Infantry
Type Footmen Type Free gnomes Type Guardians Type Militiamen
Skirmishers
Type Rangers Type Shooters
Cavalry
Type Pony riders
Light Cavalry
Type Scouts
Artillery
Type Mangonel
Characters
Type Adventurer Type Captain
Named Characters
Type Della Thornwhistle Type Elder Brannor Hearthwise Type Nissa Brightbrook Type Thaddeus Burroway

Hillfolk


infantry


Footmen
MGTW B PtsQt
6"6+6 | 7+168 | 6+
Pts
Melee weaponsRkPSA
Blade4-3+18
Melee fighter
Axe4-18+3.5
EquipmentArmor, Shield, Blade
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
140mm (5.5'') Round tray2 Groups x16 Models
Category
Infantryman
Species
Gnome
Special rules
Furtive
Squad Leader
+12pts
Hornblower
+3.5pts

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.

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.

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.

Free gnomes
MGTW B PtsQt
5"5 | 6+6+168 | 6+
Pts
Melee weaponsRkPSA
Two-Handed Halberd2-1-28
Wall of Spears
EquipmentHeavy armor, Two-Handed Halberd
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
140mm (5.5'') Round tray2 Groups x16 Models
Category
Infantryman
Species
Gnome
Special rules
Furtive
Determined
Partisan
Eternal hate
Squad Leader
+13pts
Banner bearer
+7.5pts
Hornblower
+6.5pts

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.

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.

Partisan

This unit can reroll its first failed rout roll.

This rule is applied before any other rule that allows the unit to ignore the effects of a failed rout roll.

Friend, shall you fall...


The first time this unit is removed from play by an attack roll, without having been routed. On a Skill roll of 4+ on 1d6, place this unit in your reserve with all its W.

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.

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.

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.

Guardians
MGTW B PtsQt
6"6+5+168 | 6+
Pts
Melee weaponsRkPSA
Two-Handed Spear2-2-18
Wall of Spears
Dagger6-1-8
Melee fighter
Devastator
Heavy Axe5-1-28Replacement-1
Heavy Wounds
EquipmentArmor, Two-Handed Spear, Dagger
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
140mm (5.5'') Round tray2 Groups x16 Models
Category
Infantryman
Species
Gnome
Special rules
Furtive
Squad Leader
+13pts
Hornblower
+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.

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.

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.

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.

Militiamen
MGTW B PtsQt
6"5+3+167 | 3+
Pts
ArmorsMGTW
Shield--4 | 5+-+1
Melee weaponsRkPSA
Axe4--18
Ranged weaponsRgPSA
Stones6"+1+28+2.5
Throwing weapon
EquipmentSkin, Axe
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
140mm (5.5'') Round tray2 Groups x16 Models
Category
Infantryman
Species
Gnome
Keywords
Rookie
Special rules
Furtive
Horde

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.

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.

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.


skirmishers


Rangers
MGTWSvB PtsQt
6"7 | 8+4+166+8 | 6+
Pts
Melee weaponsRkPSA
Axe4-2-18
Ranged weaponsRgPSA
Small Bow18"-4-8
EquipmentLight armor, Axe, Small Bow
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
Category
Infantryman
Skirmisher
Species
Gnome
Special rules
Furtive
Hunter
Forester
Mountaineer
Guerrilla
Ambusher
+2.5pts
Scout
+9pts

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.

Guerrilla

Before the deployement begins, this unit can perform 1d3 shots targeting opposing units. Randomly choose the player who designates the target of all the shots.

This shots suffer no Long Range Shooting modifier.

Once all shots have been made on the target, it can no longer be targeted by other units using this special rule, unless there are no other eligible targets.


characters


You can't target Infantryman or rider characters if this unit is not allowed to target characters within a squad.

