Infantry
Type Undead warriors Type Undeads Type Archers Type Demolishers Type Footmen Type Infantrymen Type Spearmen Type Spectral warriors
Skirmishers
Type Hunters Type Skirmishers
Cavalry
Type Grimfang lancers Type Fear Riders
Light Cavalry
Type Grimfang looters Type Spectral Riders
Monsters
Type Grimfangs Type Cave trolls Type Giant Bats Type Bat Swarms Type Spiders Type Flamefiend
Artillery
Type Mangonel Type Scorpios
Characters
Type Alpha Grimfang Type Troll chief Type Chief Type Great banner bearer Type Great shaman Type Shaman Type Sorcerer Type Taskmaster Type Tracker Type Ancient lord Type Obsidian Guard Type Shadowblade
Named Characters
Type Gorgash Type Varzath Type Dreadknight Kaelzar Type Malgaroth Type Zarkul

Malgar


infantry


Undead warriors
MGTW B PtsQt
2"3 | 4+6+530 | 2+
Pts
Melee weaponsRkPSA
Cleaver3-11
Poisoned Fangs6-2-10.8
Poison
Mount Attacks
EquipmentHeavy armor, Cleaver, Poisoned Fangs
Base25mm Round Individual model
Category
Infantryman
Species
Undead
Keywords
Rookie
Undead
Special rules
Unliving
Scary
Bloodlust

Unliving

They 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.

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Bloodlust

Add +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.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Mount Attacks

When 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 exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If 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.



Undeads
MGTW B PtsQt
2.5"3+529 | -1+
Pts
Melee weaponsRkPSA
One-handed Weapon3--11
Poisoned Fangs6-10.8
Poison
Mount Attacks
EquipmentSkin, One-handed Weapon, Poisoned Fangs
Base25mm Round Individual model
Category
Infantryman
Species
Undead
Keywords
Undead
Rookie
Special rules
Unliving
Scary
Bloodlust
Horde

Unliving

They 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.

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Bloodlust

Add +2" to this unit's movement when it charges.

Once by round all groups of this squad or this unit regains +1W when their attacks take an enemy unit out of combat.

Horde

+1A for each group of the squad in melee, when attacking encircled targets.

Characters in the squad that benefit from this rule, gain +1A for their melee attacks, when their squad meets the conditions.


Opportunistic rallying


If your army includes at least one character with the Horde Leader special rule, add 5|10 Horde Pts to your army when a squad of 1|2 groups with the Horde special rule is removed from the game.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Mount Attacks

When 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 exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If 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.



Archers
MGTW B PtsQt
3"5+47 | 5+
Pts
Melee weaponsRkPSA
Dagger5--11
Melee fighter
Devastator
Ranged weaponsRgPSA
Bow12"-2-1
EquipmentArmor, Dagger, Bow
Base25mm Round Individual model
Category
Infantryman
Species
Orc
Special rules
Squad Leader
+6pts

Melee fighter

The 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.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.


Demolishers
MGTW B PtsQt
3"5+47 | 5+
Pts
Melee weaponsRkPSA
Heavy Two-Handed Axe4--4 | -51
Heavy Wounds
EquipmentArmor, Heavy Two-Handed Axe
Base25mm Round Individual model
Category
Infantryman
Species
Orc
Special rules
Fanatic
+0pts
Squad Leader
+6pts
Hornblower
+4pts

Heavy Wounds

Multiply 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 Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+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.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.

Fanatic

The A values of this unit's weapons are not halved, when this unit is Destabilized or Destroyed.

Footmen
MGTW B PtsQt
3"5+6 | 7+47 | 5+
Pts
Melee weaponsRkPSA
Blade3-2-0 | -11
Melee fighter
Axe3--2 | -31
EquipmentArmor, Shield, Blade, Axe
Base25mm Round Individual model
Category
Infantryman
Species
Orc
Special rules
Squad Leader
+5.8pts
Banner bearer
+8pts
Drummer
+2.5pts

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+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 bearer

Add 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.

Drummer

Add 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:



Drum

+1M.

The rout rolls caused by their attacks and shots 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 stack with this one. If your unit has one of these rules, add it the effect of this rule.

Infantrymen
MGTW B PtsQt
3"5+6 | 7+47 | 5+
Pts
Melee weaponsRkPSA
Spear1-1-1 | -21
Wall of Spears
Blade3-2-0 | -11
Melee fighter
EquipmentArmor, Shield, Blade, Spear
Base25mm Round Individual model
Category
Infantryman
Species
Orc
Special rules
Squad Leader
+5.2pts
Banner bearer
+8pts
Drummer
+2.5pts

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Wall of Spears

If this unit is stable, the opposing unit does not receive any charge bonuses against it.

+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled.



Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+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 bearer

Add 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.

Drummer

Add 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:



Drum

+1M.

The rout rolls caused by their attacks and shots 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 stack with this one. If your unit has one of these rules, add it the effect of this rule.

Spearmen
MGTW B PtsQt
3"5+47 | 5+
Pts
Melee weaponsRkPSA
Two-Handed Spear1-1-2 | -31
Wall of Spears
Cleaver3-1-1 | -21+0.4
Blade3-2-0 | -11+0.2
Melee fighter
Two-Handed Halberd1--3 | -41Replacement+0.2
Wall of Spears
EquipmentArmor, Two-Handed Spear
Base25mm Round Individual model
Category
Infantryman
Species
Orc
Special rules
Squad Leader
+6.2pts
Banner bearer
+6.5pts
Drummer
+3pts

Wall of Spears

If 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.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+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 bearer

Add 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.

Drummer

Add 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:



Drum

+1M.

The rout rolls caused by their attacks and shots 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 stack with this one. If your unit has one of these rules, add it the effect of this rule.

Spectral warriors
MGTWSvB PtsQt
3"5 | 6+7 | 8+23+
6+
31 | 8+
Pts
Melee weaponsRkPSA
Enchanted Blade3-3-11
Melee fighter
Enchanted
Poisoned Dagger5-1-21
Devastator
Melee fighter
Poison
EquipmentShield, Complete plate armor, Enchanted Blade, Poisoned Dagger
Base25mm Round Individual model
Category
Infantryman
Species
Wraith
Keywords
Undead
Elite
Special rules
Scary
Devastator
Wraith
Shield wall
Heavy
Banner bearer
+7.5pts
Hornblower
+7.5pts
Squad Leader
+18.5pts

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Wraith

Each model in the unit must make a Critical Damage Roll when moving over an water area.



Unliving

They 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.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Melee fighter

The 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.

Enchanted

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Luck


This unit can re-roll attack rolls made with this weapon with a natural result of 1.

Wraithbane


If the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1.


Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Banner bearer

Add 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.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+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.



skirmishers


Hunters
MGTWSvB PtsQt
3"6 | 7+4+46+7 | 5+
Pts
Melee weaponsRkPSA
Poisoned Dagger5-11
Melee fighter
Devastator
Poison
Ranged weaponsRgPSA
Bow12"-3-1
Poisoned Bow12"-4-1Replacement+0.4
Poison
EquipmentLight armor, Poisoned Dagger, Bow
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Special rules
Furtive
Hunter
Forester
Mountaineer
Ambusher
+0.6pts
Scout
+15pts
Squad Leader
+27.5pts

Furtive

The 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.

Hunter

When this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -1 for this attack roll.

Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered exhausted until the end of the round.

Forester

This unit has a affinity with the Wood element.

Mountaineer

This unit has a affinity with the Stone element.

Melee fighter

The 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.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+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.

Ambusher

Occupy the field


During deployment, this unit may be deployed in an unoccupied cover within the no man's land.

Ambushed


Alternatively, 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 Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.



Scout

+4Scp per Scout entity.

For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp

Skirmishers
MGTW B PtsQt
3"5 | 6+47 | 5+
Pts
Melee weaponsRkPSA
Blade3-2-0 | -11
Melee fighter
Axe3--2 | -31Replacement-0.2
Ranged weaponsRgPSA
Javelins6"-2-11+2.2
Heavy Wounds
Throwing weapon
EquipmentLight armor & Shield, Blade
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Special rules
Harassment master
Squad Leader
+8.6pts

Harassment master

When shooting this unit may ignore the Harassment modifier.

Furthermore, the Rear Attack modifier applied to the targets of this unit is doubled.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.

Throwing weapon

If this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.

If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+1A
x2A for its ranged weapon

This character must be deployed in a squad that has this profile.

