Infantry
Hathor
Mekhenty
Nek
Nekhtou
Nephthys
Oupouaout
Rathor
Sema
Setesh
Skirmishers
Amun
Benu
Geb
Kheperou
Mefkat
Neshmet
Satis
Tep
Cavalry
Toubty
Monsters
Akhet
Amahouse
Ammit
Anukis
Athyr
Epiphi
Khekerou
Mekhir
Meny
Montou
Pakhon
Payni
Phaophi
Pharmouti
Qebehsenouf
Sekhout
Thout
Tjehenet
Tybi
Unshou
Wosret
Yebou
Zat
Work in Progress, faction ready at 29%
Greanans
infantry
| Hathor | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3.5" | 5+ | 5 | 6+ | 4 | 8 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | -1 | -2 | 1 | ||||||
| Equipment | Light armor, Shield, Spear | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Greanan | |||||||
| Special rules | Squad Leader
+8.1pts Banner bearer
+6.5pts | |||||||||
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. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. | ||||||||||
| Mekhenty | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3.5" | 5+ | 4+ | 4 | 8 | 5+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Heavy Two-Handed Axe | 4 | - | -5 | 1 | ||||||
| Equipment | Light armor, Heavy Two-Handed Axe | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Greanan | |||||||
| Special rules | Bloodlust Squad Leader
+9.3pts | |||||||||
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. x2 WoundsMultiply each wound inflicted by this weapon by 2.Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Nek | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3.5" | 5+ | 3+ | 4 | 8 | 5+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Spear | 1 | -1 | -3 | 1 | ||||||
| Equipment | Skin, Two-Handed Spear | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Greanan | |||||||
| Special rules | Bloodlust Fanatic Squad Leader
+8.5pts | |||||||||
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. FanaticThe A values of this unit's weapons are not halved, when this unit is Destabilized or Destroyed.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. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Nekhtou | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 4 | 8+ | 7 | 11+ | 4 | 6+ | 9 | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 3 | -1 | -2 | 1 | ||||||
| Heavy Axe | 4 | - | -4 | 1 | +1 | |||||
|
x2 Wounds
|
||||||||||
| Equipment | Heavy armor, Shield, Energy Shield 3, Cleaver | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Greanan | |||||||
| Special rules | Veteran Shield wall Energy Shield 3 Squad Leader
+11.1pts Banner bearer
+8pts | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.Shield wall+1T against attacks on the front arc when the unit is stable.Characters within a stable squad that benefits from this special rule also gain the +1T bonus, except during duels. Energy Shield 3At more than 1" the defense of this unit is reduced by -3 against Plasma weapons.If this unit shoots with a weapon that does not have the Plasma special rule, it cannot use its Energy Shield against the next enemy unit to be activated, nor against any unit that reacts to its activation. So its defense against their shots is reduced by -3 even if they don't use Plasma weapons. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. x2 WoundsMultiply each wound inflicted by this weapon by 2.Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. | ||||||||||
| Nephthys | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4 | 6+ | 6 | 7+ | 4 | 8 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Halberd | 1 | - | -4 | 1 | ||||||
| Heavy Two-Handed Halberd | 2 | - | -5 | 1 | +0.8 | |||||
|
Wall of Spears x2 Wounds
|
||||||||||
| Equipment | Heavy armor, Energy Shield 1, Two-Handed Halberd | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Greanan | |||||||
| Special rules | Energy Shield 1 Fly
+0.8pts Squad Leader
+12.9pts | |||||||||
Energy Shield 1At more than 1" the defense of this unit is reduced by -1 against Plasma weapons.If this unit shoots with a weapon that does not have the Plasma special rule, it cannot use its Energy Shield against the next enemy unit to be activated, nor against any unit that reacts to its activation. So its defense against their shots is reduced by -1 even if they don't use Plasma weapons. Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. x2 WoundsMultiply each wound inflicted by this weapon by 2.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. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Oupouaout | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3.5" | 5+ | 6 | 7+ | 4 | 6+ | 9 | 6+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Axe | 3 | - | -3 | 1 | ||||||
| Spear | 1 | -1 | -2 | 1 | +0.6 | |||||
|
Wall of Spears Brutal Wounds
|
||||||||||
| Equipment | Armor, Shield, Axe | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Greanan | |||||||
| Special rules | Veteran Bloodlust Shield wall Banner bearer
+8.5pts Squad Leader
+10.5pts | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.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. Shield wall+1T against attacks on the front arc when the unit is stable.Characters within a stable squad that benefits from this special rule also gain the +1T bonus, except during duels. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. 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. 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. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Rathor | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 5 | 7+ | 8 | 10+ | 4 | 5+ | 10 | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | -2 | -3 | 1 | ||||||
| Equipment | Heavy armor, Shield, Energy Shield 1, Spear | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Greanan | |||||||
| Keywords | Elite | |||||||||
| Special rules | Veteran Fly Offensive Effort Energy Shield 1 Squad Leader
