Cross, Lazer Assault rifle, Grenade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Special rules | Partisan Smoke Bombs Squad Leader
+11.1pts Banner bearer
+11.5pts | |||||||||
PartisanThis 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 BombsOnce 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. GrenadeThis 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. | ||||||||||
| Aruaos | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 5 | 6+ | 5+ | 4 | 6+ | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | -1 | +1 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Lazer Assault rifle - Overcharged | 24" | -1 | -3 | 2 | ||||||
| Lazer Assault rifle | 21" | -3 | -2 | 2 | ||||||
| Grenade | 3" | -1 | -7 | 0.5 | ||||||
| Equipment | Armor, Cross, Lazer Assault rifle, Grenade, Lazer Assault rifle - Overcharged | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Special rules | Veteran Fanatic Smoke Bombs Squad Leader
+15.1pts Banner bearer
+12.5pts | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.FanaticThe A values of this unit's weapons are not halved, when this unit is Destabilized or Destroyed.Smoke BombsOnce 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. GrenadeThis 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. | ||||||||||
| Astakals | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5 | 6+ | 4+ | 4 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | -1 | +1 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Shotgun | 9" | -2 | -5 | 1 | ||||||
| Grenade | 3" | -1 | -7 | 0.5 | +0.4 | |||||
|
Grenade
|
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| Equipment | Light armor, Cross, Shotgun | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Special rules | Smoke Bombs Vanguard
+0.2pts Squad Leader
+11.7pts Banner bearer
+8.25pts | |||||||||
Smoke BombsOnce 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. DispersionThe Long Range Shooting modifier is doubled for this weapon.DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Brutal WoundsMultiply 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. GrenadeThis 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. VanguardThis 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 guardSome 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. | ||||||||||
| Cyblans | |||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | |||||||||||||||||||||
| 3" | 5 | 6+ | 4+ | 4 | 7 | 8+ | |||||||||||||||||||||||
| Pts | |||||||||||||||||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||||||||||||||||
| Poisoned Dagger | 5 | - | -1 | 1 | |||||||||||||||||||||||
| Ranged weapons | Rg | P | S | A | |||||||||||||||||||||||
| Poisoned Assault rifle | 15" | -3 | -2 | 2 | |||||||||||||||||||||||
| Poisoned Grenade | 3" | -2 | -3 | 0.5 | +0.2 | ||||||||||||||||||||||
|
Grenade Poison
|
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| Poisoned Pistol | 3" | -2 | -1 | 1 | +0.6 | ||||||||||||||||||||||
|
Pistol Poison
|
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| Equipment | Light armor, Poisoned Dagger, Poisoned Assault rifle | ||||||||||||||||||||||||||
| Base | 25mm Round | Individual model | |||||||||||||||||||||||||
| Category | Infantryman Skirmisher | Species | Human | ||||||||||||||||||||||||
| Special rules | Forester Hunter Furtive Smoke Bombs Scout
+13pts Ground preparation
+3pts Squad Leader
+30.9pts | ||||||||||||||||||||||||||
HunterWhen this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.Smoke BombsOnce 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 fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.PoisonEach time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. GrenadeThis 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. PistolIf 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Ground preparationEntities 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:
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 | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 6 | 7+ | 6+ | 4 | 5+ | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | -2 | - | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Lazer Assault rifle - Overcharged | 24" | -2 | -3 | 2 | ||||||
| Grenade | 3" | -2 | -7 | 0.5 | ||||||
| Lazer Assault rifle | 21" | -4 | -2 | 2 | ||||||
| Equipment | Armor, Cross, Grenade, Lazer Assault rifle, Lazer Assault rifle - Overcharged | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Elite | |||||||||
| Special rules | Veteran Last stand Forester Furtive Smoke Bombs Squad Leader
+19.9pts Banner bearer
+17.25pts | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.Last standAt 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.FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.Smoke BombsOnce 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. GrenadeThis 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. | ||||||||||
| Drone operators | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4 | 5+ | 4+ | 4 | 6 | 4+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Fists | 6 | +1 | +2 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Pistol | 3" | - | -2 | 1 | ||||||
| Equipment | Light armor, Fists, Pistol | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Rookie | |||||||||
| Special rules | Forester Drone Swarm Drone Controller Scout
+13pts | |||||||||
Drone SwarmFrom 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 ControllerOnce 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+. PistolIf 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 | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 5 | 6+ | 5+ | 4 | 6+ | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | -1 | +1 | 1 | ||||||
| Cleaver | 3 | -1 | 1 | - | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Flamethrower | 3" | -3 | 3 | |||||||
| Equipment | Armor, Cross, Flamethrower | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Special rules | Veteran Determined Forester Furtive Smoke Bombs Squad Leader
+17.6pts Banner bearer
+14.75pts | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.DeterminedThis 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. FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.Smoke BombsOnce 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. PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach 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. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.TraumaticThe rout rolls caused by their shots have a -1B bonus.Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. | ||||||||||
| Istalanies | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5 | 6+ | 4+ | 4 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 3 | -1 | 1 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Submachine gun | 6" | -2 | 2 | |||||||
| Grenade | 3" | -1 | -7 | 0.5 | +1 | |||||
|
Grenade
|
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| Equipment | Light armor, Cleaver, Submachine gun | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Special rules | Commando Furtive Smoke Bombs Scout
+13pts Ambusher
+0.2pts Squad Leader
+23.7pts | |||||||||
FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.Smoke BombsOnce 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. GrenadeThis 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 AmbusherOccupy the fieldDuring deployment, this unit may be deployed in an unoccupied cover within the no man's land. AmbushedAlternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase. Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll. Reinforcement Flanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Keas | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 4" | 6 | 8+ | 6 | 7+ | 4 | 6+ | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 3 | -2 | 1 | |||||||
| Blade | 3 | -3 | -1 | 1 | -0.2 | |||||
|
Melee fighter
|
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| Ranged weapons | Rg | P | S | A | ||||||
| Heavy Plasma Carbine | 12" | -6 | 1 | |||||||
| Flamethrower | 3" | -4 | -3 | 3 | -5 | |||||
|
Plasma Devastator Traumatic
|
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| Plasma Heavy pistol | 3" | -5 | -6 | 1 | -5.8 | |||||
|
Heavy Wounds Pistol Plasma Dispersion
|
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| Equipment | Armor, Energy Shield 1, Cleaver, Heavy Plasma Carbine | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Elite | |||||||||
| Special rules | Tireless Fly Energy Shield 1 Squad Leader
+34.3pts | |||||||||
TirelessDuring the Shooting phase and the Melee phase, if this unit was eligible for a first activation, it can be activated a second time on a Skill Roll of 5+.FlyCreatures 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.DeploymentAt 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 flightThis 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 phaseLandingDuring 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.TakeoffIf 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 phaseDuring 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 downFlying 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 phaseUnits 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 phaseDuring 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. EvadeSome 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. TerrainFlying 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. CharactersCharacters without this special rule cannot join a squad that has it. Energy Shield 1At 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 fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach 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. DispersionThe Long Range Shooting modifier is doubled for this weapon.DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.TraumaticThe rout rolls caused by their shots have a -1B bonus.PistolIf 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Kolicktas | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5 | 6+ | 4+ | 4 | 6 | 5+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | -1 | +1 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Old Lazer Assault rifle | 21" | -2 | 2 | |||||||
| Equipment | Light armor, Cross, Old Lazer Assault rifle | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Special rules | Squad Leader
+8.2pts Banner bearer
+9pts | |||||||||
Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. | ||||||||||
| Lampyls | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5 | 6+ | 4+ | 4 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | -1 | +1 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Assault rifle | 15" | -2 | -4 | 2 | ||||||
| Pistol | 3" | -1 | -2 | 1 | ||||||
| Grenade | 3" | -1 | -7 | 0.5 | ||||||
| Equipment | Light armor, Cross, Assault rifle, Pistol, Grenade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Special rules | Partisan Smoke Bombs Squad Leader
+11.5pts Banner bearer
+12.75pts | |||||||||
PartisanThis 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 BombsOnce 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. PistolIf 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. GrenadeThis 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. | ||||||||||
| Natiks | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 6 | 7+ | 6+ | 4 | 5+ | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | -2 | - | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Rail Assault rifle | 18" | -4 | -5 | 2 | ||||||
| Rail Assault rifle - Overcharged | 21" | -2 | -7 | 2 | ||||||
| Equipment | Armor, Cross, Rail Assault rifle, Rail Assault rifle - Overcharged | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Elite | |||||||||
| Special rules | Veteran Furtive Forester Smoke Bombs Squad Leader
+23.3pts | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.Smoke BombsOnce 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
cavalry
| Ayoks | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 4" | 5 | 6+ | 8 | 7+ | |||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 3 | -1 | -1 | -2 | 1 | ||||||
| Abgakea - Claws | 4 | -2 | -1 | -2 | 2 | ||||||
| Abgakea - Fangs | 6 | -2 | 1 | |||||||
| Spear (mounted) | 2 | -1 | -1 | -3 | 1 | +0.2 | |||||
|
Anti cavalry
|
||||||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Plasma Heavy pistol | 3" | -4 | -6 | 1 | ||||||
| Short Range Rocket | 6" | - | -8 | 1 | +1.4 | |||||
|
Missile
|
||||||||||
| Equipment | Armor, Energy Shield 1, Abgakea, Cleaver, Claws, Fangs, Plasma Heavy pistol | |||||||||
| Base | 50x25mm Oval | Individual model | ||||||||
| Category | Rider | Species | Human | |||||||
| Special rules | Energy Shield 1 Smoke Bombs
+0pts Squad Leader
+23.6pts Banner bearer
+19pts | |||||||||
Energy Shield 1At 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. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. PistolIf 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. PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach 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. DispersionThe Long Range Shooting modifier is doubled for this weapon.MissileA 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. Smoke BombsOnce 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 | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5 | 6+ | 4 | 7+ | |||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 3 | -1 | 1 | |||||||
| Spear | 1 | -1 | 1 | +0.1 | ||||||
|
Wall of Spears
|
||||||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Plasma Heavy pistol | 3" | -4 | -6 | 1 | ||||||
| Short Range Rocket | 6" | - | -8 | 1 | +2.4 | |||||
|
Missile
|
||||||||||
| Equipment | Armor, Energy Shield 1, Cleaver, Plasma Heavy pistol | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Special rules | Energy Shield 1 Smoke Bombs
+0pts Squad Leader
+11.5pts Banner bearer
+6.5pts | |||||||||
Energy Shield 1At 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 SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. PistolIf 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. PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach 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. DispersionThe Long Range Shooting modifier is doubled for this weapon.MissileA 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. Smoke BombsOnce 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 | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 4" | 5+ | 6 | 7+ | 8 | 6+ | 9+ | |||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Energy Shield 3 | - | 5 | 8+ | 6 | 10+ | - | - | |||||
|
Energy Shield 3
|
||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -3 | -1 | -2 | 1 | ||||||
| Abgakea - Claws | 4 | -2 | -1 | -2 | 2 | ||||||
| Abgakea - Fangs | 6 | -2 | 1 | |||||||
| Spear (mounted) | 2 | -2 | -2 | -4 | 1 | +0.6 | |||||
|
Anti cavalry
|
||||||||||
| Equipment | Armor, Shield, Abgakea, Blade, Claws, Fangs | |||||||||
| Base | 50x25mm Oval | Individual model | ||||||||
| Category | Rider | Species | Human | |||||||
| Keywords | Elite | |||||||||
| Special rules | Motivated Ready for Action Steadfast warrior Forester Smoke Bombs Squad Leader
+28.4pts | |||||||||
MotivatedWhen this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.Ready for ActionThis unit benefits from a +1 bonus on its arrival rolls.Steadfast warriorUnits that benefit from this rule are immune to the effects of all special rules that reduce their B or offer bonuses on their rout rolls.Veteran This unit ignores the result of the first rout roll it suffers. Smoke BombsOnce 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 fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.Energy Shield 3At 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Kabzes dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 6+ | 7 | 8+ | 4 | 6+ | 9+ | |||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Energy Shield 3 | - | 6 | 9+ | 7 | 11+ | - | - | |||||
|
Energy Shield 3
|
