Infantry
Archers
Demolishers
Guards
Phalangists
Warriors
Skirmishers
Bruisers
Miners
Rangers
Artillery
Scorpios
Characters
Blacksmith
Captain
Great banner bearer
Great banner bearers
Lieutenant
Named Characters
Borin Stonefist
Khargrim Stonebreaker
King Durnir Ironhand
Thrain
Steelhalls
infantry
| Archers | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 2" | 4 | 5+ | 6+ | 4 | 9+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Axe | 4 | - | -3 | 1 | ||||||
| Blade | 4 | -2 | -1 | 1 | +0.2 | |||||
|
Melee fighter
|
||||||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Bow | 12" | -2 | - | 1 | ||||||
| Equipment | Heavy armor, Axe, Bow | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Dwarf | |||||||
| Special rules | Mountaineer Squad Leader
+7.7pts | |||||||||
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. 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. | ||||||||||
| Demolishers | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 2.5" | 5+ | 4 | 9+ | |||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Heavy Two-Handed Axe | 5 | - | -5 | 1 | ||||||
| Dagger | 6 | - | -2 | 1 | ||||||
| Equipment | Armor, Heavy Two-Handed Axe, Dagger | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Dwarf | |||||||
| Special rules | Mountaineer Squad Leader
+7.5pts | |||||||||
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. 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. | ||||||||||
| Guards | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 2" | 5 | 6+ | 7+ | 4 | 5+ | 11+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Axe | 4 | -1 | -4 | 1 | ||||||
| Heavy Two-Handed Axe | 5 | -1 | -6 | 1 | +2.4 | |||||
|
Heavy Wounds
|
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| Equipment | Heavy armor, Axe | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Dwarf | |||||||
| Keywords | Elite | |||||||||
| Special rules | Mountaineer Urban warfare Bodyguard Steadfast warrior Squad Leader
+12.8pts | |||||||||
Bodyguard+2B when a character (except the Squad Leader) is inside the squad.In addition, characters in the unit, (except the Squad Leader), gain an extra +1G from Protection. This bonus does not apply while the character is in a Duel. Personal BodyguardIf a character benefits from this special rule, he gains +2B when another character is inside his squad. As long as a character with the Bodyguard rule is in the squad, the other character in that squad cannot be targeted, even by units that can normally target characters, unless he initiate a Duel himself. Steadfast 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. 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. 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. | ||||||||||
| Phalangists | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 1.5" | 4 | 5+ | 6 | 9+ | 4 | 9+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 2 | -1 | -2 | 1 | ||||||
| Axe | 4 | - | -3 | 1 | ||||||
| Equipment | Heavy armor, Pavois, Axe, Spear | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Dwarf | |||||||
| Special rules | Mountaineer Shield wall Heavy | |||||||||
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. HeavySlowdowns due to terrain zones are increased by 1 for this unit.Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. | ||||||||||
| Warriors | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 2.5" | 5+ | 6 | 7+ | 4 | 9+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Axe | 4 | - | -3 | 1 | ||||||
| Equipment | Armor, Shield, Axe | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Dwarf | |||||||
| Special rules | Mountaineer Squad Leader
+5.5pts Hornblower
+6pts Banner bearer
+5.5pts | |||||||||
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. HornblowerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Horn Add +3" to this unit's movement when it charges. Rallying Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round. 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. | ||||||||||
skirmishers
| Bruisers | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 2" | 4 | 6+ | 6+ | 4 | 9 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Axe & Blade | 4 | -1 | -3 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Throwing axes | 3" | - | -3 | 1 | ||||||
| Equipment | Heavy armor, Axe & Blade, Throwing axes | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Dwarf | |||||||
| Special rules | Mountaineer Bloodlust Rage Offensive Effort Last stand Heroic Fate Squad Leader
+12.6pts | |||||||||
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. Offensive EffortOnce per battle, this unit may choose to be activated one additional time during a same phase.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.Heroic FateRegardless of modifiers, this unit’s defense can never be reduced below 6+.This means an attack roll of 5- can never inflict a wound on it. 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. 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. 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. | ||||||||||
| Miners | |||||||||||||||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | |||||||||||||||||||||||||||||||||||||||||||||
| 2.5" | 5 | 6+ | 4+ | 4 | 9+ | |||||||||||||||||||||||||||||||||||||||||||||||
| Pts | |||||||||||||||||||||||||||||||||||||||||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||||||||||||||||||||||||||||||||||||||||
| Two-Handed Pickaxe | 5 | - | -6 | 1 | |||||||||||||||||||||||||||||||||||||||||||||||
| Equipment | Light armor, Two-Handed Pickaxe | ||||||||||||||||||||||||||||||||||||||||||||||||||
| Base | 25mm Round | Individual model | |||||||||||||||||||||||||||||||||||||||||||||||||
| Category | Infantryman Skirmisher | Species | Dwarf | ||||||||||||||||||||||||||||||||||||||||||||||||