+20.5pts | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.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. Offensive EffortOnce per battle, this unit may choose to be activated one additional time during a same phase.Energy Shield 1At more than 1" the defense of this unit is reduced by -1 against Plasma weapons.If this unit shoots with a weapon that does not have the Plasma special rule, it cannot use its Energy Shield against the next enemy unit to be activated, nor against any unit that reacts to its activation. So its defense against their shots is reduced by -1 even if they don't use Plasma weapons. Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Sema | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 5 | 7+ | 7 | 8+ | 4 | 5+ | 10 | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Heavy Two-Handed Cleaver | 3 | -2 | -5 | 1 | ||||||
| Equipment | Heavy armor, Energy Shield 1, Heavy Two-Handed Cleaver | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Greanan | |||||||
| Keywords | Elite | |||||||||
| Special rules | Veteran Fearsome Parry Energy Shield 1 Bodyguard
+0.4pts Squad Leader
+16.2pts Banner bearer
+11pts | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.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. Energy Shield 1At more than 1" the defense of this unit is reduced by -1 against Plasma weapons.If this unit shoots with a weapon that does not have the Plasma special rule, it cannot use its Energy Shield against the next enemy unit to be activated, nor against any unit that reacts to its activation. So its defense against their shots is reduced by -1 even if they don't use Plasma weapons. x2 WoundsMultiply each wound inflicted by this weapon by 2.Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Bodyguard+2B when a character (except the Squad Leader) is inside the squad.In addition, characters in the unit, (except the Squad Leader), gain an extra +1G from Protection. This bonus does not apply while the character is in a Duel. Personal BodyguardIf a character benefits from this special rule, he gains +2B when another character is inside his squad. As long as a character with the Bodyguard rule is in the squad, the other character in that squad cannot be targeted, even by units that can normally target characters, unless he initiate a Duel himself. 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. | ||||||||||
| Setesh | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3.5" | 5+ | 6 | 7+ | 4 | 8 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | -1 | 1 | ||||||
| Equipment | Armor, Shield, Blade | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Greanan | |||||||
| Special rules | Squad Leader
+7.7pts Banner bearer
+7.5pts | |||||||||
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. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. | ||||||||||
skirmishers
| Amun | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3.5" | 6 | 7+ | 4+ | 4 | 8 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | -2 | - | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Lazer Sniper rifle | 27" | -6 | -3 | 1 | ||||||
| Equipment | Light armor, Cross, Lazer Sniper rifle | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Greanan | |||||||
| Special rules | Furtive Sniper Commando Squad Leader
+53.2pts Recon
+0pts | |||||||||
FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.SniperThis rule does not apply to shots at a target less than 1" away.Character killerThis unit can target a character with shooting attacks even if he is inside a squad, or more than 18" away. If all character within the squad are hidding, it can target them with shooting attacks, but add +3G to the target for this attack, if this unit itself is not a character. Best angleThe Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s shooting attacks. If a unit has two G or two T values, it may use the lower of the two values increased by 1 against this unit shooting attacks. For example, a defense of 5|8+ becomes a defense of 6+ against this unit. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. Fatal blowMultiply each wound inflicted by this weapon by 4 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. TraumaticThe rout rolls caused by their shots have a -1B bonus.Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. ReconAt the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules.If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first. Weakness spottedInstead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules. If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second. | ||||||||||
| Benu | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3.5" | 5 | 7+ | 5 | 6+ | 4 | 8 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | -1 | - | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Heavy Plasma Rifle | 18" | -6 | -8 | 1 | ||||||
| Equipment | Armor, Energy Shield 1, Cross, Heavy Plasma Rifle | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Greanan | |||||||
| Special rules | Energy Shield 1 Squad Leader
+23.8pts | |||||||||
Energy Shield 1At more than 1" the defense of this unit is reduced by -1 against Plasma weapons.If this unit shoots with a weapon that does not have the Plasma special rule, it cannot use its Energy Shield against the next enemy unit to be activated, nor against any unit that reacts to its activation. So its defense against their shots is reduced by -1 even if they don't use Plasma weapons. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach time you inflict wounds with this weapon, and after all eventual saves, on a 6+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds. DispersionThe Long Range Shooting modifier is doubled for this weapon.Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Geb | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3.5" | 5 | 6+ | 5+ | 4 | 8 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | -1 | - | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Heavy Lazer Rifle | 27" | -4 | -3 | 1 | ||||||
| Equipment | Armor, Cross, Heavy Lazer Rifle | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Greanan | |||||||
| Special rules | Squad Leader
+12.5pts | |||||||||
Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Kheperou | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3.5" | 5 | 6+ | 3+ | 4 | 8 | 7+ | ||||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Armor | - | - | 5+ | - | - | |||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | -1 | - | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Old Heavy Assault rifle | 18" | -1 | -4 | 2 | ||||||