The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Leader

+1B.

A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses.

If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll.

During the next round, the squad cannot charge attack or shoot.



cavalry


Grimfang lancers
MGTW B PtsQt
4"5+87 | 5+
Pts
Melee weaponsRkPSA
Two-Handed Spear (mounted)2-1-2 | -51
Anti cavalry
Blade3-2-0 | -21
Melee fighter
Grimfang - Claws4-2-2 | -32
Devastator
Mount Attacks
Grimfang - Fangs6-2-31
Mount Attacks
EquipmentLight armor, Grimfang, Two-Handed Spear (mounted), Blade, Claws, Fangs
Base40mm Round Individual model
Category
Rider
Monster
Species
Orc
Special rules
Rage
Scary
Vanguard
+1pts
Reinforcement
+5pts
Squad Leader
+30.5pts
Hornblower
+20pts

Rage

When charging, they can reroll failed melee attack rolls.

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

Melee fighter

The 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.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When 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 exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+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.

Vanguard

This unit can be activated during the Movement phase of round 0.

If they have a Rg of at least 30", they can be activated one additional time during the Bombardment phase of round 0.

If they have a Rg lesser than 30", or if they are deployed for the first time after round 0, they can be activated and shoot 2 times during their first Shooting phase.

Characters accompanying the unit but not benefiting from this rule are moved along with the unit during turn 0.

On guard



Some scenarios (see Surprise Attack) prevent units from one side from being activated during the first rounds. In this situation, units that benefit from the Vanguard special rule can be activated or react one turn earlier than others.

This unit benefits from a +1 bonus on its arrival rolls.

Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.
Grimfang lancers dismounted
MGTW B PtsQt
3"5+4+47 | 5+
Pts
Melee weaponsRkPSA
Two-Handed Spear1-1-2 | -31
Wall of Spears
Blade3-2-0 | -11
Melee fighter
EquipmentLight armor, Two-Handed Spear, Blade
Base25mm Round Individual model
Category
Infantryman
Species
Orc
Special rules
Rage
Vanguard
+0.2pts
Reinforcement
+1.6pts
Squad Leader
+9pts
Hornblower
+4pts

Rage

When charging, they can reroll failed melee attack rolls.

Wall of Spears

If 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.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+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.

Vanguard

This unit can be activated during the Movement phase of round 0.

If they have a Rg of at least 30", they can be activated one additional time during the Bombardment phase of round 0.

If they have a Rg lesser than 30", or if they are deployed for the first time after round 0, they can be activated and shoot 2 times during their first Shooting phase.

Characters accompanying the unit but not benefiting from this rule are moved along with the unit during turn 0.

On guard



Some scenarios (see Surprise Attack) prevent units from one side from being activated during the first rounds. In this situation, units that benefit from the Vanguard special rule can be activated or react one turn earlier than others.

This unit benefits from a +1 bonus on its arrival rolls.

Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.

Fear Riders
MGTWSvB PtsQt
5"4 | 5+5 | 6+124+31 | 8+
Pts
Melee weaponsRkPSA
Poisoned Spear (mounted)2-2-2 | -42
Anti cavalry
Poison
Enchanted Blade3-3-1 | -22
Melee fighter
Enchanted
Giant Bat - Great Poisoned Claws3-2-4 | -54
Devastator
1D6 Wounds
Poison
Mount Attacks
Poisoned Dagger5-1-22
Devastator
Melee fighter
Poison
Giant Bat - Great Poisoned Fangs5-2-52
1D6 Wounds
Poison
Mount Attacks
EquipmentShield, Complete plate armor, Giant Bat, Enchanted Blade, Poisoned Dagger, Poisoned Spear (mounted), Great Poisoned Claws, Great Poisoned Fangs
Base50mm Round Individual model
Category
Rider
Monster
Species
Wraith
Keywords
Undead
Elite
Special rules
Scary
Devastator
Wraith
Heavy
Hunter
Fly
Mountaineer

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Wraith

Each model in the unit must make a Critical Damage Roll when moving over an water area.



Unliving

They 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

Slowdowns due to terrain zones are increased by 1 for this unit.

Hunter

When this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -1 for this attack roll.

Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered exhausted until the end of the round.

Fly

Creatures 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.


Deployment



At 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 flight



This 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 phase



Landing
During 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.

Takeoff
If 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 phase



During 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 down



Flying 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 phase



Units 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 phase



During 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.


Evade



Some 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.


Terrain



Flying 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.


Characters



Characters without this special rule cannot join a squad that has it.

Mountaineer

This unit has a affinity with the Stone element.

Melee fighter

The 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.

Enchanted

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Luck


This unit can re-roll attack rolls made with this weapon with a natural result of 1.

Wraithbane


If the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1.


Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.

1D6 Wounds

Multiply each wound inflicted by this weapon by the result of a 1D6.

Mount Attacks

When 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 exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If 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.


Fear Riders dismounted
MGTWSvB PtsQt
3"5 | 6+7 | 8+23+
6+
31 | 8+
Pts
Melee weaponsRkPSA
Poisoned Spear1-22
Wall of Spears
Poison
Enchanted Blade3-3-12
Melee fighter
Enchanted
Poisoned Dagger5-1-22
Devastator
Melee fighter
Poison
EquipmentShield, Complete plate armor, Enchanted Blade, Poisoned Dagger, Poisoned Spear
Base25mm Round Individual model
Category
Infantryman
Species
Wraith
Keywords
Undead
Elite
Special rules
Scary
Devastator
Wraith
Heavy

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Wraith

Each model in the unit must make a Critical Damage Roll when moving over an water area.



Unliving

They 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

Slowdowns due to terrain zones are increased by 1 for this unit.

Melee fighter

The 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.

Enchanted

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Luck


This unit can re-roll attack rolls made with this weapon with a natural result of 1.

Wraithbane


If the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1.


Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Wall of Spears

If 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.


light cavalry


Grimfang looters
MGTW B PtsQt
4"5 | 6+87 | 5+
Pts
Melee weaponsRkPSA
Blade3-2-0 | -21
Melee fighter
Grimfang - Claws4-2-2 | -32
Devastator
Mount Attacks
Grimfang - Fangs6-2-31
Mount Attacks
Ranged weaponsRgPSA
Javelins6"-11
Heavy Wounds
Throwing weapon
EquipmentLight armor, Shield, Grimfang, Blade, Claws, Fangs, Javelins
Base40mm Round Individual model
Category
Rider
Skirmisher
Monster
Species
Orc
Special rules
Soldiers of Fortune
Scary
Vanguard
+0.6pts
Reinforcement
+2.8pts
Squad Leader
+23.3pts
Hornblower
+14.5pts

Soldiers of Fortune

Starting round 7:

When your army has more Vp than your opponent's, that unit gains a temporary +2B bonus.

When your army has fewer Vp than your opponent's, this unit suffers a -3B penalty.

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Melee fighter

The 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.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When 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 exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.

Throwing weapon

If this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.

If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier.

Vanguard

This unit can be activated during the Movement phase of round 0.

If they have a Rg of at least 30", they can be activated one additional time during the Bombardment phase of round 0.

If they have a Rg lesser than 30", or if they are deployed for the first time after round 0, they can be activated and shoot 2 times during their first Shooting phase.

Characters accompanying the unit but not benefiting from this rule are moved along with the unit during turn 0.

On guard



Some scenarios (see Surprise Attack) prevent units from one side from being activated during the first rounds. In this situation, units that benefit from the Vanguard special rule can be activated or react one turn earlier than others.

This unit benefits from a +1 bonus on its arrival rolls.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+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.

Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.
Grimfang looters dismounted
MGTW B PtsQt
3"5 | 6+47 | 5+
Pts
Melee weaponsRkPSA
Blade3-2-0 | -11
Melee fighter
Ranged weaponsRgPSA
Javelins6"-11
Heavy Wounds
Throwing weapon
EquipmentLight armor, Shield, Blade, Javelins
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Special rules
Soldiers of Fortune
Vanguard
+0.2pts
Reinforcement
+0pts
Squad Leader
+7pts
Hornblower
+4pts

Soldiers of Fortune

Starting round 7:

When your army has more Vp than your opponent's, that unit gains a temporary +2B bonus.

When your army has fewer Vp than your opponent's, this unit suffers a -3B penalty.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Heavy Wounds

Multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.

When the roll is improved, take into account the last die rolled.

If several rules allow for the multiplication of wounds, the multiplications are combined.

