Infantry
Babeles
Chakuns
Segwas
Skirmishers
Kusolas
Maghous
Mulwanis
Yongwas
lusyas
Light Cavalry
Gehenas
Vehicles
Musamu
Otawe
Monsters
Raptors
Bakondos
Zilondas
Yakunens
Yakuneyas
Characters
Merchant
Beast Master
Raid Leader
Work in Progress, faction ready at 43%
Wanyue Raiders
infantry
| Babeles | |||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | |||||||||||||||||||||
| 6" | 4+ | 24 | 7 | 1+ | ||||||||||||||||||||||||
| Pts | |||||||||||||||||||||||||||
| Armors | M | G | T | W | |||||||||||||||||||||||
| Shield | - | - | 5 | 6+ | - | +1 | ||||||||||||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||||||||||||||||
| Cleaver | 3 | - | -1 | -2 | 8 | |||||||||||||||||||||||
| Axe | 3 | +1 | -2 | -3 | 8 | +0.5 | ||||||||||||||||||||||
| Blade | 3 | -1 | -0 | -1 | 8 | +0.5 | ||||||||||||||||||||||
|
Melee fighter
|
|||||||||||||||||||||||||||
| Equipment | Light armor, Cleaver | ||||||||||||||||||||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | |||||||||||||||||||||||
| 140mm (5.5'') Round tray | 2 Groups | x16 Models | |||||||||||||||||||||||||
| Category | Infantryman | Species | Orc | ||||||||||||||||||||||||
| Keywords |
Rookie | ||||||||||||||||||||||||||
| Special rules | Esprit de Corps Bloodlust Horde Ground preparation
+5pts Squad Leader
+12.5pts | ||||||||||||||||||||||||||
Esprit de CorpsIf at least one friendly unit with this rule is within 1" of this unit, this unit gains +1B.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. Horde+1A for each group of the squad in melee, when attacking encircled targets.Characters in the squad that benefit from this rule, gain +1A for their melee attacks, when their squad meets the conditions. Opportunistic rallyingWhen this squad is removed from the game, if your army includes at least one character with the Horde Leader special rule on the battlefield, on a skill roll of 6+ on 1d6, add this squad Pts to your Horde Pts. If you do not have or no longer have a character with the Horde Leader special rule in your army and on the battlefield, on a skill roll of 6+ on 1d6, add a squad with the same profile and options to your army reserve instead. 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 +1B +1A for its melee weapons x2A for its ranged weapons This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Ground preparationEntities with this special rule became Engineering Entities.Once terrain has been placed on the battlefield, activate your Engineering entities one by one, starting with the first player. This Engineering entity may be activated 1 time. once activated it can either:
When a terrain element is added, removed, or replaced, place, remove, or replace it immediately during the unit’s activation. Any terrain element added or modified before the deployement must follow the scenario’s placement rules. It cannot be placed in a forbidden zone, and placing it in a zone requiring twice the Scp requires an additional Skill Roll of 4+. A replaced terrain element must use the same base and remain in the same area. If they haven't used this skill before deployment, they can use it once per battle when activated during the Tactical phase on a terrain element within 1". This is conditional on no enemy unit being within 1" of the terrain element or within 1" of the unit. Whether or not the skill roll is successful, the unit will be considered exhausted. | |||||||||||||||||||||||||||
| Chakuns | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 5 | 6+ | 8+ | 24 | 5+ | 10 | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Halberd | 1 | -1 | -4 | -5 | 8 | ||||||
| x2 Cleaver | 3 | -2 | -2 | -3 | 12 | -3 | |||||
| Equipment | Complete plate armor, Two-Handed Halberd | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x16 Models | ||||||||
| Category | Infantryman | Species | Orc | |||||||
| Keywords |
Elite | |||||||||
| Special rules | Esprit de Corps Veteran Fatal blow Fearsome Heavy Squad Leader
+29.5pts | |||||||||
Esprit de CorpsIf at least one friendly unit with this rule is within 1" of this unit, this unit gains +1B.VeteranThis unit ignores the result of the first rout roll it suffers.Fatal blowMultiply each wound inflicted by this weapon by 4 when the natural result of the attack roll's die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. FearsomeRout 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. 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. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1B +1A for its melee weapons x2A for its ranged weapons 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. | ||||||||||
| Segwas | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 6" | 5+ | 24 | 8 | 6+ | |||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| x2 Cleaver | 3 | -1 | -1 | -2 | 12 | ||||||
| x2 Axe | 3 | - | -2 | -3 | 12 | - | |||||
| x2 Blade | 3 | -2 | -0 | -1 | 12 | +0.5 | |||||
|
Melee fighter
|
||||||||||
| Equipment | Light armor, x2 Cleaver | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x16 Models | ||||||||
| Category | Infantryman | Species | Orc | |||||||
| Special rules | Esprit de Corps Determined Regeneration Squad Leader
+17.5pts Banner bearer
+6.5pts | |||||||||
Esprit de CorpsIf at least one friendly unit with this rule is within 1" of this unit, this unit gains +1B.DeterminedThis unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6.If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6. 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.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 +1B +1A for its melee weapons x2A for its ranged weapons This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. | ||||||||||
skirmishers
| Kusolas | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 6" | 5 | 6+ | 4+ | 9 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Claws | 4 | -2 | -0 | -1 | 3 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Heavy Black Magic | 18" | -2 | -6 | 3 | ||||||
| Equipment | Light armor, Claws, Heavy Black Magic | |||||||||
| Base | 70mm (2.75'') Round tray | 1 Group | x3 Models | Model bases 25mm | ||||||
| Category | Infantryman Skirmisher | Species | Orc | |||||||
| Special rules | Esprit de Corps Furtive Choleric Fearsome | |||||||||
Esprit de CorpsIf at least one friendly unit with this rule is within 1" of this unit, this unit gains +1B.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.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. FearsomeRout 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. 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.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. | ||||||||||
| Maghous | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 6 | 7+ | 5+ | 12 | 4+ | 13 | 7+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Claws | 4 | -3 | -2 | -3 | 12 | ||||||
| Equipment | Skin, Claws | |||||||||
| Base | 70mm (2.75'') Round tray | 1 Group | x3 Models | Model bases 25mm | ||||||
| Category | Infantryman Skirmisher | Species | Orc | |||||||
| Keywords |
Elite
Rare | |||||||||
| Special rules | Esprit de Corps Fury Fanatic Heroic Fate Bold Furtive Fearsome Bloodlust Ambusher
+51.5pts | |||||||||
Esprit de CorpsIf at least one friendly unit with this rule is within 1" of this unit, this unit gains +1B.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. BoldIf 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. 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.FearsomeRout 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. 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. 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.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. | ||||||||||
| Mulwanis | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 6 | 7+ | 5+ | 24 | 5+ | 8 | 6+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| x2 Poisoned Dagger | 5 | - | -1 | 12 | ||||||
| Two-Handed Halberd | 1 | - | -3 | -4 | 8 | -1 | |||||
|
Wall of Spears
|
||||||||||
| x2 Flail | 4 | -2 | -1 | -2 | 12 | -1 | |||||
| Equipment | Armor, x2 Poisoned Dagger | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | ||||||
| Category | Infantryman Skirmisher | Species | Orc | |||||||
| Special rules | Esprit de Corps Smoke Bombs Eternal hate Squad Leader
+15.5pts | |||||||||
Esprit de CorpsIf at least one friendly unit with this rule is within 1" of this unit, this unit gains +1B.Smoke BombsOnce per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.Its targets also gain a +4G bonus against this unit's attacks and shots. And any shots whose Line of Sight passes over this unit’s base also suffer a +4G penalty against their targets. Eternal hateThey can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.PoisonEach time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1B +1A for its melee weapons x2A for its ranged weapons 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. | ||||||||||
| Yongwas | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 5 | 6+ | 5+ | 24 | 6+ | 9 | 7+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 3 | -1 | -1 | -2 | 8 | ||||||
| Dagger | 5 | - | -1 | 8 | -0.5 | |||||
|
Melee fighter Devastator
|
||||||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Heavy Poisoned Assault rifle | 36" | -3 | -2 | 12 | ||||||
| Heavy Fusion Rifle | 36" | -3 | -8 | 8 | +32.5 | |||||
|
Heavy Wounds Blast
|
||||||||||
| Equipment | Light armor, Cleaver, Heavy Poisoned Assault rifle | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | ||||||
| Category | Infantryman Skirmisher | Species | Orc | |||||||
| Special rules | Esprit de Corps Veteran Determined Regeneration Squad Leader
+44.5pts | |||||||||
Esprit de CorpsIf at least one friendly unit with this rule is within 1" of this unit, this unit gains +1B.VeteranThis unit ignores the result of the first rout roll it suffers.DeterminedThis unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6.If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6. 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.Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the attack roll's 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. PoisonEach time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. 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. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1B +1A for its melee weapons x2A for its ranged weapons 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. | ||||||||||