||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -3 | -1 | 1 | ||||||
| Spear | 1 | -2 | 1 | +0.8 | ||||||
|
Wall of Spears
|
||||||||||
| Equipment | Armor, Shield, Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Keywords | Elite | |||||||||
| Special rules | Motivated Ready for Action Steadfast warrior Forester Smoke Bombs Squad Leader
+11.1pts | |||||||||
MotivatedWhen this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.Ready for ActionThis unit benefits from a +1 bonus on its arrival rolls.Steadfast warriorUnits that benefit from this rule are immune to the effects of all special rules that reduce their B or offer bonuses on their rout rolls.Veteran This unit ignores the result of the first rout roll it suffers. Smoke BombsOnce 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 fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Energy Shield 3At 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
light cavalry
| Akomas | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 5 | 6+ | 6+ | 8 | 6+ | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Axe | 3 | -1 | -2 | -3 | 1 | ||||||
| Bike - Shell | 6 | +2 | - | 1 | ||||||
| Spear (mounted) | 2 | -2 | -1 | -3 | 1 | +0.8 | |||||
|
Anti cavalry
|
||||||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Grenade | 3" | -2 | -7 | 0.5 | ||||||
| Short Range Rocket | 6" | -1 | -8 | 1 | +2.2 | |||||
|
Missile
|
||||||||||
| Equipment | Armor, Bike, Axe, Shell, Grenade | |||||||||
| Base | 60x35mm Oval | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Special rules | Veteran Vanguard Smoke Bombs Swift Scout
+13pts Squad Leader
+43pts Banner bearer
+14.25pts | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.VanguardThis 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 guardSome 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 BombsOnce 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. SwiftWhen this unit is activated andmoves or charges , it get +1G against shoots until the end of the round.Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.GrenadeThis 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. MissileA 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. | ||||||||||
| Akomas dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 5 | 6+ | 5+ | 4 | 6+ | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Axe | 3 | -1 | -2 | 1 | ||||||
| Spear | 1 | -2 | -1 | 1 | +0.4 | |||||
|
Wall of Spears
|
||||||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Grenade | 3" | -2 | -7 | 0.5 | ||||||
| Short Range Rocket | 6" | -1 | -8 | 1 | +0.8 | |||||
|
Missile
|
||||||||||
| Equipment | Armor, Axe, Grenade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Special rules | Veteran Vanguard Smoke Bombs Scout
+13pts Squad Leader
+28.3pts Banner bearer
+7.3pts | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.VanguardThis 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 guardSome 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 BombsOnce 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 SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. GrenadeThis 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. MissileA 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. | ||||||||||
| Avelos | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 6" | 5 | 6+ | 5+ | 8 | 7 | 5+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 3 | -1 | -1 | -2 | 1 | ||||||
| Bike - Shell | 6 | +2 | - | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Pistol | 3" | -1 | -2 | 1 | ||||||
| Submachine gun | 6" | -2 | 2 | -0.2 | ||||||
| Shotgun | 9" | -2 | -5 | 1 | +1.4 | |||||
|
Dispersion Devastator Brutal Wounds
|
||||||||||
| Grenade | 3" | -1 | -7 | 0.5 | +1 | |||||
|
Grenade
|
||||||||||
| Equipment | Light armor, Bike, Cleaver, Shell, Pistol | |||||||||
| Base | 60x35mm Oval | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Special rules | Bloodlust Reinforcement Swift Scout
+13pts Squad Leader
+35.1pts Banner bearer
+11.75pts | |||||||||
BloodlustAdd +2" to this unit's movement when it charges.Once by round all groups of this squad or this unit regains +1W when their attacks take an enemy unit out of combat. ReinforcementFlanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. SwiftWhen this unit is activated andmoves or charges , it get +1G against shoots until the end of the round.Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. PistolIf 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. DispersionThe Long Range Shooting modifier is doubled for this weapon.DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Brutal WoundsMultiply 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. GrenadeThis 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. | ||||||||||
| Avelos dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5 | 6+ | 4+ | 4 | 7 | 5+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 3 | -1 | 1 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Pistol | 3" | -1 | -2 | 1 | ||||||
| Submachine gun | 6" | -2 | 2 | +0.2 | ||||||
| Shotgun | 9" | -2 | -5 | 1 | +1.2 | |||||
|
Dispersion Devastator Brutal Wounds
|
||||||||||
| Grenade | 3" | -1 | -7 | 0.5 | +0.8 | |||||
|
Grenade
|
||||||||||
| Equipment | Light armor, Cleaver, Pistol | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Special rules | Bloodlust Reinforcement Scout
+13pts Squad Leader
+24.3pts Banner bearer
+5.6pts | |||||||||
BloodlustAdd +2" to this unit's movement when it charges.Once by round all groups of this squad or this unit regains +1W when their attacks take an enemy unit out of combat. ReinforcementFlanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. PistolIf 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. DispersionThe Long Range Shooting modifier is doubled for this weapon.DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Brutal WoundsMultiply 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. GrenadeThis 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. | ||||||||||
| Cybgaks | |||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | ||||||||||||||||||||
| 4" | 5 | 6+ | 5+ | 8 | 6+ | 8 | 9+ | ||||||||||||||||||||||
| Pts | |||||||||||||||||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||||||||||||||||
| Abgakea - Claws | 4 | -2 | -1 | -2 | 2 | |||||||||||||||||||||||
| Poisoned Dagger | 5 | -1 | 1 | ||||||||||||||||||||||||
| Abgakea - Fangs | 6 | -2 | 1 | ||||||||||||||||||||||||
| Ranged weapons | Rg | P | S | A | |||||||||||||||||||||||
| Poisoned Assault rifle | 15" | -4 | -2 | 2 | |||||||||||||||||||||||
| Poisoned Grenade | 3" | -3 | 0.5 | +0.2 | |||||||||||||||||||||||
|
Grenade Poison
|
|||||||||||||||||||||||||||
| Equipment | Light armor, Abgakea, Poisoned Dagger, Claws, Fangs, Poisoned Assault rifle | ||||||||||||||||||||||||||
| Base | 50x25mm Oval | Individual model | |||||||||||||||||||||||||
| Category | Rider Skirmisher | Species | Human | ||||||||||||||||||||||||
| Special rules | Veteran Furtive Hunter Forester Ground preparation
+3pts Scout
+13pts Smoke Bombs
+0.6pts Squad Leader
+47.1pts | ||||||||||||||||||||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.HunterWhen this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.PoisonEach time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. GrenadeThis 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Ground preparationEntities 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:
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 BombsOnce 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 | |||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | ||||||||||||||||||||
| 3" | 6 | 7+ | 4+ | 4 | 6+ | 8 | 9+ | ||||||||||||||||||||||
| Pts | |||||||||||||||||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||||||||||||||||
| Poisoned Dagger | 5 | -1 | 1 | ||||||||||||||||||||||||
| Ranged weapons | Rg | P | S | A | |||||||||||||||||||||||
| Poisoned Assault rifle | 15" | -4 | -2 | 2 | |||||||||||||||||||||||
| Poisoned Grenade | 3" | -3 | 0.5 | +0.2 | |||||||||||||||||||||||
|
Grenade Poison
|
|||||||||||||||||||||||||||
| Equipment | Light armor, Poisoned Dagger, Poisoned Assault rifle | ||||||||||||||||||||||||||
| Base | 25mm Round | Individual model | |||||||||||||||||||||||||
| Category | Infantryman Skirmisher | Species | Human | ||||||||||||||||||||||||
| Special rules | Veteran Furtive Hunter Forester Ground preparation
+3pts Scout
+13pts Smoke Bombs
+0.2pts Squad Leader
+36pts | ||||||||||||||||||||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.HunterWhen this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.PoisonEach time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. GrenadeThis 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 LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Ground preparationEntities 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:
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 BombsOnce 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 | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 5" | 3+ | 9 | 10+ | 32 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Great Shell | 5 | +2 | -4 | -5 | 4 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Cannon C4 - Anti-personnel ammunition | 27" | -3 | -4 | 1 | +13 | |||||
|
2D6 Wounds Traumatic Anti-personnel
|
||||||||||
| Rapid Fire Cannon C4 | 27" | -1 | -5 | 4 | +47 | |||||
|
2D6 Wounds Traumatic
|
||||||||||
| Plasma Cannon C4 | 24" | -4 | -12 | 1 | +57.4 | |||||
|
2D6 Wounds Traumatic Plasma Dispersion
|
||||||||||
| Fusion Cannon C4 | 24" | -1 | -12 | 1 | +68 | |||||
|
2D6 Wounds Traumatic Blast
|
||||||||||
| x2 Lazer Cannon C4 | 33" | -2 | -5 | 2 | +28.8 | |||||
|
2D6 Wounds Traumatic
|
||||||||||
| Lazer Cannon C3 | 27" | -2 | -4 | 1 | +5.6 | |||||
|
2D3 Wounds Traumatic
|
||||||||||
| Cannon C3 - Anti-personnel ammunition | 21" | -3 | -2 | 1 | +4.8 | |||||
|
2D3 Wounds Traumatic Anti-personnel
|
||||||||||
| Equipment | Blindage, Great Shell | |||||||||
| Base | 130mm Round | Individual model | ||||||||
| Category | Vehicle | Species | Transport | |||||||
| Keywords | Electronic | |||||||||
| Special rules | Transport [1] Turret Smoke Bombs | |||||||||
Transport [1]DeploymentDuring 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. EmbarkDuring the Tactical Phase, a friendly Infantryman, an Artillery, or a Monster unit, together with its Characters, may embark if they are within 1’’ of the transport. Remove the units from play. While inside the transport, they are not eligible during other phases and cannot be targeted by attacks. DisembarkDuring 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. CapacityThe 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 RulesUnits 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 DisembarkationIf this unit is killed, each embarked model must then roll a Critical damage roll. Then each remaining unit must immediately disembark. Place the unit within 1’’ of this killed unit. The embarked units cannot be activated or react to during this round. If placement within 1’’ is impossible — for example, if this unit is not on the table or is surrounded by enemy units — the unit is killed. Emergency DisembarkationIf this unit failed a rout roll, each embarked unit must then roll a rout roll. Then each remaining unit must immediately disembark. Place the unit within 1’’ of this routed unit. If placement within 1’’ is impossible — for example, if this unit is not on the table or is surrounded by enemy units — the embarked unit is considered having failed a rout roll. Transport SpacesSome units can operate within layered transport systems, shifting between internal structures as the battle evolves. If this unit benefits from both this rule and another rule that allows units to be transported, each rule is treated as a separate transport space. You may move a transported unit between these spaces during the Tactical Phase when it is activated, provided the destination space has sufficient capacity. Swapping the positions of two transported units (including characters within squads) requires the swap action during the Movement phase. ElitesInfantryman soldiers with the Elite keyword can embark and disembark from this unit and benefit from all the previous rules, even if this unit does not have the Elite keyword. TurretWhen 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 BombsOnce 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 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6.Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. 2D6 WoundsMultiply each wound inflicted by this weapon by the result of a 2D6.TraumaticThe rout rolls caused by their shots have a -1B bonus.Anti-personnelArea of Effect AttackWhen 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. PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach 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. DispersionThe Long Range Shooting modifier is doubled for this weapon.BlastRoll an additional attack roll for each successful attack roll.These additional attack rolls do not generate further attack rolls. If the target is skirmisher each additional attack can be negated on a 4+ on a 1d6. 2D3 WoundsMultiply each wound inflicted by this weapon by the result of a 2D3. | ||||||||||
| Aceaizheta | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 4" | 3+ | 10 | 12+ | 32 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Great Shell | 5 | +2 | -8 | -9 | 4 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| x16 Great Guided missile | 36" | -1 | -12 | 16 | ||||||
| Heavy Assault rifle | 18" | -2 | -5 | 2 | +4.6 | |||||
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Heavy Wounds Secondary weapon
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| Heavy suicide drone | 42" | -1 | -14 | 1 | +2.8 | |||||
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Guided Traumatic Missile 6D6 Wounds Large Impact
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| x4 Very Great Guided missile | 39" | -1 | -14 | 4 | -25.6 | |||||
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Guided Traumatic Missile Large Impact 2D6 Wounds
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| EMP device | 9" | -1 | - | 12 | +6.8 | |||||
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Anti-aircraft Secondary weapon Lightning Blast
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| Equipment | Heavy Blindage, Great Shell, x16 Great Guided missile | |||||||||
| Base | 130mm Round | Individual model | ||||||||
| Category | Vehicle | Species | Medium Tank | |||||||
| Keywords | Electronic | |||||||||
| Special rules | Smoke Bombs | |||||||||
Smoke BombsOnce 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 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6.Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. GuidedThis weapon's attacks ignore Long Range Shooting modifiers.TraumaticThe rout rolls caused by their shots have a -1B bonus.MissileA 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 ImpactArea of Effect AttackWhen 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 WoundsExcess 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 CoverContinue 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 WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. Secondary weaponDuring 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. OptionsIf 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 WoundsMultiply each wound inflicted by this weapon by the result of a 6D6.2D6 WoundsMultiply each wound inflicted by this weapon by the result of a 2D6.Anti-aircraftIf the target has the keywords Air inflict -2G to the target of this weapon hit rolls.LightningIf 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. BlastRoll an additional attack roll for each successful attack roll.These additional attack rolls do not generate further attack rolls. If the target is skirmisher each additional attack can be negated on a 4+ on a 1d6. | ||||||||||
