Infantry
Guardians of the Spire
Archers
Heavy Archers
Heavy footmen
Men-at-arms
Peasants
Skirmishers
Elite Hunters
Navy Infantrymen
Pioneers
Rangers
Skirmishers
Cavalry
Citadel Guards
Knights of Albian Spire
Riders
Light Cavalry
Cavalry archers
Citadel Archers
Vehicles
War carriage
Monsters
War eagles
Artillery
Balista
Catapult
Scorpios
Trebuchet
Characters
General
High priest
Captain
Great banner bearer
Lieutenant
Magician
Priest
Quartermaster
Tracker
Named Characters
Finbar
Queen Elira
Valerian
Baranor
Ealdric
Halathor
King Elenor II
Lord Aeric
Admiral Lothar
Alaric
Albian
infantry
| Guardians of the Spire | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 5 | 6+ | 8+ | 24 | 5+ | 10+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Spear | 1 | -3 | -4 | 8 | ||||||
| Long Blade | 2 | -4 | -3 | 8 | ||||||
| Equipment | Complete plate armor, Two-Handed Spear, Long Blade | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | ||||||
| Category | Infantryman | Species | Eldrakar | |||||||
| Keywords | Rare Elite | |||||||||
| Special rules | Veteran Bodyguard Urban warfare Heavy Squad Leader
+21.5pts Banner bearer
+7.5pts | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.Bodyguard+2B when a character (except the Squad Leader) is inside the squad.In addition, characters in the unit, (except the Squad Leader), gain an extra +1G from Protection. This bonus does not apply while the character is in a Duel. Personal BodyguardIf a character benefits from this special rule, he gains +2B when another character is inside his squad. As long as a character with the Bodyguard rule is in the squad, the other character in that squad cannot be targeted, even by units that can normally target characters, unless he initiate a Duel himself. HeavySlowdowns due to terrain zones are increased by 1 for this unit.Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. | ||||||||||
| Archers | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 6" | 5+ | 24 | 7+ | |||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | - | 8 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Long bow | 30" | -2 | -1 | 8 | ||||||
| Equipment | Armor, Blade, Long bow | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x16 Models | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Special rules | Squad Leader
+13.5pts | |||||||||
Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Heavy Archers | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 5" | 4 | 5+ | 6+ | 24 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | - | 8 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Long bow | 30" | -2 | -1 | 8 | ||||||
| Equipment | Heavy armor, Blade, Long bow | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x16 Models | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Special rules | Squad Leader
+13pts | |||||||||
Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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. | ||||||||||
| Heavy footmen | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 5" | 4 | 5+ | 7 | 8+ | 24 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | -1 | 8 | |||||||
| Blade | 3 | -2 | - | 8 | ||||||
| Equipment | Heavy armor, Shield, Spear, Blade | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x16 Models | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Special rules | Shield wall Veteran Squad Leader
+9pts Banner bearer
+7pts Hornblower
+9pts | |||||||||
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. VeteranThis unit ignores the result of the first rout roll it suffers.Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. HornblowerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Horn Add +3" to this unit's movement when it charges. Rallying Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round. | ||||||||||
| Men-at-arms | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 6" | 5+ | 6 | 7+ | 24 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | - | 8 | ||||||
| Spear | 1 | -1 | 8 | +3 | ||||||
|
Wall of Spears
|
||||||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Javelin | 6" | - | 8 | +7 | ||||||
|
Heavy Wounds Throwing weapon
|
||||||||||
| Equipment | Armor, Shield, Blade | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x16 Models | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Special rules | Warrior Chant Squad Leader
+10.5pts Banner bearer
+7pts Hornblower
+4.5pts | |||||||||
Warrior ChantRout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken.Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. Throwing weaponIf this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. HornblowerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Horn Add +3" to this unit's movement when it charges. Rallying Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round. | ||||||||||
| Peasants | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 6" | 4+ | 3+ | 24 | 6 | 4+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Short Spear | 2 | - | -1 | 8 | ||||||
| Club | 3 | - | +1 | 8 | ||||||
| Dagger | 5 | +1 | -1 | 8 | ||||||
| Equipment | Skin, Short Spear, Dagger, Club | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x16 Models | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Keywords | Rookie | |||||||||
| Special rules | ||||||||||
Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover. | ||||||||||
skirmishers
| Elite Hunters | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 7 | 8+ | 5+ | 12 | 5+ 6+ | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Long Blade | 2 | -4 | -2 | 4 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Mastercrafted Long bow | 36" | -5 | -2 | 4 | ||||||
| Equipment | Light armor, Long Blade, Mastercrafted Long bow | |||||||||
| Base | 70mm (2.75'') Round tray | 1 Group | x4 Models | Model bases 25mm | ||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Elite | |||||||||
| Special rules | Veteran Furtive Hunter Forester Mountaineer Instinct shooter Ambusher
+2.5pts Scout
+14pts Squad Leader
+45.5pts | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.HunterWhen this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered Instinct shooterOnce per round, during the Shooting Phase, this unit can benefit from one of these bonuses:Shoot on InstinctThe Defense of the target is reduced by -1. Improved ReflexesWhen this unit reacts to a shoot action, the effects of its shots are taken into account before the unit that targeted it begins to shoot .Appropriate AnswerThis unit may react normally (not using the previous rule) during the Shooting phase, even if it has already been activated, on a 5+ on 1d6. Fast shootingIt may be activated a second time during the Shooting phase on a skill roll of 6+ on 1d6. If another rule allows it to be activated a second time on a skill roll, only roll the best skill roll and add +1 to its result. AmbusherOccupy the fieldDuring deployment, this unit may be deployed in an unoccupied cover within the no man's land. AmbushedAlternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase. Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll. Reinforcement Flanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. Scout+4Scp per Scout entity.For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Navy Infantrymen | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 5 | 6+ | 5+ | 24 | 6+ | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| x2 Cleaver | 3 | -2 | -1 | 12 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Long bow | 30" | -2 | -1 | 8 | +8 | |||||
| Equipment | Armor, x2 Cleaver | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | ||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Special rules | Veteran Deadly dance Parry Ambusher
+15pts Ready for Action
+1pts Squad Leader
+19pts Banner bearer
+6.75pts Hornblower
+6pts | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.Deadly danceEach time it rolls a natural 6 on an attack roll in melee, this unit may make 1 additional attack roll.Natural 6s on these additional attack rolls do generate extra attack rolls. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. HornblowerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Horn Add +3" to this unit's movement when it charges. Rallying Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round. AmbusherOccupy the fieldDuring deployment, this unit may be deployed in an unoccupied cover within the no man's land. AmbushedAlternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase. Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll. Reinforcement Flanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. Ready for ActionThis unit benefits from a +1 bonus on its arrival rolls. | ||||||||||
| Pioneers | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 6" | 5 | 6+ | 24 | 7+ | |||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Axe | 3 | - | -2 | 8 | ||||||
| Equipment | Light armor, Shield, Axe | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | ||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Special rules | Vanguard Squad Leader
+6.5pts Hornblower