| lusyas | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 6 | 7+ | 4+ | 24 | 5+ | 9 | 5+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 3 | -2 | -2 | -3 | 8 | ||||||
| Claws | 4 | -3 | -1 | -2 | 8 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Black Magic | 12" | -3 | -5 | 8 | ||||||
| Equipment | Skin, Cleaver, Claws, Black Magic | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | ||||||
| Category | Infantryman Skirmisher | Species | Orc | |||||||
| Keywords |
Elite | |||||||||
| Special rules | Esprit de Corps Furtive Tireless Fearsome Ambusher Assassin
+6.5pts Trophy hunter
+4pts Squad Leader
+41.5pts | |||||||||
Esprit de CorpsIf at least one friendly unit with this rule is within 1" of this unit, this unit gains +1B.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.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+.FearsomeRout 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. 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. 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.1D3 WoundsMultiply each wound inflicted by this weapon by the result of a 1D3.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. Secondary weaponDuring its activation in the Shooting Phase, this unit may shoot with all of its secondary weapons in addition to one of its normal weapons.Determine the target of each weapon attack rolls before starting to roll the dice. If a target is killed while there are still attacks to be launched on it, those attacks are lost. If this unit shoots only with its secondary weapons, it remains eligible for the Melee Phase. This weapon ignore the Melee shooting modifier. When shooting with a secondary weapon, the unit is not required to reorient toward its target. OptionsIf an optional weapon replaces ranged weapons when selected, it does not replace secondary weapons unless it is itself a secondary weapon. And in this case it replace only the secondary weapons. One secondary weapon option can be selected in addition to a normal ranged weapon option. A maximum of one secondary weapon option is permitted. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1B +1A for its melee weapons x2A for its ranged weapons 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. AssassinCharacter killerThis unit can target a character even if he is inside a squad. If all character within the squad are hidding, it can target them, but add +3G to the target for this attack, if this unit itself is not a character. Best angleThe Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s attacks. If a unit has two G or two T values, it may use the lower of the two values increased by 1 against this unit. For example, a defense of 5|8+ becomes a defense of 6+ against this unit. Trophy hunterCritical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W. | ||||||||||
cavalry
light cavalry
| Gehenas | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 10" | 5 | 6+ | 4+ | 12 | 6+ | 8 | 4+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Halberd (mounted) | 1 | - | -3 | -6 | 3 | ||||||
| x2 Cleaver | 3 | -1 | -1 | -3 | 4.5 | ||||||
| Hoverboard - Shell | 6 | +2 | -1 | 3 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| x2 Poisoned Carbine | 24" | -3 | -1 | 6 | ||||||
| Equipment | Armor, Hoverboard, Two-Handed Halberd (mounted), x2 Cleaver, Shell, x2 Poisoned Carbine | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x3 Models | Model bases 40mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x6 Models | ||||||||
| Category | Rider Skirmisher | Species | Orc | |||||||
| Keywords |
Electronic | |||||||||
| Special rules | Esprit de Corps Bloodlust Smoke Bombs Hunter Fly Swift Reinforcement
+1pts Squad Leader
+43pts | |||||||||
Esprit de CorpsIf at least one friendly unit with this rule is within 1" of this unit, this unit gains +1B.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. Smoke BombsOnce per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.Its targets also gain a +4G bonus against this unit's attacks and shots. And any shots whose Line of Sight passes over this unit’s base also suffer a +4G penalty against their targets. 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 FlyCreatures that take to the skies fight on their own terms, beyond the reach of foot soldiers, striking where they please before swooping back into the fray.DeploymentAt deployment, or during delayed deployment, you may place a flying unit either on the battlefield or “in flight.” Units in flight are above the battlefield; place a directional token to indicate their position and orientation. This means they are not physically present on the ground. But they still need to perform an arrival roll. Token in flightThis token may be deployed and moved over any terrain element or unit. Use the center of the token when measuring distances to and from the unit. As long as the unit is represented by its token on the battlefield, place the miniatures outside the battlefield, with the same token (ideally using a color code) on their bases. Tactical phaseLandingDuring the Tactical phase, if a flying unit is currently in flight, it may land on the battlefield at any suitable location within M of its token and more than 1’’ away from an enemy unit. The unit must then make a simplified arrival roll; on 1–3 it is deployed but may only react, on 4+ it may be activated.TakeoffIf a flying unit is already on the battlefield, it may instead take flight and be removed from the table. Place the in-flight token within M of the center of the unit. If enemy units with a total value of at least half of its point cost are within 1’’, the unit must succeed on a skill roll of 4+ to take off. When a unit takes flight, any enemy unit within 1’’ may immediately make an Opportunity Attack against it.Movement phaseDuring the Movement phase, the token of units that were already in flight at the start of the round may be moved up to 2M. The token of other units may be moved up to M. Shot downFlying units that are Destabilized or Destroyed cannot take flight. If a flying unit becomes Destabilized or Destroyed while in flight, move the token 3d6’’ in the direction of its orientation. If the token ends on the base of a unit, that unit suffers 1 attack roll per model in the flying unit, with 0P and a S equal to the lowest T value of the flying unit. The flying unit must then be deployed as close as possible to its token, potentially within 1’’ of enemy units. Each model of the unit then suffers a Critical damage roll and cannot be activated during this round. Shooting phaseUnits in flight benefit from a +2G bonus. And are considered to be Height 30". It mean that their targets on the ground suffer a Defense reduced by -1 against their attack rolls. Flying units that have moved more than their M during this round (including the Tactical and Movement phases) suffer the Advance & Fire penalty. Their shooting attacks ignore the bonuses of Light and Basic Covers with the Stone element. However, the bonus of Light and Basic Covers with the Wood element is doubled against their attacks. If the defender has two defense values (two G values in the case of a hit roll, or two T values in the case of a wound roll), choose the lower of the two. Melee phaseDuring the Melee phase, units in flight cannot target and be targeted by units on the ground. During the Melee phase, flying units in flight may attack any enemy flying unit in flight within M. Resolve attacks in order of rank and take turns designating targets, starting with the first player. Every stable and shaken unit is considered charging. When they are on the battlefield, their melee attacks ignore the bonuses of Basic Covers. EvadeSome warriors rely on agility rather than steel, slipping past blades and spears until their reflexes finally give out. A unit that has not yet attacked in Melee or Shot this round may choose to refuse combat and attempt to evade attacks. If it does so, it may not attack in Melee this round. The evading unit must make a Superiority Roll [M] against each enemy unit that attempts to attack it, one after another in the order chosen by the attacker. Each time the roll succeeds, the attacking unit loses its opportunity to attack and is no longer eligible to act in the Melee phase. Each time the roll succeeds, the next attacking unit against the same target gains a cumulative +1d6 bonus to its Superiority Roll [M] against that evading unit this round. Once the evading unit fails a Superiority Roll [M] during this round, it automatically fails all further evading attempts during this round and may be attacked normally. TerrainFlying units ignore area bonuses and penalties. They can also pass through all terrain features, friendly and enemy units without penalty. While in flight, this unit receives no terrain bonuses. Lines of sight between it and other units are not blocked by covers or blockers. This unit may be deployed into a cover when landing, provided all other deployment conditions are met. CharactersCharacters without this special rule cannot join a squad that has it. SwiftWhen this unit is activated andmoves or charges , it get +1G against shoots until the end of the round.Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the attack roll's die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. PoisonEach time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. Secondary weaponDuring its activation in the Shooting Phase, this unit may shoot with all of its secondary weapons in addition to one of its normal weapons.Determine the target of each weapon attack rolls before starting to roll the dice. If a target is killed while there are still attacks to be launched on it, those attacks are lost. If this unit shoots only with its secondary weapons, it remains eligible for the Melee Phase. This weapon ignore the Melee shooting modifier. When shooting with a secondary weapon, the unit is not required to reorient toward its target. OptionsIf an optional weapon replaces ranged weapons when selected, it does not replace secondary weapons unless it is itself a secondary weapon. And in this case it replace only the secondary weapons. One secondary weapon option can be selected in addition to a normal ranged weapon option. A maximum of one secondary weapon option is permitted. 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. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1B +1A for its melee weapons x2A for its ranged weapons 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. | ||||||||||