| Agylarat | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 4" | 3+ | 10 | 12+ | 32 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Great Shell | 5 | +2 | -8 | -9 | 4 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| x4 Anti-aircraft Cannon C4 | 27" | -1 | -10 | 4 | ||||||
| x4 Anti-aircraft Cannon C4 - Anti-personnel ammunition | 27" | -3 | -4 | 4 | ||||||
| Heavy Assault rifle | 18" | -2 | -5 | 2 | +5 | |||||
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Heavy Wounds Secondary weapon
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| x4 Anti-aircraft Lazer Cannon C5 | 36" | -2 | -6 | 4 | -26 | |||||
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3D6 Wounds Traumatic Anti-aircraft
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| x2 Anti-aircraft Plasma Cannon C5 | 27" | -4 | -13 | 2 | +21.8 | |||||
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3D6 Wounds Traumatic Anti-aircraft Plasma Dispersion
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| EMP device | 9" | -1 | - | 12 | +8.8 | |||||
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Anti-aircraft Secondary weapon Lightning Blast
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| Equipment | Heavy Blindage, Great Shell, x4 Anti-aircraft Cannon C4 | |||||||||
| Base | 130mm Round | Individual model | ||||||||
| Category | Vehicle | Species | Medium Tank | |||||||
| Keywords | Electronic | |||||||||
| Special rules | Smoke Bombs | |||||||||
Smoke BombsOnce 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 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6.Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. 2D6 WoundsMultiply each wound inflicted by this weapon by the result of a 2D6.TraumaticThe rout rolls caused by their shots have a -1B bonus.Anti-aircraftIf the target has the keywords Air inflict -2G to the target of this weapon hit rolls.Anti-personnelArea of Effect AttackWhen 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 WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. Secondary weaponDuring 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. OptionsIf 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 WoundsMultiply each wound inflicted by this weapon by the result of a 3D6.PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach 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. DispersionThe Long Range Shooting modifier is doubled for this weapon.LightningIf 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. BlastRoll an additional attack roll for each successful attack roll.These additional attack rolls do not generate further attack rolls. If the target is skirmisher each additional attack can be negated on a 4+ on a 1d6. | ||||||||||
| Atanklas | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 4" | 3+ | 12 | 14+ | 48 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Great Shell | 5 | +2 | -8 | -9 | 4 | ||||||
| Great Front blades | 4 | +1 | -8 | -11 | 4 | +9 | |||||
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1D6 Wounds Mount Attacks
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| Ranged weapons | Rg | P | S | A | ||||||
| Cannon C5 | 30" | -1 | -11 | 1 | ||||||
| Cannon C5 - Anti-personnel ammunition | 30" | -3 | -5 | 1 | ||||||
| Lazer Cannon C3 | 27" | -2 | -4 | 1 | +6.2 | |||||
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2D3 Wounds Traumatic Secondary weapon
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| Heavy Assault rifle | 18" | -2 | -5 | 2 | +6.8 | |||||
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Heavy Wounds Secondary weapon
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| Heavy Machine gun | 18" | -2 | -5 | 8 | +19.6 | |||||
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Traumatic Heavy Wounds Secondary weapon
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| x2 Lazer Cannon C5 | 36" | -2 | -6 | 2 | -20.2 | |||||
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3D6 Wounds Traumatic
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| x2 Cannon C4 - Anti-personnel ammunition | 27" | -3 | -4 | 2 | -52.6 | |||||
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2D6 Wounds Traumatic Anti-personnel
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| Ranged weapons | Rg | P | S | A | ||||||
| Fusion Cannon C5 | 27" | -1 | -13 | 1 | +42.8 | |||||
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3D6 Wounds Traumatic Blast
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| Rail Cannon C5 | 33" | -1 | -12 | 1 | +7.2 | |||||
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3D6 Wounds Traumatic
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| Short Range EMP device | 6" | -1 | - | 12 | +12.2 | |||||
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Anti-aircraft Secondary weapon Lightning Blast
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| Equipment | Heavy Blindage, Great Shell, Cannon C5 | |||||||||
| Base | 130mm Round | Individual model | ||||||||
| Category | Vehicle | Species | Medium Tank | |||||||
| Keywords | Electronic | |||||||||
| Special rules | Turret Smoke Bombs Customizable | |||||||||
TurretWhen 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 BombsOnce 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. CustomizableYou can add up to either 3 ranged secondary weapon options, instead of one.1D6 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6.Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. 3D6 WoundsMultiply each wound inflicted by this weapon by the result of a 3D6.TraumaticThe rout rolls caused by their shots have a -1B bonus.Anti-personnelArea of Effect AttackWhen 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 WoundsMultiply each wound inflicted by this weapon by the result of a 2D3.Secondary weaponDuring 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. OptionsIf 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 WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. 2D6 WoundsMultiply each wound inflicted by this weapon by the result of a 2D6.BlastRoll an additional attack roll for each successful attack roll.These additional attack rolls do not generate further attack rolls. If the target is skirmisher each additional attack can be negated on a 4+ on a 1d6. Anti-aircraftIf the target has the keywords Air inflict -2G to the target of this weapon hit rolls.LightningIf 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 | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 4" | 3 | 5+ | 12 | 16+ | 48 | 9+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Great Shell | 5 | +2 | -8 | -9 | 4 | ||||||
| Great Front blades | 4 | +1 | -8 | -11 | 4 | +8 | |||||
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1D6 Wounds Mount Attacks
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| Ranged weapons | Rg | P | S | A | ||||||
| Plasma Cannon C5 | 27" | -4 | -13 | 1 | ||||||
| Heavy Plasma Assault rifle | 15" | -5 | -7 | 2 | +15.6 | |||||
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Heavy Wounds Secondary weapon Plasma Dispersion
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| Equipment | Heavy Blindage, Energy Shield 2, Great Shell, Plasma Cannon C5 | |||||||||
| Base | 130mm Round | Individual model | ||||||||
| Category | Vehicle | Species | Medium Tank | |||||||
| Keywords | Electronic | |||||||||
| Special rules | Turret Smoke Bombs Energy Shield 2 | |||||||||
TurretWhen 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 BombsOnce 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 2At 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 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6.Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. 3D6 WoundsMultiply each wound inflicted by this weapon by the result of a 3D6.TraumaticThe rout rolls caused by their shots have a -1B bonus.PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach 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. DispersionThe Long Range Shooting modifier is doubled for this weapon.Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. Secondary weaponDuring 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. OptionsIf 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 | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 4" | 3+ | 10 | 12+ | 32 | 7+ | ||||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Shield | - | - | 11 | 14+ | - | +13 | |||||
| Melee weapons | Rk | P | S | A | ||||||
| Great Shell | 5 | +2 | -8 | -9 | 4 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Long Cannon C6 | 42" | -2 | -13 | 1 | ||||||
| Long Cannon C6 - Anti-personnel ammunition | 42" | -4 | -7 | 1 | ||||||
| Heavy Assault rifle | 18" | -2 | -5 | 2 | +5 | |||||
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Heavy Wounds Secondary weapon
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| Rapid Fire Long Cannon C6 | 42" | -2 | -7 | 4 | +11.2 | |||||
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4D6 Wounds Traumatic Long
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| x2 Long Lazer Cannon C6 | 48" | -3 | -7 | 2 | -55.6 | |||||
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4D6 Wounds Traumatic Long
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| Long Plasma Cannon C6 | 39" | -5 | -15 | 1 | -32 | |||||
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4D6 Wounds Traumatic Long Plasma Dispersion
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| Long Fusion Cannon C6 | 39" | -2 | -15 | 1 | +77 | |||||
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4D6 Wounds Traumatic Long Blast
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| Ranged weapons | Rg | P | S | A | ||||||
| Long Rail Cannon C6 | 45" | -2 | -14 | 1 | +24 | |||||
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4D6 Wounds Traumatic Long
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| EMP device | 9" | -1 | - | 12 | +8 | |||||
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Anti-aircraft Secondary weapon Lightning Blast
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| Equipment | Heavy Blindage, Great Shell, Long Cannon C6 | |||||||||
| Base | 130mm Round | Individual model | ||||||||
| Category | Vehicle | Species | Medium Tank | |||||||
| Keywords | Electronic | |||||||||
| Special rules | Smoke Bombs | |||||||||
Smoke BombsOnce 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 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6.Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. 4D6 WoundsMultiply each wound inflicted by this weapon by the result of a 4D6.TraumaticThe rout rolls caused by their shots have a -1B bonus.LongIf 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. MeleeThis ranged weapon cannot be used on an enemy unit within 1". Double the Melee shooting modifier for this weapon. Anti-personnelArea of Effect AttackWhen 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 WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. Secondary weaponDuring 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. OptionsIf 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. PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach 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. DispersionThe Long Range Shooting modifier is doubled for this weapon.BlastRoll an additional attack roll for each successful attack roll.These additional attack rolls do not generate further attack rolls. If the target is skirmisher each additional attack can be negated on a 4+ on a 1d6. Anti-aircraftIf the target has the keywords Air inflict -2G to the target of this weapon hit rolls.LightningIf 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 | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 5" | 3+ | 11 | 12+ | 36 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Great Shell | 5 | +2 | -6 | -7 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Cannon C4 | 27" | -1 | -10 | 1 | ||||||
| Cannon C4 - Anti-personnel ammunition | 27" | -3 | -4 | 1 | ||||||
| Short Range EMP device | 6" | -1 | - | 12 | +14.2 | |||||
|
Anti-aircraft Secondary weapon Lightning Blast
|
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| Machine gun | 15" | -2 | -4 | 8 | +12 | |||||
|
Traumatic Secondary weapon
|
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| x2 Cannon C3 | 21" | -1 | -8 | 2 | -16.2 | |||||
|
2D3 Wounds Traumatic
|
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| x2 Lazer Cannon C4 | 33" | -2 | -5 | 2 | -12.8 | |||||
|
2D6 Wounds Traumatic
|
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| Lazer Cannon C4 | 33" | -2 | -5 | 1 | -30.8 | |||||
|
2D6 Wounds Traumatic
|
||||||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Lazer Cannon C2 | 24" | -2 | -3 | 1 | +3 | |||||
|
1D3 Wounds Traumatic Secondary weapon
|
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| Fusion Cannon C4 | 24" | -1 | -12 | 1 | +32.4 | |||||
|
2D6 Wounds Traumatic Blast
|
||||||||||
| Plasma Cannon C4 | 24" | -4 | -12 | 1 | +22.2 | |||||
|
2D6 Wounds Traumatic Plasma Dispersion
|
||||||||||
| Heavy Assault rifle | 18" | -2 | -5 | 2 | +7.8 | |||||
|
Heavy Wounds Secondary weapon
|
||||||||||
| Equipment | Blindage, Great Shell, Cannon C4 | |||||||||
| Base | 100mm Round | Individual model | ||||||||
| Category | Vehicle | Species | Light Tank | |||||||
| Keywords | Electronic | |||||||||
| Special rules | Turret Smoke Bombs Customizable | |||||||||
TurretWhen 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 BombsOnce 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. CustomizableYou can add up to either 3 ranged secondary weapon options, instead of one.1D6 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6.Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. 2D6 WoundsMultiply each wound inflicted by this weapon by the result of a 2D6.TraumaticThe rout rolls caused by their shots have a -1B bonus.Anti-personnelArea of Effect AttackWhen 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-aircraftIf the target has the keywords Air inflict -2G to the target of this weapon hit rolls.Secondary weaponDuring 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. OptionsIf 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. LightningIf 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. BlastRoll an additional attack roll for each successful attack roll.These additional attack rolls do not generate further attack rolls. If the target is skirmisher each additional attack can be negated on a 4+ on a 1d6. 2D3 WoundsMultiply each wound inflicted by this weapon by the result of a 2D3.1D3 WoundsMultiply each wound inflicted by this weapon by the result of a 1D3.PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach 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. DispersionThe Long Range Shooting modifier is doubled for this weapon.Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. | ||||||||||
| Varburg | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 3+ | 7+ | 24 | 6+ | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Large Shell | 6 | +2 | -3 | -4 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Cannon C3.5 | 24" | -1 | -9 | 1 | ||||||
| Cannon C3.5 - Anti-personnel ammunition | 24" | -3 | 1 | |||||||
| Super Heavy Machine gun | 18" | -2 | -6 | 8 | +21.4 | |||||
|
Traumatic Large Wounds
|
||||||||||
| Lazer Cannon C3.5 | 30" | -2 | -5 | 1 | -14.2 | |||||
|
1D10 Wounds Traumatic
|
||||||||||
| Plasma Cannon C3.5 | 21" | -4 | -11 | 1 | +14.4 | |||||
|
1D10 Wounds Traumatic Plasma Dispersion
|
||||||||||
| Fusion Cannon C3.5 | 21" | -1 | -11 | 1 | +19.8 | |||||
|
1D10 Wounds Traumatic Blast
|
||||||||||
| Rail Cannon C3.5 | 27" | -1 | -10 | 1 | +4.2 | |||||
|
1D10 Wounds Traumatic
|
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| Equipment | Large Shell, Cannon C3.5 | |||||||||
| Base | 100mm Round | Individual model | ||||||||