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

Shooters
MGTW B PtsQt
6"6 | 7+3+168 | 6+
Pts
Melee weaponsRkPSA
Dagger6-1-8
Melee fighter
Devastator
Ranged weaponsRgPSA
Small Bow18"-3-8
Crossbow18"-4-24Replacement-1
EquipmentSkin, Dagger, Small Bow
Base100mm (4'') Round tray1 Group x8 ModelsModel bases 25mm
Category
Infantryman
Skirmisher
Species
Gnome
Special rules
Furtive

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.

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.


cavalry


Pony riders
MGTW B PtsQt
8"5+4 | 5+248 | 6+
Pts
Melee weaponsRkPSA
Spear (mounted)3-2-0 | -24
Anti cavalry
Pony - Hooves3--1 | -34
Mount Attacks
Blade4-3+1 | 04
Melee fighter
Axe4-1-1 | -24Replacement-2.5
EquipmentArmor, Shield, Pony, Spear (mounted), Blade, Hooves
Base100mm (4'') Round tray1 Group x4 ModelsModel bases 50x25mm
140mm (5.5'') Round tray2 Groups x8 Models
Category
Rider
Species
Gnome
Special rules
Furtive

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.

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.

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.


Pony riders dismounted
MGTW B PtsQt
6"6+6 | 7+88 | 6+
Pts
Melee weaponsRkPSA
Spear2-2-4
Wall of Spears
Blade4-3+14
Melee fighter
Axe4-14Replacement-2.5
EquipmentArmor, Shield, Spear, Blade
Base70mm (2.75'') Round tray1 Group x4 ModelsModel bases 25mm
100mm (4'') Round tray2 Groups x8 Models
Category
Infantryman
Species
Gnome
Special rules
Furtive

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.

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.


light cavalry


Scouts
MGTW B PtsQt
8"5 | 6+3+188 | 6+
Pts
Melee weaponsRkPSA
Pony - Hooves3--1 | -33
Mount Attacks
Blade4-3+1 | 03
Melee fighter
Ranged weaponsRgPSA
Small Bow18"-3-3
EquipmentLight armor, Pony, Blade, Hooves, Small Bow
Base100mm (4'') Round tray1 Group x3 ModelsModel bases 40mm
Category
Rider
Skirmisher
Species
Gnome
Special rules
Furtive
Vanguard
Scout
Harassment master
Ground preparation
+2pts

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.

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.

Scout

+4Scp per Scout entity.

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

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.

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.


Ground preparation

Entities with this special rule became Engineering Entities.

Once terrain has been placed on the battlefield, activate your Engineering entities one by one, starting with the first player. This Engineering entity may be activated 1 time. once activated it can either:

ActionSkill Roll
Add a Flat AreaAuto
Add a Difficult Area5+
Swap a Flat Area for a Difficult Area4+
Remove a Difficult Area5+
Swap a Difficult Area for a Dangerous AreaAuto
Remove a Smooth Hill4+ | 5+
Swap a Smooth Hill for a Steep Hill4+ | 5+
Swap a Light Cover for a Basic CoverAuto | 4+

When a terrain element is added, removed, or replaced, place, remove, or replace it immediately during the unit’s activation.

Any terrain element added or modified before the deployement must follow the scenario’s placement rules. It cannot be placed in a forbidden zone, and placing it in a zone requiring twice the Scp requires an additional Skill Roll of 4+.

A replaced terrain element must use the same base and remain in the same area.

If they haven't used this skill before deployment, they can use it once per battle when activated during the Tactical phase on a terrain element within 1". This is conditional on no enemy unit being within 1" of the terrain element or within 1" of the unit.

Whether or not the skill roll is successful, the unit will be considered exhausted.
Scouts dismounted
MGTW B PtsQt
6"6 | 7+4+68 | 6+
Pts
Melee weaponsRkPSA
Blade4-3+13
Melee fighter
Ranged weaponsRgPSA
Small Bow18"-3-3
EquipmentLight armor, Blade, Small Bow
Base70mm (2.75'') Round tray1 Group x3 ModelsModel bases 25mm
Category
Infantryman
Skirmisher
Species
Gnome
Special rules
Furtive
Vanguard
Scout
Harassment master
Ground preparation
+2pts

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.