| Gehenas dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 5 | 6+ | 5+ | 9 | 5+ | 8 | 4+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Halberd | 1 | - | -3 | -4 | 3 | ||||||
| x2 Cleaver | 3 | -1 | -1 | -2 | 4.5 | ||||||
| Equipment | Armor, Two-Handed Halberd, x2 Cleaver, Stones | |||||||||
| Base | 70mm (2.75'') Round tray | 1 Group | x3 Models | Model bases 25mm | ||||||
| 100mm (4'') Round tray | 2 Groups | x6 Models | ||||||||
| Category | Infantryman Skirmisher | Species | Orc | |||||||
| Special rules | Esprit de Corps Bloodlust Smoke Bombs Hunter Reinforcement
+6pts Squad Leader
+17.5pts | |||||||||
Esprit de CorpsIf at least one friendly unit with this rule is within 1" of this unit, this unit gains +1B.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. Smoke BombsOnce per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.Its targets also gain a +4G bonus against this unit's attacks and shots. And any shots whose Line of Sight passes over this unit’s base also suffer a +4G penalty against their targets. 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 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. 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. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1B +1A for its melee weapons x2A for its ranged weapons 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. | ||||||||||
vehicles
| Musamu | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 14" | 3+ | 8 | 10+ | 24 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Large Shell | 6 | +2 | -4 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| x2 Poisoned Assault rifle | 30" | -3 | -2 | 3 | ||||||
| Poisoned Cannon C3 | 42" | -2 | -4 | 1 | ||||||
| Poisoned Cannon C3 | 42" | -2 | -4 | 1 | +4 | |||||
|
2D3 Wounds Traumatic Poison Secondary weapon
|
||||||||||
| Super Heavy Plasma Rifle | 36" | -6 | -9 | 1 | +9.5 | |||||
|
Large Wounds Plasma Dispersion
|
||||||||||
| Super Heavy Plasma Rifle | 36" | -6 | -9 | 1 | +13.5 | |||||
|
Large Wounds Secondary weapon Plasma Dispersion
|
||||||||||
| Equipment | Energy Shield 2, Large Shell, x2 Poisoned Assault rifle, Poisoned Cannon C3 | |||||||||
| Base | 100mm Round | Individual model | ||||||||
| Category | Vehicle | Species | Light Transport | |||||||
| Keywords |
Electronic | |||||||||
| Special rules | Smoke Bombs Combat Platform [0.5] Swift Fly Energy Shield 2 | |||||||||
Smoke BombsOnce per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.Its targets also gain a +4G bonus against this unit's attacks and shots. And any shots whose Line of Sight passes over this unit’s base also suffer a +4G penalty against their targets. Combat Platform [0.5]Combat Platform DeploymentDuring deployment, a Combat platform may be deployed with units already embarked inside (Infantryman, Artillery, or Monster). This counts as the same number of deployment drops as if the combat platform and its passengers had been deployed separately. A platform may only benefit from a special deployment rule if all units inside also benefit from that rule. EmbarkDuring the Tactical Phase, a friendly Infantryman, an Artillery, or a Monster unit, together with its Characters, may embark if they are within 1’’ of the platform. Place the unit on the platform to indicate it is embarked. While on the platform, they are not eligible during the Movement phase. DisembarkDuring a later Tactical Phase, each unit inside the platform may disembark and be deployed within 1’’ of the platform. This deployment may place them within 1’’ of an enemy unit; in this case they are considered to be engaged in melee with that unit, but are not considered charging. Troops disembarking receive a +1 on their arrival roll. CapacityThe value X indicates the capacity of the transport, that is basically the number of squads it may carry at once. For example, 1 corresponds to a capacity of 100% or a full squad, 0.5 to a capacity of 50%... Units of different categories (e.g. Infantryman and Monster) may mix inside a transport, provided they are eligible. TargetingUnits on a combat platform can be targeted separately. They benefit from Basic Cover with a bonus of +2G. Additionally, the platform is considered the closest target. ChargeIn melee their opponents can benefit from charge bonuses against the combat platform but not against the units inside it. BaseConsider the base of the combat platform as the base of the units inside it when measuring line of sight, firing ranges, and melee engagement distances. Rear arcUnits embarked on a combat platform have no rear arc and may shoot in any direction without penalty. EligibilityUnlike a transport, units embarked on a combat platform remain eligible to act. They may shoot during the Shooting Phase and attack during the Melee Phase. However, they cannot perform Opportunity Attacks. attack from the TitanIf the platform is a Titan, the soldiers it transports benefit from the high ground rule 3. ContextUnless otherwise specified, the ranged weapons of units inside a platform suffer the same modifiers as those of the platform itself. For example, units inside suffer the Advance & Fire penalty if the platform has moved more than half its M. If the platform itself is considered Charging, Disorganized or Encircled, all units on it are also considered Charging, Disorganized or encircled. Catastrophic DisembarkationIf this unit is killed, each embarked model must then roll a Critical damage roll. Then each remaining unit must immediately disembark. Place the unit within 1’’ of this killed unit. The embarked units cannot be activated or react to during this round. If placement within 1’’ is impossible — for example, if this unit is not on the table or is surrounded by enemy units — the unit is killed. Emergency DisembarkationIf this unit failed a rout roll, each embarked unit must then roll a rout roll. Then each remaining unit must immediately disembark. Place the unit within 1’’ of this routed unit. If placement within 1’’ is impossible — for example, if this unit is not on the table or is surrounded by enemy units — the embarked unit is considered having failed a rout roll. Transport SpacesSome units can operate within layered transport systems, shifting between internal structures as the battle evolves. If this unit benefits from both this rule and another rule that allows units to be transported, each rule is treated as a separate transport space. You may move a transported unit between these spaces during the Tactical Phase when it is activated, provided the destination space has sufficient capacity. Swapping the positions of two transported units (including characters within squads) requires the swap action during the Movement phase. ElitesInfantryman soldiers with the Elite keyword can embark and disembark from this unit and benefit from all the previous rules, even if this unit does not have the Elite keyword. SwiftWhen this unit is activated andmoves or charges , it get +1G against shoots until the end of the round.FlyCreatures that take to the skies fight on their own terms, beyond the reach of foot soldiers, striking where they please before swooping back into the fray.DeploymentAt deployment, or during delayed deployment, you may place a flying unit either on the battlefield or “in flight.” Units in flight are above the battlefield; place a directional token to indicate their position and orientation. This means they are not physically present on the ground. But they still need to perform an arrival roll. Token in flightThis token may be deployed and moved over any terrain element or unit. Use the center of the token when measuring distances to and from the unit. As long as the unit is represented by its token on the battlefield, place the miniatures outside the battlefield, with the same token (ideally using a color code) on their bases. Tactical phaseLandingDuring the Tactical phase, if a flying unit is currently in flight, it may land on the battlefield at any suitable location within M of its token and more than 1’’ away from an enemy unit. The unit must then make a simplified arrival roll; on 1–3 it is deployed but may only react, on 4+ it may be activated.TakeoffIf a flying unit is already on the battlefield, it may instead take flight and be removed from the table. Place the in-flight token within M of the center of the unit. If enemy units with a total value of at least half of its point cost are within 1’’, the unit must succeed on a skill roll of 4+ to take off. When a unit takes flight, any enemy unit within 1’’ may immediately make an Opportunity Attack against it.Movement phaseDuring the Movement phase, the token of units that were already in flight at the start of the round may be moved up to 2M. The token of other units may be moved up to M. Shot downFlying units that are Destabilized or Destroyed cannot take flight. If a flying unit becomes Destabilized or Destroyed while in flight, move the token 3d6’’ in the direction of its orientation. If the token ends on the base of a unit, that unit suffers 1 attack roll per model in the flying unit, with 0P and a S equal to the lowest T value of the flying unit. The flying unit must then be deployed as close as possible to its token, potentially within 1’’ of enemy units. Each model of the unit then suffers a Critical damage roll and cannot be activated during this round. Shooting phaseUnits in flight benefit from a +2G bonus. And are considered to be Height 30". It mean that their targets on the ground suffer a Defense reduced by -1 against their attack rolls. Flying units that have moved more than their M during this round (including the Tactical and Movement phases) suffer the Advance & Fire penalty. Their shooting attacks ignore the bonuses of Light and Basic Covers with the Stone element. However, the bonus of Light and