| Equipment | Skin, Cross, Old Heavy Assault rifle | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Greanan | |||||||
| Special rules | Guerrilla Squad Leader
+13.5pts | |||||||||
GuerrillaBefore the deployement begins, this unit can perform 1d3 shots targeting opposing units. Randomly choose the player who designates the target of all the shots.This shots suffer no Long Range Shooting modifier. Once all shots have been made on the target, it can no longer be targeted by other units using this special rule, unless there are no other eligible targets. charactersYou can't target Infantryman or rider characters if this unit is not allowed to target characters within a squad. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Mefkat | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3.5" | 5 | 6+ | 5+ | 4 | 8 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | -1 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Heavy Lazer Pistol | 12" | -2 | 1 | |||||||
| Equipment | Armor, Blade, Heavy Lazer Pistol | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Greanan | |||||||
| Special rules | Ambusher Jammer Commando Scout
+19pts Squad Leader
+104.3pts | |||||||||
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. JammerFrom Round 1, once per round, during the Movement or the Shooting Phase, when your opponent attempts to activate a unit of less than 150/75ptswithin 18/36'' of this unit, and if the Jammer is more than 1" away from any enemy unit, this special rule can be used. If you do so, the active unit must first succeed on a control roll. In case of failure, it can no longer be activated during this phase but can still react. This special rule can target a unit of less than 300/150pts that has the keyword Electronic. 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. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. 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 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. Scout+4Scp per Scout entity.For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Neshmet | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3.5" | 5 | 6+ | 3+ | 4 | 8 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 3 | -1 | -2 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Heavy Pistol | 6" | -1 | -3 | 1 | ||||||
| Equipment | Skin, Cleaver, Heavy Pistol | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Greanan | |||||||
| Special rules | Ambusher Urban warfare Scout
+19pts Squad Leader
+30.5pts | |||||||||
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. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. 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 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. Scout+4Scp per Scout entity.For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Satis | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3.5" | 5 | 6+ | 5+ | 4 | 8 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | -1 | - | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Heavy Lazer Assault rifle | 24" | -3 | 2 | |||||||
| Equipment | Armor, Cross, Heavy Lazer Assault rifle | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Greanan | |||||||
| Special rules | Squad Leader
+13.9pts | |||||||||
Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Tep | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4 | 7+ | 6 | 7+ | 4 | 8 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | -1 | - | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Heavy Plasma Assault rifle | 15" | -5 | -7 | 2 | ||||||
| Equipment | Heavy armor, Energy Shield 1, Cross, Heavy Plasma Assault rifle | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Greanan | |||||||
| Special rules | Energy Shield 1 Fly
+5.2pts Squad Leader
+33.7pts | |||||||||
Energy Shield 1At more than 1" the defense of this unit is reduced by -1 against Plasma weapons.If this unit shoots with a weapon that does not have the Plasma special rule, it cannot use its Energy Shield against the next enemy unit to be activated, nor against any unit that reacts to its activation. So its defense against their shots is reduced by -1 even if they don't use Plasma weapons. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach time you inflict wounds with this weapon, and after all eventual saves, on a 6+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds. DispersionThe Long Range Shooting modifier is doubled for this weapon.Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. 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. | ||||||||||
cavalry
| Toubty | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 4.5" | 4 | 5+ | 8+ | 12 | 30 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 3 | - | -2 | -4 | 1 | ||||||
| Heavy Jetbike - Great Shell | 5 | +2 | -2 | -3 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| x2 Lazer p | 21" | -2 | 16 | |||||||
| x2 Super Heavy Plasma Rifle | 18" | -5 | -9 | 2 | +16 | |||||
|
Large Wounds Plasma Dispersion
|
||||||||||
| x2 Super Heavy Lazer Rifle | 27" | -3 | -4 | 2 | -12.8 | |||||
|
Large Wounds
|
||||||||||
| x2 Super Heavy Lightning Rifle | 24" | -1 | -7 | 2 | +6.6 | |||||
|
Large Wounds Lightning Blast
|
||||||||||
| x2 Plasma p | 12" | -4 | -6 | 16 | +37 | |||||
|
Plasma Dispersion
|
||||||||||
| Lazer Heavy pistol | 9" | -1 | -2 | 1 | +0.6 | |||||
|
Heavy Wounds Pistol
|
||||||||||
| Equipment | Armor, Heavy Jetbike, Cleaver, Great Shell, x2 Lazer p | |||||||||
| Base | 75x42mm Oval | Individual model | ||||||||
| Category | Rider Monster | Species | Anubis Drone | |||||||
| Keywords | Drone Electronic Elite | |||||||||
| Special rules | Unliving Swift Fly | |||||||||