| Category | Vehicle | Species | Buggy | |||||||
| Special rules | Swift Veteran Flammable Scout
+13pts | |||||||||
SwiftWhen this unit is activated andmoves or charges , it get +1G against shoots until the end of the round.VeteranThis unit ignores the result of the first rout roll it suffers.FlammableWounds inflicted on this unit by a weapon with the Plasma special rule are multiplied by 2.Large WoundsMultiply each wound inflicted by this weapon by 1d6 when the natural result of the die that inflicts the wound is 6.And multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6. When the roll is improved, take into account the last die rolled. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. 1D10 WoundsMultiply each wound inflicted by this weapon by the result of a 1D10.TraumaticThe rout rolls caused by their shots have a -1B bonus.Anti-personnelArea of Effect AttackWhen 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. PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach 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. DispersionThe Long Range Shooting modifier is doubled for this weapon.BlastRoll an additional attack roll for each successful attack roll.These additional attack rolls do not generate further attack rolls. If the target is skirmisher each additional attack can be negated on a 4+ on a 1d6. Scout+4Scp per Scout entity.For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp | ||||||||||
monsters
| Abgakeas | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 4" | 5+ | 4 | 7 | 4+ | |||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Claws | 4 | -2 | -1 | -2 | 2 | ||||||
| Fangs | 6 | -2 | 1 | |||||||
| Equipment | Claws, Fangs | |||||||||
| Base | 50x25mm Oval | Individual model | ||||||||
| Category | Monster | Species | Abgakea | |||||||
| Special rules | Forester Fierce charge Ambusher
+2.4pts Squad Leader
+15.1pts | |||||||||
Fierce chargeWhen charging, this unit adds its M to its charge movement instead of the +2M bonus. Additionally, it doubles its melee weapon's A.DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. AmbusherOccupy the fieldDuring deployment, this unit may be deployed in an unoccupied cover within the no man's land. AmbushedAlternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase. Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll. Reinforcement Flanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. | ||||||||||
| Ataitais | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4 | 5+ | 8+ | 4 | 30 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Shell | 6 | +3 | -1 | 1 | ||||||
| Heavy Self-destruct bomb | 8 | - | -8 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Cannon C2 | 18" | - | -6 | 1 | ||||||
| Machine gun | 15" | -1 | -4 | 8 | +2.8 | |||||
|
Traumatic
|
||||||||||
| Lazer Cannon C2 | 24" | -1 | -3 | 1 | -0.4 | |||||
|
1D3 Wounds Traumatic
|
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| Plasma Cannon C2 | 15" | -3 | -8 | 1 | +1.4 | |||||
|
1D3 Wounds Traumatic Plasma Dispersion
|
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| Fusion Cannon C2 | 15" | - | -8 | 1 | +1.8 | |||||
|
1D3 Wounds Traumatic Blast
|
||||||||||
| Equipment | Armor, Shell, Heavy Self-destruct bomb, Cannon C2 | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Monster | Species | Drone | |||||||
| Keywords | Drone Electronic | |||||||||
| Special rules | Unliving Armored | |||||||||
UnlivingThey 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. ArmoredA 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 WoundsMultiply each wound inflicted by this weapon by the result of a 1D10.Suicide AttackRight 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 WoundsMultiply each wound inflicted by this weapon by the result of a 1D3.TraumaticThe rout rolls caused by their shots have a -1B bonus.PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach 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. DispersionThe Long Range Shooting modifier is doubled for this weapon.BlastRoll an additional attack roll for each successful attack roll.These additional attack rolls do not generate further attack rolls. If the target is skirmisher each additional attack can be negated on a 4+ on a 1d6. | ||||||||||
| Aghas | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 5" | 5 | 6+ | 3+ | 2 | 30 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Shell | 6 | +3 | +1 | 1 | ||||||
| Self-destruct bomb | 7 | - | -5 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Submachine gun | 6" | -1 | -2 | 2 | ||||||
| Grenade | 3" | - | -7 | 0.5 | +1.2 | |||||
|
Grenade
|
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| Lazer Carbine | 18" | -2 | 1 | - | ||||||
| Rocket | 9" | +1 | -8 | 1 | +3.6 | |||||
|
Missile
|
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| Equipment | Light armor, Shell, Self-destruct bomb, Submachine gun | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Monster | Species | Light drone | |||||||
| Keywords | Air Drone Electronic | |||||||||
| Special rules | Fly Unliving | |||||||||
FlyCreatures 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.DeploymentAt 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 flightThis 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 phaseLandingDuring 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.TakeoffIf 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 phaseDuring 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 downFlying 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 phaseUnits 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 phaseDuring 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. EvadeSome 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. TerrainFlying 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. CharactersCharacters without this special rule cannot join a squad that has it. UnlivingThey 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 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6.Suicide AttackRight 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.GrenadeThis 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. MissileA 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 | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 0.5" | 5+ | 12 | 8+ | |||||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Heavy Pavois | - | - | 5 | 14+ | - | +25 | |||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | -1 | +1 | 2 | ||||||
| Fists | 6 | - | +2 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Cannon C6 | 36" | -1 | -12 | 1 | ||||||
| Cannon C6 - Anti-personnel ammunition | 36" | -3 | -6 | 1 | ||||||
| x2 Lazer Assault rifle | 21" | -3 | -2 | 3 | ||||||
| Rapid Fire Cannon C6 | 36" | -1 | -6 | 4 | -0.4 | |||||
|
4D6 Wounds Traumatic
|
||||||||||
| x2 Lazer Cannon C6 | 42" | -2 | -6 | 2 | -29.2 | |||||
|
4D6 Wounds Traumatic
|
||||||||||
| Plasma Cannon C6 | 33" | -4 | -14 | 1 | -19.8 | |||||
|
4D6 Wounds Traumatic Plasma Dispersion
|
||||||||||
| Fusion Cannon C6 | 33" | -1 | -14 | 1 | +32 | |||||
|
4D6 Wounds Traumatic Blast
|
||||||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Rail Cannon C6 | 39" | -1 | -13 | 1 | +14 | |||||
|
4D6 Wounds Traumatic
|
||||||||||
| Equipment | Armor, Cross, Fists, Cannon C6, x2 Lazer Assault rifle | |||||||||
| Base | 100mm Round | Individual model | ||||||||
| Category | Artillery | Species | Human | |||||||
| Keywords | Elite | |||||||||
| Special rules | ||||||||||
Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. 4D6 WoundsMultiply each wound inflicted by this weapon by the result of a 4D6.TraumaticThe rout rolls caused by their shots have a -1B bonus.Anti-personnelArea of Effect AttackWhen 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 weaponDuring 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. OptionsIf 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. PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach 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. DispersionThe Long Range Shooting modifier is doubled for this weapon.BlastRoll an additional attack roll for each successful attack roll.These additional attack rolls do not generate further attack rolls. If the target is skirmisher each additional attack can be negated on a 4+ on a 1d6. | ||||||||||
| Aceahoy | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 1.5" | 5+ | 4+ | 9 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Dagger | 5 | - | -1 | 3 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| x2 Cannon C2.5 | 21" | -1 | -7 | 2 | ||||||
| x2 Cannon C2.5 - Anti-personnel ammunition | 21" | -3 | -1 | 2 | ||||||
| Old Assault rifle | 15" | -1 | -3 | 2 | ||||||
| Equipment | Light armor, Dagger, x2 Cannon C2.5, Old Assault rifle | |||||||||
| Base | 64mm Round | Individual model | ||||||||
| Category | Artillery | Species | Human | |||||||
| Keywords | Elite | |||||||||
| Special rules | Vanguard Furtive Ready for Action | |||||||||
VanguardThis 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 guardSome 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. FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.Ready for ActionThis unit benefits from a +1 bonus on its arrival rolls.Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.1D6 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6.TraumaticThe rout rolls caused by their shots have a -1B bonus.Anti-personnelArea of Effect AttackWhen 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 weaponDuring 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. OptionsIf 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 | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 1.5" | 5+ | 5 | 8+ | 8 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | -1 | +1 | 1 | ||||||
| Fists | 6 | - | +2 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Cannon C2.5 | 21" | -1 | -7 | 1 | ||||||
| Cannon C2.5 - Anti-personnel ammunition | 21" | -3 | -1 | 1 | ||||||
| Lazer Assault rifle | 21" | -3 | -2 | 2 | ||||||
| Machine gun | 15" | -2 | -4 | 8 | +1.8 | |||||
|
Traumatic
|
||||||||||
| x2 Lazer Cannon C2.5 | 27" | -2 | -4 | 2 | +2 | |||||
|
1D6 Wounds Traumatic
|
||||||||||
| Plasma Cannon C2.5 | 18" | -4 | -9 | 1 | +5.6 | |||||
|
1D6 Wounds Traumatic Plasma Dispersion
|
||||||||||
| Fusion Cannon C2.5 | 18" | -1 | -9 | 1 | +7.2 | |||||
|
1D6 Wounds Traumatic Blast
|
||||||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Rail Cannon C2.5 | 24" | -1 | -8 | 1 | +2.4 | |||||
|
1D6 Wounds Traumatic
|
||||||||||
| Equipment | Armor, Pavois, Cross, Fists, Cannon C2.5, Lazer Assault rifle | |||||||||
| Base | 50mm Round | Individual model | ||||||||
| Category | Artillery | Species | Human | |||||||
| Special rules | ||||||||||
Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. 1D6 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6.TraumaticThe rout rolls caused by their shots have a -1B bonus.Anti-personnelArea of Effect AttackWhen 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 weaponDuring 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. OptionsIf 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. PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach 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. DispersionThe Long Range Shooting modifier is doubled for this weapon.BlastRoll an additional attack roll for each successful attack roll.These additional attack rolls do not generate further attack rolls. If the target is skirmisher each additional attack can be negated on a 4+ on a 1d6. | ||||||||||
characters
| Ratburg | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 4+ | 7+ | 32 | 6+ | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Large Shell | 6 | +2 | -3 | -4 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Heavy pistol | 3" | -1 | -4 | 1 | ||||||
| EMP device | 9" | -1 | - | 12 | +19.4 | |||||
|
Anti-aircraft Lightning Blast
|
||||||||||
| Equipment | Large Shell, Heavy pistol | |||||||||
| Base | 100mm Round | Individual model | ||||||||
| Category | Vehicle | Species | Buggy | |||||||
| Keywords | Character | |||||||||
| Special rules | Swift Veteran Scout Flammable Recon Jammer
+63.4pts | |||||||||
SwiftWhen this unit is activated andmoves or charges , it get +1G against shoots until the end of the round.VeteranThis 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 FlammableWounds inflicted on this unit by a weapon with the Plasma special rule are multiplied by 2.ReconAt the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules.If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first. Weakness spottedInstead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules. If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second. Large WoundsMultiply each wound inflicted by this weapon by 1d6 when the natural result of the die that inflicts the wound is 6.And multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6. When the roll is improved, take into account the last die rolled. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. PistolIf 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-aircraftIf the target has the keywords Air inflict -2G to the target of this weapon hit rolls.LightningIf 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. BlastRoll an additional attack roll for each successful attack roll.These additional attack rolls do not generate further attack rolls. If the target is skirmisher each additional attack can be negated on a 4+ on a 1d6. JammerFrom Round 1, once per round, during the Movement or the Shooting Phase, when your opponent attempts to activate a unit of less than 150/75ptswithin 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 | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 7 | 8+ | 5+ | 4 | 4+ | 10+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Poisoned Dagger | 5 | -2 | 3 | |||||||
| x2 Poisoned Dagger | 5 | -2 | 5 | +4 | ||||||
|
Melee fighter Devastator Poison
|
||||||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Submachine gun | 6" | -4 | -2 | 4 | ||||||
| Poisoned Assault rifle | 15" | -5 | -2 | 3 | +4.8 | |||||
|
Poison
|
||||||||||
| Equipment | Light armor, Poisoned Dagger, Submachine gun | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character | |||||||||
| Special rules | Furtive Fury Assassin Commando Adventurer Ambusher
+9.6pts Poisoning
+65pts | |||||||||
FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.FuryThey can reroll failed melee attack rolls.AssassinCharacter killerThis unit can target a character even if he is inside a squad. If all character within the squad are hidding, it can target them, but add +3G to the target for this attack, if this unit itself is not a character. Best angleThe Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s attacks. If a unit has two G or two T values, it may use the lower of the two values increased by 1 against this unit. For example, a defense of 5|8+ becomes a defense of 6+ against this unit. AdventurerOnce a round when activated during the Tactical phase, choose one of these special rules as a temporary bonus until the end of the round:Trophy hunter Critical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W. Motivated When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1. Assassin Character killerThis unit can target a character even if he is inside a squad. If all character within the squad are hidding, it can target them, but add +3G to the target for this attack, if this unit itself is not a character. Best angleThe Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s attacks. If a unit has two G or two T values, it may use the lower of the two values increased by 1 against this unit. For example, a defense of 5|8+ becomes a defense of 6+ against this unit. Lone Wolf When activated during the Tactical phase, and once per round, this character can leave his squad. Place its base anywhere outside and adjacent to the squad tray. Alternatively, you can place it inside another eligible squad within 1" of its original squad. During this round, only its final squad is considered to be his squad. He can be deployed outside of any squad, but his deployment does not count as a placement. Epic Infiltration During the Tactical Phase, the character may leave his squad and enter a cover within 1" that is occupied by an enemy unit, provided the cover has sufficient remaining capacity. The character then gains the Exalted rule and ignores any terrain rules that would reduce his A for the duration of the round. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.PoisonEach time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. AmbusherOccupy the fieldDuring deployment, this unit may be deployed in an unoccupied cover within the no man's land. AmbushedAlternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase. Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll. Reinforcement Flanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. PoisoningBefore deployment begins, remove 1d3T from opposing units of your choice, with a total less than 150Pts.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored do not suffer the effects of this rule. | ||||||||||