Basic Covers with the Wood element is doubled against their attacks. If the defender has two defense values (two G values in the case of a hit roll, or two T values in the case of a wound roll), choose the lower of the two. Melee phaseDuring the Melee phase, units in flight cannot target and be targeted by units on the ground. During the Melee phase, flying units in flight may attack any enemy flying unit in flight within M. Resolve attacks in order of rank and take turns designating targets, starting with the first player. Every stable and shaken unit is considered charging. When they are on the battlefield, their melee attacks ignore the bonuses of Basic Covers. EvadeSome warriors rely on agility rather than steel, slipping past blades and spears until their reflexes finally give out. A unit that has not yet attacked in Melee or Shot this round may choose to refuse combat and attempt to evade attacks. If it does so, it may not attack in Melee this round. The evading unit must make a Superiority Roll [M] against each enemy unit that attempts to attack it, one after another in the order chosen by the attacker. Each time the roll succeeds, the attacking unit loses its opportunity to attack and is no longer eligible to act in the Melee phase. Each time the roll succeeds, the next attacking unit against the same target gains a cumulative +1d6 bonus to its Superiority Roll [M] against that evading unit this round. Once the evading unit fails a Superiority Roll [M] during this round, it automatically fails all further evading attempts during this round and may be attacked normally. TerrainFlying units ignore area bonuses and penalties. They can also pass through all terrain features, friendly and enemy units without penalty. While in flight, this unit receives no terrain bonuses. Lines of sight between it and other units are not blocked by covers or blockers. This unit may be deployed into a cover when landing, provided all other deployment conditions are met. CharactersCharacters without this special rule cannot join a squad that has it. Energy Shield 2At more than 1" the defense of this unit is reduced by -2 against Plasma weapons.If this unit shoots with a weapon that does not have the Plasma special rule, it cannot use its Energy Shield against the next enemy unit to be activated, nor against any unit that reacts to its activation. So its T against their shots at more than 1'' is reduced by -2 even if they don't use Plasma weapons. Large WoundsMultiply each wound inflicted by this weapon by 1d6 when the natural result of the attack roll's die that inflicts the wound is 6.And multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6. When the roll is improved, take into account the last die rolled. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. PoisonEach time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. Secondary weaponDuring its activation in the Shooting Phase, this unit may shoot with all of its secondary weapons in addition to one of its normal weapons.Determine the target of each weapon attack rolls before starting to roll the dice. If a target is killed while there are still attacks to be launched on it, those attacks are lost. If this unit shoots only with its secondary weapons, it remains eligible for the Melee Phase. This weapon ignore the Melee shooting modifier. When shooting with a secondary weapon, the unit is not required to reorient toward its target. OptionsIf an optional weapon replaces ranged weapons when selected, it does not replace secondary weapons unless it is itself a secondary weapon. And in this case it replace only the secondary weapons. One secondary weapon option can be selected in addition to a normal ranged weapon option. A maximum of one secondary weapon option is permitted. 2D3 WoundsMultiply each wound inflicted by this weapon by the result of a 2D3.TraumaticThe rout rolls caused by their shots have a -1B bonus.PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach time you inflict wounds with this weapon, and after all eventual saves, on a 6+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds. On the covers with the wood element these wounds are doubled and attacks rolls can be improved. DispersionThe Long Range Shooting modifier is doubled for this weapon. | ||||||||||
| Otawe | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 12" | 3+ | 9 | 11+ | 36 | 7+ | ||||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Blindage | - | - | 9 | 12+ | - | +2 | |||||
| Melee weapons | Rk | P | S | A | ||||||
| Great Horns | 2 | -1 | -5 | -8 | 4 | ||||||
| Large Front blades | 5 | +1 | -4 | -5 | 4 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Poisoned Cannon C3 | 42" | -2 | -4 | 1 | ||||||
| x2 Poisoned Cannon C3 | 42" | -2 | -4 | 2 | +20 | |||||
|
2D3 Wounds Traumatic Poison Secondary weapon
|
||||||||||
| x2 Fusion Cannon C3 | 36" | -1 | -11 | 2 | +49.5 | |||||
|
2D3 Wounds Traumatic Secondary weapon Blast
|
||||||||||
| Fusion Cannon C3 | 36" | -1 | -11 | 1 | +22 | |||||
|
2D3 Wounds Traumatic Blast
|
||||||||||
| x2 Plasma Cannon C3 | 36" | -4 | -11 | 2 | +38.5 | |||||
|
2D3 Wounds Traumatic Secondary weapon Plasma Dispersion
|
||||||||||
| Plasma Cannon C3 | 36" | -4 | -11 | 1 | -8.5 | |||||
|
2D3 Wounds Traumatic Plasma Dispersion
|
||||||||||
| Equipment | Energy Shield 2, Great Horns, Large Front blades, Poisoned Cannon C3 | |||||||||
| Base | 100mm Round | Individual model | ||||||||
| Category | Vehicle | Species | Transport | |||||||
| Keywords |
Electronic | |||||||||
| Special rules | Smoke Bombs Transport [0.5] Fly Energy Shield 2 | |||||||||
Smoke BombsOnce per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.Its targets also gain a +4G bonus against this unit's attacks and shots. And any shots whose Line of Sight passes over this unit’s base also suffer a +4G penalty against their targets. Transport [0.5]Transport DeploymentDuring deployment, a transport may be deployed with units already embarked inside (Infantryman, Artillery, or Monster). This counts as the same number of deployment drops as if the transport and its passengers had been deployed separately. A transport may only benefit from a delayed/special deployment rule if all units inside also benefit from that rule. EmbarkDuring the Tactical Phase, a friendly Infantryman, an Artillery, or a Monster unit, together with its Characters, may embark if they are within 1’’ of the transport. Remove the units from play. While inside the transport, they are not eligible during other phases and cannot be targeted by attacks. DisembarkDuring a later Tactical Phase, each unit inside the transport may disembark and be deployed within 1’’ of the transport. This deployment may place them within 1’’ of an enemy unit; in this case they are considered to be engaged in melee with that unit, but are not considered charging. Troops disembarking receive a +1 on their arrival roll. CapacityThe value X indicates the capacity of the transport, that is basically the number of squads it may carry at once. For example, 1 corresponds to a capacity of 100% or a full squad, 0.5 to a capacity of 50%... Units of different categories (e.g. Infantryman and Monster) may mix inside a transport, provided they are eligible. Special RulesUnits inside the transport can continue to use their special rules. Use the transport's base to calculate distances. If a special rule can only be activated when the unit is activated during phases when the unit in the transport is inactive, you can activate those abilities when the transport is activated. Catastrophic DisembarkationIf this unit is killed, each embarked model must then roll a Critical damage roll. Then each remaining unit must immediately disembark. Place the unit within 1’’ of this killed unit. The embarked units cannot be activated or react to during this round. If placement within 1’’ is impossible — for example, if this unit is not on the table or is surrounded by enemy units — the unit is killed. Emergency DisembarkationIf this unit failed a rout roll, each embarked unit must then roll a rout roll. Then each remaining unit must immediately disembark. Place the unit within 1’’ of this routed unit. If placement within 1’’ is impossible — for example, if this unit is not on the table or is surrounded by enemy units — the embarked unit is considered having failed a rout roll. Transport SpacesSome units can operate within layered transport systems, shifting between internal structures as the battle evolves. If this unit benefits from both this rule and another rule that allows units to be transported, each rule is treated as a separate transport space. You may move a transported unit between these spaces during the Tactical Phase when it is activated, provided the destination space has sufficient capacity. Swapping the positions of two transported units (including characters within squads) requires the swap action during the Movement phase. ElitesInfantryman soldiers with the Elite keyword can embark and disembark from this unit and benefit from all the previous rules, even if this unit does not have the Elite keyword. FlyCreatures that take to the skies fight on their own terms, beyond the reach of foot soldiers, striking where they please before swooping back into the fray.DeploymentAt deployment, or during delayed deployment, you may place a flying unit either on the battlefield or “in flight.” Units in flight are above the battlefield; place a directional token to indicate their position and orientation. This means they are not physically present on the ground. But they still need to perform an arrival roll. Token in flightThis token may be deployed and moved over any terrain element or unit. Use the center of the token when measuring distances to and from the unit. As long as the unit is represented by its token on the battlefield, place the miniatures outside the battlefield, with the same token (ideally using a color code) on their bases. Tactical phaseLandingDuring the Tactical phase, if a flying unit is currently in flight, it may land on the battlefield at any suitable location within M of its token and more than 1’’ away from an enemy unit. The unit must then make a simplified arrival roll; on 1–3 it is deployed but may only react, on 