Skirmishers
Forest Guardians
Monsters
Bear
Ancient
Characters
Elder
Chief
Shaman
Named Characters
Great Elder
Rhazka the Thornforged
Var’kan the Rootbinder
Work in Progress, faction ready at 57%
Arboryn
skirmishers
| Forest Guardians | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 6" | 5 | 6+ | 6+ | 20 | 7 | 4+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Heavy Two-Handed Spear | 2 | -1 | -5 | 5 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Stones | 6" | +1 | -1 | 5 | +1.5 | |||||
|
Throwing weapon
|
||||||||||
| Javelins | 12" | -1 | -3 | 5 | +5 | |||||
|
Heavy Wounds Throwing weapon
|
||||||||||
| Equipment | Hard skin, Heavy Two-Handed Spear | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x5 Models | Model bases 32mm | ||||||
| Category | Infantryman Skirmisher | Species | Gorathian | |||||||
| Special rules | Scary Regeneration Furtive Forester Light Ambusher
+9pts Squad Leader
+17pts Hornblower
+6pts | |||||||||
ScaryThe rout rolls caused by their attacks and shots have a -2B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. RegenerationOnce per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.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.LightSlowdowns due to terrain zones are reduced by 1 for this unit.Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. 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. 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. | ||||||||||
monsters
| Bear | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 6" | 4+ | 8+ | 16 | 9 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Large Claws | 4 | -2 | -5 | 4 | ||||||
| Heavy Fangs | 7 | -2 | -5 | 2 | ||||||
| Equipment | Hard skin, Large Claws, Heavy Fangs | |||||||||
| Base | 50mm Round | Individual model | ||||||||
| Category | Monster | Species | Bear | |||||||
| Keywords | Elite | |||||||||
| Special rules | Scary Forester Mountaineer Fierce charge Choleric Ambusher
+31.5pts | |||||||||
ScaryThe rout rolls caused by their attacks and shots have a -2B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. 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.CholericEach model of this unit double it's A with all its weapons, when this unit is Shaken.If the unit becomes Shaken, during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), any additional attacks gained are added only after the exchange has been fully resolved and cannot be used immediately. 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.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. 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. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. AmbusherOccupy the fieldDuring deployment, this unit may be deployed in an unoccupied cover within the no man's land. AmbushedAlternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase. Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll. Reinforcement Flanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. | ||||||||||
| Ancient | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 4+ | 11+ | 24 | 5+ | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Great Claws | 3 | -2 | -6 | 4 | ||||||
| Large Feet | 6 | +1 | -7 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Great Stones | 18" | +1 | -5 | 1 | +3 | |||||
|
Throwing weapon 1D6 Wounds
|
||||||||||
| Equipment | Hard skin, Great Claws, Large Feet | |||||||||
| Base | 64mm Round | Individual model | ||||||||
| Category | Monster | Species | Ancient | |||||||
| Keywords | Elite | |||||||||
| Special rules | Scary Regeneration Light Forester Energy Shield 3 Flammable | |||||||||
ScaryThe rout rolls caused by their attacks and shots have a -2B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. RegenerationOnce per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.LightSlowdowns due to terrain zones are reduced by 1 for this unit.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. FlammableWounds inflicted on this unit by a weapon with the Plasma special rule are multiplied by 2.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.Large WoundsMultiply each wound inflicted by this weapon by 1d6 when the natural result of the die that inflicts the wound is 6.And multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6. When the roll is improved, take into account the last die rolled. Throwing weaponIf this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier. | ||||||||||
characters
| Elder | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 6+ | 11+ | 36 | 4+ | 10+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Great Claws | 3 | -3 | -6 | 5 | ||||||
| Large Feet | 6 | - | -7 | 3 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Magical strike | 12" | -2 | -1 | 4 | +29.5 | |||||
|
Magical
|
||||||||||
| Equipment | Hard skin, Great Claws, Large Feet | |||||||||
| Base | 64mm Round | Individual model | ||||||||
| Category | Monster | Species | Ancient | |||||||
| Keywords | Character Leader Elite | |||||||||
| Special rules | Scary Regeneration Light Forester Energy Shield 3 Flammable Nature magic Lone Wolf Immobilization
+17pts | |||||||||
ScaryThe rout rolls caused by their attacks and shots have a -2B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. RegenerationOnce per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.LightSlowdowns due to terrain zones are reduced by 1 for this unit.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. FlammableWounds inflicted on this unit by a weapon with the Plasma special rule are multiplied by 2.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. 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+. 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.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. 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. 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. | ||||||||||