If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied.

Throwing weapon

If this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.

If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier.

Vanguard

This unit can be activated during the Movement phase of round 0.

If they have a Rg of at least 30", they can be activated one additional time during the Bombardment phase of round 0.

If they have a Rg lesser than 30", or if they are deployed for the first time after round 0, they can be activated and shoot 2 times during their first Shooting phase.

Characters accompanying the unit but not benefiting from this rule are moved along with the unit during turn 0.

On guard



Some scenarios (see Surprise Attack) prevent units from one side from being activated during the first rounds. In this situation, units that benefit from the Vanguard special rule can be activated or react one turn earlier than others.

This unit benefits from a +1 bonus on its arrival rolls.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+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.

Reinforcement

Flanc Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.

Spectral Riders
MGTWSvB PtsQt
5"8 | 10+3+83+32 | 8+
Pts
Melee weaponsRkPSA
Magical Long Blade2-4-2 | -32
Magical
Spectral horse - Hooves3--1 | -32
Mount Attacks
Poisoned Dagger5-22
Devastator
Melee fighter
Poison
EquipmentComplete plate armor, Spectral horse, Magical Long Blade, Poisoned Dagger, Hooves
Base40mm Round Individual model
Category
Rider
Skirmisher
Species
Wraith
Keywords
Undead
Elite
Special rules
Devastator
Wraith
Steadfast warrior
Heavy
Terror
Banner bearer
+59.5pts
Hornblower
+59.5pts
Squad Leader
+93pts

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Wraith

Each model in the unit must make a Critical Damage Roll when moving over an water area.



Unliving

They 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.

Steadfast warrior

Units that benefit from this rule are immune to the effects of all special rules that reduce their B or offer bonuses on their rout rolls.



Veteran

This unit ignores the result of the first rout roll it suffers.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Terror

The rout rolls caused by their attacks and shots have a -3B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rules Fearsome and Scary.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Magical

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Providence


This unit can re-roll failed attack rolls made with this weapon.

Wraithbane


If the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1.

Melee fighter

The 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.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Mount Attacks

When 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 exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If 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.


Banner bearer

Add 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.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+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.

Spectral Riders dismounted
MGTWSvB PtsQt
3"5 | 7+6+23+
5+
32 | 8+
Pts
Melee weaponsRkPSA
Magical Long Blade2-4-22
Magical
Poisoned Dagger5-22
Devastator
Melee fighter
Poison
EquipmentComplete plate armor, Magical Long Blade, Poisoned Dagger
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Wraith
Keywords
Undead
Elite
Special rules
Scary
Devastator
Wraith
Steadfast warrior
Heavy
Banner bearer
+13.5pts
Hornblower
+13.5pts
Squad Leader
+29pts

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Wraith

Each model in the unit must make a Critical Damage Roll when moving over an water area.



Unliving

They 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.

Steadfast warrior

Units that benefit from this rule are immune to the effects of all special rules that reduce their B or offer bonuses on their rout rolls.



Veteran

This unit ignores the result of the first rout roll it suffers.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Magical

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Providence


This unit can re-roll failed attack rolls made with this weapon.

Wraithbane


If the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1.

Melee fighter

The 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.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Banner bearer

Add 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.

Hornblower

Add a character to the squad with the same profile as a soldier in the squad.

This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad.

He gives these temporary bonus to his squad:



Horn

Add +3" to this unit's movement when it charges.



Rallying

Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+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.



monsters


Grimfangs
MGTW B PtsQt
4.5"5+57+
Pts
Melee weaponsRkPSA
Claws4-2-2 | -32
Devastator
Fangs6-2-31
Mount Attacks
EquipmentSkin, Claws, Fangs
Base40mm Round Individual model
Category
Monster
Species
Grimfang
Special rules
Fearsome
Light
Fierce charge
Mountaineer
Furtive
Ambusher
+2.4pts
Squad Leader
+21.5pts

Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Light

Slowdowns due to terrain zones are reduced by 1 for this unit.

Fierce charge

When charging, this unit adds its M to its charge movement instead of the +2M bonus. Additionally, it doubles its melee weapon's A.

Mountaineer

This unit has a affinity with the Stone element.

Furtive

The 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.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When 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 exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+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.

Ambusher

Occupy the field


During deployment, this unit may be deployed in an unoccupied cover within the no man's land.

Ambushed


Alternatively, 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 Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.




Cave trolls
MGTW B PtsQt
3"4+8+127 | 3+
Pts
Melee weaponsRkPSA
Large Warhammer - Sweep3-1-24
Large Wounds
Large Warhammer3+1-84
Large Wounds
Large Claws4-2-52
Devastator
Large Wounds
Mount Attacks
Large Cleaver3-1-64Replacement-6.4
Large Wounds
Large Spear1-1-64Replacement-4
Wall of Spears
Large Wounds
Ranged weaponsRgPSA
Super Heavy Stones6"+1-41+0.6
Throwing weapon
Large Wounds
EquipmentHard skin, Large Warhammer, Large Claws
Base50mm Round Individual model
Category
Monster
Species
Troll
Keywords
Elite
Special rules
Scary
Regeneration
Mountaineer
Squad Leader
+49.2pts

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Regeneration

Once per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.

Mountaineer

This unit has a affinity with the Stone element.

Large Wounds

Multiply 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.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When 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 exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If 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.


Wall of Spears

If 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.

Throwing weapon

If this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.

If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier.

Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+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.


Giant Bats
MGTW B PtsQt
4.5"4+87+
Pts
Melee weaponsRkPSA
Large Claws4-2-4 | -54
Devastator
Large Wounds
Large Fangs6-2-52
Large Wounds
Mount Attacks
EquipmentSkin, Large Claws, Large Fangs
Base50mm Round Individual model
Category
Monster
Species
Giant Bat
Special rules
Fearsome
Hunter
Mountaineer
Fierce charge
Fly

Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Hunter

When this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -1 for this attack roll.

Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered exhausted until the end of the round.

Mountaineer

This unit has a affinity with the Stone element.

Fierce charge

When charging, this unit adds its M to its charge movement instead of the +2M bonus. Additionally, it doubles its melee weapon's A.

Fly

Creatures 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.


Deployment



At 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 flight



This 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 phase



Landing
During 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.

Takeoff
If 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 phase



During 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 down



Flying 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 phase



Units 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 phase



During 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.


Evade



Some 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.


Terrain



Flying 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.


Characters



Characters without this special rule cannot join a squad that has it.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Large Wounds

Multiply each wound inflicted by this weapon by 1d6 when the natural result of the die that inflicts the wound is 6.

And multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6.

When the roll is improved, take into account the last die rolled.

Mount Attacks

When 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 exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If 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.



Bat Swarms
MGTW B PtsQt
4"6+2+46+
Pts
Melee weaponsRkPSA
Claws4-2+34
Devastator
EquipmentSkin, Claws
Base40mm Round Individual model
Category
Monster
Species
Bat Swarm
Special rules
Scary
Mountaineer
Fly

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Mountaineer

This unit has a affinity with the Stone element.

Fly

Creatures 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.


Deployment



At 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 flight



This 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 phase



Landing
During 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.

Takeoff
If 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 phase



During 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 down



Flying 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 phase



Units 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 phase



During 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.


Evade



Some 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.


Terrain



Flying 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.


Characters



Characters without this special rule cannot join a squad that has it.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Spiders
MGTW B PtsQt
4"5+45 | 9+
Pts
Melee weaponsRkPSA
Poisoned Claws4-2-1 | -22
Devastator
Poison
Poisoned Fangs6-21
Poison
Mount Attacks
EquipmentHard skin, Poisoned Claws, Poisoned Fangs
Base40mm Round Individual model
Category
Monster
Species
Spider
Special rules
Scary
Fierce charge
Light
Forester
Squad Leader
+11pts

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Fierce charge

When charging, this unit adds its M to its charge movement instead of the +2M bonus. Additionally, it doubles its melee weapon's A.

Light

Slowdowns due to terrain zones are reduced by 1 for this unit.

Forester

This unit has a affinity with the Wood element.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Mount Attacks

When 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 exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Squad Leader

Add a character to the squad with the same profile as a soldier in the squad but with:

+1G
+1W (+2W for Riders)
+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.