4+ it may be activated.TakeoffIf a flying unit is already on the battlefield, it may instead take flight and be removed from the table. Place the in-flight token within M of the center of the unit. If enemy units with a total value of at least half of its point cost are within 1’’, the unit must succeed on a skill roll of 4+ to take off. When a unit takes flight, any enemy unit within 1’’ may immediately make an Opportunity Attack against it.Movement phaseDuring the Movement phase, the token of units that were already in flight at the start of the round may be moved up to 2M. The token of other units may be moved up to M. Shot downFlying units that are Destabilized or Destroyed cannot take flight. If a flying unit becomes Destabilized or Destroyed while in flight, move the token 3d6’’ in the direction of its orientation. If the token ends on the base of a unit, that unit suffers 1 attack roll per model in the flying unit, with 0P and a S equal to the lowest T value of the flying unit. The flying unit must then be deployed as close as possible to its token, potentially within 1’’ of enemy units. Each model of the unit then suffers a Critical damage roll and cannot be activated during this round. Shooting phaseUnits in flight benefit from a +2G bonus. And are considered to be Height 30". It mean that their targets on the ground suffer a Defense reduced by -1 against their attack rolls. Flying units that have moved more than their M during this round (including the Tactical and Movement phases) suffer the Advance & Fire penalty. Their shooting attacks ignore the bonuses of Light and Basic Covers with the Stone element. However, the bonus of Light and Basic Covers with the Wood element is doubled against their attacks. If the defender has two defense values (two G values in the case of a hit roll, or two T values in the case of a wound roll), choose the lower of the two. Melee phaseDuring the Melee phase, units in flight cannot target and be targeted by units on the ground. During the Melee phase, flying units in flight may attack any enemy flying unit in flight within M. Resolve attacks in order of rank and take turns designating targets, starting with the first player. Every stable and shaken unit is considered charging. When they are on the battlefield, their melee attacks ignore the bonuses of Basic Covers. EvadeSome warriors rely on agility rather than steel, slipping past blades and spears until their reflexes finally give out. A unit that has not yet attacked in Melee or Shot this round may choose to refuse combat and attempt to evade attacks. If it does so, it may not attack in Melee this round. The evading unit must make a Superiority Roll [M] against each enemy unit that attempts to attack it, one after another in the order chosen by the attacker. Each time the roll succeeds, the attacking unit loses its opportunity to attack and is no longer eligible to act in the Melee phase. Each time the roll succeeds, the next attacking unit against the same target gains a cumulative +1d6 bonus to its Superiority Roll [M] against that evading unit this round. Once the evading unit fails a Superiority Roll [M] during this round, it automatically fails all further evading attempts during this round and may be attacked normally. TerrainFlying units ignore area bonuses and penalties. They can also pass through all terrain features, friendly and enemy units without penalty. While in flight, this unit receives no terrain bonuses. Lines of sight between it and other units are not blocked by covers or blockers. This unit may be deployed into a cover when landing, provided all other deployment conditions are met. CharactersCharacters without this special rule cannot join a squad that has it. Energy Shield 2At more than 1" the defense of this unit is reduced by -2 against Plasma weapons.If this unit shoots with a weapon that does not have the Plasma special rule, it cannot use its Energy Shield against the next enemy unit to be activated, nor against any unit that reacts to its activation. So its T against their shots at more than 1'' is reduced by -2 even if they don't use Plasma weapons. Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.1D6 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6.Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. Large WoundsMultiply each wound inflicted by this weapon by 1d6 when the natural result of the attack roll's 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. 2D3 WoundsMultiply each wound inflicted by this weapon by the result of a 2D3.TraumaticThe rout rolls caused by their shots have a -1B bonus.PoisonEach time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. Secondary weaponDuring its activation in the Shooting Phase, this unit may shoot with all of its secondary weapons in addition to one of its normal weapons.Determine the target of each weapon attack rolls before starting to roll the dice. If a target is killed while there are still attacks to be launched on it, those attacks are lost. If this unit shoots only with its secondary weapons, it remains eligible for the Melee Phase. This weapon ignore the Melee shooting modifier. When shooting with a secondary weapon, the unit is not required to reorient toward its target. OptionsIf an optional weapon replaces ranged weapons when selected, it does not replace secondary weapons unless it is itself a secondary weapon. And in this case it replace only the secondary weapons. One secondary weapon option can be selected in addition to a normal ranged weapon option. A maximum of one secondary weapon option is permitted. 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. PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach time you inflict wounds with this weapon, and after all eventual saves, on a 6+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds. On the covers with the wood element these wounds are doubled and attacks rolls can be improved. DispersionThe Long Range Shooting modifier is doubled for this weapon. | ||||||||||
monsters
| Raptors | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 9" | 5+ | 4+ | 18 | 7 | 4+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Claws | 4 | -3 | -2 | -3 | 6 | ||||||
| Fangs | 6 | -3 | 3 | |||||||
| Equipment | Claws, Fangs | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x3 Models | Model bases 60x35mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x6 Models | ||||||||
| Category | Monster | Species | Raptor | |||||||
| Special rules | Hunter Rage Fearsome Bloodlust Fierce charge Forester Ambusher
+21pts Squad Leader
+38.5pts | |||||||||
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 FearsomeRout 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. 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. Fierce chargeWhen charging, this unit adds its M to its charge movement instead of the +2M bonus. Additionally, it doubles its melee weapon's A.DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the attack roll's die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1B +1A for its melee weapons x2A for its ranged weapons 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. | ||||||||||
| Bakondos | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 8" | 5+ | 4+ | 16 | 7 | 4+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Claws | 4 | -2 | -1 | -2 | 8 | ||||||
| Poisoned Fangs | 6 | -2 | 4 | |||||||
| Equipment | Skin, Claws, Poisoned Fangs | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x4 Models | Model bases 50x25mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x8 Models | ||||||||
| Category | Monster | Species | Bakondo | |||||||
| Special rules | Mountaineer Fierce charge Swift Furtive Fearsome Ambusher
+15pts Fake retreat
+4.5pts Squad Leader
+24.5pts | |||||||||
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.SwiftWhen this unit is activated andmoves or charges , it get +1G against shoots until the end of the round.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.FearsomeRout 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. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.PoisonEach time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1B +1A for its melee weapons x2A for its ranged weapons 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. Fake retreatOnce per battle, during the Tactical phase, and if it is not encircled, remove the unit from play and place it in the reserve.This counts as an activation in this phase, and the unit cannot be redeployed during this turn, and the next one. When the unit is redeployed, according to its deployment rules, it recovers all its lost W. | ||||||||||
| Zilondas | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 8" | 5+ | 6+ | 24 | 7 | 1+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Large Claws | 4 | -3 | -7 | 6 | ||||||
| Heavy Fangs | 7 | -3 | -7 | 3 | ||||||
| Equipment | Hard skin, Large Claws, Heavy Fangs | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x3 Models | Model bases 40mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x6 Models | ||||||||
| Category | Monster | Species | Zilonda | |||||||
| Special rules | Scary Rage Choleric Bloodlust Hunter Tumultuous charge Ambusher
+43pts Squad Leader
+65.5pts | |||||||||
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. 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. 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. 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 Tumultuous chargeRout rolls caused by their melee attacks receive a -1d3B bonus when this unit charges.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 attack roll's 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 attack roll's 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. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1B +1A for its melee weapons x2A for its ranged weapons 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. | ||||||||||
| Yakunens | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 7" | 6+ | 24 | 6+ | 9 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Heavy Cleaver | 4 | -2 | -6 | 6 | ||||||
| Claws | 4 | -3 | -4 | 3 | ||||||