| Biologist | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 7 | 8+ | 5+ | 4 | 6+ | 7+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Magical Staff | 2 | -1 | +1 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Plasma Pistol | 3" | -4 | 2 | |||||||
| Poisoned Grenade | 3" | -2 | -3 | 1 | +0.1 | |||||
|
Grenade Poison
|
||||||||||
| Equipment | Light armor, Magical Staff, Plasma Pistol | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character | |||||||||
| Special rules | Forester Curse Lone Wolf Poisonous decoction Painkiller Mystic Healer Energy Shield 2
+-0.2pts | |||||||||
CurseTarget an enemy unit (of any category) of less than 101pts that has just been deployed. Until the end of the battle, attack rolls with a result of 1 against this unit can be rerolled.A unit of more than 100 points and less than 201 points can be targeted with a skill roll of 4+. A unit of more than 200 points and less than 301 points can be targeted with a skill roll of 5+. Poisonous decoctionBefore the deployment, designate 1 squad and grant it this bonus:Poison Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds. Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. PainkillerBefore the deployment, designate 1 squad and grant it +2T.At the beginning of each round, roll 1d6. On a result of 1, this bonus is lost for the rest of the battle. MysticGrants a temporary bonus of +2S to the melee weapons and throwing weapons of his squad.HealerWhen activated during the Tactical phase, once per round, he can restore 2 lost W to his squad if no ennemy unit is within 1''.Only hidden characters can use this special rule. First aid When activated during the Tactical phase, once per round, he can restore 1 lost W to his squad if no ennemy unit is within 1''. Alternatively you can use this special rule instead. Lone WolfWhen 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. MagicalEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).ProvidenceThis unit can re-roll failed attack rolls made with this weapon. WraithbaneIf the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1. PistolIf 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. PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach 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. DispersionThe Long Range Shooting modifier is doubled for this weapon.GrenadeThis 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. PoisonEach time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. Energy Shield 2At 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 | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 8 | 9+ | 7+ | 4 | 4+ | 12+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 3 | -3 | 3 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Rail Assault rifle - Overcharged | 21" | -2 | -7 | 3 | ||||||
| Rail Assault rifle | 18" | -4 | -5 | 3 | ||||||
| Plasma Heavy pistol | 3" | -6 | 2 | -5 | ||||||
|
Heavy Wounds Pistol Plasma Dispersion
|
||||||||||
| Equipment | Armor, Cleaver, Rail Assault rifle, Rail Assault rifle - Overcharged | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Elite Leader | |||||||||
| Special rules | Veteran Furtive Forester Officer Authority Take it down | |||||||||
OfficerOnce 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. AuthorityGrants a temporary bonus of +4B for the control rolls of his squad.VeteranThis unit ignores the result of the first rout roll it suffers.FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.Take it downGrants 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 WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. PistolIf 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. PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach 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. DispersionThe Long Range Shooting modifier is doubled for this weapon. | ||||||||||
| Caporal | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 6 | 7+ | 5+ | 4 | 6+ | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | -1 | +1 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Pistol | 3" | -1 | -2 | 2 | ||||||
| Grenade launcher | 9" | - | -7 | 2 | +13.6 | |||||
|
1D6 Wounds Devastator
|
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| p | 15" | -2 | -4 | 16 | +20.8 | |||||
| Equipment | Armor, Cross, Pistol | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | ||||||||||
PistolIf 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 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6.DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover. | ||||||||||
| Commissar | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 6 | 7+ | 5+ | 4 | 5+ 6+ | 10+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 3 | -1 | -2 | 3 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Grenade | 3" | -1 | -7 | 1 | ||||||
| Poisoned Pistol | 3" | -2 | -1 | 2 | ||||||
| Equipment | Light armor, Cleaver, Grenade, Poisoned Pistol | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Veteran Patriot Fanatic Taskmaster Speach Summary execution Horde leader
+102.4pts | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.TaskmasterOnce 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 executionOnce 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. PatriotRout rolls made against this unit to put it to flight can never use more than 2d6, regardless of its situation or condition.FanaticThe A values of this unit's weapons are not halved, when this unit is Destabilized or Destroyed.SpeachBefore the deployment, designate 1d3 squads and grant them this bonus.Motivated When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1. GrenadeThis 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. PistolIf 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. PoisonEach time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. Horde leaderFrom 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 | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 7 | 9+ | 5 | 6+ | 4 | 6+ | 7+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Staff | 2 | -2 | - | 1 | ||||||
| Mastercrafted Cleaver | 3 | -2 | 1 | +0.6 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Plasma Pistol | 3" | -4 | 2 | +3.2 | ||||||
|
Pistol Plasma Dispersion
|
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| Equipment | Light armor, Energy Shield 1, Mastercrafted Staff | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character | |||||||||
| Special rules | Forester Energy Shield 1 Blessing First aid Hate preacher Nature magic
+11pts | |||||||||
BlessingBefore 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 aidWhen 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 preacherGrants 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. Energy Shield 1At 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. PistolIf 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. PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach 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. DispersionThe Long Range Shooting modifier is doubled for this weapon.Nature magicOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Hinders Once a round when activated during the Tactical phase, it may target a visible enemy unit worth less than 101Pts and inflict -2M on it until the end of the Movement phase. A unit worth more than 100Pts and less than 201Pts can be targeted with a skill roll of 4+. A unit worth more than 200Pts and less than 301Pts can be targeted with a skill roll of 5+. If the target unit is worth less than 50Pts, the penalty is -3M instead. Units that benefit from reductions to M penalties also reduce the penalty inflicted by this rule. Trophy hunter Critical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W. Bestial nature Unit target's defense reduced by -1, or unit defense improved by +1. Earthquake Choose one Cover on the battlefield and inflict a Critical damage roll on it, on a skill roll of 4+. | ||||||||||
| General | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 8 | 10+ | 7 | 8+ | 4 | 3+ | 13+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Dagger | 5 | -3 | 4 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Heavy Plasma Carbine | 12" | -8 | -6 | 2 | ||||||
| Equipment | Armor, Energy Shield 1, Dagger, Heavy Plasma Carbine | |||||||||
| Base | 25mm 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 | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.GeneralOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:Determined This unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6. If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6. Be on your guard +2Sv. You can attempt to negate each wound suffered by the target by succeeding on a save roll of 5+ on 1d6. If you have a total of more than 1Sv, refer to the save roll rule in the rulebook. Coordination When the character's squad is activated, during the Movement or the Shooting Phase, up to 4 eligible friendly units within 8'' from him at the beginning of the activation can be activated consecutively. Your opponent can only react to these consecutive activations. For example, you activate your character's unit, your opponent reacts to this activation, then you activate one of the adjacent units, and your opponent does not react, then you activate the second adjacent unit and your opponent reacts, and so on until activations resume their normal course. InstructorBefore the deployment, designate 1 squad and grant it +1Sv.You can attempt to negate each wound suffered by the target by succeeding on a save roll of 6+ on 1d6. If you have a total of more than 1Sv, refer to the save roll rule in the rulebook. AuthorityGrants a temporary bonus of +4B for the control rolls of his squad.Reform the RanksOnce per battle, during the Tactical phase, if two squads anywhere on the battlefield:
Then, they may merge into a single squad by combining their remaining W. The newly formed squad should be placed as centrally as possible between the original squads. This newly formed squad cannot be activated this round but can react .One of the two original squads is considered eliminated and is added to the army’s losses. The max W and the condition of the the newly formed squad is reset, but it must make Rout Rolls again if it suffers further degradation. If the newly formed squad exceeds the limit of one character per squad, the excess characters (chosen by the squad's owner) are not included in the new squad. These character are considered to have lost their squad but do not have to take a Rout Roll for it.FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.Energy Shield 1At 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 fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach 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. DispersionThe Long Range Shooting modifier is doubled for this weapon. | ||||||||||
| Great banner bearer | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 8 | 10+ | 7 | 8+ | 4 | 5+ | 10+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 3 | -2 | 1 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Plasma Pistol | 3" | -5 | -4 | 2 | ||||||
| Equipment | Armor, Energy Shield 1, Cleaver, Plasma Pistol | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Elite Rare | |||||||||
| Special rules | Patriot Fanatic Energy Shield 1 Great banner | |||||||||
Great bannerGrants the following temporary bonus to up to the 5 eligible closest squads within 12''.Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. PatriotRout rolls made against this unit to put it to flight can never use more than 2d6, regardless of its situation or condition.FanaticThe A values of this unit's weapons are not halved, when this unit is Destabilized or Destroyed.Energy Shield 1At 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. PistolIf 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. PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach 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. DispersionThe Long Range Shooting modifier is doubled for this weapon. | ||||||||||
| Hacker | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 7 | 8+ | 3+ | 4 | 5+ | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Fists | 6 | -1 | +2 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Pistol | 3" | -2 | 2 | |||||||
| Equipment | Skin, Fists, Pistol | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character | |||||||||
| Special rules | Lone Wolf Cyber Warfare | |||||||||
Lone WolfWhen 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 WarfareOnce a round when activated during the Tactical phase, choose one of its special rules.JammingSelect 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 DownSelect 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 ProtocolSelect 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 SecurityThis 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 BoostSelect 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. PistolIf 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 | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 6 | 7+ | 5+ | 4 | 6+ | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 3 | -2 | -1 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Lazer Assault rifle | 21" | -4 | -2 | 3 | ||||||
| Lazer Assault rifle - Overcharged | 24" | -2 | -3 | 3 | ||||||
| Assault rifle | 15" | -3 | -4 | 3 | -0.8 | |||||
| Shotgun | 9" | -3 | -5 | 2 | -2 | |||||
|
Dispersion Devastator Brutal Wounds
|
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| Heavy pistol | 3" | -2 | -4 | 2 | -5 | |||||
|
Heavy Wounds Pistol
|
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| Equipment | Armor, Cleaver, Lazer Assault rifle, Lazer Assault rifle - Overcharged | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Patriot Forester Furtive Motivated Taking initiative | |||||||||
PatriotRout rolls made against this unit to put it to flight can never use more than 2d6, regardless of its situation or condition.Taking initiativeGrants the following temporary bonus to his squad.Initiative Once per battle this unit can use one of these special rules. If it performed the hold action when it was activated during this Movement phase, after any activation of an ennemy unit during this Movement phase, the player can retake the initiative and activate this unit again. It can be activated first at the beginning of the Movement phase. Only one unit per side can be activated first. If an unit from each side attempts to use this rule, roll off to determine which player may activate their unit first. It can be activated right after one of your units, and your opponent can only react to this new activation. During the Tactical phase, it may be freely reoriented when activated. FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.MotivatedWhen this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.DispersionThe Long Range Shooting modifier is doubled for this weapon.DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Brutal WoundsMultiply 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 WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. PistolIf 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 | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 3" | 6 | 7+ | 5+ | 4 | 5+ 6+ | 9+ | ||||||||