Flamefiend
MGTW B PtsQt
5"4+10+249+
Pts
Melee weaponsRkPSA
Great Claws3-2-64
Devastator
1D6 Wounds
Great Enchanted Blade2-2-64Replacement+12.2
Melee fighter
1D6 Wounds
Enchanted
Great Claws3-2-62+24.4
Devastator
1D6 Wounds
Mount Attacks
EquipmentHard skin, Great Claws
Base64mm Round Individual model
Category
Monster
Species
Flamefiend
Keywords
Elite
Rare
Special rules
Terror
Fly
Regeneration
Fierce charge

Terror

The rout rolls caused by their attacks and shots have a -3B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rules Fearsome and Scary.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Fly

Creatures 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.


Deployment



At 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 flight



This 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 phase



Landing
During 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.

Takeoff
If 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 phase



During 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 down



Flying 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 phase



Units 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 phase



During 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.


Evade



Some 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.


Terrain



Flying 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.


Characters



Characters without this special rule cannot join a squad that has it.

Regeneration

Once per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.

Fierce charge

When charging, this unit adds its M to its charge movement instead of the +2M bonus. Additionally, it doubles its melee weapon's A.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

1D6 Wounds

Multiply each wound inflicted by this weapon by the result of a 1D6.

Melee fighter

The 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.

Enchanted

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Luck


This unit can re-roll attack rolls made with this weapon with a natural result of 1.

Wraithbane


If the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1.


Mount Attacks

When 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 exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If 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.




artillery


Mangonel
MGTW B PtsQt
1"5+5 | 8+97 | 5+
Pts
Melee weaponsRkPSA
One-handed Weapon3-1-1 | -23
Ranged weaponsRgPSA
Mangonel - Rocks18"--120.5
Traumatic
4D6 Wounds
Mangonel - Fire Balls12"--18
Traumatic
Plasma
Slow Reload
EquipmentArmor, Pavois, One-handed Weapon, Mangonel - Rocks, Mangonel - Fire Balls
Base95x120mm Oval Individual model
Category
Artillery
Species
Orc
Keywords
Elite
Special rules

Traumatic

The rout rolls caused by their shots have a -1B bonus.

4D6 Wounds

Multiply each wound inflicted by this weapon by the result of a 4D6.

Plasma

Attacks from this weapon ignore Energetic shields and reduce the defense of targets using them.

Burn


Each 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.

Slow Reload

When this weapon rolls 1 on one of its attack rolls, the next time this unit performs the action shot with this weapon, it will not roll any attack roll; the unit will reload instead. It will still be exhausted.

If this weapon has an A value of 0.5 and you want to reload to fire with an attack value of 1 (see Rounding), you must reload during an additional activation.

After the reload complete, this unit will be able to shoot normally with this weapon, until it get 1 again on one of its attack rolls.

Scorpios
MGTW B PtsQt
1"5+5 | 8+87 | 5+
Pts
Melee weaponsRkPSA
One-handed Weapon3-1-1 | -22
Ranged weaponsRgPSA
Scorpio - Arrows15"-2-41
Traumatic
Blast
1D6 Wounds
EquipmentArmor, Pavois, One-handed Weapon, Scorpio - Arrows
Base50mm Round Individual model
Category
Artillery
Species
Orc
Special rules

Traumatic

The rout rolls caused by their shots have a -1B bonus.

Blast

Roll an additional attack roll for each successful attack roll.

These additional attack rolls do not generate further attack rolls.

If the target is skirmisher each additional attack can be negated on a 4+ on a 1d6.

1D6 Wounds

Multiply each wound inflicted by this weapon by the result of a 1D6.


characters


Alpha Grimfang
MGTWSvB PtsQt
4.5"7+6+85+9+
Pts
Melee weaponsRkPSA
Spear1-2-4 | -54
Wall of Spears
EquipmentSkin, Spear
Base40mm Round Individual model
Category
Monster
Species
Grimfang
Keywords
Character
Leader
Special rules
Fearsome
Light
Fierce charge
Mountaineer
Furtive
Cacique
Ambusher
+7.4pts

Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Light

Slowdowns due to terrain zones are reduced by 1 for this unit.

Fierce charge

When charging, this unit adds its M to its charge movement instead of the +2M bonus. Additionally, it doubles its melee weapon's A.

Cacique

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:



Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Fury

They can reroll failed melee attack rolls.
On a skill roll of 3+.



Marksmanship

They can reroll failed shooting attack rolls.
On a skill roll of 3+.



Communicative violence


+1S to the melee weapons and throwing weapons of his squad.

Mountaineer

This unit has a affinity with the Stone element.

Furtive

The 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.

Wall of Spears

If 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.

Ambusher

Occupy the field


During deployment, this unit may be deployed in an unoccupied cover within the no man's land.

Ambushed


Alternatively, 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 Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.




Troll chief
MGTWSvB PtsQt
3"6+10+165+9 | 5+
Pts
Melee weaponsRkPSA
Large Cleaver3-2-76
Large Wounds
Large Claws4-3-63
Devastator
Large Wounds
Mount Attacks
EquipmentHard skin, Light armor, Large Cleaver, Large Claws
Base50mm Round Individual model
Category
Monster
Species
Troll
Keywords
Character
Elite
Leader
Special rules
Scary
Regeneration
Mountaineer
Fury
Cacique

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Regeneration

Once per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.

Mountaineer

This unit has a affinity with the Stone element.

Cacique

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:



Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Fury

They can reroll failed melee attack rolls.
On a skill roll of 3+.



Marksmanship

They can reroll failed shooting attack rolls.
On a skill roll of 3+.



Communicative violence


+1S to the melee weapons and throwing weapons of his squad.

Fury

They can reroll failed melee attack rolls.

Large Wounds

Multiply 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.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When 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 exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If 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.



Chief on grimfang
MGTWSvB PtsQt
4"6 | 7+125+10 | 8+
Pts
Melee weaponsRkPSA
Axe3-1-3 | -53
Alpha grimfang - Claws4-2-2 | -34
Devastator
Mount Attacks
Alpha grimfang - Fangs6-2-32
Mount Attacks
Blade3-3-1 | -33Replacement-
Melee fighter
Spear (mounted)2-2-2 | -53+1.6
Anti cavalry
EquipmentArmor, Shield, Alpha grimfang, Axe, Claws, Fangs
Base40mm Round Individual model
Category
Rider
Monster
Skirmisher
Species
Orc
Keywords
Character
Leader
Special rules
Veteran
Scary
Cacique

Veteran

This unit ignores the result of the first rout roll it suffers.

Cacique

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:



Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Fury

They can reroll failed melee attack rolls.
On a skill roll of 3+.



Marksmanship

They can reroll failed shooting attack rolls.
On a skill roll of 3+.



Communicative violence


+1S to the melee weapons and throwing weapons of his squad.

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When 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 exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons.

One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted.


Melee fighter

The 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.

Anti cavalry

This weapon reduces the defense of Riders units by -1 for its attack rolls.
Chief
MGTWSvB PtsQt
3"7 | 8+45+
6+
10 | 8+
Pts
Melee weaponsRkPSA
Axe3-1-3 | -43
Blade3-3-1 | -23Replacement+0.6
Melee fighter
Spear1-2-2 | -33+1.8
Wall of Spears
EquipmentArmor, Shield, Axe
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Leader
Special rules
Veteran
Cacique

Veteran

This unit ignores the result of the first rout roll it suffers.

Cacique

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:



Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Fury

They can reroll failed melee attack rolls.
On a skill roll of 3+.



Marksmanship

They can reroll failed shooting attack rolls.
On a skill roll of 3+.



Communicative violence


+1S to the melee weapons and throwing weapons of his squad.

Melee fighter

The Rk of this weapon suffer no malus and is never modified negatively by any rule.

The defense of disorganized targets is reduced by -1 against this weapon.

Wall of Spears

If 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.

Great banner bearer
MGTWSvB PtsQt
3"7 | 8+6+46+9 | 7+
Pts
Melee weaponsRkPSA
Blade3-2-0 | -11
Melee fighter
EquipmentArmor, Blade
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Rare
Special rules
Great banner

Great banner

Grants the following temporary bonus to up to the 5 eligible closest squads within 12''.

Banner

When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6.

Melee fighter

The 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.

Great shaman
MGTWSvB PtsQt
3"7 | 8+5+46+8 | 6+
Pts
Melee weaponsRkPSA
Two-Handed Poisoned Spear1-1-2 | -32
Wall of Spears
Poison
EquipmentLight armor, Two-Handed Poisoned Spear
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Rare
Special rules
Curse
Poisoning
Poisonous decoction
Painkiller
Mystic
Healer

Curse

Target an enemy unit (of any category) of less than 101pts that has just been deployed. Until the end of the battle, attack rolls with a result of 1 against this unit can be rerolled.