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.

Scout

+4Scp per Scout entity.

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

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.

Ground preparation

Entities with this special rule became Engineering Entities.

Once terrain has been placed on the battlefield, activate your Engineering entities one by one, starting with the first player. This Engineering entity may be activated 1 time. once activated it can either:

ActionSkill Roll
Add a Flat AreaAuto
Add a Difficult Area5+
Swap a Flat Area for a Difficult Area4+
Remove a Difficult Area5+
Swap a Difficult Area for a Dangerous AreaAuto
Remove a Smooth Hill4+ | 5+
Swap a Smooth Hill for a Steep Hill4+ | 5+
Swap a Light Cover for a Basic CoverAuto | 4+

When a terrain element is added, removed, or replaced, place, remove, or replace it immediately during the unit’s activation.

Any terrain element added or modified before the deployement must follow the scenario’s placement rules. It cannot be placed in a forbidden zone, and placing it in a zone requiring twice the Scp requires an additional Skill Roll of 4+.

A replaced terrain element must use the same base and remain in the same area.

If they haven't used this skill before deployment, they can use it once per battle when activated during the Tactical phase on a terrain element within 1". This is conditional on no enemy unit being within 1" of the terrain element or within 1" of the unit.

Whether or not the skill roll is successful, the unit will be considered exhausted.


artillery


Mangonel
MGTW B PtsQt
2"6+5 | 8+58 | 6+
Pts
Melee weaponsRkPSA
One-handed Weapon4-2-3
Ranged weaponsRgPSA
Mangonel - Rocks36"-1-120.5
Traumatic
4D6 Wounds
Mangonel - Fire Balls24"-18
Traumatic
Plasma
Slow Reload
EquipmentArmor, Pavois, One-handed Weapon, Mangonel - Rocks, Mangonel - Fire Balls
Base95x120mm Oval Individual model
Category
Artillery
Species
Gnome
Keywords
Elite
Special rules
Furtive

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.

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.


characters


Adventurer on pony
MGTWSvB PtsQt
8"6 | 7+3+85+
6+
10 | 8+
Pts
ArmorsMGTW
Light armor--4+-+1
Melee weaponsRkPSA
Pony - Hooves3--1 | -31
Mount Attacks
Blade4-4-0 | -13
Melee fighter
Axe4-2-2 | -33Replacement-2
Ranged weaponsRgPSA
Small Bow18"-4-2+4
Stones6"-1+12+1
Throwing weapon
EquipmentSkin, Pony, Blade, Hooves
Base40mm Round Individual model
Category
Rider
Skirmisher
Species
Gnome
Keywords
Character
Special rules
Furtive
Harassment master
Adventurer
Recon
Inspiration
Tracker
+12pts
Counter attack
+12.5pts
Timely reinforcement
+4.5pts

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.

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.


Inspiration

If your opponent had the same or fewer Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character puts an enemy unit out of action.

If your opponent had more Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character succeeds on a Rout Roll.

This bonus may only be applied once per round; if multiple Characters have this special rule, the total bonus remains +1Vp.




–1Vp until the end of the round when this Character is removed from play. This penalty is cumulative.



Warrior Chant

Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken.

Grant this temporary bonus to his squad.

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.

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.

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.

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.


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.

Counter attack

Once per battle, during the Tactical phase, and if the target is not encircled, remove a friendly squad and its characters from play and place them in the reserve.

This counts as an activation during this phase, and the squad and its characters cannot be redeployed during this turn.

When the squad and its characters are redeployed, according to their deployment rules, they recover all their lost W.

Timely reinforcement

Once per battle, when you succeed on a panic roll of 6+ or higher,:

- Gain 2VP until the end of the battle.