| Chief | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 7 | 8+ | 7+ | 5 | 5+ | 9 | 6+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Heavy Two-Handed Spear | 2 | -2 | -6 | 3 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Javelins | 12" | -2 | -4 | 2 | ||||||
| Equipment | Hard skin, Heavy Two-Handed Spear, Javelins | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Gorathian | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Scary Regeneration Furtive Forester Light Cacique Ambusher
+7pts | |||||||||
ScaryThe rout rolls caused by their attacks and shots have a -2B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. RegenerationOnce per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.CaciqueOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:Fearsome Rout rolls caused by their melee attacks have a -1B bonus. Units that benefit from this rule are immune to its effects. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. Motivated When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1. Fury They can reroll failed melee attack rolls. On a skill roll of 3+. Marksmanship They can reroll failed shooting attack rolls. On a skill roll of 3+. Communicative violence +1S to the melee weapons and throwing weapons of his squad. 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.LightSlowdowns due to terrain zones are reduced by 1 for this unit.Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. 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. 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. | ||||||||||
| Shaman | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 7 | 8+ | 7+ | 5 | 6+ | 7 | 4+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Large Two-Handed Mace | 4 | - | -8 | 1 | ||||||
| Equipment | Hard skin, Large Two-Handed Mace | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Gorathian | |||||||
| Keywords | Character | |||||||||
| Special rules | Scary Regeneration Furtive Forester Light Poisonous decoction Speach Healer | |||||||||
ScaryThe rout rolls caused by their attacks and shots have a -2B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. RegenerationOnce per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.Poisonous decoctionBefore the deployment, designate 1 squad and grant it this bonus:Poison Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds. Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. SpeachBefore the deployment, designate 1d3 squads and grant them this bonus.Motivated When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1. HealerWhen activated during the Tactical phase, once per round, he can restore 2 lost W to his squad if no ennemy unit is within 1''.Only hidden characters can use this special rule. First aid When activated during the Tactical phase, once per round, he can restore 1 lost W to his squad if no ennemy unit is within 1''. Alternatively you can use this special rule instead. 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.LightSlowdowns due to terrain zones are reduced by 1 for this unit.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. | ||||||||||
named characters
| Great Elder | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Timeless Incarnation -Its roots bound to the earth. Silent for centuries, its awakening would herald the march of the entire forest, a force older than empires, rising only when balance is broken beyond repair. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 6+ | 12+ | 48 | 3+ | 11+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Great Claws | 3 | -3 | -7 | 6 | ||||||
| Large Feet | 6 | - | -8 | 3 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Magical strike | 12" | -2 | -1 | 4 | ||||||
| Equipment | Hard skin, Great Claws, Large Feet, Magical strike | |||||||||
| Base | 80mm Round | Individual model | ||||||||
| Category | Monster | Species | Ancient | |||||||
| Keywords | Character Named Faction leader Leader Elite | |||||||||
| Special rules | Scary Regeneration Light Forester Energy Shield 3 Flammable Choleric Mystic Grace Resilience Magic Nature magic Healer Inspiration Symbol Epic speach
+28pts | |||||||||
ScaryThe rout rolls caused by their attacks and shots have a -2B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. RegenerationOnce per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.LightSlowdowns due to terrain zones are reduced by 1 for this unit.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. FlammableWounds inflicted on this unit by a weapon with the Plasma special rule are multiplied by 2.MagicOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Mystical protection Before the deployment, designate 1 squad and grant it +2Sv. You can attempt to negate each wound suffered by the target by succeeding on a save roll of 5+ on 1d6. If you have a total of more than 2Sv, refer to the save roll rule in the rulebook. Enchanted Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget). LuckThis unit can re-roll attack rolls made with this weapon with a natural result of 1. WraithbaneIf the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1. Magic shield Defense improved by +1. Nature magicOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Hinders Once a round when activated during the Tactical phase, it may target a visible enemy unit worth less than 101Pts and inflict -2M on it until the end of the Movement phase. A unit worth more than 100Pts and less than 201Pts can be targeted with a skill roll of 4+. A unit worth more than 200Pts and less than 301Pts can be targeted with a skill roll of 5+. If the target unit is worth less than 50Pts, the penalty is -3M instead. Units that benefit from reductions to M penalties also reduce the penalty inflicted by this rule. Trophy hunter Critical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W. Bestial nature Unit target's defense reduced by -1, or unit defense improved by +1. Earthquake Choose one Cover on the battlefield and inflict a Critical damage roll on it, on a skill roll of 4+. 