+3.5pts | |||||||||
VanguardThis unit can be activated during the Movement phase of round 0.If they have a Rg of at least 30", they can be activated one additional time during the Bombardment phase of round 0. If they have a Rg lesser than 30", or if they are deployed for the first time after round 0, they can be activated and shoot 2 times during their first Shooting phase. Characters accompanying the unit but not benefiting from this rule are moved along with the unit during turn 0. On guardSome scenarios (see Surprise Attack) prevent units from one side from being activated during the first rounds. In this situation, units that benefit from the Vanguard special rule can be activated or react one turn earlier than others. This unit benefits from a +1 bonus on its arrival rolls. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. HornblowerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Horn Add +3" to this unit's movement when it charges. Rallying Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round. | ||||||||||
| Rangers | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 6 | 7+ | 4+ | 24 | 5+ | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -3 | - | 8 | ||||||
| Two-Handed Spear | 1 | -2 | 8 | +5 | ||||||
|
Wall of Spears
|
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| Ranged weapons | Rg | P | S | A | ||||||
| Long bow | 30" | -3 | -1 | 8 | ||||||
| Equipment | Light armor, Blade, Long bow | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | ||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Special rules | Veteran Furtive Hunter Commando Scout
+14pts Ambusher
+3pts Squad Leader
+38pts | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.HunterWhen this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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. Scout+4Scp per Scout entity.For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp AmbusherOccupy the fieldDuring deployment, this unit may be deployed in an unoccupied cover within the no man's land. AmbushedAlternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase. Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll. Reinforcement Flanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. | ||||||||||
| Skirmishers | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 6" | 5 | 6+ | 24 | 7+ | |||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Dagger | 5 | - | -1 | 8 | ||||||
| Blade | 3 | -2 | - | 8 | +1.5 | |||||
|
Melee fighter
|
||||||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Javelins | 12" | -1 | 8 | |||||||
| Equipment | Light armor, Shield, Dagger, Javelins | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | ||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Special rules | Harassment master Vanguard Squad Leader
+13pts | |||||||||
Harassment masterWhen shooting this unit may ignore the Harassment modifier.Furthermore, the Rear Attack modifier applied to the targets of this unit is doubled. VanguardThis unit can be activated during the Movement phase of round 0.If they have a Rg of at least 30", they can be activated one additional time during the Bombardment phase of round 0. If they have a Rg lesser than 30", or if they are deployed for the first time after round 0, they can be activated and shoot 2 times during their first Shooting phase. Characters accompanying the unit but not benefiting from this rule are moved along with the unit during turn 0. On guardSome scenarios (see Surprise Attack) prevent units from one side from being activated during the first rounds. In this situation, units that benefit from the Vanguard special rule can be activated or react one turn earlier than others. This unit benefits from a +1 bonus on its arrival rolls. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. Throwing weaponIf this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
cavalry
| Citadel Guards | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 9" | 5 | 6+ | 5+ | 24 | 6+ | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Spear (mounted) | 2 | -2 | -2 | -4 | 3 | ||||||
| Blade | 3 | -3 | -0 | -1 | 3 | ||||||
| War horse - Hooves | 3 | - | -2 | -4 | 6 | ||||||
| Equipment | Heavy armor, War horse , Two-Handed Spear (mounted), Blade, Hooves | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x3 Models | Model bases 40mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x6 Models | ||||||||
| Category | Rider | Species | Human | |||||||
| Special rules | Veteran Patriot Squad Leader
+46.5pts | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.PatriotRout rolls made against this unit to put it to flight can never use more than 2d6, regardless of its situation or condition.Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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. | ||||||||||
| Citadel Guards dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 4 | 5+ | 6+ | 9 | 6+ | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Spear | 1 | -2 | 3 | |||||||
| Blade | 3 | -3 | - | 3 | ||||||
| Equipment | Heavy armor, Two-Handed Spear, Blade | |||||||||
| Base | 70mm (2.75'') Round tray | 1 Group | x3 Models | Model bases 25mm | ||||||
| 100mm (4'') Round tray | 2 Groups | x6 Models | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Special rules | Veteran Patriot Squad Leader
+12pts | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.PatriotRout rolls made against this unit to put it to flight can never use more than 2d6, regardless of its situation or condition.Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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. | ||||||||||
| Knights of Albian Spire | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 9" | 5 | 6+ | 24 | 5+ | 10 | 9+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cavalry Spear | 1 | -2 | -1 | -5 | 6 | ||||||
| Blade | 3 | -3 | -1 | -2 | 6 | ||||||
| War horse - Hooves | 3 | - | -2 | -4 | 6 | ||||||
| Equipment | Heavy armor, Shield, War horse , Cavalry Spear, Blade, Hooves | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x3 Models | Model bases 40mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x6 Models | ||||||||
| Category | Rider | Species | Human | |||||||
| Keywords | Elite | |||||||||
| Special rules | Steadfast warrior Motivated Squad Leader
+59.5pts Banner bearer
+22.5pts Hornblower
+28.5pts | |||||||||
Steadfast warriorUnits 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. MotivatedWhen this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. HornblowerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Horn Add +3" to this unit's movement when it charges. Rallying Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round. | ||||||||||
| Knights of Albian Spire dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 5 | 6+ | 8 | 9+ | 9 | 5+ 6+ | 10 | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | -2 | 6 | |||||||
| Blade | 3 | -3 | -1 | 6 | ||||||
| Equipment | Heavy armor, Shield, Spear, Blade | |||||||||
| Base | 70mm (2.75'') Round tray | 1 Group | x3 Models | Model bases 25mm | ||||||
| 100mm (4'') Round tray | 2 Groups | x6 Models | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Keywords | Elite | |||||||||
| Special rules | Steadfast warrior Motivated Squad Leader
+21pts Banner bearer
+9pts Hornblower
+13pts | |||||||||
Steadfast warriorUnits 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. MotivatedWhen this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. HornblowerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Horn Add +3" to this unit's movement when it charges. Rallying Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round. | ||||||||||
| Riders | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 9" | 5+ | 4 | 5+ | 24 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear (mounted) | 2 | -1 | -1 | -3 | 3 | ||||||
| Blade | 3 | -2 | -0 | -1 | 3 | ||||||
| Horse - Hooves | 3 | - | -1 | -3 | 6 | ||||||
| Equipment | Armor, Shield, Horse, Spear (mounted), Blade, Hooves | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x3 Models | Model bases 40mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x6 Models | ||||||||
| Category | Rider | Species | Human | |||||||
| Special rules | Squad Leader
+24.5pts Banner bearer
+14pts Hornblower
+15.5pts | |||||||||
Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. HornblowerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Horn Add +3" to this unit's movement when it charges. Rallying Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round. | ||||||||||
| Riders dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 6" | 5+ | 6 | 7+ | 9 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | -1 | 3 | |||||||
| Blade | 3 | -2 | - | 3 | ||||||
| Equipment | Armor, Shield, Spear, Blade | |||||||||
| Base | 70mm (2.75'') Round tray | 1 Group | x3 Models | Model bases 25mm | ||||||
| 100mm (4'') Round tray | 2 Groups | x6 Models | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Special rules | Squad Leader
+8.5pts Banner bearer
+4.5pts Hornblower
+4pts | |||||||||
Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. HornblowerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Horn Add +3" to this unit's movement when it charges. Rallying Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round. | ||||||||||
light cavalry
| Cavalry archers | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 9" | 5 | 6+ | 4+ | 24 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | -0 | -1 | 3 | ||||||
| Horse - Hooves | 3 | - | -1 | -3 | 6 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Bow | 24" | -2 | - | 3 | ||||||
| Equipment | Armor, Horse, Blade, Hooves, Bow | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x3 Models | Model bases 40mm | ||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Special rules | Harassment master Squad Leader
+22pts | |||||||||
Harassment masterWhen shooting this unit may ignore the Harassment modifier.Furthermore, the Rear Attack modifier applied to the targets of this unit is doubled. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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 archers dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 6" | 5 | 6+ | 5+ | 9 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | - | 3 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Bow | 24" | -2 | - | 3 | ||||||
| Equipment | Armor, Blade, Bow | |||||||||
| Base | 70mm (2.75'') Round tray | 1 Group | x3 Models | Model bases 25mm | ||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Special rules | Harassment master Squad Leader
+9pts | |||||||||
Harassment masterWhen shooting this unit may ignore the Harassment modifier.Furthermore, the Rear Attack modifier applied to the targets of this unit is doubled. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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. | ||||||||||
| Citadel Archers | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 9" | 5 | 7+ | 5+ | 24 | 6+ | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -3 | -0 | -1 | 3 | ||||||
| War horse - Hooves | 3 | - | -2 | -4 | 6 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Long bow | 30" | -3 | -1 | 3 | ||||||
| Equipment | Heavy armor, War horse , Blade, Hooves, Long bow | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x3 Models | Model bases 40mm | ||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Special rules | Veteran Patriot Squad Leader
+38.5pts | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.PatriotRout rolls made against this unit to put it to flight can never use more than 2d6, regardless of its situation or condition.Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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. | ||||||||||
| Citadel Archers dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 4 | 6+ | 6+ | 9 | 6+ | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -3 | - | 3 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Long bow | 30" | -3 | -1 | 3 | ||||||
| Equipment | Heavy armor, Blade, Long bow | |||||||||
| Base | 70mm (2.75'') Round tray | 1 Group | x3 Models | Model bases 25mm | ||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Special rules | Veteran Patriot Squad Leader
+13pts | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.PatriotRout rolls made against this unit to put it to flight can never use more than 2d6, regardless of its situation or condition.Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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. | ||||||||||
vehicles
| War carriage | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 4" | 3+ | 8 | 11+ | 24 | 5+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | -2 | -3 | 2 | ||||||
| Horns | 3 | -1 | -3 | -5 | 2 | ||||||
| Equipment | Armor, Pavois, Blade, Horns | |||||||||
| Base | 130mm Round | Individual model | ||||||||
| Category | Vehicle | Species | War carriage | |||||||
| Special rules | Heavy Fierce charge Combat platform [1] | |||||||||
HeavySlowdowns due to terrain zones are increased by 1 for this unit.Fierce chargeWhen charging, this unit adds its M to its charge movement instead of the +2M bonus. Additionally, it doubles its melee weapon's A.Combat platform [1]DeploymentDuring deployment, a Combat platform may be deployed with units already embarked inside (Infantryman, Artillery, or Monster). This counts as the same number of deployment drops as if the combat platform and its passengers had been deployed separately. A platform may only benefit from a special deployment rule if all units inside also benefit from that rule. EmbarkDuring the Tactical Phase, a friendly Infantryman, an Artillery, or a Monster unit, together with its Characters, may embark if they are within 1’’ of the platform. Place the unit on the platform to indicate it is embarked. While on the platform, they are not eligible during the Movement phase. DisembarkDuring a later Tactical Phase, each unit inside the platform may disembark and be deployed within 1’’ of the platform. This deployment may place them within 1’’ of an enemy unit; in this case they are considered to be engaged in melee with that unit, but are not considered charging. Troops disembarking receive a +1 on their arrival roll. CapacityThe value X indicates the capacity of the platform, that is basically the number of squads it may carry at once. Units of different categories (e.g. Infantryman and Monster) may mix on a platform, provided they are eligible. TargetingUnits on a combat platform can be targeted separately. They benefit from Basic Cover with a bonus of +2G. Additionally, the platform is considered the closest target. ChargeIn melee their opponents can benefit from charge bonuses against the combat platform but not against the units inside it. BaseConsider the base of the combat platform as the base of the units inside it when measuring line of sight, firing ranges, and melee engagement distances. Rear arcUnits embarked on a combat platform have no rear arc and may shoot in any direction without penalty. EligibilityUnlike a transport, units embarked on a combat platform remain eligible to act. They may shoot during the Shooting Phase and attack during the Melee Phase. However, they cannot perform Opportunity Attacks. attack from the TitanIf the platform is a Titan, the soldiers it transports benefit from the high ground rule 3. ContextUnless otherwise specified, the ranged weapons of units inside a platform suffer the same modifiers as those of the platform itself. For example, units inside suffer the Advance & Fire penalty if the platform has moved more than half its M. If the platform itself is considered Charging, Disorganized or Encircled, all units on it are also considered Charging, Disorganized or encircled. Catastrophic DisembarkationIf this unit is killed, each embarked model must then roll a Critical damage roll. Then each remaining unit must immediately disembark. Place the unit within 1’’ of this killed unit. The embarked units cannot be activated or react to during this round. If placement within 1’’ is impossible — for example, if this unit is not on the table or is surrounded by enemy units — the unit is killed. Emergency DisembarkationIf this unit failed a rout roll, each embarked unit must then roll a rout roll. Then each remaining unit must immediately disembark. Place the unit within 1’’ of this routed unit. If placement within 1’’ is impossible — for example, if this unit is not on the table or is surrounded by enemy units — the embarked unit is considered having failed a rout roll. Transport SpacesSome units can operate within layered transport systems, shifting between internal structures as the battle evolves. If this unit benefits from both this rule and another rule that allows units to be transported, each rule is treated as a separate transport space. You may move a transported unit between these spaces during the Tactical Phase when it is activated, provided the destination space has sufficient capacity. Swapping the positions of two transported units (including characters within squads) requires the swap action during the Movement phase. ElitesInfantryman soldiers with the Elite keyword can embark and disembark from this unit and benefit from all the previous rules, even if this unit does not have the Elite keyword. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. | ||||||||||
monsters
| War eagles | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 10" | 4+ | 16 | 5+ | 9+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Large Claws | 4 | -3 | -5 | -6 | 8 | ||||||
| Beak | 6 | -3 | -5 | 4 | ||||||
| Equipment | Skin, Beak, Large Claws | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x2 Models | Model bases 50mm | ||||||
| Category | Monster | Species | Eagle | |||||||
| Special rules | Scary Hunter Mountaineer Fierce charge Fly | |||||||||