A unit of more than 100 points and less than 201 points can be targeted with a skill roll of 4+.

A unit of more than 200 points and less than 301 points can be targeted with a skill roll of 5+.

Poisonous decoction

Before the deployment, designate 1 squad and grant it this bonus:



Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Painkiller

Before the deployment, designate 1 squad and grant it +2T.

At the beginning of each round, roll 1d6. On a result of 1, this bonus is lost for the rest of the battle.

Mystic

Grants a temporary bonus of +2S to the melee weapons and throwing weapons of his squad.

Healer

When activated during the Tactical phase, once per round, he can restore 2 lost W to his squad if no ennemy unit is within 1''.

Only hidden characters can use this special rule.



First aid

When activated during the Tactical phase, once per round, he can restore 1 lost W to his squad if no ennemy unit is within 1''.

Alternatively you can use this special rule instead.

Poisoning

Before deployment begins, remove 1d3T from opposing units of your choice, with a total less than 150Pts.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored do not suffer the effects of this rule.

Wall of Spears

If 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.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.


Shaman
MGTWSvB PtsQt
3"7 | 8+5+46+7 | 5+
Pts
Melee weaponsRkPSA
Two-Handed Poisoned Spear1-1-2 | -31
Wall of Spears
Poison
EquipmentLight armor, Two-Handed Poisoned Spear
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Special rules
Poisonous decoction
Speach
Healer

Poisonous decoction

Before the deployment, designate 1 squad and grant it this bonus:



Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Speach

Before the deployment, designate 1d3 squads and grant them this bonus.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.

Healer

When activated during the Tactical phase, once per round, he can restore 2 lost W to his squad if no ennemy unit is within 1''.

Only hidden characters can use this special rule.



First aid

When activated during the Tactical phase, once per round, he can restore 1 lost W to his squad if no ennemy unit is within 1''.

Alternatively you can use this special rule instead.

Wall of Spears

If 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.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.


Sorcerer
MGTWSvB PtsQt
3"6 | 7+4+46+8 | 6+
Pts
Melee weaponsRkPSA
Two-Handed Enchanted Staff2-1-0 | -12
Enchanted
Ranged weaponsRgPSA
Magical strike6"-14
Magical
EquipmentLight armor, Two-Handed Enchanted Staff, Magical strike
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Special rules
Sorcery

Sorcery

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:



Shroud of mist

Grants a temporary bonus of +1G to his squad.



Eternal hate

They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.

If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately.



Immobilization

Once a round when activated during the Tactical phase, it can target a visible enemy unit of less than 101pts and immobilize it until the end of its next activation on a skill roll of 4+.

A unit worth more than 100Pts and less than 151Pts can be targeted with a skill roll of 5+.

A unit worth more than 200Pts and less than 301Pts can be targeted with a skill roll of 6+.

Inflict -1 to the skill roll if the target benefit from reductions to M penalties.



Occult hand

Unit target's defense reduced by -1.

Enchanted

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Luck


This unit can re-roll attack rolls made with this weapon with a natural result of 1.

Wraithbane


If the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1.


Magical

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Providence


This unit can re-roll failed attack rolls made with this weapon.

Wraithbane


If the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1.

Taskmaster
MGTWSvB PtsQt
2.5"5 | 7+7+45+8 | 6+
Pts
Melee weaponsRkPSA
Mace4--4 | -53
Whip1-1-0 | -12+1
Mount Attacks
EquipmentHeavy armor, Mace
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Leader
Special rules
Veteran
Taskmaster
Summary execution
Horde leader
Beastmaster
+7pts

Veteran

This unit ignores the result of the first rout roll it suffers.

Taskmaster

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:



Forced march

Grants a temporary bonus of +2M to his squad.

The squad does not benefit from this bonus when it
charges
.




Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Indoctrination

+1T.



Eternal hate

They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.

If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately.

Summary execution

Once per battle, just before the character's squad would be removed from the game due to a rout roll, add a permanent +2B bonus to the unit and inflict one wound per group.

If the B bonus is sufficient to pass the rout roll, do not remove the squad from the game.

Horde leader

From round 1, at the start of each round, and when deployed on the battlefield, this unit generates 1d2x5 Horde pts. This pool of points increases at the start of each round.

At the start of each Tactical phase, the player may spend Horde pts from this pool to recruit units with the Horde special rule. These units can be immediately deployed following their normal deployment rules.

If no units in your army with this special rule remain on the battlefield, all your Horde pts are lost.

Units recruited under this rule do not count towards the army's total pts and their destruction does not award any Vp.

Mount Attacks

When 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 exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If 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.


Beastmaster

Before the deployment, designate 1 Monster unit and grant it +1T.

This character can join an monster unit like a squad even if it's not a squad. Even if the unit is not a squad, the character may still grant it the bonuses that apply to squads.

Tracker on grimfang
MGTWSvB PtsQt
4"6 | 7+5+126+9 | 7+
Pts
Melee weaponsRkPSA
Grimfang - Claws4-2-2 | -32
Devastator
Mount Attacks
Dagger5-2-2 | -33
Melee fighter
Devastator
Grimfang - Fangs6-2-31
Mount Attacks
Ranged weaponsRgPSA
Poisoned Bow12"-5-2
Poison
EquipmentLight armor, Grimfang, Dagger, Claws, Fangs, Poisoned Bow
Base40mm Round Individual model
Category
Rider
Monster
Skirmisher
Species
Orc
Keywords
Character
Leader
Special rules
Furtive
Hunter
Commando
Eternal hate
Scary
Tracker
Ambusher
+7pts

Furtive

The 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.

Hunter

When this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -1 for this attack roll.

Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered exhausted until the end of the round.

Commando

This unit has a affinity with all the elements.

Tracker

Before deployment begins, choose 1 of these special rules:



Take it down

Grants the following temporary bonus to his squad.

When this unit attacks a Monster, Vehicle or Titan with more than 11W, if the condition of its target deteriorates, it must roll an additional Critical damage roll.



Recon

At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first.

Weakness spotted



Instead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second.




Skirmish Master

Grants a temporary bonus of +1G to his squad when they are occupying a cover.

Eternal hate

They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.

If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately.

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Melee fighter

The 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.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When 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 exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If 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.


Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Ambusher

Occupy the field


During deployment, this unit may be deployed in an unoccupied cover within the no man's land.

Ambushed


Alternatively, 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 Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.



Tracker
MGTWSvB PtsQt
3"8 | 9+5+45+9 | 7+
Pts
Melee weaponsRkPSA
Dagger5-23
Melee fighter
Devastator
Ranged weaponsRgPSA
Poisoned Bow12"-5-2
Poison
EquipmentLight armor, Dagger, Poisoned Bow
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Orc
Keywords
Character
Leader
Special rules
Furtive
Hunter
Commando
Eternal hate
Tracker
Ambusher
+1pts

Furtive

The 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.

Hunter

When this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -1 for this attack roll.

Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered exhausted until the end of the round.

Commando

This unit has a affinity with all the elements.

Tracker

Before deployment begins, choose 1 of these special rules:



Take it down

Grants the following temporary bonus to his squad.

When this unit attacks a Monster, Vehicle or Titan with more than 11W, if the condition of its target deteriorates, it must roll an additional Critical damage roll.



Recon

At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first.

Weakness spotted



Instead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules.

If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second.




Skirmish Master

Grants a temporary bonus of +1G to his squad when they are occupying a cover.

Eternal hate

They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.

If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately.

Melee fighter

The 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.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Ambusher

Occupy the field


During deployment, this unit may be deployed in an unoccupied cover within the no man's land.

Ambushed


Alternatively, 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 Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.




Ancient lord
MGTWSvB PtsQt
3"6 | 8+6+42+34 | 11+
Pts
Melee weaponsRkPSA
Mastercrafted Poisoned Long Blade2-5-34
Poison
Ranged weaponsRgPSA
Magical strike6"-3-14
Magical
EquipmentComplete plate armor, Mastercrafted Poisoned Long Blade, Magical strike
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Wraith
Keywords
Character
Elite
Undead
Leader
Special rules
Scary
Devastator
Wraith
Heavy
General
Instructor
Authority
Reform the Ranks

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Wraith

Each model in the unit must make a Critical Damage Roll when moving over an water area.