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. CholericEach model of this unit double it's A with all its weapons, when this unit is Shaken.If the unit becomes Shaken, during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), any additional attacks gained are added only after the exchange has been fully resolved and cannot be used immediately. Mystic GraceEach time this unit lose its last W, on a skill roll of 5+ on 1d6, restore all its lost W.This rule does not apply if the unit is removed from play by a rout roll or by any effect other than an attack roll or a critical damage roll. 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. 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. 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.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. 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. 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. | ||||||||||
| Rhazka the Thornforged | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| The Thornforged -Relentless warrior with thorned scales. A living shadow under the canopy, she strikes without mercy, embodying Arboryn’s wrath against all who would profane its sacred groves. | |||||||||||||
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 6" | 7 | 8+ | 7+ | 5 | 4+ | 10 | 7+ | ||||||||
| Pts | |||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||
| Heavy Two-Handed Spear | 2 | -3 | -6 | 4 | |||||||||
| x2 Heavy Mace | 5 | -2 | -7 | 6 | +7 | ||||||||
|
Heavy Wounds
|
|||||||||||||
| Equipment | Hard skin, Heavy Two-Handed Spear | ||||||||||||
| Base | 32mm Round | Individual model | |||||||||||
| Category | Infantryman Skirmisher | Species | Gorathian | ||||||||||
| Keywords | Character Named Leader | ||||||||||||
| Special rules | Scary Regeneration Furtive Forester Light Choleric Hunter Resilience Warlord Taking initiative Epic speach Surprise Attack Hate preacher Mystic Ambusher
+20.5pts | ||||||||||||
ScaryThe rout rolls caused by their attacks and shots have a -2B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. RegenerationOnce per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.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. 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.LightSlowdowns due to terrain zones are reduced by 1 for this unit.CholericEach model of this unit double it's A with all its weapons, when this unit is Shaken.If the unit becomes Shaken, during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), any additional attacks gained are added only after the exchange has been fully resolved and cannot be used immediately. 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 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. 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. MysticGrants a temporary bonus of +2S to the melee weapons and throwing weapons of his squad.ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. 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. 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. | |||||||||||||
| Var’kan the Rootbinder | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Rootbinder -Ancient sage among the Gorathians, his bark-like form holds the whispers of the Ancients. Patient and measured, he bridges mortals and forest guardians, though some chafe at his endless restraint. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 6 | 7+ | 6+ | 5 | 6+ | 8 | 5+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Heavy Two-Handed Enchanted Staff | 3 | -2 | -3 | 2 | ||||||
| Equipment | Hard skin, Heavy Two-Handed Enchanted Staff | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Gorathian | |||||||
| Keywords | Character Named | |||||||||
| Special rules | Scary Regeneration Furtive Forester Light Favorable omens Resilience Nature magic Mystical protection Healer Shroud of mist | |||||||||
ScaryThe rout rolls caused by their attacks and shots have a -2B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. RegenerationOnce per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.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+. 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. 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.LightSlowdowns due to terrain zones are reduced by 1 for this unit.Favorable omensFavorable omensYou can attempt to negate each wound suffered by the target by succeeding on a save roll of 4+ on 1d6. However, on the first failure, this special rule remains unusable until the end of the battle. This resilience save is always used as a last resort, after all other save rolls. Mystical protectionBefore the deployment, designate 1 squad and grant it +2Sv.You can attempt to negate each wound suffered by the target by succeeding on a save roll of 5+ on 1d6. If you have a total of more than 2Sv, refer to the save roll rule in the rulebook. Shroud of mistGrants a temporary bonus of +1G 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. 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. | ||||||||||