ScaryThe rout rolls caused by their attacks and shots have a -2B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. HunterWhen this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered Fierce chargeWhen charging, this unit adds its M to its charge movement instead of the +2M bonus. Additionally, it doubles its melee weapon's A.FlyCreatures that take to the skies fight on their own terms, beyond the reach of foot soldiers, striking where they please before swooping back into the fray.DeploymentAt deployment, or during delayed deployment, you may place a flying unit either on the battlefield or “in flight.” Units in flight are above the battlefield; place a directional token to indicate their position and orientation. This means they are not physically present on the ground. But they still need to perform an arrival roll. Token in flightThis token may be deployed and moved over any terrain element or unit. Use the center of the token when measuring distances to and from the unit. As long as the unit is represented by its token on the battlefield, place the miniatures outside the battlefield, with the same token (ideally using a color code) on their bases. Tactical phaseLandingDuring the Tactical phase, if a flying unit is currently in flight, it may land on the battlefield at any suitable location within M of its token and more than 1’’ away from an enemy unit. The unit must then make a simplified arrival roll; on 1–3 it is deployed but may only react, on 4+ it may be activated.TakeoffIf a flying unit is already on the battlefield, it may instead take flight and be removed from the table. Place the in-flight token within M of the center of the unit. If enemy units with a total value of at least half of its point cost are within 1’’, the unit must succeed on a skill roll of 4+ to take off. When a unit takes flight, any enemy unit within 1’’ may immediately make an Opportunity Attack against it.Movement phaseDuring the Movement phase, the token of units that were already in flight at the start of the round may be moved up to 2M. The token of other units may be moved up to M. Shot downFlying units that are Destabilized or Destroyed cannot take flight. If a flying unit becomes Destabilized or Destroyed while in flight, move the token 3d6’’ in the direction of its orientation. If the token ends on the base of a unit, that unit suffers 1 attack roll per model in the flying unit, with 0P and a S equal to the lowest T value of the flying unit. The flying unit must then be deployed as close as possible to its token, potentially within 1’’ of enemy units. Each model of the unit then suffers a Critical damage roll and cannot be activated during this round. Shooting phaseUnits in flight benefit from a +2G bonus. And are considered to be Height 30". It mean that their targets on the ground suffer a Defense reduced by -1 against their attack rolls. Flying units that have moved more than their M during this round (including the Tactical and Movement phases) suffer the Advance & Fire penalty. Their shooting attacks ignore the bonuses of Light and Basic Covers with the Stone element. However, the bonus of Light and Basic Covers with the Wood element is doubled against their attacks. If the defender has two defense values (two G values in the case of a hit roll, or two T values in the case of a wound roll), choose the lower of the two. Melee phaseDuring the Melee phase, units in flight cannot target and be targeted by units on the ground. During the Melee phase, flying units in flight may attack any enemy flying unit in flight within M. Resolve attacks in order of rank and take turns designating targets, starting with the first player. Every stable and shaken unit is considered charging. When they are on the battlefield, their melee attacks ignore the bonuses of Basic Covers. EvadeSome warriors rely on agility rather than steel, slipping past blades and spears until their reflexes finally give out. A unit that has not yet attacked in Melee or Shot this round may choose to refuse combat and attempt to evade attacks. If it does so, it may not attack in Melee this round. The evading unit must make a Superiority Roll [M] against each enemy unit that attempts to attack it, one after another in the order chosen by the attacker. Each time the roll succeeds, the attacking unit loses its opportunity to attack and is no longer eligible to act in the Melee phase. Each time the roll succeeds, the next attacking unit against the same target gains a cumulative +1d6 bonus to its Superiority Roll [M] against that evading unit this round. Once the evading unit fails a Superiority Roll [M] during this round, it automatically fails all further evading attempts during this round and may be attacked normally. TerrainFlying units ignore area bonuses and penalties. They can also pass through all terrain features, friendly and enemy units without penalty. While in flight, this unit receives no terrain bonuses. Lines of sight between it and other units are not blocked by covers or blockers. This unit may be deployed into a cover when landing, provided all other deployment conditions are met. CharactersCharacters without this special rule cannot join a squad that has it. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Large WoundsMultiply each wound inflicted by this weapon by 1d6 when the natural result of the die that inflicts the wound is 6.And multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6. When the roll is improved, take into account the last die rolled. | ||||||||||
artillery
| Balista | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 1" | 4 | 5+ | 6 | 9+ | 9 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | - | 3 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Ballista - Arrows | 36" | -2 | -7 | 1 | ||||||
| Equipment | Heavy armor, Pavois, Blade, Ballista - Arrows | |||||||||
| Base | 100mm Round | Individual model | ||||||||
| Category | Artillery | Species | Human | |||||||
| Keywords | Elite | |||||||||
| Special rules | ||||||||||
Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. TraumaticThe rout rolls caused by their shots have a -1B bonus.2D6 WoundsMultiply each wound inflicted by this weapon by the result of a 2D6.BlastRoll an additional attack roll for each successful attack roll.These additional attack rolls do not generate further attack rolls. If the target is skirmisher each additional attack can be negated on a 4+ on a 1d6. Slow ReloadWhen 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. | ||||||||||
| Catapult | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 1" | 4 | 5+ | 6 | 9+ | 9 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | - | 3 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Catapult - Rocks | 36" | - | -12 | 0.5 | ||||||
| Catapult - Fire Balls | 30" | - | 8 | |||||||
| Equipment | Heavy armor, Pavois, Blade, Catapult - Rocks, Catapult - Fire Balls | |||||||||
| Base | 95x120mm Oval | Individual model | ||||||||
| Category | Artillery | Species | Human | |||||||
| Keywords | Elite | |||||||||
| Special rules | ||||||||||
Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. TraumaticThe rout rolls caused by their shots have a -1B bonus.4D6 WoundsMultiply each wound inflicted by this weapon by the result of a 4D6.PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach time you inflict wounds with this weapon, and after all eventual saves, on a 6+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds. Slow ReloadWhen 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 | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 1" | 4 | 5+ | 6 | 9+ | 12 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | - | 4 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Scorpio - Arrows | 30" | -2 | -4 | 2 | ||||||
| Equipment | Heavy armor, Pavois, Blade, Scorpio - Arrows | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x2 Models | Model bases 50mm | ||||||
| Category | Artillery | Species | Human | |||||||
| Special rules | ||||||||||
Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. TraumaticThe rout rolls caused by their shots have a -1B bonus.BlastRoll an additional attack roll for each successful attack roll.These additional attack rolls do not generate further attack rolls. If the target is skirmisher each additional attack can be negated on a 4+ on a 1d6. 1D6 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6. | ||||||||||
| Trebuchet | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 0" | 4 | 5+ | 6 | 9+ | 9 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | - | 3 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Trebuchet - Rocks | 42" | - | -16 | 0.5 | ||||||
| Equipment | Heavy armor, Pavois, Blade, Trebuchet - Rocks | |||||||||
| Base | 95x150mm Oval | Individual model | ||||||||
| Category | Artillery | Species | Human | |||||||
| Keywords | Elite | |||||||||
| Special rules | ||||||||||
Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. TraumaticThe rout rolls caused by their shots have a -1B bonus.6D6 WoundsMultiply each wound inflicted by this weapon by the result of a 6D6.Slow ReloadWhen 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
| General on horseback | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 8" | 6 | 8+ | 6+ | 12 | 5+ 6+ | 13+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cavalry Spear | 1 | -4 | -2 | -6 | 4 | ||||||