Unliving

They 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.

General

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:



Determined

This unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6.

If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6.



Be on your guard


+2Sv.

You can attempt to negate each wound suffered by the target by succeeding on a save roll of 5+ on 1d6.

If you have a total of more than 1Sv, refer to the save roll rule in the rulebook.



Coordination


When the character's squad is activated, during the Movement or the Shooting Phase, up to 4 eligible friendly units within 8'' from him at the beginning of the activation can be activated consecutively. Your opponent can only
react
to these consecutive activations.

For example, you activate your character's unit, your opponent reacts to this activation, then you activate one of the adjacent units, and your opponent does not react, then you activate the second adjacent unit and your opponent reacts, and so on until activations resume their normal course.

Instructor

Before the deployment, designate 1 squad and grant it +1Sv.

You can attempt to negate each wound suffered by the target by succeeding on a save roll of 6+ on 1d6.

If you have a total of more than 1Sv, refer to the save roll rule in the rulebook.

Authority

Grants a temporary bonus of +4B for the control rolls of his squad.

Reform the Ranks

Once per battle, during the Tactical phase, if two squads anywhere on the battlefield:

  • Have the same profile

  • Have maximum number of groups

  • Have lost at least half of their total W

  • Are within 1'' of each other

  • Have not been activated this round

  • Have at least one Leader character in either squad


Then, they may merge into a single squad by combining their remaining W.

The newly formed squad should be placed as centrally as possible between the original squads.

This newly formed squad cannot be activated this round but can
react
.

One of the two original squads is considered eliminated and is added to the army’s losses.

The max W and the condition of the the newly formed squad is reset, but it must make Rout Rolls again if it suffers further degradation.

If the newly formed squad exceeds the limit of one character per squad, the excess characters (chosen by the squad's owner) are not included in the new squad. These character are considered to have lost their squad but do not have to take a
Rout Roll
for it.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Magical

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Providence


This unit can re-roll failed attack rolls made with this weapon.

Wraithbane


If the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1.

Obsidian Guard
MGTWSvB PtsQt
3"6 | 8+7+42+35 | 12+
Pts
Melee weaponsRkPSA
Mastercrafted Poisoned Long Blade2-44
Poison
EquipmentComplete plate armor, Mastercrafted Poisoned Long Blade
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Wraith
Keywords
Character
Undead
Elite
Rare
Special rules
Scary
Devastator
Wraith
Fury
Fanatic
Heroic Fate
Reckless
Urban warfare
Heavy
Adventurer

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Wraith

Each model in the unit must make a Critical Damage Roll when moving over an water area.



Unliving

They 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.

Fury

They can reroll failed melee attack rolls.

Fanatic

The A values of this unit's weapons are not halved, when this unit is Destabilized or Destroyed.

Heroic Fate

Regardless of modifiers, this unit’s defense can never be reduced below 6+.

This means an attack roll of 5- can never inflict a wound on it.

Reckless

If they do not occupy a position and are not already within 1'' of an enemy unit, they will charge the nearest enemy unit within charge range when activated.

They cannot move as long as at least one enemy unit is within 1''.

Each model of the unit gain +2B and +1A on melee weapons when charging, and are never subject to the Overpowered Opponent rule.

Adventurer

Once a round when activated during the Tactical phase, choose one of these special rules as a temporary bonus until the end of the round:



Trophy hunter

Critical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Assassin

Character killer


This unit can target a character even if he is inside a squad.

If all character within the squad are hidding, it can target them, but add +3G to the target for this attack, if this unit itself is not a character.

Best angle


The Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s attacks.

If a unit has two G or two T values, it may use the lower of the two values increased by 1 against this unit. For example, a defense of 5|8+ becomes a defense of 6+ against this unit.



Lone Wolf

When activated during the Tactical phase, and once per round, this character can leave his squad.

Place its base anywhere outside and adjacent to the squad tray. Alternatively, you can place it inside another eligible squad within 1" of its original squad. During this round, only its final squad is considered to be his squad.

He can be deployed outside of any squad, but his deployment does not count as a placement.



Epic Infiltration

During the Tactical Phase, the character may leave his squad and enter a cover within 1" that is occupied by an enemy unit, provided the cover has sufficient remaining capacity.

The character then gains the Exalted rule and ignores any terrain rules that would reduce his A for the duration of the round.


Urban warfare

This unit has a affinity with the Urban element.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.


Shadowblade
MGTWSvB PtsQt
3.5"8 | 9+3+43+
5+
31 | 8+
Pts
Melee weaponsRkPSA
Poisoned Long Blade2-4-22
Poison
EquipmentArmor, Poisoned Long Blade
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Wraith
Keywords
Character
Undead
Special rules
Scary
Devastator
Wraith
Furtive
Fury
Assassin
Shadow
Lone Wolf
Symbol
Ambusher
+12.8pts
Poisoning
+65pts

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Wraith

Each model in the unit must make a Critical Damage Roll when moving over an water area.



Unliving

They 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.

Furtive

The 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.

Fury

They can reroll failed melee attack rolls.

Assassin

Character killer


This unit can target a character even if he is inside a squad.

If all character within the squad are hidding, it can target them, but add +3G to the target for this attack, if this unit itself is not a character.

Best angle


The Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s attacks.

If a unit has two G or two T values, it may use the lower of the two values increased by 1 against this unit. For example, a defense of 5|8+ becomes a defense of 6+ against this unit.

Lone Wolf

When activated during the Tactical phase, and once per round, this character can leave his squad.

Place its base anywhere outside and adjacent to the squad tray. Alternatively, you can place it inside another eligible squad within 1" of its original squad. During this round, only its final squad is considered to be his squad.

He can be deployed outside of any squad, but his deployment does not count as a placement.

Shadow

When this unit is activated during the Tactical phase, if it is not encircled, you may remove it from play and place it in reserve.

It cannot be redeployed during this turn and the following turn. Starting from the turn after that, it may be redeployed as is, using its normal deployment rules.

Symbol

Grants a temporary bonus of +1B to up to the 5 eligible closest squads within 12''.

Poison

Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon.

Ambusher

Occupy the field


During deployment, this unit may be deployed in an unoccupied cover within the no man's land.

Ambushed


Alternatively, 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 Attack


Starting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than 4" away from any enemy unit, fully in your deployment area, or in the no man's land and fully within 6" from a neutral table edge.

Attack from the rear


Starting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than 4" away from any enemy unit and fully 6" from your opponent's table edge too.

Strategic reserve


If you deploy this unit in your deployment zone, add +2 to its arrival roll.



Poisoning

Before deployment begins, remove 1d3T from opposing units of your choice, with a total less than 150Pts.

Dead Metal


Units with the keywords Electronic, or the special rules Unliving or Armored do not suffer the effects of this rule.


named characters


Gorgash
The Butcher -Gorgash, a towering troll warlord, leads Malgar’s living horde with brutal strength. Scarred and savage, he rules by survival alone, carving through enemies with his colossal cleaver and bowing only to Malgaroth’s unyielding might.
MGTWSvB PtsQt
3"6+10+164+
6+
11 | 7+
Pts
Melee weaponsRkPSA
Large Cleaver - Sweep3-5-17
Large Wounds
Large Cleaver3-3-77
Large Wounds
Large Claws4-4-64
Devastator
Large Wounds
Mount Attacks
EquipmentHard skin, Light armor, Large Cleaver, Large Claws
Base50mm Round Individual model
Category
Monster
Species
Troll
Keywords
Character
Elite
Named
Leader
Special rules
Scary
Regeneration
Mountaineer
Fury
Steadfast warrior
Resilience
Warlord
Taking initiative
Epic speach

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Regeneration

Once per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.

Mountaineer

This unit has a affinity with the Stone element.

Warlord

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:



Tactician

During the Movement Phase, when the character is activated, you can:
Tactic
Immediately activate two other eligible units anywhere on the battlefield, one after the other. Your opponent can only react to these consecutive activations.
Attempt to reactivate a previously activated unit by making a skill roll of 5+.
Force your opponent to activate a specific eligible unit of your choice on his next turn.




Determined

This unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6.

If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6.



Steadfast Resolve

When the character's squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 5+ on 1d6.

If the unit benefits from the Banner rule, add +1 to the banner roll instead.

You can always use this bonus when making a rout roll, but if you do so you can't choose a bonus during the next round.

Taking initiative

Grants the following temporary bonus to his squad.