- Recruit 2 units (squads have the maximum of groups) with no options. And place them in your reserve. You may deploy these troops according to their deployment rules, from the beginning of the next round.

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

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.
Adventurer
MGTWSvB PtsQt
6"8 | 9+4+44+10 | 8+
Pts
ArmorsMGTW
Light armor--5+-+1
Melee weaponsRkPSA
Blade4-4-3
Melee fighter
Axe4-23Replacement-1.5
Ranged weaponsRgPSA
Small Bow18"-4-2+6.5
Stones6"-1+12+2
Throwing weapon
EquipmentSkin, Blade
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Gnome
Keywords
Character
Special rules
Furtive
Harassment master
Adventurer
Recon
Inspiration
Tracker
+12pts
Counter attack
+9.5pts
Timely reinforcement
+3.5pts

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.

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.


Inspiration

If your opponent had the same or fewer Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character puts an enemy unit out of action.

If your opponent had more Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character succeeds on a Rout Roll.

This bonus may only be applied once per round; if multiple Characters have this special rule, the total bonus remains +1Vp.




–1Vp until the end of the round when this Character is removed from play. This penalty is cumulative.



Warrior Chant

Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken.

Grant this temporary bonus to his squad.

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.

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.

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.

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.

Counter attack

Once per battle, during the Tactical phase, and if the target is not encircled, remove a friendly squad and its characters from play and place them in the reserve.

This counts as an activation during this phase, and the squad and its characters cannot be redeployed during this turn.

When the squad and its characters are redeployed, according to their deployment rules, they recover all their lost W.

Timely reinforcement

Once per battle, when you succeed on a panic roll of 6+ or higher,:

- Gain 2VP until the end of the battle.

- Recruit 2 units (squads have the maximum of groups) with no options. And place them in your reserve. You may deploy these troops according to their deployment rules, from the beginning of the next round.

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

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.

Captain on pony
MGTWSvB PtsQt
8"6 | 7+4 | 5+86+10 | 8+
Pts
Melee weaponsRkPSA
Spear (mounted)3-3-1 | -33
Anti cavalry
Pony - Hooves3--1 | -31
Mount Attacks
Blade4-4-0 | -13
Melee fighter
Axe4-2-2 | -33Replacement-2.5
EquipmentArmor, Shield, Pony, Blade, Spear (mounted), Hooves
Base25mm Round Individual model
Category
Rider
Skirmisher
Species
Gnome
Keywords
Character
Leader
Special rules
Furtive
Cacique
Subterfuge
+5.5pts
Encirclement
+22pts

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.

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.

Anti cavalry

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

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.


Subterfuge

When this character is activated during the Tactical phase of round 0, remove up to 4 squad from play and redeploy it according to their deployment rules.

Encirclement

Grant this special rule to an allied squad before the start of deployment.



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.
Captain
MGTWSvB PtsQt
6"8 | 9+7 | 8+45+10 | 8+
Pts
Melee weaponsRkPSA
Spear2-3-13
Wall of Spears
Blade4-4-3
Melee fighter
Axe4-23Replacement-3.5
EquipmentArmor, Shield, Blade, Spear
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Gnome
Keywords
Character
Leader
Special rules
Furtive
Cacique
Subterfuge
+4pts
Encirclement
+22pts

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.

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.

Subterfuge

When this character is activated during the Tactical phase of round 0, remove up to 4 squad from play and redeploy it according to their deployment rules.

Encirclement

Grant this special rule to an allied squad before the start of deployment.



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.


named characters


Della Thornwhistle
The Hearthkeeper -Della Thornwhistle, matriarch of Greenholm, keeps traditions alive through song, feast, and story. She embodies the warmth of the Hillfolk hearth, reminding her people who they are amid rising tensions. A voice of patience, she seeks balance between old ways and change, ensuring Greenholm remains a true home.
MGTWSvB PtsQt
6"8 | 9+4+45+8 | 6+
Pts
Melee weaponsRkPSA
Club4-2+21
Dagger6-1-1
Melee fighter
Devastator
EquipmentSkin, Club, Dagger
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Gnome
Keywords
Character
Named
Special rules
Furtive
Resilience
Logistician
Resupply
Summon
Mystical protection
Inspiration

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.