| Mastercrafted Long Blade | 2 | -6 | -4 | -5 | 4 | ||||||
| Caparisoned war horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Equipment | Complete plate armor, Caparisoned war horse , Cavalry Spear, Mastercrafted Long Blade, Hooves | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Eldrakar | |||||||
| Keywords | Character Elite Leader | |||||||||
| Special rules | Steadfast warrior Heavy Push General Instructor Authority Reform the Ranks Counter attack
+36pts | |||||||||
GeneralOnce 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. InstructorBefore 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. AuthorityGrants a temporary bonus of +4B for the control rolls of his squad.Reform the RanksOnce per battle, during the Tactical phase, if two squads anywhere on the battlefield:
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.Steadfast warriorUnits 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. HeavySlowdowns due to terrain zones are increased by 1 for this unit.PushWhen the unit is stable, each time it inflicts wounds equal to the W of a model, its target must make a Critical damage roll. The W lost due to these Critical damage rolls can generate additional Critical damage rolls.Violent ChargeRider units can only benefit from this rule when they are charging, but the effects are then doubled. Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. Counter attackOnce 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. | ||||||||||
| General | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 6 | 8+ | 8+ | 4 | 4+ 6+ | 13+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | -4 | -3 | 4 | ||||||
| Mastercrafted Long Blade | 2 | -6 | -4 | 4 | ||||||
| Equipment | Complete plate armor, Spear, Mastercrafted Long Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Eldrakar | |||||||
| Keywords | Character Elite Leader | |||||||||
| Special rules | Steadfast warrior Heavy General Instructor Authority Reform the Ranks Counter attack
+42.5pts | |||||||||
GeneralOnce 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. InstructorBefore 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. AuthorityGrants a temporary bonus of +4B for the control rolls of his squad.Reform the RanksOnce per battle, during the Tactical phase, if two squads anywhere on the battlefield:
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.Steadfast warriorUnits 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. HeavySlowdowns due to terrain zones are increased by 1 for this unit.Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Counter attackOnce 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. | ||||||||||
| High priest | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 7 | 8+ | 4+ | 4 | 6+ | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Enchanted Staff | 2 | -2 | -1 | 1 | ||||||
| Equipment | Skin, Two-Handed Enchanted Staff | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Eldrakar | |||||||
| Keywords | Character Rare | |||||||||
| Special rules | Nature magic Mystical protection Epic speach Symbol | |||||||||
Mystical protectionBefore the deployment, designate 1 squad and grant it +2Sv.You can attempt to negate each wound suffered by the target by succeeding on a save roll of 5+ on 1d6. If you have a total of more than 2Sv, refer to the save roll rule in the rulebook. Epic speachBefore the deployment, designate 1d6 squads and grant them this bonus.Motivated When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1. SymbolGrants a temporary bonus of +1B to up to the 5 eligible closest squads within 12''.Nature magicOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Hinders Once a round when activated during the Tactical phase, it may target a visible enemy unit worth less than 101Pts and inflict -2M on it until the end of the Movement phase. A unit worth more than 100Pts and less than 201Pts can be targeted with a skill roll of 4+. A unit worth more than 200Pts and less than 301Pts can be targeted with a skill roll of 5+. If the target unit is worth less than 50Pts, the penalty is -3M instead. Units that benefit from reductions to M penalties also reduce the penalty inflicted by this rule. Trophy hunter Critical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W. Bestial nature Unit target's defense reduced by -1, or unit defense improved by +1. Earthquake Choose one Cover on the battlefield and inflict a Critical damage roll on it, on a skill roll of 4+. EnchantedEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).LuckThis unit can re-roll attack rolls made with this weapon with a natural result of 1. WraithbaneIf the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1. | ||||||||||
| Captain on horseback | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 9" | 6 | 8+ | 5 | 6+ | 12 | 5+ | 10+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Blade | 3 | -4 | -2 | -3 | 3 | ||||||
| War horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Cavalry Spear | 1 | -2 | -1 | -5 | 3 | +4.5 | |||||
|
Anti cavalry
|
||||||||||
| Equipment | Heavy armor, Shield, War horse , Mastercrafted Blade, Hooves | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Officer Authority Rallying | |||||||||
OfficerOnce 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. AuthorityGrants a temporary bonus of +4B for the control rolls of his squad.RallyingOnce per battle, when an elligible 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.Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls. | ||||||||||
| Captain | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 6 | 8+ | 8 | 9+ | 4 | 5+ | 10+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Blade | 3 | -4 | -2 | 3 | ||||||
| Spear | 1 | -2 | 3 | +0.5 | ||||||
|
Wall of Spears
|
||||||||||
| Equipment | Heavy armor, Shield, Mastercrafted Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Officer Authority Rallying | |||||||||
OfficerOnce 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. AuthorityGrants a temporary bonus of +4B for the control rolls of his squad.RallyingOnce per battle, when an elligible 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.Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. | ||||||||||
| Great banner bearer on horseback | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 9" | 6 | 8+ | 5+ | 12 | 6+ | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | -0 | -1 | 1 | ||||||
| War horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Equipment | Heavy armor, War horse , Blade, Hooves | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Keywords | Character Elite Rare | |||||||||
| Special rules | Great banner | |||||||||
Great bannerGrants 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 fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. | ||||||||||
| Great banner bearer | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 6 | 8+ | 7+ | 4 | 6+ | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | - | 1 | ||||||
| Equipment | Heavy armor, Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Elite Rare | |||||||||
| Special rules | Great banner | |||||||||
Great bannerGrants 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 fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. | ||||||||||
| Lieutenant on horseback | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 9" | 6 | 8+ | 5 | 6+ | 12 | 6+ | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -3 | -0 | -1 | 2 | ||||||
| War horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Cavalry Spear | 1 | -2 | -0 | -4 | 2 | +2.5 | |||||
|
Anti cavalry
|
||||||||||
| Equipment | Heavy armor, Shield, War horse , Blade, Hooves | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Patriot Taking initiative | |||||||||
PatriotRout rolls made against this unit to put it to flight can never use more than 2d6, regardless of its situation or condition.Taking initiativeGrants the following temporary bonus to his squad.Initiative Once per battle this unit can use one of these special rules. If it performed the hold action when it was activated during this Movement phase, after any activation of an ennemy unit during this Movement phase, the player can retake the initiative and activate this unit again. It can be activated first at the beginning of the Movement phase. Only one unit per side can be activated first. If an unit from each side attempts to use this rule, roll off to determine which player may activate their unit first. It can be activated right after one of your units, and your opponent can only react to this new activation. During the Tactical phase, it may be freely reoriented when activated. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls. | ||||||||||
| Lieutenant | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 5 | 7+ | 7 | 8+ | 4 | 6+ | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -3 | - | 2 | ||||||
| Spear | 1 | -2 | -1 | 2 | +0.5 | |||||
|
Wall of Spears
|
||||||||||