UnlivingThey are immune to all rules involving poison or disease.They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. 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. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. 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 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. PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach time you inflict wounds with this weapon, and after all eventual saves, on a 6+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds. DispersionThe Long Range Shooting modifier is doubled for this weapon.LightningIf the target has the keywords Electronic.Each time you inflict wounds with this weapon, and after an eventuals save rolls roll 1d6. On a 4+, inflict an additional wound. Additional wounds can generate more wounds. Additionnal wounds can't be negated by a save roll. BlastRoll an additional attack roll for each successful attack roll.These additional attack rolls do not generate further attack rolls. If the target is skirmisher each additional attack can be negated on a 4+ on a 1d6. Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. PistolIf the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.This weapon ignore the Melee shooting modifier. | ||||||||||
| Toubty dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3.5" | 4 | 5+ | 8+ | 4 | 30 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Fists | 6 | +1 | 1 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Lazer Heavy pistol | 9" | -1 | -2 | 1 | +2.6 | |||||
|
Heavy Wounds Pistol
|
||||||||||
| Equipment | Armor, Fists, Stones | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Infantryman Monster | Species | Anubis Drone | |||||||
| Keywords | Drone Electronic | |||||||||
| Special rules | Unliving | |||||||||
UnlivingThey are immune to all rules involving poison or disease.They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. PistolIf the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.This weapon ignore the Melee shooting modifier. | ||||||||||
light cavalry
vehicles
monsters
| Amahouse | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4 | 9+ | 10 | 15+ | 4 | 30 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -1 | 1 | |||||||
| Equipment | Armor, Heavy shield, Energy Shield 4, Blade | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Monster | Species | Anubis Drone | |||||||
| Keywords | Drone Electronic | |||||||||
| Special rules | Unliving Shield wall Energy Shield 4 Fly
+1.4pts Squad Leader
+19.5pts | |||||||||
UnlivingThey are immune to all rules involving poison or disease.They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. Shield wall+1T against attacks on the front arc when the unit is stable.Characters within a stable squad that benefits from this special rule also gain the +1T bonus, except during duels. Energy Shield 4At more than 1" the defense of this unit is reduced by -4 against Plasma weapons.If this unit shoots with a weapon that does not have the Plasma special rule, it cannot use its Energy Shield against the next enemy unit to be activated, nor against any unit that reacts to its activation. So its defense against their shots is reduced by -4 even if they don't use Plasma weapons. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. 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. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Ammit | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4 | 5+ | 8+ | 4 | 30 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -1 | 1 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Heavy Lightning Assault rifle | 21" | - | -5 | 2 | ||||||
| Equipment | Armor, Blade, Heavy Lightning Assault rifle | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Monster | Species | Anubis Drone | |||||||
| Keywords | Drone Electronic | |||||||||
| Special rules | Unliving Fly
+2.8pts Squad Leader
+30.4pts | |||||||||
UnlivingThey are immune to all rules involving poison or disease.They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. 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. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. LightningIf the target has the keywords Electronic.Each time you inflict wounds with this weapon, and after an eventuals save rolls roll 1d6. On a 4+, inflict an additional wound. Additional wounds can generate more wounds. Additionnal wounds can't be negated by a save roll. BlastRoll an additional attack roll for each successful attack roll.These additional attack rolls do not generate further attack rolls. If the target is skirmisher each additional attack can be negated on a 4+ on a 1d6. 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. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Anukis | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4 | 5+ | 8+ | 4 | 30 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 3 | - | -2 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Heavy Plasma Rifle | 18" | -5 | -8 | 1 | ||||||
| Equipment | Armor, Cleaver, Heavy Plasma Rifle | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Monster | Species | Anubis Drone | |||||||
| Keywords | Drone Electronic | |||||||||
| Special rules | Unliving Fly
+3pts Squad Leader
+35pts | |||||||||
UnlivingThey are immune to all rules involving poison or disease.They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach time you inflict wounds with this weapon, and after all eventual saves, on a 6+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds. DispersionThe Long Range Shooting modifier is doubled for this weapon.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. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Athyr | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4 | 5+ | 8+ | 4 | 30 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 3 | - | -2 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Lazer Heavy pistol | 9" | -1 | -2 | 1 | ||||||
| Equipment | Armor, Cleaver, Lazer Heavy pistol | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Monster | Species | Anubis Drone | |||||||
| Keywords | Drone Electronic | |||||||||
| Special rules | Unliving Ambusher Jammer Fly
+0.59999999999999pts Squad Leader
+93.7pts | |||||||||