Logistician

Once a round when activated during the Tactical phase, choose one of these special rules. The chosen effect applies to a single, not encircled, friendly squad anywhere on the battlefield until the end of the round:



Express Order

+4Bc or +2M.



Reserve Management

+1 to the arrival roll.



Ammunition reserve

This unit may still shoot even when it has no ammunition remaining.

Resupply

Before the deployment, designate up to 3 squads and grant them +2W. These additional W do not alter the squad’s maximum W value used to determine its condition.

Example: A squad with 24W will begin the battle with 26W, but will still become shaken once it has 18W remaining.

Summon

Before the selection of terrain, you may choose to add units, groups, or options to your army list for a total value of 60Pts.

Alternatively, you can attempt to add 2d6x10pts.

If the number of pts to be added is not sufficient to add at least one unit or option, no unit or option is added.

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


Rearguard


If you do not use this rule before deployment, during the Tactical Phase of Round 6 when this character is activated, select and place units worth up to 101Pts into your reserve. These units can be deployed as early as the tactical phase of this round.

Mystical protection

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

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

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

Inspiration

If your opponent had the same or fewer Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character puts an enemy unit out of action.

If your opponent had more Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character succeeds on a Rout Roll.

This bonus may only be applied once per round; if multiple Characters have this special rule, the total bonus remains +1Vp.




–1Vp until the end of the round when this Character is removed from play. This penalty is cumulative.



Warrior Chant

Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken.

Grant this temporary bonus to his squad.

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.

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.

Elder Brannor Hearthwise
The Voice of Tradition -Elder Brannor Hearthwise, head of the Council, preserves Greenholm’s neutrality with wisdom and caution. Silver-bearded and unyielding, he urges peace above all, wary of wars that could consume their hills. To him, survival lies in diplomacy, not swords—though some whisper his steadfast caution borders on cowardice.
MGTWSvB PtsQt
6"8 | 9+4+45+8 | 6+
Pts
Melee weaponsRkPSA
Staff3-2+21
EquipmentSkin, Staff
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Gnome
Keywords
Character
Named
Faction leader
Leader
Special rules
Furtive
Resilience
Strategist
Tactician
Corruption
Blessing
Counter attack
Symbol

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.

Strategist

Before deployment begins, apply all these special rules:



Recon

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

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

Weakness 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.




Subterfuge

When this character is activated during the Tactical phase of round 0, remove up to 4 squad from play and redeploy it according to their deployment rules.



Reinforcement

Flanc 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.

Grant this special rule to an allied squad during the deployment.

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.

Counter attack

Once per battle, during the Tactical phase, and if the target is not encircled, remove a friendly squad and its characters from play and place them in the reserve.

This counts as an activation during this phase, and the squad and its characters cannot be redeployed during this turn.

When the squad and its characters are redeployed, according to their deployment rules, they recover all their lost W.

Corruption

You can use the following two rules.

Desertion



Before the start of the deployment, remove units, groups, or options from the opponent's army list for a total value of 60Pts or 2d6x10Pts.

If the number of pts to be removed is not sufficient to remove at least one unit or option, no unit or option is removed.

Passive Traitors



You may designate enemy units (of any category) with a total value of up to 150pts that cannot be activated during round 2 Movement and Shooting Phases. These units may still react normally.

Designate each chosen unit at the moment when the opposing player attempts to activate it. When this occurs, your opponent immediately loses the initiative.

Blessing

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.

Symbol

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

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.