| Equipment | Hard skin, Heavy Cleaver, Claws | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x3 Models | Model bases 40mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x6 Models | ||||||||
| Category | Monster | Species | Norvrakar | |||||||
| Keywords |
Elite | |||||||||
| Special rules | Fearsome Determined Regeneration Rage Squad Leader
+55.5pts | |||||||||
FearsomeRout 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. DeterminedThis unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6.If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6. 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.x2 WoundsMultiply each wound inflicted by this weapon 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.Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1B +1A for its melee weapons x2A for its ranged weapons 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. | ||||||||||
| Yakuneyas | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 7" | 6+ | 24 | 5+ | 10 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Claws | 4 | -3 | -4 | 6 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Fusion Heavy pistol | 6" | -2 | -6 | 3 | ||||||
| Equipment | Hard skin, Claws, Fusion Heavy pistol | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x3 Models | Model bases 40mm | ||||||
| Category | Monster | Species | Norvrakar | |||||||
| Keywords |
Elite | |||||||||
| Special rules | Fearsome Veteran Determined Regeneration Squad Leader
+47.5pts | |||||||||
FearsomeRout 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. VeteranThis unit ignores the result of the first rout roll it suffers.DeterminedThis unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6.If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6. 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.DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the attack roll's 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 attack roll's die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. PistolIf the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.This weapon ignore the Melee shooting modifier. 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. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1B +1A for its melee weapons x2A for its ranged weapons 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. | ||||||||||
artillery
titans
characters
| Merchant | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 10 | 11+ | 6+ | 4 | 5+ 6+ | 6 | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Poisoned Daguer & Blade | 4 | -3 | 2 | |||||||
| Poison Syringe | 6 | -4 | -1 | 1 | ||||||
| Equipment | Light armor, Poison Syringe, Poisoned Daguer & Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Eldrakar | |||||||
| Keywords |
Character
Elite | |||||||||
| Special rules | Furtive Fury Assassin Logistician Resupply Ambusher
+22.5pts Poisoning
+26pts | |||||||||
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. ResupplyOnce per round, when activated during the Tactical Phase, this character may designate 1 friendly non-encircled, non-elite, unit of infantrymen to attempt to recover lost W through resupply.Roll one Skill Roll of 4+ for each lost W. The unit recovers 1 W for each successful Skill Roll. After using this special rule, roll 1d6; on a 1, the character cannot use it again until the end of the battle. FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.FuryThey can reroll failed melee attack rolls.AssassinCharacter killerThis unit can target a character even if he is inside a squad. If all character within the squad are hidding, it can target them, but add +3G to the target for this attack, if this unit itself is not a character. Best angleThe Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s attacks. If a unit has two G or two T values, it may use the lower of the two values increased by 1 against this unit. For example, a defense of 5|8+ becomes a defense of 6+ against this unit. PoisonEach time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. Fatal blowMultiply each wound inflicted by this weapon by 4 when the natural result of the attack roll's die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. 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. AmbusherOccupy the fieldDuring deployment, this unit may be deployed in an unoccupied cover within the no man's land. AmbushedAlternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase. Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll. Reinforcement Flanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. PoisoningBefore deployment begins, remove 1d3T from opposing units of your choice, with a total less than 150Pts.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored do not suffer the effects of this rule. | ||||||||||
| Beast Master on Hoverboard | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 10" | 6 | 7+ | 4+ | 5 | 5+ 6+ | 9 | 7+ | |||||
| Pts | ||||||||||
| Alternative mount | M | G | T | W | ||||||
| Wyvern | - | 5 | 6+ | 5+ | 20 | +100 | |||||
|
Hunter Terror
|
||||||||||
|
Monster |
||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Poisoned Whip | 1 | -1 | -0 | -2 | 3 | ||||||
| Wyvern - Great Claws | 3 | -2 | -5 | -6 | 4 | ||||||
| Hoverboard - Shell | 6 | +2 | -1 | 1 | ||||||
| Wyvern - Large Poisoned Fangs | 6 | -2 | -6 | 2 | ||||||
| Poisoned Spear (mounted) | 2 | -1 | -2 | -5 | 3 | +2 | |||||
|
Anti cavalry Poison
|
||||||||||
| Ranged weapons | Rg | P | S | A | ||||||
| x2 Poisoned Carbine | 24" | -3 | -1 | 4 | ||||||
| Equipment | Light armor, Hoverboard, Poisoned Whip, Shell, x2 Poisoned Carbine | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Orc | |||||||
| Keywords |
Character
Leader
Electronic | |||||||||
| Special rules | Esprit de Corps Veteran Smoke Bombs Fly Swift Taskmaster Beastmaster Summary execution Ambusher
+1.5pts Fake retreat
+28pts | |||||||||
Esprit de CorpsIf at least one friendly unit with this rule is within 1" of this unit, this unit gains +1B.VeteranThis unit ignores the result of the first rout roll it suffers.TaskmasterOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:Forced march Grants a temporary bonus of +2M to his squad. The squad does not benefit from this bonus when it charges .Motivated When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1. Indoctrination +1T. Eternal hate They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition. If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately. Summary executionOnce per battle, just before the character's squad would be removed from the game due to a rout roll, add a permanent +2B bonus to the unit and inflict one wound per group.If the B bonus is sufficient to pass the rout roll, do not remove the squad from the game. Smoke BombsOnce per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.Its targets also gain a +4G bonus against this unit's attacks and shots. And any shots whose Line of Sight passes over this unit’s base also suffer a +4G penalty against their targets. BeastmasterBefore the deployment, designate 1 Monster unit and grant it +1T.This character can join an monster unit like a squad even if it's not a squad. Even if the unit is not a squad, the character may still grant it the bonuses that apply to squads. FlyCreatures that take to the skies fight on their own terms, beyond the reach of foot soldiers, striking where they please before swooping back into the fray.DeploymentAt deployment, or during delayed deployment, you may place a flying unit either on the battlefield or “in flight.” Units in flight are above the battlefield; place a directional token to indicate their position and orientation. This means they are not physically present on the ground. But they still need to perform an arrival roll. Token in flightThis token may be deployed and moved over any terrain element or unit. Use the center of the token when measuring distances to and from the unit. As long as the unit is represented by its token on the battlefield, place the miniatures outside the battlefield, with the same token (ideally using a color code) on their bases. Tactical phaseLandingDuring the Tactical phase, if a flying unit is currently in flight, it may land on the battlefield at any suitable location within M of its token and more than 1’’ away from an enemy unit. The unit must then make a simplified arrival roll; on 1–3 it is deployed but may only react, on 4+ it may be activated.TakeoffIf a flying unit is already on the battlefield, it may instead take flight and be removed from the table. Place the in-flight token within M of the center of the unit. If enemy units with a total value of at least half of its point cost are within 1’’, the unit must succeed on a skill roll of 4+ to take off. When a unit takes flight, any enemy unit within 1’’ may immediately make an Opportunity Attack against it.Movement phaseDuring the Movement phase, the token of units that were already in flight at the start of the round may be moved up to 2M. The token of other units may be moved up to M. Shot downFlying units that are Destabilized or Destroyed cannot take flight. If a flying unit becomes Destabilized or Destroyed while in flight, move the token 3d6’’ in the direction of its orientation. If the token ends on the base of a unit, that unit suffers 1 attack roll per model in the flying unit, with 0P and a S equal to the lowest T value of the flying unit. The flying unit must then be deployed as close as possible to its token, potentially within 1’’ of enemy units. Each model of the unit then suffers a Critical damage roll and cannot be activated during this round. Shooting phaseUnits in flight benefit from a +2G bonus. And are considered to be Height 30". It mean that their targets on the ground suffer a Defense reduced by -1 against their attack rolls. Flying units that have moved more than their M during this round (including the Tactical and Movement phases) suffer the Advance & Fire penalty. Their shooting attacks ignore the bonuses of Light and Basic Covers with the Stone element. However, the bonus of Light and Basic Covers with the Wood element is doubled against their attacks. If the defender has two defense values (two G values in the case of a hit roll, or two T values in the case of a wound roll), choose the lower of the two. Melee phaseDuring the Melee phase, units in