UnlivingThey are immune to all rules involving poison or disease.They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. 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. JammerFrom Round 1, once per round, during the Movement or the Shooting Phase, when your opponent attempts to activate a unit of less than 150/75ptswithin 18/36'' of this unit, and if the Jammer is more than 1" away from any enemy unit, this special rule can be used. If you do so, the active unit must first succeed on a control roll. In case of failure, it can no longer be activated during this phase but can still react. This special rule can target a unit of less than 300/150pts that has the keyword Electronic. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. PistolIf the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.This weapon ignore the Melee shooting modifier. 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. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Epiphi | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 2.5" | 4 | 5+ | 8+ | 4 | 30 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Halberd | 1 | +1 | -4 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Super Heavy Lazer Rifle | 27" | -3 | -4 | 1 | ||||||
| Equipment | Armor, Two-Handed Halberd, Super Heavy Lazer Rifle, Large Lazer Rifle | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Monster | Species | Anubis Drone | |||||||
| Keywords | Drone Electronic | |||||||||
| Special rules | Unliving Teleportation Energy boost Squad Leader
+29.4pts | |||||||||
UnlivingThey are immune to all rules involving poison or disease.They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. TeleportationTeleported DeploymentFrom turn 1 onwards, if this unit is in reserve, it may be deployed anywhere on the battlefield, more than 4" away from any enemy unit, or inside a position (or a building floor) with no enemy unit inside. RedeploymentWhen this unit is activated during the Tactical phase, and if it is already on the battlefield, it may be redeployed anywhere on the battlefield, more than 4" away from any enemy unit, or inside a position (or a building floor) with no enemy unit inside. If this unit fails its arrival roll for redeployment, it remains on the battlefield without being moved and may be activated normally during this round. CharactersCharacters without this special rule cannot join a squad that has it. Energy boostThis unit can be activated twice per phase. During its second activation, it can repeat the same action or perform a different one.At the end of each phase in which it was activated a second time using this rule, roll 1d6; on a result of 1, this unit loses the benefit of this rule for the rest of the battle. 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. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. Large WoundsMultiply each wound inflicted by this weapon by 1d6 when the natural result of the die that inflicts the wound is 6.And multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6. When the roll is improved, take into account the last die rolled. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Khekerou | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 2.5" | 4 | 5+ | 8+ | 4 | 30 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | - | 1 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Super Heavy Plasma Rifle | 18" | -5 | -9 | 1 | ||||||
| Equipment | Armor, Cross, Super Heavy Plasma Rifle, Large Plasma Rifle | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Monster | Species | Anubis Drone | |||||||
| Keywords | Drone Electronic | |||||||||
| Special rules | Unliving Fly
+6.4pts Squad Leader
+55.2pts | |||||||||
UnlivingThey are immune to all rules involving poison or disease.They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. Large WoundsMultiply each wound inflicted by this weapon by 1d6 when the natural result of the die that inflicts the wound is 6.And multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6. When the roll is improved, take into account the last die rolled. PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach time you inflict wounds with this weapon, and after all eventual saves, on a 6+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds. DispersionThe Long Range Shooting modifier is doubled for this weapon.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. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Mekhir | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4 | 5+ | 8+ | 4 | 30 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | - | 1 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Heavy Lazer Sniper rifle | 30" | -4 | 1 | |||||||
| Equipment | Armor, Cross, Heavy Lazer Sniper rifle | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Monster | Species | Anubis Drone | |||||||
| Keywords | Drone Electronic | |||||||||
| Special rules | Unliving Furtive Fly
+2.6pts Squad Leader
+34pts | |||||||||
UnlivingThey are immune to all rules involving poison or disease.They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. 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.Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. Fatal blowMultiply each wound inflicted by this weapon by 4 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. TraumaticThe rout rolls caused by their shots have a -1B bonus.Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. 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. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Meny | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4 | 9+ | 10 | 15+ | 4 | 30 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | - | 1 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Heavy Plasma Assault rifle | 15" | -4 | -7 | 2 | ||||||
| Equipment | Armor, Heavy shield, Energy Shield 4, Cross, Heavy Plasma Assault rifle | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Monster | Species | Anubis Drone | |||||||
| Keywords | Drone Electronic | |||||||||
| Special rules | Unliving Energy Shield 4 Fly
+4.6pts Instinct shooter
+2pts Squad Leader
+58.1pts | |||||||||