| Special rules | Mountaineer Tireless Reinforcement Ground preparation Combat Engineering
+10pts Squad Leader
+24.6pts | ||||||||||||||||||||||||||||||||||||||||||||||||||
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+.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. 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. 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. Combat EngineeringEntities 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 up to 3 times. Each activation 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 twice per battle (once a round), when activated during the Tactical phase on a terrain element within 1". Whether or not the skill roll is successful, the unit will be considered exhausted. | |||||||||||||||||||||||||||||||||||||||||||||||||||
| Rangers | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 2.5" | 6 | 7+ | 4+ | 4 | 6+ | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Axe | 4 | -1 | -3 | 1 | ||||||
| Heavy Two-Handed Axe | 5 | -1 | -5 | 1 | +2.2 | |||||
|
Heavy Wounds
|
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| Ranged weapons | Rg | P | S | A | ||||||
| Bow | 12" | -3 | - | 1 | +1.8 | |||||
| Throwing axes | 3" | -1 | -2 | 1 | +1.8 | |||||
|
Throwing weapon Heavy Wounds
|
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| Equipment | Light armor, Axe | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Dwarf | |||||||
| Special rules | Mountaineer Furtive Hunter Forester Veteran Ambusher
+2.2pts Scout
+13pts Squad Leader
+31.9pts | |||||||||
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 VeteranThis unit ignores the result of the first rout roll it suffers.Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. Throwing weaponIf this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. AmbusherOccupy the fieldDuring deployment, this unit may be deployed in an unoccupied cover within the no man's land. AmbushedAlternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase. Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll. Reinforcement Flanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. Scout+4Scp per Scout entity.For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp | ||||||||||
artillery
| Scorpios | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 0.5" | 5+ | 5 | 8+ | 8 | 9+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Axe | 4 | - | -3 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Mastercrafted Scorpio - Arrows | 18" | -3 | -5 | 1 | ||||||
| Equipment | Armor, Pavois, Axe, Mastercrafted Scorpio - Arrows | |||||||||
| Base | 50mm Round | Individual model | ||||||||
| Category | Artillery | Species | Dwarf | |||||||
| Special rules | Mountaineer | |||||||||
TraumaticThe rout rolls caused by their shots have a -1B bonus.BlastRoll an additional attack roll for each successful attack roll.These additional attack rolls do not generate further attack rolls. If the target is skirmisher each additional attack can be negated on a 4+ on a 1d6. 1D6 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6. | ||||||||||
characters
| Blacksmith | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 2" | 5 | 7+ | 7 | 8+ | 4 | 6+ | 10+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Axe | 4 | -1 | -3 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Crossbow | 9" | -4 | -2 | 1 | +1.1 | |||||
| Equipment | Heavy armor, Shield, Axe | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Dwarf | |||||||
| Keywords | Character | |||||||||
| Special rules | Mountaineer Tireless Artillery Master Renowned blacksmith Weapon master Renowned armorer Artillery Master
+0pts Enchantment
+6pts | |||||||||
Artillery MasterThis character can join an artillery unit like a squad even if it's not a squad. Even if the unit is not a squad, the character may still grant it the bonuses that apply to squads.Once a round when activated during the Tactical phase, you can choose one of these special rules, your character provides the following temporary bonus to his artillery unit until the end of the round. Only hidden characters can use this special rule. +1P. +1S. Repairer Once per round, when activated during the Tactical phase, this unit can repair an allied Artillery unit within 1''. The targeted unit recovers 1d3W if no ennemy unit is within 1'' of both units. Using this rule this unit may not be activated or react during the other phases of this round. Renowned blacksmithBefore the deployment, designate 1 squad and grant it +1S to melee weapons and throwing weapons.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+.Weapon masterBefore the deployment, designate 1 squad and grant it +1P.Renowned armorerBefore the deployment, designate 1 squad and grant it +1T.EnchantmentBefore the deployment, designate 1 squad and grant it this bonus:Enchanted Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget). LuckThis unit can re-roll attack rolls made with this weapon with a natural result of 1. WraithbaneIf the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1. Artillery MasterThis character can join an artillery unit like a squad even if it's not a squad. Even if the unit is not a squad, the character may still grant it the bonuses that apply to squads.Once a round when activated during the Tactical phase, you can choose one of these special rules, your character provides the following temporary bonus to his artillery unit until the end of the round. Only hidden characters can use this special rule. +1P. +1S. Repairer Once per round, when activated during the Tactical phase, this unit can repair an allied Artillery unit within 1''. The targeted unit recovers 1d3W if no ennemy unit is within 1'' of both units. Using this rule this unit may not be activated or react during the other phases of this round. | ||||||||||