flight cannot target and be targeted by units on the ground. During the Melee phase, flying units in flight may attack any enemy flying unit in flight within M. Resolve attacks in order of rank and take turns designating targets, starting with the first player. Every stable and shaken unit is considered charging. When they are on the battlefield, their melee attacks ignore the bonuses of Basic Covers. EvadeSome warriors rely on agility rather than steel, slipping past blades and spears until their reflexes finally give out. A unit that has not yet attacked in Melee or Shot this round may choose to refuse combat and attempt to evade attacks. If it does so, it may not attack in Melee this round. The evading unit must make a Superiority Roll [M] against each enemy unit that attempts to attack it, one after another in the order chosen by the attacker. Each time the roll succeeds, the attacking unit loses its opportunity to attack and is no longer eligible to act in the Melee phase. Each time the roll succeeds, the next attacking unit against the same target gains a cumulative +1d6 bonus to its Superiority Roll [M] against that evading unit this round. Once the evading unit fails a Superiority Roll [M] during this round, it automatically fails all further evading attempts during this round and may be attacked normally. TerrainFlying units ignore area bonuses and penalties. They can also pass through all terrain features, friendly and enemy units without penalty. While in flight, this unit receives no terrain bonuses. Lines of sight between it and other units are not blocked by covers or blockers. This unit may be deployed into a cover when landing, provided all other deployment conditions are met. CharactersCharacters without this special rule cannot join a squad that has it. SwiftWhen this unit is activated andmoves or charges , it get +1G against shoots until the end of the round.PoisonEach time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the attack roll's die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. 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 TerrorThe rout rolls caused by their attacks and shots have a -3B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rules Fearsome and Scary. 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. 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 attack roll's 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. Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.Secondary weaponDuring its activation in the Shooting Phase, this unit may shoot with all of its secondary weapons in addition to one of its normal weapons.Determine the target of each weapon attack rolls before starting to roll the dice. If a target is killed while there are still attacks to be launched on it, those attacks are lost. If this unit shoots only with its secondary weapons, it remains eligible for the Melee Phase. This weapon ignore the Melee shooting modifier. When shooting with a secondary weapon, the unit is not required to reorient toward its target. OptionsIf an optional weapon replaces ranged weapons when selected, it does not replace secondary weapons unless it is itself a secondary weapon. And in this case it replace only the secondary weapons. One secondary weapon option can be selected in addition to a normal ranged weapon option. A maximum of one secondary weapon option is permitted. 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 TerrorThe rout rolls caused by their attacks and shots have a -3B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rules Fearsome and Scary. 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. 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. Fake retreatOnce per battle, during the Tactical phase, and if it is not encircled, remove the unit from play and place it in the reserve.This counts as an activation in this phase, and the unit cannot be redeployed during this turn, and the next one. When the unit is redeployed, according to its deployment rules, it recovers all its lost W. | ||||||||||
| Beast Master | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 6 | 7+ | 5+ | 4 | 4+ | 9 | 7+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Poisoned Whip | 1 | -1 | -0 | -1 | 3 | ||||||
| Poisoned Spear | 1 | -1 | -2 | -3 | 3 | +1 | |||||
|
Wall of Spears Poison
|
||||||||||
| Equipment | Light armor, Poisoned Whip, Stones | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Orc | |||||||
| Keywords |
Character
Leader | |||||||||
| Special rules | Esprit de Corps Veteran Smoke Bombs Taskmaster Beastmaster Summary execution Ambusher
+5pts Fake retreat
+21pts | |||||||||
Esprit de CorpsIf at least one friendly unit with this rule is within 1" of this unit, this unit gains +1B.VeteranThis unit ignores the result of the first rout roll it suffers.TaskmasterOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:Forced march Grants a temporary bonus of +2M to his squad. The squad does not benefit from this bonus when it charges .Motivated When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1. Indoctrination +1T. Eternal hate They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition. If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately. Summary executionOnce per battle, just before the character's squad would be removed from the game due to a rout roll, add a permanent +2B bonus to the unit and inflict one wound per group.If the B bonus is sufficient to pass the rout roll, do not remove the squad from the game. Smoke BombsOnce per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.Its targets also gain a +4G bonus against this unit's attacks and shots. And any shots whose Line of Sight passes over this unit’s base also suffer a +4G penalty against their targets. BeastmasterBefore the deployment, designate 1 Monster unit and grant it +1T.This character can join an monster unit like a squad even if it's not a squad. Even if the unit is not a squad, the character may still grant it the bonuses that apply to squads. PoisonEach time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. 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. 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. Fake retreatOnce per battle, during the Tactical phase, and if it is not encircled, remove the unit from play and place it in the reserve.This counts as an activation in this phase, and the unit cannot be redeployed during this turn, and the next one. When the unit is redeployed, according to its deployment rules, it recovers all its lost W. | ||||||||||
| Raid Leader on Jetbike | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 12" | 6 | 7+ | 6+ | 8 | 6+ | 10 | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 3 | -3 | -2 | -4 | 3 | ||||||
| Jetbike - Front blades | 5 | +1 | -1 | -2 | 1 | ||||||
| Jetbike - Shell | 6 | +2 | -1 | 1 | ||||||
| Lightning Blade | 3 | -3 | -1 | -3 | 3 | +0.5 | |||||
|
Lightning Melee fighter
|
||||||||||
| Poisoned Whip | 1 | -3 | -0 | -2 | 3 | +0.5 | |||||
|
Poison
|
||||||||||
| Ranged weapons | Rg | P | S | A | ||||||
| x2 Poisoned Rifle | 36" | -6 | -2 | 4 | ||||||
| Poisoned Pistol | 6" | -4 | -1 | 2 | ||||||
| Super Heavy Fusion Carbine | 24" | -4 | -7 | 2 | +15 | |||||
|
Large Wounds Secondary weapon Blast
|
||||||||||
| Heavy Plasma Carbine | 24" | -7 | -6 | 2 | -6 | |||||
|
Heavy Wounds Secondary weapon Plasma Dispersion
|
||||||||||
| Heavy Fusion Carbine | 24" | -4 | -6 | 2 | +20 | |||||
|
Heavy Wounds Blast
|
||||||||||
| Equipment | Armor, Jetbike, Cleaver, Front blades, Shell, x2 Poisoned Rifle, Poisoned Pistol | |||||||||
| Base | 60x35mm Oval | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Orc | |||||||
| Keywords |
Character
Leader
Electronic | |||||||||
| Special rules | Esprit de Corps Furtive Hunter Commando Smoke Bombs Soldiers of Fortune Swift Fly Tracker Surprise Attack Reinforcement
+1.5pts Fake retreat
+36.5pts Ambusher
+2.5pts | |||||||||
Esprit de CorpsIf at least one friendly unit with this rule is within 1" of this unit, this unit gains +1B.FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.HunterWhen this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered TrackerBefore deployment begins, choose 1 of these special rules:Take it down Grants the following temporary bonus to his squad. When this unit attacks a Monster, Vehicle or Titan with more than 11W, if the condition of its target deteriorates, it must roll an additional Critical damage roll. Recon At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules. If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first. Weakness spottedInstead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules. If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second. Skirmish Master Grants a temporary bonus of +1G to his squad when they are occupying a cover. Smoke BombsOnce per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.Its targets also gain a +4G bonus against this unit's attacks and shots. And any shots whose Line of Sight passes over this unit’s base also suffer a +4G penalty against their targets. Soldiers of FortuneStarting round 7:When your army has more Vp than your opponent's, that unit gains a temporary +2B bonus. When your army has fewer Vp than your opponent's, this unit suffers a -3B penalty. 