| Equipment | Heavy armor, Shield, Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Patriot Taking initiative | |||||||||
PatriotRout rolls made against this unit to put it to flight can never use more than 2d6, regardless of its situation or condition.Taking initiativeGrants the following temporary bonus to his squad.Initiative Once per battle this unit can use one of these special rules. If it performed the hold action when it was activated during this Movement phase, after any activation of an ennemy unit during this Movement phase, the player can retake the initiative and activate this unit again. It can be activated first at the beginning of the Movement phase. Only one unit per side can be activated first. If an unit from each side attempts to use this rule, roll off to determine which player may activate their unit first. It can be activated right after one of your units, and your opponent can only react to this new activation. During the Tactical phase, it may be freely reoriented when activated. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. | ||||||||||
| Magician | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 6 | 7+ | 3+ | 4 | 5+ | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Enchanted Staff | 2 | -1 | +1 | 3 | ||||||
| Enchanted Long Blade | 2 | -2 | -1 | 3 | +1.5 | |||||
|
Enchanted
|
||||||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Magical strike | 12" | -1 | 4 | |||||||
| Equipment | Skin, Enchanted Staff, Magical strike | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Favorable omens Magic Light Magic
+24pts Nature magic
+17.5pts | |||||||||
MagicOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Mystical protection Before the deployment, designate 1 squad and grant it +2Sv. You can attempt to negate each wound suffered by the target by succeeding on a save roll of 5+ on 1d6. If you have a total of more than 2Sv, refer to the save roll rule in the rulebook. Enchanted Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget). LuckThis unit can re-roll attack rolls made with this weapon with a natural result of 1. WraithbaneIf the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1. Magic shield Defense improved by +1. Favorable omensFavorable omensYou can attempt to negate each wound suffered by the target by succeeding on a save roll of 4+ on 1d6. However, on the first failure, this special rule remains unusable until the end of the battle. This resilience save is always used as a last resort, after all other save rolls. EnchantedEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).LuckThis unit can re-roll attack rolls made with this weapon with a natural result of 1. WraithbaneIf the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1. MagicalEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).ProvidenceThis unit can re-roll failed attack rolls made with this weapon. WraithbaneIf the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1. Light MagicOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Warrior Chant Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken. +2B Glare +2G Clarity +3P Nature magicOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Hinders Once a round when activated during the Tactical phase, it may target a visible enemy unit worth less than 101Pts and inflict -2M on it until the end of the Movement phase. A unit worth more than 100Pts and less than 201Pts can be targeted with a skill roll of 4+. A unit worth more than 200Pts and less than 301Pts can be targeted with a skill roll of 5+. If the target unit is worth less than 50Pts, the penalty is -3M instead. Units that benefit from reductions to M penalties also reduce the penalty inflicted by this rule. Trophy hunter Critical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W. Bestial nature Unit target's defense reduced by -1, or unit defense improved by +1. Earthquake Choose one Cover on the battlefield and inflict a Critical damage roll on it, on a skill roll of 4+. | ||||||||||
| Priest | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 7 | 8+ | 4+ | 4 | 6+ | 7+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Staff | 2 | -1 | - | 1 | ||||||
| Equipment | Skin, Two-Handed Staff | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character | |||||||||
| Special rules | Blessing First aid Hate preacher | |||||||||
BlessingBefore 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. First aidWhen activated during the Tactical phase, once per round, he can restore 1 lost W to his squad if no ennemy unit is within 1''.Hate preacherGrants the following temporary bonus to his squad.Eternal hate They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition. If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately. | ||||||||||
| Quartermaster | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 7 | 8+ | 4+ | 4 | 6+ | 7+ | |||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Heavy armor | 5" | 6 | 8+ | 7+ | - | -1 | |||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | - | 1 | ||||||
| Equipment | Skin, Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character | |||||||||
| Special rules | Logistician Resupply Summon Corruption
+75.5pts | |||||||||
LogisticianOnce a round when activated during the Tactical phase, choose one of these special rules. The chosen effect applies to a single, not encircled, friendly squad anywhere on the battlefield until the end of the round:Express Order +4Bc or +2M. Reserve Management +1 to the arrival roll. Ammunition reserve This unit may still shoot even when it has no ammunition remaining. ResupplyBefore 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. SummonBefore 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. RearguardIf 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. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. CorruptionYou can use the following two rules.DesertionBefore 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 TraitorsYou 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. | ||||||||||
| Tracker | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 9 | 10+ | 6+ | 4 | 4+ | 11+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Long Blade | 2 | -5 | -3 | 3 | ||||||
| Dagger | 5 | -3 | 3 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Mastercrafted Long bow | 36" | -6 | -2 | 2 | ||||||
| Equipment | Light armor, Long Blade, Dagger, Mastercrafted Long bow | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Elite Leader | |||||||||
| Special rules | Furtive Hunter Commando Veteran Guerrilla Instinct shooter Tracker Scout
+14pts Ambusher
+3.5pts | |||||||||
FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.HunterWhen this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered TrackerBefore deployment begins, choose 1 of these special rules:Take it down Grants the following temporary bonus to his squad. When this unit attacks a Monster, Vehicle or Titan with more than 11W, if the condition of its target deteriorates, it must roll an additional Critical damage roll. Recon At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules. If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first. Weakness spottedInstead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules. If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second. Skirmish Master Grants a temporary bonus of +1G to his squad when they are occupying a cover. VeteranThis unit ignores the result of the first rout roll it suffers.GuerrillaBefore the deployement begins, this unit can perform 1d3 shots targeting opposing units. Randomly choose the player who designates the target of all the shots.This shots suffer no Long Range Shooting modifier. Once all shots have been made on the target, it can no longer be targeted by other units using this special rule, unless there are no other eligible targets. charactersYou can't target Infantryman or rider characters if this unit is not allowed to target characters within a squad. Instinct shooterOnce per round, during the Shooting Phase, this unit can benefit from one of these bonuses:Shoot on InstinctThe Defense of the target is reduced by -1. Improved ReflexesWhen this unit reacts to a shoot action, the effects of its shots are taken into account before the unit that targeted it begins to shoot .Appropriate AnswerThis unit may react normally (not using the previous rule) during the Shooting phase, even if it has already been activated, on a 5+ on 1d6. Fast shootingIt may be activated a second time during the Shooting phase on a skill roll of 6+ on 1d6. If another rule allows it to be activated a second time on a skill roll, only roll the best skill roll and add +1 to its result. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Scout+4Scp per Scout entity.For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp AmbusherOccupy the fieldDuring deployment, this unit may be deployed in an unoccupied cover within the no man's land. AmbushedAlternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase. Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll. Reinforcement Flanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. | ||||||||||