Initiative

Once per battle this unit can use one of these special rules.



If it performed the hold action when it was activated during this Movement phase, after any activation of an ennemy unit during this Movement phase, the player can retake the initiative and activate this unit again.



It can be activated first at the beginning of the Movement phase. Only one unit per side can be activated first. If an unit from each side attempts to use this rule, roll off to determine which player may activate their unit first.



It can be activated right after one of your units, and your opponent can only react to this new activation.



During the Tactical phase, it may be freely reoriented when activated.




Epic speach

Before the deployment, designate 1d6 squads and grant them this bonus.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.

Fury

They can reroll failed melee attack rolls.

Steadfast warrior

Units that benefit from this rule are immune to the effects of all special rules that reduce their B or offer bonuses on their rout rolls.



Veteran

This unit ignores the result of the first rout roll it suffers.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Large Wounds

Multiply 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.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When 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 exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If 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.



Varzath
The Last Loyal -Varzath the Unyielding, Malgaroth’s most faithful Drelkar, delays his cursed fate through sorcery and slaughter. Wielding the Soulcarver, he drains life to sustain himself, fighting as both blade and sorcerer in his master’s name.
MGTWSvB PtsQt
2.5"7 | 9+8+44+
6+
10 | 12+
Pts
Melee weaponsRkPSA
Mastercrafted Magical Long Blade2-6-44
Magical
Ranged weaponsRgPSA
Black magic6"-4-51
1D3 Wounds
Magical
Secondary weapon
EquipmentComplete plate armor, Mastercrafted Magical Long Blade, Black magic
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Drelkar
Keywords
Character
Elite
Named
Leader
Special rules
Fearsome
Unliving
Resilience
Regeneration
Heavy
General
Sorcery
Shadow sorcery
Instructor
Authority
Reform the Ranks

Fearsome

Rout rolls caused by their melee attacks have a -1B bonus.

Units that benefit from this rule are immune to its effects.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

General

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:



Determined

This unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6.

If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6.



Be on your guard


+2Sv.

You can attempt to negate each wound suffered by the target by succeeding on a save roll of 5+ on 1d6.

If you have a total of more than 1Sv, refer to the save roll rule in the rulebook.



Coordination


When the character's squad is activated, during the Movement or the Shooting Phase, up to 4 eligible friendly units within 8'' from him at the beginning of the activation can be activated consecutively. Your opponent can only
react
to these consecutive activations.

For example, you activate your character's unit, your opponent reacts to this activation, then you activate one of the adjacent units, and your opponent does not react, then you activate the second adjacent unit and your opponent reacts, and so on until activations resume their normal course.

Instructor

Before the deployment, designate 1 squad and grant it +1Sv.

You can attempt to negate each wound suffered by the target by succeeding on a save roll of 6+ on 1d6.

If you have a total of more than 1Sv, refer to the save roll rule in the rulebook.

Authority

Grants a temporary bonus of +4B for the control rolls of his squad.

Reform the Ranks

Once per battle, during the Tactical phase, if two squads anywhere on the battlefield:

  • Have the same profile

  • Have maximum number of groups

  • Have lost at least half of their total W

  • Are within 1'' of each other

  • Have not been activated this round

  • Have at least one Leader character in either squad


Then, they may merge into a single squad by combining their remaining W.

The newly formed squad should be placed as centrally as possible between the original squads.

This newly formed squad cannot be activated this round but can
react
.

One of the two original squads is considered eliminated and is added to the army’s losses.

The max W and the condition of the the newly formed squad is reset, but it must make Rout Rolls again if it suffers further degradation.

If the newly formed squad exceeds the limit of one character per squad, the excess characters (chosen by the squad's owner) are not included in the new squad. These character are considered to have lost their squad but do not have to take a
Rout Roll
for it.

Unliving

They 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.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Regeneration

Once per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.

Sorcery

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:



Shroud of mist

Grants a temporary bonus of +1G to his squad.



Eternal hate

They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.

If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately.



Immobilization

Once a round when activated during the Tactical phase, it can target a visible enemy unit of less than 101pts and immobilize it until the end of its next activation on a skill roll of 4+.

A unit worth more than 100Pts and less than 151Pts can be targeted with a skill roll of 5+.

A unit worth more than 200Pts and less than 301Pts can be targeted with a skill roll of 6+.

Inflict -1 to the skill roll if the target benefit from reductions to M penalties.



Occult hand

Unit target's defense reduced by -1.

Shadow sorcery

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:




Veil of Shadows

+2G
or
+1G to all allied and eligible squads inside one visible cover



Walk in Shadows

Move up to 12" in a straight line, even through terrain features without the water element, and through enemy units that do not have the Wraith special rule or the magical special rule.

The caster and the unit cannot end their movement within 1'' of an enemy unit or overlapping terrain. Furthermore, they cannot be activated or
react
during this round.



Spectral Scythe

Until next activation, each time his squad inflicts wounds, roll 1d6. On a 5+, inflict an additional wound. Additional wounds can generate more wounds.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Magical

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Providence


This unit can re-roll failed attack rolls made with this weapon.

Wraithbane


If the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1.

1D3 Wounds

Multiply each wound inflicted by this weapon by the result of a 1D3.

Secondary weapon

During its activation in the Shooting Phase, this unit may shoot with all of its secondary weapons in addition to one of its normal weapons.

Determine the target of each weapon attack rolls before starting to roll the dice. If a target is killed while there are still attacks to be launched on it, those attacks are lost.

If this unit shoots only with its secondary weapons, it remains eligible for the Melee Phase.

This weapon ignore the Melee shooting modifier.

When shooting with a secondary weapon, the unit is not required to reorient toward its target.

Options


If an optional weapon replaces ranged weapons when selected, it does not replace secondary weapons unless it is itself a secondary weapon. And in this case it replace only the secondary weapons.

One secondary weapon option can be selected in addition to a normal ranged weapon option. A maximum of one secondary weapon option is permitted.

Dreadknight Kaelzar
The Phantom General -Once the dreaded warlord of the Black Vanguard, Kaelzar now endures as the Dreadknight. Bound within his blackened armor, he commands Malgar’s Spectral Host, a whispering terror whose blade condemns foes to eternal undeath.
MGTWSvB PtsQt
3"7 | 9+6+42+34 | 11+
Pts
Melee weaponsRkPSA
Mastercrafted Enchanted Long Blade2-6-35
Enchanted
EquipmentComplete plate armor, Mastercrafted Enchanted Long Blade
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Wraith
Keywords
Character
Named
Undead
Leader
Special rules
Devastator
Wraith
Legendary
Heroic Fate
Mystic Grace
Heavy
Resilience
Adventurer
Officer
Symbol

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Wraith

Each model in the unit must make a Critical Damage Roll when moving over an water area.



Unliving

They 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.

Legendary

The rout rolls caused by their attacks and shots have a -4B bonus.

Units that benefit from this rule are immune to its effects, as well as the effects of all special rules that reduce their B or offer bonuses on their rout rolls.

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.



Heroic Fate

Regardless of modifiers, this unit’s defense can never be reduced below 6+.

This means an attack roll of 5- can never inflict a wound on it.

Adventurer

Once a round when activated during the Tactical phase, choose one of these special rules as a temporary bonus until the end of the round:



Trophy hunter

Critical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Assassin

Character killer


This unit can target a character even if he is inside a squad.

If all character within the squad are hidding, it can target them, but add +3G to the target for this attack, if this unit itself is not a character.

Best angle


The Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s attacks.

If a unit has two G or two T values, it may use the lower of the two values increased by 1 against this unit. For example, a defense of 5|8+ becomes a defense of 6+ against this unit.



Lone Wolf

When activated during the Tactical phase, and once per round, this character can leave his squad.

Place its base anywhere outside and adjacent to the squad tray. Alternatively, you can place it inside another eligible squad within 1" of its original squad. During this round, only its final squad is considered to be his squad.

He can be deployed outside of any squad, but his deployment does not count as a placement.



Epic Infiltration

During the Tactical Phase, the character may leave his squad and enter a cover within 1" that is occupied by an enemy unit, provided the cover has sufficient remaining capacity.

The character then gains the Exalted rule and ignores any terrain rules that would reduce his A for the duration of the round.


Symbol

Grants a temporary bonus of +1B to up to the 5 eligible closest squads within 12''.

Mystic Grace

Each time this unit lose its last W, on a skill roll of 5+ on 1d6, restore all its lost W.