| Pts | |||||||||||||
| Armors | M | G | T | W | |||||||||
| Energy Shield 1 | - | 6 | 8+ | 5 | 6+ | - | - | ||||||||
|
Energy Shield 1
|
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| Melee weapons | Rk | P | S | A | |||||||||
| Fists | 6 | -1 | +2 | 2 | |||||||||
| Poisoned Dagger | 5 | -1 | 2 | +3.6 | |||||||||
|
Melee fighter Devastator Poison
|
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| Ranged weapons | Rg | P | S | A | |||||||||
| Plasma Pistol | 3" | -5 | -4 | 2 | |||||||||
| Equipment | Armor, Fists, Plasma Pistol | ||||||||||||
| Base | 25mm 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
+188.8pts | ||||||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.StrategistBefore 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 spottedInstead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules. If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second. 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 AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. Grant this special rule to an allied squad during the deployment. TacticianDuring the Movement Phase, when the character is activated, you can:
LogisticianOnce 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. KagemushaEach 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 attackOnce per battle, during the Tactical phase, and if the target is not encircled, remove a friendly squad and its characters from play and place them in the reserve.This counts as an activation during this phase, and the squad and its characters cannot be redeployed during this turn. When the squad and its characters are redeployed, according to their deployment rules, they recover all their lost W. Timely reinforcementOnce 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 WolfWhen 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 fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.PoisonEach time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. PistolIf 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. PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach 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. DispersionThe Long Range Shooting modifier is doubled for this weapon.Energy Shield 1At 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. CorruptionYou can use the following two rules.DesertionBefore 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 TraitorsYou 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 | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 7 | 8+ | 5+ | 4 | 6+ | 7+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Fists | 6 | - | +2 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Pistol | 3" | -1 | -2 | 2 | ||||||
| Equipment | Light armor, Fists, Pistol | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Rare | |||||||||
| Special rules | Veteran Patriot Great horn Rallying | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.Great hornGrants the following temporary bonus to up to the 5 eligible closest squads within 12''.Horn Add +3" to this unit's movement when it charges. RallyingOnce per battle, when an elligible squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.PatriotRout rolls made against this unit to put it to flight can never use more than 2d6, regardless of its situation or condition.PistolIf 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 | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 6 | 7+ | 6+ | 8 | 6+ | 9+ | |||||
| Pts | ||||||||||
| Alternative mount | M | G | T | W | ||||||
| Abgakea | 4" | - | 5+ | - | -0.19999999999999 | |||||
| Melee weapons | Rk | P | S | A | ||||||
| Axe | 3 | -1 | -3 | -4 | 3 | ||||||
| Abgakea - Claws | 4 | -2 | -1 | -2 | 2 | ||||||
| Bike - Shell | 6 | +2 | - | 1 | ||||||
| Abgakea - Fangs | 6 | -2 | 1 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Heavy pistol | 3" | -2 | -4 | 2 | ||||||
| Grenade | 3" | -2 | -7 | 1 | ||||||
| Equipment | Light armor, Bike, Axe, Shell, Heavy pistol, Grenade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Swift Cacique Reinforcement
+0.80000000000001pts Scout
+13pts Ambusher
+1.2pts Surprise Attack
+22pts Encirclement
+22.5pts | |||||||||
CaciqueOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:Fearsome Rout rolls caused by their melee attacks have a -1B bonus. Units that benefit from this rule are immune to its effects. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. Motivated When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1. Fury They can reroll failed melee attack rolls. On a skill roll of 3+. Marksmanship They can reroll failed shooting attack rolls. On a skill roll of 3+. Communicative violence +1S to the melee weapons and throwing weapons of his squad. SwiftWhen this unit is activated andmoves or charges , it get +1G against shoots until the end of the round.Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. PistolIf 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. GrenadeThis 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. ReinforcementFlanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. Scout+4Scp per Scout entity.For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp Surprise AttackWhen 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 guardSome 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. AmbusherOccupy the fieldDuring deployment, this unit may be deployed in an unoccupied cover within the no man's land. AmbushedAlternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase. Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll. Reinforcement Flanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. EncirclementGrant this special rule to an allied squad before the start of deployment.Reinforcement Flanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. | ||||||||||
| Raid Leader dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 7 | 8+ | 5+ | 4 | 5+ | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Axe | 3 | -1 | -3 | 3 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Heavy pistol | 3" | -2 | -4 | 2 | ||||||
| Grenade | 3" | -2 | -7 | 1 | ||||||
| Equipment | Light armor, Axe, Heavy pistol, Grenade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Cacique Reinforcement
+0.4pts Scout
+13pts Ambusher
+0.8pts Surprise Attack
+21.6pts Encirclement
+13pts | |||||||||
CaciqueOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:Fearsome Rout rolls caused by their melee attacks have a -1B bonus. Units that benefit from this rule are immune to its effects. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. Motivated When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1. Fury They can reroll failed melee attack rolls. On a skill roll of 3+. Marksmanship They can reroll failed shooting attack rolls. On a skill roll of 3+. Communicative violence +1S to the melee weapons and throwing weapons of his squad. Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. PistolIf 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. GrenadeThis 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. ReinforcementFlanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. Scout+4Scp per Scout entity.For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp Surprise AttackWhen 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 guardSome 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. AmbusherOccupy the fieldDuring deployment, this unit may be deployed in an unoccupied cover within the no man's land. AmbushedAlternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase. Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll. Reinforcement Flanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. EncirclementGrant this special rule to an allied squad before the start of deployment.Reinforcement Flanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. | ||||||||||
| Sniper | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 6 | 7+ | 6+ | 8 | 5+ | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Dagger | 5 | -2 | 3 | |||||||
| Bike - Shell | 6 | +2 | - | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Rail Sniper rifle | 24" | -6 | -7 | 2 | ||||||
| Pistol | 3" | -3 | -2 | 2 | ||||||
| Poisoned Grenade | 3" | -4 | -3 | 1 | +0.6 | |||||
|
Grenade Poison
|
||||||||||
| Poisoned Sniper rifle | 21" | -7 | -3 | 2 | +2.4 | |||||
|
Fatal blow Traumatic Poison
|
||||||||||
| Equipment | Light armor, Bike, Dagger, Shell, Rail Sniper rifle, Pistol | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Keywords | Character Elite | |||||||||
| Special rules | Furtive Sniper Commando Swift Lone Wolf Scout
+13pts Marksmanship
+10.2pts Recon
+30pts | |||||||||
FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.SniperThis rule does not apply to shots at a target less than 1" away.Character killerThis 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 angleThe 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. Lone WolfWhen 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. SwiftWhen this unit is activated andmoves or charges , it get +1G against shoots until the end of the round.Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. Fatal blowMultiply 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. TraumaticThe rout rolls caused by their shots have a -1B bonus.PistolIf 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. GrenadeThis 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. PoisonEach time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. Scout+4Scp per Scout entity.For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp MarksmanshipThey can reroll failed shooting attack rolls.ReconAt the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules.If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first. Weakness spottedInstead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules. If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second. | ||||||||||
| Sniper dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 8 | 9+ | 5+ | 4 | 5+ 6+ | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Dagger | 5 | -2 | 3 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Rail Sniper rifle | 24" | -6 | -7 | 2 | ||||||
| Pistol | 3" | -3 | -2 | 2 | ||||||
| Poisoned Grenade | 3" | -4 | -3 | 1 | +0.8 | |||||
|
Grenade Poison
|
||||||||||
| Poisoned Sniper rifle | 21" | -7 | -3 | 2 | +1.4 | |||||
|
Fatal blow Traumatic Poison
|
||||||||||
| Equipment | Light armor, Dagger, Rail Sniper rifle, Pistol | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Elite | |||||||||
| Special rules | Furtive Sniper Commando Lone Wolf Scout
+13pts Marksmanship
+8.4pts Recon
+30pts | |||||||||
FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.SniperThis rule does not apply to shots at a target less than 1" away.Character killerThis 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 angleThe 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. Lone WolfWhen 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 fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Fatal blowMultiply 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. TraumaticThe rout rolls caused by their shots have a -1B bonus.PistolIf 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. GrenadeThis 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. PoisonEach time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. Scout+4Scp per Scout entity.For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp MarksmanshipThey can reroll failed shooting attack rolls.ReconAt the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules.If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first. Weakness spottedInstead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules. If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second. | ||||||||||
| Tracker | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 4" | 6 | 7+ | 5+ | 8 | 5+ | 11+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Poisoned Cleaver | 3 | -3 | -2 | -3 | 3 | ||||||
| Abgakea - Claws | 4 | -2 | -1 | -2 | 2 | ||||||
| Abgakea - Fangs | 6 | -2 | 1 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Poisoned Assault rifle | 15" | -5 | -2 | 3 | ||||||
| Poisoned Grenade | 3" | -4 | -3 | 1 | +0.6 | |||||
|
Grenade Poison
|
||||||||||
| Poisoned Powder cannon | 21" | -3 | -4 | 1 | +8 | |||||
|
2D6 Wounds Traumatic Slow Reload Poison
|
||||||||||
| Equipment | Armor, Abgakea, Poisoned Cleaver, Claws, Fangs, Poisoned Assault rifle | |||||||||
| Base | 50x25mm Oval | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Furtive Hunter Commando Veteran Tracker Ambusher
+6pts | |||||||||
FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.HunterWhen this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered TrackerBefore deployment begins, choose 1 of these special rules:Take it down Grants the following temporary bonus to his squad. When this unit attacks a Monster, Vehicle or Titan with more than 11W, if the condition of its target deteriorates, it must roll an additional Critical damage roll. Recon At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules. If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first. Weakness spottedInstead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules. If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second. Skirmish Master Grants a temporary bonus of +1G to his squad when they are occupying a cover. VeteranThis unit ignores the result of the first rout roll it suffers.PoisonEach time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. GrenadeThis 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 WoundsMultiply each wound inflicted by this weapon by the result of a 2D6.TraumaticThe rout rolls caused by their shots have a -1B bonus.Slow ReloadWhen 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. AmbusherOccupy the fieldDuring deployment, this unit may be deployed in an unoccupied cover within the no man's land. AmbushedAlternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase. Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll. Reinforcement Flanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. | ||||||||||
| Tracker dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 8 | 9+ | 6+ | 4 | 5+ 6+ | 11+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Poisoned Cleaver | 3 | -3 | -2 | 3 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Poisoned Assault rifle | 15" | -5 | -2 | 3 | ||||||
| Poisoned Grenade | 3" | -4 | -3 | 1 | +0.8 | |||||
|
Grenade Poison
|
||||||||||
| Poisoned Powder cannon | 21" | -3 | -4 | 1 | +9.6 | |||||
|
2D6 Wounds Traumatic Slow Reload Poison
|
||||||||||
| Equipment | Armor, Poisoned Cleaver, Poisoned Assault rifle | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Furtive Hunter Commando Veteran Tracker Ambusher
+1.6pts | |||||||||
FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.HunterWhen this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered TrackerBefore deployment begins, choose 1 of these special rules:Take it down Grants the following temporary bonus to his squad. When this unit attacks a Monster, Vehicle or Titan with more than 11W, if the condition of its target deteriorates, it must roll an additional Critical damage roll. Recon At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules. If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first. Weakness spottedInstead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules. If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second. Skirmish Master Grants a temporary bonus of +1G to his squad when they are occupying a cover. VeteranThis unit ignores the result of the first rout roll it suffers.PoisonEach time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. GrenadeThis 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 WoundsMultiply each wound inflicted by this weapon by the result of a 2D6.TraumaticThe rout rolls caused by their shots have a -1B bonus.Slow ReloadWhen 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. AmbusherOccupy the fieldDuring deployment, this unit may be deployed in an unoccupied cover within the no man's land. AmbushedAlternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase. Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll. Reinforcement Flanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. | ||||||||||
| Trader | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 4 | 5+ | 7+ | 36 | 6+ | 7+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | -1 | +1 | -1 | 1 | ||||||
| Buggy - Large Shell | 6 | +2 | -3 | -4 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Rail Assault rifle | 18" | -2 | -5 | 3 | ||||||
| EMP device | 9" | -1 | - | 24 | ||||||
| Equipment | Light armor, Buggy, Cross, Large Shell, Rail Assault rifle, EMP device | |||||||||
| Base | 100mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Keywords | Character | |||||||||
| Special rules | Smoke Bombs Swift Logistician Lone Wolf Resupply Summon | |||||||||
LogisticianOnce 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. ResupplyBefore 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. SummonBefore 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. RearguardIf 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 BombsOnce 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 WolfWhen 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. SwiftWhen this unit is activated andmoves or charges , it get +1G against shoots until the end of the round.Large WoundsMultiply each wound inflicted by this weapon by 1d6 when the natural result of the die that inflicts the wound is 6.And multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6. When the roll is improved, take into account the last die rolled. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. Anti-aircraftIf the target has the keywords Air inflict -2G to the target of this weapon hit rolls.LightningIf 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. BlastRoll an additional attack roll for each successful attack roll.These additional attack rolls do not generate further attack rolls. If the target is skirmisher each additional attack can be negated on a 4+ on a 1d6. | ||||||||||
| Trader dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 7 | 8+ | 5+ | 4 | 6+ | 7+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | -1 | +1 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Rail Assault rifle | 18" | -2 | -5 | 3 | ||||||
| Equipment | Light armor, Cross, Rail Assault rifle | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character | |||||||||
| Special rules | Smoke Bombs Logistician Lone Wolf Resupply Summon | |||||||||
LogisticianOnce 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. ResupplyBefore 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. SummonBefore 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. RearguardIf 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 BombsOnce 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 WolfWhen 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. | |||||||||||||
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 4" | 6 | 8+ | 5 | 6+ | 8 | 5+ | 9+ | ||||||||
| Pts | |||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||
| Blade | 3 | -3 | -0 | -1 | 2 | |||||||||
| Abgakea - Claws | 4 | -2 | -1 | -2 | 2 | |||||||||
| Abgakea - Fangs | 6 | -2 | 1 | ||||||||||
| Spear (mounted) | 2 | -2 | -1 | -3 | 2 | +1.4 | ||||||||
|
Anti cavalry
|
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| Ranged weapons | Rg | P | S | A | |||||||||
| Plasma Pistol | 3" | -5 | -4 | 2 | |||||||||
| Heavy Plasma Carbine | 12" | -6 | 2 | +11 | |||||||||
|
Heavy Wounds Plasma Dispersion
|
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| Equipment | Armor, Energy Shield 1, Abgakea, Blade, Claws, Fangs, Plasma Pistol | ||||||||||||
| Base | 25mm 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
+188.8pts Kagemusha
+0pts | ||||||||||||
StrategistBefore 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 spottedInstead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules. If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second. 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 AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. Grant this special rule to an allied squad during the deployment. TacticianDuring the Movement Phase, when the character is activated, you can:
LogisticianOnce 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. KagemushaEach 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 attackOnce per battle, during the Tactical phase, and if the target is not encircled, remove a friendly squad and its characters from play and place them in the reserve.This counts as an activation during this phase, and the squad and its characters cannot be redeployed during this turn. When the squad and its characters are redeployed, according to their deployment rules, they recover all their lost W. Timely reinforcementOnce 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. Steadfast warriorUnits that benefit from this rule are immune to the effects of all special rules that reduce their B or offer bonuses on their rout rolls.Veteran This unit ignores the result of the first rout roll it suffers. Energy Shield 1At 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. ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.PistolIf 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. PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach 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. DispersionThe Long Range Shooting modifier is doubled for this weapon.Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. CorruptionYou can use the following two rules.DesertionBefore 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 TraitorsYou 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. KagemushaEach 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 | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 3" | 6 | 8+ | 5 | 6+ | 4 | 5+ 6+ | 9+ | ||||||||
| Pts | |||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||
| Blade | 3 | -3 | - | 2 | |||||||||
| Spear | 1 | -2 | -1 | 2 | +1 | ||||||||
|
Wall of Spears
|
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| Ranged weapons | Rg | P | S | A | |||||||||
| Plasma Pistol | 3" | -5 | -4 | 2 | |||||||||
| Heavy Plasma Carbine | 12" | -6 | 2 | +15.4 | |||||||||
|
Heavy Wounds Plasma Dispersion
|
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| Equipment | Armor, Energy Shield 1, Blade, Plasma Pistol | ||||||||||||
| Base | 25mm 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
+188.8pts Kagemusha
+0pts | ||||||||||||
StrategistBefore 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 spottedInstead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules. If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second. 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 AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. Grant this special rule to an allied squad during the deployment. TacticianDuring the Movement Phase, when the character is activated, you can:
LogisticianOnce 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. KagemushaEach 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 attackOnce per battle, during the Tactical phase, and if the target is not encircled, remove a friendly squad and its characters from play and place them in the reserve.This counts as an activation during this phase, and the squad and its characters cannot be redeployed during this turn. When the squad and its characters are redeployed, according to their deployment rules, they recover all their lost W. Timely reinforcementOnce 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. Steadfast warriorUnits that benefit from this rule are immune to the effects of all special rules that reduce their B or offer bonuses on their rout rolls.Veteran This unit ignores the result of the first rout roll it suffers. Energy Shield 1At 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. ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. PistolIf 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. PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach 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. DispersionThe Long Range Shooting modifier is doubled for this weapon.Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. CorruptionYou can use the following two rules.DesertionBefore 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 TraitorsYou 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. KagemushaEach 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. | |||||||||||||
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 3" | 8 | 9+ | 7+ | 4 | 4+ | 12+ | ||||||||
| Pts | |||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||
| Cleaver | 3 | -3 | 3 | ||||||||||
| Ranged weapons | Rg | P | S | A | |||||||||
| Rail Assault rifle - Overcharged | 21" | -2 | -7 | 3 | |||||||||
| Rail Assault rifle | 18" | -4 | -5 | 3 | |||||||||
| Equipment | Armor, Cleaver, Rail Assault rifle, Rail Assault rifle - Overcharged | ||||||||||||
| Base | 25mm 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 | ||||||||||||
GeneralOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:Determined This unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6. If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6. Be on your guard +2Sv. You can attempt to negate each wound suffered by the target by succeeding on a save roll of 5+ on 1d6. If you have a total of more than 1Sv, refer to the save roll rule in the rulebook. Coordination When the character's squad is activated, during the Movement or the Shooting Phase, up to 4 eligible friendly units within 8'' from him at the beginning of the activation can be activated consecutively. Your opponent can only react to these consecutive activations. For example, you activate your character's unit, your opponent reacts to this activation, then you activate one of the adjacent units, and your opponent does not react, then you activate the second adjacent unit and your opponent reacts, and so on until activations resume their normal course. StrategistBefore 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 spottedInstead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules. If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second. 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 AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. Grant this special rule to an allied squad during the deployment. TacticianDuring the Movement Phase, when the character is activated, you can:
InstructorBefore the deployment, designate 1 squad and grant it +1Sv.You can attempt to negate each wound suffered by the target by succeeding on a save roll of 6+ on 1d6. If you have a total of more than 1Sv, refer to the save roll rule in the rulebook. AuthorityGrants a temporary bonus of +4B for the control rolls of his squad.Counter attackOnce per battle, during the Tactical phase, and if the target is not encircled, remove a friendly squad and its characters from play and place them in the reserve.This counts as an activation during this phase, and the squad and its characters cannot be redeployed during this turn. When the squad and its characters are redeployed, according to their deployment rules, they recover all their lost W. Reform the RanksOnce per battle, during the Tactical phase, if two squads anywhere on the battlefield:
Then, they may merge into a single squad by combining their remaining W. The newly formed squad should be placed as centrally as possible between the original squads. This newly formed squad cannot be activated this round but can react .One of the two original squads is considered eliminated and is added to the army’s losses. The max W and the condition of the the newly formed squad is reset, but it must make Rout Rolls again if it suffers further degradation. If the newly formed squad exceeds the limit of one character per squad, the excess characters (chosen by the squad's owner) are not included in the new squad. These character are considered to have lost their squad but do not have to take a Rout Roll for it.FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.Steadfast warriorUnits that benefit from this rule are immune to the effects of all special rules that reduce their B or offer bonuses on their rout rolls.Veteran This unit ignores the result of the first rout roll it suffers. Eternal hateThey 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. ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. | |||||||||||||
| 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. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 4 | 5+ | 7+ | 36 | 5+ | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | -2 | +2 | 0 | 2 | ||||||
| Buggy - Large Shell | 6 | +2 | -3 | -4 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Poisoned Assault rifle | 15" | -4 | -2 | 3 | ||||||
| Poisoned Cannon C3.5 | 24" | -3 | -4 | 2 | ||||||
| Equipment | Light armor, Buggy, Cross, Large Shell, Poisoned Assault rifle, Poisoned Cannon C3.5 | |||||||||
| Base | 100mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Keywords | Character Named | |||||||||
| Special rules | Smoke Bombs Swift Resilience Logistician Lone Wolf Resupply Summon Weapon master | |||||||||
LogisticianOnce 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. ResupplyBefore 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. SummonBefore 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. RearguardIf 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 WolfWhen 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 BombsOnce 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 masterBefore the deployment, designate 1 squad and grant it +1P.SwiftWhen this unit is activated andmoves or charges , it get +1G against shoots until the end of the round.ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. Large WoundsMultiply each wound inflicted by this weapon by 1d6 when the natural result of the die that inflicts the wound is 6.And multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6. When the roll is improved, take into account the last die rolled. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. PoisonEach time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. 1D10 WoundsMultiply each wound inflicted by this weapon by the result of a 1D10.TraumaticThe rout rolls caused by their shots have a -1B bonus. | ||||||||||
| Lysa Teren dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 8 | 9+ | 5+ | 4 | 5+ 6+ | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | -2 | +2 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Poisoned Assault rifle | 15" | -4 | -2 | 3 | ||||||
| Equipment | Light armor, Cross, Poisoned Assault rifle | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Named | |||||||||
| Special rules | Smoke Bombs Resilience Logistician Lone Wolf Resupply Summon Weapon master | |||||||||