UnlivingThey are immune to all rules involving poison or disease.They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. Energy Shield 4At more than 1" the defense of this unit is reduced by -4 against Plasma weapons.If this unit shoots with a weapon that does not have the Plasma special rule, it cannot use its Energy Shield against the next enemy unit to be activated, nor against any unit that reacts to its activation. So its defense against their shots is reduced by -4 even if they don't use Plasma weapons. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach time you inflict wounds with this weapon, and after all eventual saves, on a 6+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds. DispersionThe Long Range Shooting modifier is doubled for this weapon.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. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Instinct shooterOnce per round, during the Shooting Phase, this unit can benefit from one of these bonuses:Shoot on InstinctThe Defense of the target is reduced by -1. Improved ReflexesWhen this unit reacts to a shoot action, the effects of its shots are taken into account before the unit that targeted it begins to shoot .Appropriate AnswerThis unit may react normally (not using the previous rule) during the Shooting phase, even if it has already been activated, on a 5+ on 1d6. Fast shootingIt may be activated a second time during the Shooting phase on a skill roll of 6+ on 1d6. If another rule allows it to be activated a second time on a skill roll, only roll the best skill roll and add +1 to its result. | ||||||||||
| Montou | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4 | 5+ | 8+ | 4 | 30 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | - | 1 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Heavy Plasma Assault rifle | 15" | -4 | -7 | 2 | ||||||
| Equipment | Armor, Cross, Heavy Plasma Assault rifle | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Monster | Species | Anubis Drone | |||||||
| Keywords | Drone Electronic | |||||||||
| Special rules | Unliving Fly
+4pts Energy boost
+2.2pts Squad Leader
+42.1pts | |||||||||
UnlivingThey are immune to all rules involving poison or disease.They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach time you inflict wounds with this weapon, and after all eventual saves, on a 6+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds. DispersionThe Long Range Shooting modifier is doubled for this weapon.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. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Energy boostThis unit can be activated twice per phase. During its second activation, it can repeat the same action or perform a different one.At the end of each phase in which it was activated a second time using this rule, roll 1d6; on a result of 1, this unit loses the benefit of this rule for the rest of the battle. | ||||||||||
| Pakhon | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4 | 5+ | 8+ | 4 | 30 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | - | 1 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Super Heavy Lightning Rifle | 24" | -1 | -7 | 1 | ||||||
| Equipment | Armor, Cross, Super Heavy Lightning Rifle, Large Lightning Rifle | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Monster | Species | Anubis Drone | |||||||
| Keywords | Drone Electronic | |||||||||
| Special rules | Unliving Fly
+4.2pts Squad Leader
+49.4pts | |||||||||
UnlivingThey are immune to all rules involving poison or disease.They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. Large WoundsMultiply each wound inflicted by this weapon by 1d6 when the natural result of the die that inflicts the wound is 6.And multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6. When the roll is improved, take into account the last die rolled. LightningIf the target has the keywords Electronic.Each time you inflict wounds with this weapon, and after an eventuals save rolls roll 1d6. On a 4+, inflict an additional wound. Additional wounds can generate more wounds. Additionnal wounds can't be negated by a save roll. BlastRoll an additional attack roll for each successful attack roll.These additional attack rolls do not generate further attack rolls. If the target is skirmisher each additional attack can be negated on a 4+ on a 1d6. 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. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Payni | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4 | 5+ | 8+ | 4 | 30 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | - | 1 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Super Heavy Lazer Rifle | 27" | -3 | -4 | 1 | ||||||
| Equipment | Armor, Cross, Super Heavy Lazer Rifle, Large Lazer Rifle | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Monster | Species | Anubis Drone | |||||||
| Keywords | Drone Electronic | |||||||||
| Special rules | Unliving Fly
+2.2pts Squad Leader
+29.7pts | |||||||||
UnlivingThey are immune to all rules involving poison or disease.They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. Large WoundsMultiply each wound inflicted by this weapon by 1d6 when the natural result of the die that inflicts the wound is 6.And multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6. When the roll is improved, take into account the last die rolled. 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. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Phaophi | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4 | 5+ | 8+ | 4 | 30 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Halberd | 1 | +1 | -4 | 1 | ||||||
| Heavy Two-Handed Halberd | 2 | +1 | -5 | 1 | +2 | |||||
|
Wall of Spears x2 Wounds
|
||||||||||
| Equipment | Armor, Two-Handed Halberd | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Monster | Species | Anubis Drone | |||||||
| Keywords | Drone Electronic | |||||||||
| Special rules | Unliving Energy Shield 2 Fly
+1.4pts Squad Leader
+21.7pts | |||||||||
UnlivingThey are immune to all rules involving poison or disease.They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. Energy Shield 2At more than 1" the defense of this unit is reduced by -2 against Plasma weapons.If this unit shoots with a weapon that does not have the Plasma special rule, it cannot use its Energy Shield against the next enemy unit to be activated, nor against any unit that reacts to its activation. So its defense against their shots is reduced by -2 even if they don't use Plasma weapons. 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. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. x2 WoundsMultiply each wound inflicted by this weapon by 2.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. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Pharmouti | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4 | 5+ | 8+ | 4 | 30 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -1 | 1 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Heavy Lazer Assault rifle | 24" | -2 | -3 | 2 | ||||||