Nissa Brightbrook on pony
The Wandering Tinker -Nissa Brightbrook, traveler and dreamer, believes Greenholm’s future lies beyond its hills. Charismatic and bold, she forges ties with elves, dwarves, and even Free Gnomes, urging her kin to embrace change. Beloved by the young, feared by elders, she may one day lead Greenholm down a path of uncertain destiny.
MGTWSvB PtsQt
8"6 | 7+4+84+11 | 9+
Pts
Melee weaponsRkPSA
Pony - Hooves3--1 | -31
Mount Attacks
Magical Blade4-5-0 | -14
Melee fighter
Magical
Ranged weaponsRgPSA
Small Bow18"-5-2
EquipmentLight armor, Pony, Magical Blade, Hooves, Small Bow
Base25mm Round Individual model
Category
Rider
Skirmisher
Species
Gnome
Keywords
Character
Named
Leader
Special rules
Furtive
Heroic Fate
Fearsome
Resilience
Adventurer
Taking initiative
Inspiration
Charisma
Timely reinforcement

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.

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.

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.

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.


Inspiration

If your opponent had the same or fewer Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character puts an enemy unit out of action.

If your opponent had more Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character succeeds on a Rout Roll.

This bonus may only be applied once per round; if multiple Characters have this special rule, the total bonus remains +1Vp.




–1Vp until the end of the round when this Character is removed from play. This penalty is cumulative.



Warrior Chant

Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken.

Grant this temporary bonus to his squad.

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.




Charisma

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

Timely reinforcement

Once per battle, when you succeed on a panic roll of 6+ or higher,:

- Gain 2VP until the end of the battle.

- Recruit 2 units (squads have the maximum of groups) with no options. And place them in your reserve. You may deploy these troops according to their deployment rules, from the beginning of the next round.

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

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.

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.

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.

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.


Nissa Brightbrook
MGTWSvB PtsQt
6"8 | 9+5+43+11 | 9+
Pts
Melee weaponsRkPSA
Magical Blade4-5-4
Melee fighter
Magical
Ranged weaponsRgPSA
Small Bow18"-5-2
EquipmentLight armor, Magical Blade, Small Bow
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Gnome
Keywords
Character
Named
Leader
Special rules
Furtive
Heroic Fate
Fearsome
Resilience
Adventurer
Taking initiative
Inspiration
Charisma
Timely reinforcement

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.

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.

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.

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.


Inspiration

If your opponent had the same or fewer Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character puts an enemy unit out of action.

If your opponent had more Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character succeeds on a Rout Roll.

This bonus may only be applied once per round; if multiple Characters have this special rule, the total bonus remains +1Vp.




–1Vp until the end of the round when this Character is removed from play. This penalty is cumulative.



Warrior Chant

Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken.

Grant this temporary bonus to his squad.

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.




Charisma

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

Timely reinforcement

Once per battle, when you succeed on a panic roll of 6+ or higher,:

- Gain 2VP until the end of the battle.

- Recruit 2 units (squads have the maximum of groups) with no options. And place them in your reserve. You may deploy these troops according to their deployment rules, from the beginning of the next round.

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

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.

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.

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.

Thaddeus Burroway
The Hidden Blade -Thaddeus “Thatch” Burroway is Greenholm’s silent protector, a shadow who strikes before threats reach the hills. A master of stealth and the bow, he ensures peace endures—even if bought in blood. To most Hillfolk, his deeds remain unspoken, but in crisis, they trust the hunter who guards the burrow unseen.
MGTWSvB PtsQt
6"9 | 10+5+45+10 | 8+
Pts
Melee weaponsRkPSA
Axe4-3-23
Ranged weaponsRgPSA
Small Bow18"-5-2
EquipmentLight armor, Axe, Small Bow
Base25mm Round Individual model
Category
Infantryman
Skirmisher
Species
Gnome
Keywords
Character
Named
Leader
Special rules
Furtive
Hunter
Commando
Steadfast warrior
Resilience
Tracker
Tactician
Ambusher
+4.5pts

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.

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.

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.

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.

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.

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.