named characters
| Finbar | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Golden Ledger -Finbar, pragmatic gnome treasurer, keeps Albian’s coffers full even in times of war. Admired for his skill but blind to intrigue, he unwittingly fuels Lord Aeric’s schemes. Blunt in debates with generals yet respected for his steady hand, Finbar’s balance of coin often decides Albian’s fate. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 8 | 9+ | 4+ | 4 | 6+ | 8 | 6+ | |||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Heavy armor | 5" | 7 | 9+ | 7+ | - | -1 | |||||
| Melee weapons | Rk | P | S | A | ||||||
| Dagger | 6 | -1 | - | 1 | ||||||
| Equipment | Skin, Dagger | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Gnome | |||||||
| Keywords | Character Named | |||||||||
| Special rules | Furtive Resilience Logistician Resupply Summon Spoils of War | |||||||||
FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.LogisticianOnce a round when activated during the Tactical phase, choose one of these special rules. The chosen effect applies to a single, not encircled, friendly squad anywhere on the battlefield until the end of the round:Express Order +4Bc or +2M. Reserve Management +1 to the arrival roll. Ammunition reserve This unit may still shoot even when it has no ammunition remaining. ResupplyBefore 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. SummonBefore 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. RearguardIf 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. ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. Spoils of WarGrants a temporary bonus of +2B to up to the 5 eligible closest squads within 12'', when you have more Vp than you opponent.Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover. | ||||||||||
| Queen Elira on horseback | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Radiant Heart -Elira, Queen of Albian and daughter of Sylvara, unites two realms with grace and vision. Diplomatic yet resolute, she tempers Elenor’s fire while carrying her people’s legacy across kingdoms. To some a traitor, to others a beacon, she embodies harmony between human and elven bloodlines. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 10" | 6 | 7+ | 3+ | 12 | 6+ | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Cleaver | 3 | -3 | -2 | -3 | 1 | ||||||
| Courser - Hooves | 3 | - | -1 | -3 | 2 | ||||||
| Equipment | Skin, Courser, Mastercrafted Cleaver, Hooves | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Elf | |||||||
| Keywords | Character Named | |||||||||
| Special rules | Forester Fearsome Swift Resilience First aid Healer | |||||||||
FearsomeRout rolls caused by their melee attacks have a -1B bonus.Units that benefit from this rule are immune to its effects. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. First aidWhen activated during the Tactical phase, once per round, he can restore 1 lost W to his squad if no ennemy unit is within 1''.HealerWhen activated during the Tactical phase, once per round, he can restore 2 lost W to his squad if no ennemy unit is within 1''.Only hidden characters can use this special rule. First aid When activated during the Tactical phase, once per round, he can restore 1 lost W to his squad if no ennemy unit is within 1''. Alternatively you can use this special rule instead. SwiftWhen this unit is activated andmoves or charges , it get +1G against shoots until the end of the round.ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. | ||||||||||
| Queen Elira | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 7" | 9 | 10+ | 4+ | 4 | 5+ | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Cleaver | 3 | -3 | -2 | 1 | ||||||
| Equipment | Skin, Mastercrafted Cleaver | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Elf | |||||||
| Keywords | Character Named | |||||||||
| Special rules | Forester Fearsome Resilience First aid Healer | |||||||||
FearsomeRout rolls caused by their melee attacks have a -1B bonus.Units that benefit from this rule are immune to its effects. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. First aidWhen activated during the Tactical phase, once per round, he can restore 1 lost W to his squad if no ennemy unit is within 1''.HealerWhen activated during the Tactical phase, once per round, he can restore 2 lost W to his squad if no ennemy unit is within 1''.Only hidden characters can use this special rule. First aid When activated during the Tactical phase, once per round, he can restore 1 lost W to his squad if no ennemy unit is within 1''. Alternatively you can use this special rule instead. ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. | ||||||||||
| Valerian on horseback | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Archmage -Valerian, last loyal son of the Vhalan, fortifies the Spire with ancient sorcery. Burdened by the treachery of his kin, he seeks to restore honor to his order while shielding Albian from dark sorcery. Wise yet weary, he wields power as both shield and scourge, a living pillar of resilience. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 10" | 6 | 7+ | 4+ | 16 | 4+ 6+ | 12+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Enchanted Staff | 2 | -5 | -2 | -3 | 4 | ||||||
| Mastercrafted Magical Long Blade | 2 | -6 | -4 | -5 | 4 | ||||||
| Courser - Hooves | 3 | - | -1 | -3 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Magical strike | 12" | -4 | -1 | 4 | ||||||
| Equipment | Skin, Courser, Mastercrafted Enchanted Staff, Mastercrafted Magical Long Blade, Hooves, Magical strike | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Vhalan | |||||||
| Keywords | Character Named Leader | |||||||||
| Special rules | Good fortune Swift Resilience Magic Light Magic Nature magic Adventurer Charisma Inspiration Symbol | |||||||||
MagicOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Mystical protection Before the deployment, designate 1 squad and grant it +2Sv. You can attempt to negate each wound suffered by the target by succeeding on a save roll of 5+ on 1d6. If you have a total of more than 2Sv, refer to the save roll rule in the rulebook. Enchanted Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget). LuckThis unit can re-roll attack rolls made with this weapon with a natural result of 1. WraithbaneIf the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1. Magic shield Defense improved by +1. Light MagicOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Warrior Chant Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken. +2B Glare +2G Clarity +3P Nature magicOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Hinders Once a round when activated during the Tactical phase, it may target a visible enemy unit worth less than 101Pts and inflict -2M on it until the end of the Movement phase. A unit worth more than 100Pts and less than 201Pts can be targeted with a skill roll of 4+. A unit worth more than 200Pts and less than 301Pts can be targeted with a skill roll of 5+. If the target unit is worth less than 50Pts, the penalty is -3M instead. Units that benefit from reductions to M penalties also reduce the penalty inflicted by this rule. Trophy hunter Critical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W. Bestial nature Unit target's defense reduced by -1, or unit defense improved by +1. Earthquake Choose one Cover on the battlefield and inflict a Critical damage roll on it, on a skill roll of 4+. CharismaGrants a temporary bonus of +2B to his squad.SymbolGrants a temporary bonus of +1B to up to the 5 eligible closest squads within 12''.Good fortuneGood fortuneYou can attempt to negate each wound suffered by the target by succeeding on a save roll of 3+ on 1d6. However, on the first failure, this special rule remains unusable until the end of the battle. This resilience save is always used as a last resort, after all other save rolls. AdventurerOnce 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 killerThis unit can target a character even if he is inside a squad. If all character within the squad are hidding, it can target them, but add +3G to the target for this attack, if this unit itself is not a character. Best angleThe Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s attacks. If a unit has two G or two T values, it may use the lower of the two values increased by 1 against this unit. For example, a defense of 5|8+ becomes a defense of 6+ against this unit. 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. InspirationIf your opponent had the same or fewer Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character puts an enemy unit out of action.If your opponent had more Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character succeeds on a Rout Roll. This bonus may only be applied once per round; if multiple Characters have this special rule, the total bonus remains +1Vp. –1Vp until the end of the round when this Character is removed from play. This penalty is cumulative. Warrior Chant Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken. Grant this temporary bonus to his squad. SwiftWhen this unit is activated andmoves or charges , it get +1G against shoots until the end of the round.ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. EnchantedEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).LuckThis unit can re-roll attack rolls made with this weapon with a natural result of 1. WraithbaneIf the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1. MagicalEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).ProvidenceThis unit can re-roll failed attack rolls made with this weapon. WraithbaneIf the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. | ||||||||||