| Equipment | Armor, Blade, Heavy Lazer Assault rifle | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Monster | Species | Anubis Drone | |||||||
| Keywords | Drone Electronic | |||||||||
| Special rules | Unliving Fly
+2pts Squad Leader
+23.4pts | |||||||||
UnlivingThey are immune to all rules involving poison or disease.They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. 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. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. 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. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Qebehsenouf | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4 | 9+ | 9 | 14+ | 4 | 30 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | - | -2 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Plasma Heavy pistol | 3" | -3 | -6 | 1 | ||||||
| Equipment | Armor, Shield, Energy Shield 4, Spear, Plasma Heavy pistol | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Monster | Species | Anubis Drone | |||||||
| Keywords | Drone Electronic | |||||||||
| Special rules | Unliving Energy Shield 4 Fly
+2.8pts Squad Leader
+25.3pts | |||||||||
UnlivingThey are immune to all rules involving poison or disease.They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. Energy Shield 4At more than 1" the defense of this unit is reduced by -4 against Plasma weapons.If this unit shoots with a weapon that does not have the Plasma special rule, it cannot use its Energy Shield against the next enemy unit to be activated, nor against any unit that reacts to its activation. So its defense against their shots is reduced by -4 even if they don't use Plasma weapons. Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. PistolIf the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.This weapon ignore the Melee shooting modifier. PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach time you inflict wounds with this weapon, and after all eventual saves, on a 6+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds. DispersionThe Long Range Shooting modifier is doubled for this weapon.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. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Sekhout | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4 | 5+ | 8+ | 4 | 30 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | - | 1 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Lightning p | 18" | - | -4 | 8 | ||||||
| Equipment | Armor, Cross, Lightning p | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Monster | Species | Anubis Drone | |||||||
| Keywords | Drone Electronic | |||||||||
| Special rules | Unliving Fly
+4.8pts Squad Leader
+55.9pts | |||||||||
UnlivingThey are immune to all rules involving poison or disease.They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. LightningIf the target has the keywords Electronic.Each time you inflict wounds with this weapon, and after an eventuals save rolls roll 1d6. On a 4+, inflict an additional wound. Additional wounds can generate more wounds. Additionnal wounds can't be negated by a save roll. BlastRoll an additional attack roll for each successful attack roll.These additional attack rolls do not generate further attack rolls. If the target is skirmisher each additional attack can be negated on a 4+ on a 1d6. 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. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Thout | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4 | 8+ | 9 | 13+ | 4 | 30 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 3 | - | -2 | 1 | ||||||
| Heavy Axe | 4 | +1 | -4 | 1 | +1.4 | |||||
|
x2 Wounds
|
||||||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Heavy Lazer Heavy pistol | 12" | -1 | -3 | 1 | ||||||
| Equipment | Armor, Shield, Energy Shield 3, Cleaver, Heavy Lazer Heavy pistol | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Monster | Species | Anubis Drone | |||||||
| Keywords | Drone Electronic | |||||||||
| Special rules | Unliving Energy Shield 3 Fly
+1.8pts Squad Leader
+23.4pts | |||||||||
UnlivingThey are immune to all rules involving poison or disease.They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. Energy Shield 3At more than 1" the defense of this unit is reduced by -3 against Plasma weapons.If this unit shoots with a weapon that does not have the Plasma special rule, it cannot use its Energy Shield against the next enemy unit to be activated, nor against any unit that reacts to its activation. So its defense against their shots is reduced by -3 even if they don't use Plasma weapons. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. x2 WoundsMultiply each wound inflicted by this weapon by 2.Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. PistolIf the unit shoot only with If the unit uses only Pistol weapons weapon (and a possible secondary weapon) during the shooting phase, it remains eligible for the Melee phase.This weapon ignore the Melee shooting modifier. 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. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Tjehenet | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4 | 5+ | 8+ | 4 | 30 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| x2 Blade | 3 | -1 | 2 | |||||||
| Two-Handed Spear | 1 | - | -3 | 1 | +0.8 | |||||
|
Wall of Spears Brutal Wounds
|
||||||||||
| Equipment | Armor, x2 Blade | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Monster | Species | Anubis Drone | |||||||
| Keywords | Drone Electronic | |||||||||
| Special rules | Unliving Fly
+1.8pts Energy boost
+1pts Squad Leader
+19.9pts | |||||||||