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. SwiftWhen this unit is activated andmoves or charges , it get +1G against shoots until the end of the round.FlyCreatures that take to the skies fight on their own terms, beyond the reach of foot soldiers, striking where they please before swooping back into the fray.DeploymentAt deployment, or during delayed deployment, you may place a flying unit either on the battlefield or “in flight.” Units in flight are above the battlefield; place a directional token to indicate their position and orientation. This means they are not physically present on the ground. But they still need to perform an arrival roll. Token in flightThis token may be deployed and moved over any terrain element or unit. Use the center of the token when measuring distances to and from the unit. As long as the unit is represented by its token on the battlefield, place the miniatures outside the battlefield, with the same token (ideally using a color code) on their bases. Tactical phaseLandingDuring the Tactical phase, if a flying unit is currently in flight, it may land on the battlefield at any suitable location within M of its token and more than 1’’ away from an enemy unit. The unit must then make a simplified arrival roll; on 1–3 it is deployed but may only react, on 4+ it may be activated.TakeoffIf a flying unit is already on the battlefield, it may instead take flight and be removed from the table. Place the in-flight token within M of the center of the unit. If enemy units with a total value of at least half of its point cost are within 1’’, the unit must succeed on a skill roll of 4+ to take off. When a unit takes flight, any enemy unit within 1’’ may immediately make an Opportunity Attack against it.Movement phaseDuring the Movement phase, the token of units that were already in flight at the start of the round may be moved up to 2M. The token of other units may be moved up to M. Shot downFlying units that are Destabilized or Destroyed cannot take flight. If a flying unit becomes Destabilized or Destroyed while in flight, move the token 3d6’’ in the direction of its orientation. If the token ends on the base of a unit, that unit suffers 1 attack roll per model in the flying unit, with 0P and a S equal to the lowest T value of the flying unit. The flying unit must then be deployed as close as possible to its token, potentially within 1’’ of enemy units. Each model of the unit then suffers a Critical damage roll and cannot be activated during this round. Shooting phaseUnits in flight benefit from a +2G bonus. And are considered to be Height 30". It mean that their targets on the ground suffer a Defense reduced by -1 against their attack rolls. Flying units that have moved more than their M during this round (including the Tactical and Movement phases) suffer the Advance & Fire penalty. Their shooting attacks ignore the bonuses of Light and Basic Covers with the Stone element. However, the bonus of Light and Basic Covers with the Wood element is doubled against their attacks. If the defender has two defense values (two G values in the case of a hit roll, or two T values in the case of a wound roll), choose the lower of the two. Melee phaseDuring the Melee phase, units in flight cannot target and be targeted by units on the ground. During the Melee phase, flying units in flight may attack any enemy flying unit in flight within M. Resolve attacks in order of rank and take turns designating targets, starting with the first player. Every stable and shaken unit is considered charging. When they are on the battlefield, their melee attacks ignore the bonuses of Basic Covers. EvadeSome warriors rely on agility rather than steel, slipping past blades and spears until their reflexes finally give out. A unit that has not yet attacked in Melee or Shot this round may choose to refuse combat and attempt to evade attacks. If it does so, it may not attack in Melee this round. The evading unit must make a Superiority Roll [M] against each enemy unit that attempts to attack it, one after another in the order chosen by the attacker. Each time the roll succeeds, the attacking unit loses its opportunity to attack and is no longer eligible to act in the Melee phase. Each time the roll succeeds, the next attacking unit against the same target gains a cumulative +1d6 bonus to its Superiority Roll [M] against that evading unit this round. Once the evading unit fails a Superiority Roll [M] during this round, it automatically fails all further evading attempts during this round and may be attacked normally. TerrainFlying units ignore area bonuses and penalties. They can also pass through all terrain features, friendly and enemy units without penalty. While in flight, this unit receives no terrain bonuses. Lines of sight between it and other units are not blocked by covers or blockers. This unit may be deployed into a cover when landing, provided all other deployment conditions are met. CharactersCharacters without this special rule cannot join a squad that has it. 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. LightningIf the target has the keywords Electronic.Each time you inflict wounds with this weapon, and after an eventuals save rolls roll 1d6. On a 4+, inflict an additional wound. Additional wounds can generate more wounds. Additionnal wounds can't be negated by a save roll. 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. PoisonEach time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. Secondary weaponDuring its activation in the Shooting Phase, this unit may shoot with all of its secondary weapons in addition to one of its normal weapons.Determine the target of each weapon attack rolls before starting to roll the dice. If a target is killed while there are still attacks to be launched on it, those attacks are lost. If this unit shoots only with its secondary weapons, it remains eligible for the Melee Phase. This weapon ignore the Melee shooting modifier. When shooting with a secondary weapon, the unit is not required to reorient toward its target. OptionsIf an optional weapon replaces ranged weapons when selected, it does not replace secondary weapons unless it is itself a secondary weapon. And in this case it replace only the secondary weapons. One secondary weapon option can be selected in addition to a normal ranged weapon option. A maximum of one secondary weapon option is permitted. PistolIf the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.This weapon ignore the Melee shooting modifier. Large WoundsMultiply each wound inflicted by this weapon by 1d6 when the natural result of the attack roll's 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. 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. Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the attack roll's die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach time you inflict wounds with this weapon, and after all eventual saves, on a 6+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds. On the covers with the wood element these wounds are doubled and attacks rolls can be improved. DispersionThe Long Range Shooting modifier is doubled for this weapon.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. Fake retreatOnce per battle, during the Tactical phase, and if it is not encircled, remove the unit from play and place it in the reserve.This counts as an activation in this phase, and the unit cannot be redeployed during this turn, and the next one. When the unit is redeployed, according to its deployment rules, it recovers all its lost W. 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. | ||||||||||
| Raid Leader | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 8 | 9+ | 6+ | 4 | 5+ | 10 | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 3 | -3 | -2 | -3 | 3 | ||||||
| Lightning Blade | 3 | -3 | -1 | -2 | 3 | +1 | |||||
|
Lightning Melee fighter
|
||||||||||
| Poisoned Whip | 1 | -3 | -0 | -1 | 3 | +1 | |||||
|
Poison
|
||||||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Poisoned Pistol | 6" | -4 | -1 | 2 | ||||||
| Heavy Fusion Carbine | 24" | -4 | -6 | 2 | +13 | |||||
|
Heavy Wounds Blast
|
||||||||||
| Equipment | Armor, Cleaver, Poisoned Pistol | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Orc | |||||||
| Keywords |
Character
Leader | |||||||||
| Special rules | Esprit de Corps Furtive Hunter Commando Smoke Bombs Soldiers of Fortune Tracker Surprise Attack Reinforcement
+12.5pts Fake retreat
+18pts Ambusher
+13pts | |||||||||
Esprit de CorpsIf at least one friendly unit with this rule is within 1" of this unit, this unit gains +1B.FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.HunterWhen this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered TrackerBefore deployment begins, choose 1 of these special rules:Take it down Grants the following temporary bonus to his squad. When this unit attacks a Monster, Vehicle or Titan with more than 11W, if the condition of its target deteriorates, it must roll an additional Critical damage roll. Recon At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules. If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first. Weakness spottedInstead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules. If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second. Skirmish Master Grants a temporary bonus of +1G to his squad when they are occupying a cover. Smoke BombsOnce per battle, starting from round 1, during the Tactical phase, when this unit is activated it may deploy smoke bombs. For the rest of the round, this unit gains a +4G bonus.Its targets also gain a +4G bonus against this unit's attacks and shots. And any shots whose Line of Sight passes over this unit’s base also suffer a +4G penalty against their targets. Soldiers of FortuneStarting round 7:When your army has more Vp than your opponent's, that unit gains a temporary +2B bonus. When your army has fewer Vp than your opponent's, this unit suffers a -3B penalty. 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. LightningIf the target has the keywords Electronic.Each time you inflict wounds with this weapon, and after an eventuals save rolls roll 1d6. On a 4+, inflict an additional wound. Additional wounds can generate more wounds. Additionnal wounds can't be negated by a save roll. 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. PoisonEach time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. PistolIf the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.This weapon ignore the Melee shooting modifier. Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the attack roll's 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. 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. 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. Fake retreatOnce per battle, during the Tactical phase, and if it is not encircled, remove the unit from play and place it in the reserve.This counts as an activation in this phase, and the unit cannot be redeployed during this turn, and the next one. When the unit is redeployed, according to its deployment rules, it recovers all its lost W. 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. | ||||||||||
named characters