| Captain | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 2" | 6 | 8+ | 8 | 9+ | 4 | 5+ | 12+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Axe | 4 | -1 | -4 | 3 | ||||||
| Equipment | Heavy armor, Shield, Axe | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Dwarf | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Mountaineer Steadfast warrior Officer Authority Inspiration | |||||||||
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.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. 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. | ||||||||||
| Great banner bearer | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 2" | 6 | 8+ | 7+ | 4 | 5+ | 12+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Axe | 4 | - | -3 | 1 | ||||||
| Equipment | Heavy armor, Axe | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Dwarf | |||||||
| Keywords | Character Rare | |||||||||
| Special rules | Mountaineer Steadfast warrior Great banner Great horn
+30pts | |||||||||
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. 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. 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. | ||||||||||
| Great banner bearers | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 2" | 7 | 9+ | 10 | 11+ | 5 | 4+ | 14+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Axe | 4 | -2 | -6 | 5 | ||||||
| Equipment | Heavy armor, Shield, Axe | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Dwarf | |||||||
| Keywords | Character Elite Rare | |||||||||
| Special rules | Mountaineer Fury Fanatic Heroic Fate Reckless Last stand Patriot Adventurer Character Squad Inspiration Great banner Symbol | |||||||||
FuryThey can reroll failed melee attack rolls.FanaticThe A values of this unit's weapons are not halved, when this unit is Destabilized or Destroyed.Heroic FateRegardless of modifiers, this unit’s defense can never be reduced below 6+.This means an attack roll of 5- can never inflict a wound on it. RecklessIf they do not occupy a position and are not already within 1'' of an enemy unit, they will charge the nearest enemy unit within charge range when activated.They cannot move as long as at least one enemy unit is within 1''. Each model of the unit gain +2B and +1A on melee weapons when charging, and are never subject to the Overpowered Opponent rule. 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. 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.PatriotRout rolls made against this unit to put it to flight can never use more than 2d6, regardless of its situation or condition.Character SquadWhen a character profile consists of multiple models, it is considered a character squad. It cannot join other squads; it is deployed and fights as a squad. Restrictions on targeting characters apply as usual.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. 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. SymbolGrants a temporary bonus of +1B to up to the 5 eligible closest squads within 12''. | ||||||||||
| Lieutenant | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 2" | 5 | 7+ | 7 | 8+ | 4 | 6+ | 11+ | |||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Lighter armor | 2.5" | 6 | 8+ | 6 | 7+ | - | +1 | |||||
| Melee weapons | Rk | P | S | A | ||||||
| Axe | 4 | -1 | -3 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Throwing axes | 3" | -1 | -2 | 2 | +2.8 | |||||
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Throwing weapon Heavy Wounds
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| Equipment | Heavy armor, Shield, Axe | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Dwarf | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Mountaineer Patriot Veteran Taking initiative Forced march | |||||||||
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. VeteranThis unit ignores the result of the first rout roll it suffers.Forced marchGrants a temporary bonus of +2M to his squad.The squad does not benefit from this bonus when it charges .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. 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. | ||||||||||
named characters
| Borin Stonefist | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The King’s Shield -Borin Stonefist, loyal guardian of King Durnir, is the steadfast rock upon which Steelhalls rests. Pragmatic and unyielding, he rejects dreams of lost empires, believing survival lies in fortifying the present. To him, exile is not shame but duty—an oath to protect his people at any cost. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 2" | 8 | 10+ | 9+ | 4 | 4+ | 11+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Spear | 2 | -3 | -4 | 4 | ||||||
| Equipment | Heavy armor, Two-Handed Spear | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Dwarf | |||||||
| Keywords | Character Named Elite | |||||||||
| Special rules | Mountaineer Steadfast warrior Last stand Bodyguard Resilience | |||||||||
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. 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.Bodyguard+2B when a character (except the Squad Leader) is inside the squad.In addition, characters in the unit, (except the Squad Leader), gain an extra +1G from Protection. This bonus does not apply while the character is in a Duel. Personal BodyguardIf a character benefits from this special rule, he gains +2B when another character is inside his squad. As long as a character with the Bodyguard rule is in the squad, the other character in that squad cannot be targeted, even by units that can normally target characters, unless he initiate a Duel himself. 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. 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. | ||||||||||