UnlivingThey are immune to all rules involving poison or disease.They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. 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. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. 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. 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. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Energy boostThis unit can be activated twice per phase. During its second activation, it can repeat the same action or perform a different one.At the end of each phase in which it was activated a second time using this rule, roll 1d6; on a result of 1, this unit loses the benefit of this rule for the rest of the battle. | ||||||||||
| Tybi | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4 | 5+ | 8+ | 4 | 30 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | - | 1 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Heavy Lazer Rifle | 27" | -3 | 1 | |||||||
| Equipment | Armor, Cross, Heavy Lazer Rifle | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Monster | Species | Anubis Drone | |||||||
| Keywords | Drone Electronic | |||||||||
| Special rules | Unliving Fly
+1.4pts Energy boost
+1pts Squad Leader
+21.9pts | |||||||||
UnlivingThey are immune to all rules involving poison or disease.They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. 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. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Energy boostThis unit can be activated twice per phase. During its second activation, it can repeat the same action or perform a different one.At the end of each phase in which it was activated a second time using this rule, roll 1d6; on a result of 1, this unit loses the benefit of this rule for the rest of the battle. | ||||||||||
| Unshou | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4 | 5+ | 8+ | 4 | 30 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | - | 1 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Lazer p | 21" | -2 | 8 | |||||||
| Equipment | Armor, Cross, Lazer p | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Monster | Species | Anubis Drone | |||||||
| Keywords | Drone Electronic | |||||||||
| Special rules | Unliving Fly
+3.4pts Squad Leader
+42.5pts | |||||||||
UnlivingThey are immune to all rules involving poison or disease.They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. 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. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Wosret | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4 | 5+ | 8+ | 4 | 30 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | - | 1 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Heavy Lightning Rifle | 24" | -1 | -6 | 1 | ||||||
| Equipment | Armor, Cross, Heavy Lightning Rifle | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Monster | Species | Anubis Drone | |||||||
| Keywords | Drone Electronic | |||||||||
| Special rules | Unliving Fly
+2.2pts Energy boost
+1.4pts Squad Leader
+31.5pts | |||||||||
UnlivingThey are immune to all rules involving poison or disease.They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. LightningIf the target has the keywords Electronic.Each time you inflict wounds with this weapon, and after an eventuals save rolls roll 1d6. On a 4+, inflict an additional wound. Additional wounds can generate more wounds. Additionnal wounds can't be negated by a save roll. BlastRoll an additional attack roll for each successful attack roll.These additional attack rolls do not generate further attack rolls. If the target is skirmisher each additional attack can be negated on a 4+ on a 1d6. 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. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Energy boostThis unit can be activated twice per phase. During its second activation, it can repeat the same action or perform a different one.At the end of each phase in which it was activated a second time using this rule, roll 1d6; on a result of 1, this unit loses the benefit of this rule for the rest of the battle. | ||||||||||
| Yebou | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4 | 5+ | 8+ | 4 | 30 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cross | 4 | - | 1 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Plasma p | 12" | -4 | -6 | 8 | ||||||
| Equipment | Armor, Cross, Plasma p | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Monster | Species | Anubis Drone | |||||||
| Keywords | Drone Electronic | |||||||||
| Special rules | Unliving Fly
+8.2pts Squad Leader
+73.9pts | |||||||||
UnlivingThey are immune to all rules involving poison or disease.They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach time you inflict wounds with this weapon, and after all eventual saves, on a 6+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds. DispersionThe Long Range Shooting modifier is doubled for this weapon.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. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Zat | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4 | 5+ | 8+ | 4 | 30 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Spear | 1 | - | -3 | 1 | ||||||
| Equipment | Armor, Two-Handed Spear | |||||||||
| Base | 32mm Round | Individual model | ||||||||
| Category | Monster | Species | Anubis Drone | |||||||
| Keywords | Drone Electronic | |||||||||
| Special rules | Unliving Fly
+1.4pts Energy boost
+0.8pts Squad Leader
+17.9pts | |||||||||
UnlivingThey are immune to all rules involving poison or disease.They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. 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. Brutal WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.When the roll is improved, take into account the last die rolled. 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. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Energy boostThis unit can be activated twice per phase. During its second activation, it can repeat the same action or perform a different one.At the end of each phase in which it was activated a second time using this rule, roll 1d6; on a result of 1, this unit loses the benefit of this rule for the rest of the battle. | ||||||||||
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