LogisticianOnce 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. ResupplyBefore 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. SummonBefore 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. RearguardIf 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 WolfWhen 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 BombsOnce 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 masterBefore the deployment, designate 1 squad and grant it +1P.ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. PoisonEach time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. | ||||||||||
| 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. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 7 | 9+ | 5 | 6+ | 4 | 6+ | 7+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Staff | 2 | -2 | - | 1 | ||||||
| Mastercrafted Cleaver | 3 | -2 | 1 | +0.2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Plasma Pistol | 3" | -4 | 2 | |||||||
| Poisoned Grenade | 3" | -2 | -3 | 1 | +0.1 | |||||
|
Grenade Poison
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| Equipment | Light armor, Energy Shield 1, Mastercrafted Staff, Plasma Pistol | |||||||||
| Base | 25mm 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 | |||||||||
CurseTarget an enemy unit (of any category) of less than 101pts that has just been deployed. Until the end of the battle, attack rolls with a result of 1 against this unit can be rerolled.A unit of more than 100 points and less than 201 points can be targeted with a skill roll of 4+. A unit of more than 200 points and less than 301 points can be targeted with a skill roll of 5+. Poisonous decoctionBefore the deployment, designate 1 squad and grant it this bonus:Poison Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds. Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. PainkillerBefore the deployment, designate 1 squad and grant it +2T.At the beginning of each round, roll 1d6. On a result of 1, this bonus is lost for the rest of the battle. MysticGrants a temporary bonus of +2S to the melee weapons and throwing weapons of his squad.HealerWhen activated during the Tactical phase, once per round, he can restore 2 lost W to his squad if no ennemy unit is within 1''.Only hidden characters can use this special rule. First aid When activated during the Tactical phase, once per round, he can restore 1 lost W to his squad if no ennemy unit is within 1''. Alternatively you can use this special rule instead. RegenerationOnce per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.TaskmasterOnce 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. CaciqueOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:Fearsome Rout rolls caused by their melee attacks have a -1B bonus. Units that benefit from this rule are immune to its effects. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. Motivated When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1. Fury They can reroll failed melee attack rolls. On a skill roll of 3+. Marksmanship They can reroll failed shooting attack rolls. On a skill roll of 3+. Communicative violence +1S to the melee weapons and throwing weapons of his squad. AuthorityGrants a temporary bonus of +4B for the control rolls of his squad.Energy Shield 1At 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. ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. PistolIf 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. PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach 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. DispersionThe Long Range Shooting modifier is doubled for this weapon.GrenadeThis 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. PoisonEach time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. | ||||||||||
| 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. | |||||||||||||
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 3" | 8 | 9+ | 5+ | 4 | 3+ 6+ | 13+ | ||||||||
| Pts | |||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||
| Cleaver | 3 | -4 | -2 | 5 | |||||||||
| Ranged weapons | Rg | P | S | A | |||||||||
| Lightning Assault rifle - Overcharged | 21" | -2 | -6 | 3 | |||||||||
| Lightning Assault rifle | 18" | -4 | 3 | ||||||||||
| Equipment | Light armor, Cleaver, Lightning Assault rifle, Lightning Assault rifle - Overcharged | ||||||||||||
| Base | 25mm 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 | ||||||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.WarlordOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Tactician During the Movement Phase, when the character is activated, you can:
Determined This unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6. If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6. Steadfast Resolve When the character's squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 5+ on 1d6. If the unit benefits from the Banner rule, add +1 to the banner roll instead. You can always use this bonus when making a rout roll, but if you do so you can't choose a bonus during the next round. GeneralOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:Determined This unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6. If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6. Be on your guard +2Sv. You can attempt to negate each wound suffered by the target by succeeding on a save roll of 5+ on 1d6. If you have a total of more than 1Sv, refer to the save roll rule in the rulebook. Coordination When the character's squad is activated, during the Movement or the Shooting Phase, up to 4 eligible friendly units within 8'' from him at the beginning of the activation can be activated consecutively. Your opponent can only react to these consecutive activations. For example, you activate your character's unit, your opponent reacts to this activation, then you activate one of the adjacent units, and your opponent does not react, then you activate the second adjacent unit and your opponent reacts, and so on until activations resume their normal course. Epic speachBefore the deployment, designate 1d6 squads and grant them this bonus.Motivated When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1. InstructorBefore the deployment, designate 1 squad and grant it +1Sv.You can attempt to negate each wound suffered by the target by succeeding on a save roll of 6+ on 1d6. If you have a total of more than 1Sv, refer to the save roll rule in the rulebook. AuthorityGrants a temporary bonus of +4B for the control rolls of his squad.Reform the RanksOnce per battle, during the Tactical phase, if two squads anywhere on the battlefield:
Then, they may merge into a single squad by combining their remaining W. The newly formed squad should be placed as centrally as possible between the original squads. This newly formed squad cannot be activated this round but can react .One of the two original squads is considered eliminated and is added to the army’s losses. The max W and the condition of the the newly formed squad is reset, but it must make Rout Rolls again if it suffers further degradation. If the newly formed squad exceeds the limit of one character per squad, the excess characters (chosen by the squad's owner) are not included in the new squad. These character are considered to have lost their squad but do not have to take a Rout Roll for it.FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.Eternal hateThey 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. CharismaGrants a temporary bonus of +2B to his squad.InspirationIf your opponent had the same or fewer Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character puts an enemy unit out of action.If your opponent had more Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character succeeds on a Rout Roll. This bonus may only be applied once per round; if multiple Characters have this special rule, the total bonus remains +1Vp. –1Vp until the end of the round when this Character is removed from play. This penalty is cumulative. Warrior Chant Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken. Grant this temporary bonus to his squad. RallyingOnce per battle, when an elligible squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. LightningIf 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. BlastRoll an additional attack roll for each successful attack roll.These additional attack rolls do not generate further attack rolls. If the target is skirmisher each additional attack can be negated on a 4+ on a 1d6. BlessingBefore 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. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 7 | 9+ | 7 | 8+ | 4 | 5+ 6+ | 10+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 3 | -1 | -2 | 3 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Plasma Pistol | 3" | -4 | 2 | |||||||
| Equipment | Armor, Energy Shield 1, Cleaver, Plasma Pistol | |||||||||
| Base | 25mm 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
+42.4pts | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.TaskmasterOnce 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 executionOnce 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 bannerGrants the following temporary bonus to up to the 5 eligible closest squads within 12''.Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.Nature magicOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Hinders Once a round when activated during the Tactical phase, it may target a visible enemy unit worth less than 101Pts and inflict -2M on it until the end of the Movement phase. A unit worth more than 100Pts and less than 201Pts can be targeted with a skill roll of 4+. A unit worth more than 200Pts and less than 301Pts can be targeted with a skill roll of 5+. If the target unit is worth less than 50Pts, the penalty is -3M instead. Units that benefit from reductions to M penalties also reduce the penalty inflicted by this rule. Trophy hunter Critical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W. Bestial nature Unit target's defense reduced by -1, or unit defense improved by +1. Earthquake Choose one Cover on the battlefield and inflict a Critical damage roll on it, on a skill roll of 4+. MysticGrants a temporary bonus of +2S to the melee weapons and throwing weapons of his squad.CharismaGrants a temporary bonus of +2B to his squad.Skirmish MasterGrants a temporary bonus of +1G to his squad when they are occupying a cover.SymbolGrants a temporary bonus of +1B to up to the 5 eligible closest squads within 12''.Energy Shield 1At 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. ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. PistolIf 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. PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach 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. DispersionThe Long Range Shooting modifier is doubled for this weapon.ImmobilizationOnce 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. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 8 | 9+ | 5+ | 4 | 5+ 6+ | 10+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 3 | -3 | -2 | 3 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Rail Sniper rifle | 24" | -6 | -7 | 2 | ||||||
| Pistol | 3" | -3 | -2 | 2 | ||||||
| Poisoned Grenade | 3" | -4 | -3 | 1 | +1.4 | |||||
|
Grenade Poison
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| Poisoned Sniper rifle | 21" | -7 | -3 | 2 | +1.8 | |||||
|
Fatal blow Traumatic Poison
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| Equipment | Light armor, Cleaver, Rail Sniper rifle, Pistol | |||||||||
| Base | 25mm 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
+2.4pts Recon
+30pts | |||||||||
FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.HunterWhen this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered TrackerBefore deployment begins, choose 1 of these special rules:Take it down Grants the following temporary bonus to his squad. When this unit attacks a Monster, Vehicle or Titan with more than 11W, if the condition of its target deteriorates, it must roll an additional Critical damage roll. Recon At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules. If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first. Weakness spottedInstead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules. If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second. Skirmish Master Grants a temporary bonus of +1G to his squad when they are occupying a cover. AdventurerOnce a round when activated during the Tactical phase, choose one of these special rules as a temporary bonus until the end of the round:Trophy hunter Critical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W. Motivated When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1. Assassin Character killerThis unit can target a character even if he is inside a squad. If all character within the squad are hidding, it can target them, but add +3G to the target for this attack, if this unit itself is not a character. Best angleThe Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s attacks. If a unit has two G or two T values, it may use the lower of the two values increased by 1 against this unit. For example, a defense of 5|8+ becomes a defense of 6+ against this unit. Lone Wolf When activated during the Tactical phase, and once per round, this character can leave his squad. Place its base anywhere outside and adjacent to the squad tray. Alternatively, you can place it inside another eligible squad within 1" of its original squad. During this round, only its final squad is considered to be his squad. He can be deployed outside of any squad, but his deployment does not count as a placement. Epic Infiltration During the Tactical Phase, the character may leave his squad and enter a cover within 1" that is occupied by an enemy unit, provided the cover has sufficient remaining capacity. The character then gains the Exalted rule and ignores any terrain rules that would reduce his A for the duration of the round. Weapon masterBefore the deployment, designate 1 squad and grant it +1P.TirelessDuring the Shooting phase and the Melee phase, if this unit was eligible for a first activation, it can be activated a second time on a Skill Roll of 5+.Steadfast warriorUnits that benefit from this rule are immune to the effects of all special rules that reduce their B or offer bonuses on their rout rolls.Veteran This unit ignores the result of the first rout roll it suffers. PatriotRout rolls made against this unit to put it to flight can never use more than 2d6, regardless of its situation or condition.InspirationIf your opponent had the same or fewer Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character puts an enemy unit out of action.If your opponent had more Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character succeeds on a Rout Roll. This bonus may only be applied once per round; if multiple Characters have this special rule, the total bonus remains +1Vp. –1Vp until the end of the round when this Character is removed from play. This penalty is cumulative. Warrior Chant Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken. Grant this temporary bonus to his squad. ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. Fatal blowMultiply 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. TraumaticThe rout rolls caused by their shots have a -1B bonus.PistolIf 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. GrenadeThis 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. PoisonEach time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. AmbusherOccupy the fieldDuring deployment, this unit may be deployed in an unoccupied cover within the no man's land. AmbushedAlternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase. Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll. Reinforcement Flanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. ReconAt the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules.If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first. Weakness spottedInstead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules. If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second. | ||||||||||