| Khargrim Stonebreaker | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| The Fire of the Halls -Khargrim Stonebreaker, voice of the restless youth, dreams of reclaiming Darkholm’s lost halls. Fierce and unrelenting, he rallies the Hallsworn with songs of vengeance and glory. To him, Steelhalls is no refuge but a forge of war, its people destined to rise from exile through blood and steel. | |||||||||||||
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 2" | 7 | 9+ | 9+ | 4 | 4+ 6+ | 15+ | ||||||||
| Pts | |||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||
| Heavy Two-Handed Enchanted Axe | 5 | -3 | -7 | 4 | |||||||||
| Equipment | Heavy armor, Heavy Two-Handed Enchanted Axe | ||||||||||||
| Base | 25mm Round | Individual model | |||||||||||
| Category | Infantryman Skirmisher | Species | Dwarf | ||||||||||
| Keywords | Character Named Elite Leader | ||||||||||||
| Special rules | Mountaineer Tireless Resilience Warlord Taking initiative Taskmaster Epic speach Counter attack Symbol | ||||||||||||
WarlordOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Tactician During the Movement Phase, when the character is activated, you can:
Determined This unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6. If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6. Steadfast Resolve When the character's squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 5+ on 1d6. If the unit benefits from the Banner rule, add +1 to the banner roll instead. You can always use this bonus when making a rout roll, but if you do so you can't choose a bonus during the next round. Taking initiativeGrants the following temporary bonus to his squad.Initiative Once per battle this unit can use one of these special rules. If it performed the hold action when it was activated during this Movement phase, after any activation of an ennemy unit during this Movement phase, the player can retake the initiative and activate this unit again. It can be activated first at the beginning of the Movement phase. Only one unit per side can be activated first. If an unit from each side attempts to use this rule, roll off to determine which player may activate their unit first. It can be activated right after one of your units, and your opponent can only react to this new activation. During the Tactical phase, it may be freely reoriented when activated. Epic speachBefore the deployment, designate 1d6 squads and grant them this bonus.Motivated When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1. 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+.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. 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. SymbolGrants a temporary bonus of +1B to up to the 5 eligible closest squads within 12''.ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. 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. EnchantedEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).LuckThis unit can re-roll attack rolls made with this weapon with a natural result of 1. WraithbaneIf the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1. | |||||||||||||
| King Durnir Ironhand | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| The Ironhand King -Durnir, last crowned lord of the dwarves, bears exile’s burden with grim resolve. Builder of Steelhalls and broker of Brightkeep’s alliance, he walks the line between pride and survival. Stern but weary, his crown is less a symbol of power than of sacrifice, worn for the survival of his broken people. | |||||||||||||
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 2" | 7 | 9+ | 9+ | 4 | 4+ | 15+ | ||||||||
| Pts | |||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||
| Heavy Two-Handed Magical Axe | 5 | -2 | -7 | 3 | |||||||||
| Equipment | Heavy armor, Heavy Two-Handed Magical Axe | ||||||||||||
| Base | 25mm Round | Individual model | |||||||||||
| Category | Infantryman Skirmisher | Species | Dwarf | ||||||||||
| Keywords | Character Named Faction leader Elite Leader | ||||||||||||
| Special rules | Mountaineer Steadfast warrior Last stand Resilience General Strategist Tactician Instructor Blessing Authority Counter attack Reform the Ranks Symbol Rallying | ||||||||||||
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.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. 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.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. SymbolGrants a temporary bonus of +1B to up to the 5 eligible closest squads within 12''.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. 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. 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. | |||||||||||||
| Thrain | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Goldmaster -Thrain, steward of Steelhalls, wields coin and diplomacy as deftly as others wield axes. He sees trade, not war, as the path to dwarven renewal, forging bonds with Brightkeep, Albian, and beyond. Practical and shrewd, he builds prosperity from loss, though some whisper he values gold above honor. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 2" | 6 | 8+ | 7+ | 4 | 6+ | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Staff | 3 | -1 | 1 | |||||||
| Equipment | Heavy armor, Two-Handed Staff | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Dwarf | |||||||
| Keywords | Character Named | |||||||||
| Special rules | Mountaineer Resilience Logistician Resupply Summon Epic speach | |||||||||
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. 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. 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. | ||||||||||