This rule does not apply if the unit is removed from play by a rout roll or by any effect other than an attack roll or a critical damage roll.

Officer

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.



Just like in training


Your character provides the following temporary bonus to his squad:

When the squad has made all its shooting or melee attacks but before your opponent makes any save rolls and rout rolls, you can choose to re-roll all attack rolls against the same target (including those that had successfully wounded the target).

The wounds inflicted by the first roll are not taken into account.



Coordination


When the character's squad is activated, during the Movement or the Shooting Phase, up to 2 eligible friendly units within 4'' from him at the beginning of the activation can be activated consecutively. Your opponent can only
react
to these consecutive activations.

For example, you activate your character's unit, your opponent reacts to this activation, then you activate one of the adjacent units, and your opponent does not react to this, and finally, you activate the second adjacent unit and your opponent reacts. Activations then resume their normal course.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Enchanted

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Luck


This unit can re-roll attack rolls made with this weapon with a natural result of 1.

Wraithbane


If the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1.



Malgaroth
The Necromancer-King -Once Drelkar, now Malgaroth the Undying, he defied death itself. A spectral overlord draped in shadow, he rules Malgar with unholy power, commanding endless undead legions and hungering to see Stoneward fall, Thornwild burn, and Grimstone kneel.
MGTWSvB PtsQt
3"6 | 8+6+42+33 | 10+
Pts
Melee weaponsRkPSA
Mastercrafted Magical Long Blade2-6-34
Magical
Ranged weaponsRgPSA
Mastercrafted Black magic9"-61
1D3 Wounds
Magical
Secondary weapon
EquipmentComplete plate armor, Mastercrafted Magical Long Blade, Mastercrafted Black magic
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Wraith
Keywords
Character
Elite
Named
Faction leader
Undead
Leader
Special rules
Scary
Devastator
Wraith
Heavy
Resilience
Warlord
Taking initiative
Shadow sorcery
Necromancy
Epic speach
Undead Awakener

Scary

The rout rolls caused by their attacks and shots have a -2B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Wraith

Each model in the unit must make a Critical Damage Roll when moving over an water area.



Unliving

They 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.

Warlord

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:



Tactician

During the Movement Phase, when the character is activated, you can:
Tactic
Immediately activate two other eligible units anywhere on the battlefield, one after the other. Your opponent can only react to these consecutive activations.
Attempt to reactivate a previously activated unit by making a skill roll of 5+.
Force your opponent to activate a specific eligible unit of your choice on his next turn.




Determined

This unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6.

If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6.



Steadfast Resolve

When the character's squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 5+ on 1d6.

If the unit benefits from the Banner rule, add +1 to the banner roll instead.

You can always use this bonus when making a rout roll, but if you do so you can't choose a bonus during the next round.

Taking initiative

Grants the following temporary bonus to his squad.



Initiative

Once per battle this unit can use one of these special rules.



If it performed the hold action when it was activated during this Movement phase, after any activation of an ennemy unit during this Movement phase, the player can retake the initiative and activate this unit again.



It can be activated first at the beginning of the Movement phase. Only one unit per side can be activated first. If an unit from each side attempts to use this rule, roll off to determine which player may activate their unit first.



It can be activated right after one of your units, and your opponent can only react to this new activation.



During the Tactical phase, it may be freely reoriented when activated.




Epic speach

Before the deployment, designate 1d6 squads and grant them this bonus.



Motivated

When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.

Shadow sorcery

Once a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:




Veil of Shadows

+2G
or
+1G to all allied and eligible squads inside one visible cover



Walk in Shadows

Move up to 12" in a straight line, even through terrain features without the water element, and through enemy units that do not have the Wraith special rule or the magical special rule.

The caster and the unit cannot end their movement within 1'' of an enemy unit or overlapping terrain. Furthermore, they cannot be activated or
react
during this round.



Spectral Scythe

Until next activation, each time his squad inflicts wounds, roll 1d6. On a 5+, inflict an additional wound. Additional wounds can generate more wounds.

Necromancy

Bound to Darkness

Once a round when activated during the Tactical phase, him or his squad regains all lost W during the previous round on a 5+ on 1d6.



Dark Resurrection

Once per battle, when an enemy unit that has suffered wounds from the attacks or shooting of this character or his squad would normally be removed from play, you may choose to leave it on the battlefield with 1/4 of its maximum W. It then becomes a friendly unit under your control until the end of the battle.



Cursed Servants
Before the deployement, add 2d6×10pts of units with the keywords Undead to your army.

If the character is removed from play, each model from these units must immediately take a Critical damage roll.

As long as the Necromancer on the battlefield, these units gain a +2 Sv bonus.

They may attempt to negate each wound suffered by making a save roll of 5+ on 1d6.

If you have a total of more than 2Sv, refer to the save roll rule in the rulebook.

Undead Awakener

From round 1, at the start of each round, and when deployed on the battlefield, this unit generates 1d6x5 Undead pts. This pool of points increases at the start of each round.

At the start of each Tactical phase, the player may spend Undead pts from this pool to recruit units with the Undead keyword. These units are immediately deployed following their normal deployment rules.

If no units in your army with this special rule remain on the battlefield, all your Undead pts are lost.

Units recruited under this rule do not count towards the army's total pts and their destruction does not award any Vp.

Heavy

Slowdowns due to terrain zones are increased by 1 for this unit.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

Magical

Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).

Providence


This unit can re-roll failed attack rolls made with this weapon.

Wraithbane


If the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon.

Gravebreaker


If the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1.

1D3 Wounds

Multiply each wound inflicted by this weapon by the result of a 1D3.

Secondary weapon

During its activation in the Shooting Phase, this unit may shoot with all of its secondary weapons in addition to one of its normal weapons.

Determine the target of each weapon attack rolls before starting to roll the dice. If a target is killed while there are still attacks to be launched on it, those attacks are lost.

If this unit shoots only with its secondary weapons, it remains eligible for the Melee Phase.

This weapon ignore the Melee shooting modifier.

When shooting with a secondary weapon, the unit is not required to reorient toward its target.

Options


If an optional weapon replaces ranged weapons when selected, it does not replace secondary weapons unless it is itself a secondary weapon. And in this case it replace only the secondary weapons.

One secondary weapon option can be selected in addition to a normal ranged weapon option. A maximum of one secondary weapon option is permitted.

Zarkul
The Flamefiend -Zarkul, a drakoth-wyvern hybrid bound by dark sorcery, is Malgar’s living inferno. With wings like a stormfront and breath of hellfire, it exists for devastation, reveling in carnage as it scorches armies and cities to ash.
MGTWSvB PtsQt
5"6+10+325+10+
Pts
Melee weaponsRkPSA
Great Long Blade1-3-75
1D6 Wounds
Great Claws3-3-63
Devastator
1D6 Wounds
Mount Attacks
EquipmentHard skin, Great Long Blade, Great Claws
Base64mm Round Individual model
Category
Monster
Species
Flamefiend
Keywords
Character
Elite
Named
Special rules
Terror
Fly
Regeneration
Fierce charge
Rage
Resilience
Lone Wolf

Terror

The rout rolls caused by their attacks and shots have a -3B bonus.

Units that benefit from this rule are immune to its effects, and the effects of the special rules Fearsome and Scary.

The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus.

Fly

Creatures 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.


Deployment



At 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 flight



This 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 phase



Landing
During 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.

Takeoff
If 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 phase



During 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 down



Flying 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 phase



Units 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 phase



During 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.


Evade



Some 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.


Terrain



Flying 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.


Characters



Characters without this special rule cannot join a squad that has it.

Regeneration

Once per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.

Fierce charge

When charging, this unit adds its M to its charge movement instead of the +2M bonus. Additionally, it doubles its melee weapon's A.

Lone Wolf

When activated during the Tactical phase, and once per round, this character can leave his squad.

Place its base anywhere outside and adjacent to the squad tray. Alternatively, you can place it inside another eligible squad within 1" of its original squad. During this round, only its final squad is considered to be his squad.

He can be deployed outside of any squad, but his deployment does not count as a placement.

Rage

When charging, they can reroll failed melee attack rolls.

Resilience

This character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.

Roll their save rolls one at a time while this rule is active.

1D6 Wounds

Multiply each wound inflicted by this weapon by the result of a 1D6.

Devastator

The target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.

Mount Attacks

When 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 exhausted because it shot during the Shooting phase, it remains eligible in the Melee phase but may only attack with its mount attacks.

Options


If 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.