| Valerian | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 8 | 9+ | 4+ | 12 | 3+ 6+ | 12+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Enchanted Staff | 2 | -5 | -2 | 4 | ||||||
| Mastercrafted Magical Long Blade | 2 | -6 | -4 | 4 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Magical strike | 12" | -4 | -1 | 4 | ||||||
| Equipment | Skin, Mastercrafted Enchanted Staff, Mastercrafted Magical Long Blade, Magical strike | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Vhalan | |||||||
| Keywords | Character Named Leader | |||||||||
| Special rules | Good fortune Resilience Magic Light Magic Nature magic Adventurer Charisma Inspiration Symbol | |||||||||
MagicOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Mystical protection Before the deployment, designate 1 squad and grant it +2Sv. You can attempt to negate each wound suffered by the target by succeeding on a save roll of 5+ on 1d6. If you have a total of more than 2Sv, refer to the save roll rule in the rulebook. Enchanted Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget). LuckThis unit can re-roll attack rolls made with this weapon with a natural result of 1. WraithbaneIf the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1. Magic shield Defense improved by +1. Light MagicOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Warrior Chant Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken. +2B Glare +2G Clarity +3P Nature magicOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Hinders Once a round when activated during the Tactical phase, it may target a visible enemy unit worth less than 101Pts and inflict -2M on it until the end of the Movement phase. A unit worth more than 100Pts and less than 201Pts can be targeted with a skill roll of 4+. A unit worth more than 200Pts and less than 301Pts can be targeted with a skill roll of 5+. If the target unit is worth less than 50Pts, the penalty is -3M instead. Units that benefit from reductions to M penalties also reduce the penalty inflicted by this rule. Trophy hunter Critical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W. Bestial nature Unit target's defense reduced by -1, or unit defense improved by +1. Earthquake Choose one Cover on the battlefield and inflict a Critical damage roll on it, on a skill roll of 4+. CharismaGrants a temporary bonus of +2B to his squad.SymbolGrants a temporary bonus of +1B to up to the 5 eligible closest squads within 12''.Good fortuneGood fortuneYou can attempt to negate each wound suffered by the target by succeeding on a save roll of 3+ on 1d6. However, on the first failure, this special rule remains unusable until the end of the battle. This resilience save is always used as a last resort, after all other save rolls. AdventurerOnce 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 killerThis unit can target a character even if he is inside a squad. If all character within the squad are hidding, it can target them, but add +3G to the target for this attack, if this unit itself is not a character. Best angleThe Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s attacks. If a unit has two G or two T values, it may use the lower of the two values increased by 1 against this unit. For example, a defense of 5|8+ becomes a defense of 6+ against this unit. 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. InspirationIf your opponent had the same or fewer Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character puts an enemy unit out of action.If your opponent had more Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character succeeds on a Rout Roll. This bonus may only be applied once per round; if multiple Characters have this special rule, the total bonus remains +1Vp. –1Vp until the end of the round when this Character is removed from play. This penalty is cumulative. Warrior Chant Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken. Grant this temporary bonus to his squad. ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. EnchantedEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).LuckThis unit can re-roll attack rolls made with this weapon with a natural result of 1. WraithbaneIf the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1. MagicalEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).ProvidenceThis unit can re-roll failed attack rolls made with this weapon. WraithbaneIf the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1. | ||||||||||
| Baranor | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Wall of Albian -Baranor, commander-in-chief and brother to the king, is a strategist of unmatched brilliance. Revered as defender of the realm, his discipline forged countless victories, though haunted by one bitter retreat. Stern yet loyal, he is the immovable bulwark upon which Albian’s survival rests. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 8" | 6 | 8+ | 6+ | 12 | 5+ 6+ | 13+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Long Blade | 2 | -6 | -4 | -5 | 4 | ||||||
| Caparisoned war horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Cavalry Spear | 1 | -4 | -2 | -6 | 4 | +11.5 | |||||
|
Anti cavalry
|
||||||||||
| Equipment | Complete plate armor, Caparisoned war horse , Mastercrafted Long Blade, Hooves | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Eldrakar | |||||||
| Keywords | Character Elite Named Leader | |||||||||
| Special rules | Heavy Push Resilience General Strategist Instructor Authority Counter attack Reform the Ranks | |||||||||
GeneralOnce 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. InstructorBefore 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. AuthorityGrants a temporary bonus of +4B for the control rolls of his squad.Reform the RanksOnce per battle, during the Tactical phase, if two squads anywhere on the battlefield:
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.StrategistBefore 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 spottedInstead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules. If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second. 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 AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. Grant this special rule to an allied squad during the deployment. Counter attackOnce 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. HeavySlowdowns due to terrain zones are increased by 1 for this unit.PushWhen the unit is stable, each time it inflicts wounds equal to the W of a model, its target must make a Critical damage roll. The W lost due to these Critical damage rolls can generate additional Critical damage rolls.Violent ChargeRider units can only benefit from this rule when they are charging, but the effects are then doubled. ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls. | ||||||||||
| Baranor dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 6 | 8+ | 8+ | 4 | 4+ | 13+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Long Blade | 2 | -6 | -4 | 4 | ||||||
| Spear | 1 | -4 | -3 | 4 | +0.5 | |||||
|
Wall of Spears
|
||||||||||
| Equipment | Complete plate armor, Mastercrafted Long Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Eldrakar | |||||||
| Keywords | Character Elite Named Leader | |||||||||
| Special rules | Heavy Resilience General Strategist Instructor Authority Counter attack Reform the Ranks | |||||||||
GeneralOnce 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. InstructorBefore 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. AuthorityGrants a temporary bonus of +4B for the control rolls of his squad.Reform the RanksOnce per battle, during the Tactical phase, if two squads anywhere on the battlefield:
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.StrategistBefore 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 spottedInstead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules. If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second. 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 AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. Grant this special rule to an allied squad during the deployment. Counter attackOnce 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. HeavySlowdowns due to terrain zones are increased by 1 for this unit.ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. | ||||||||||
| Ealdric on horseback | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| The Bold Spark -Ealdric, Baranor’s son, is a daring lieutenant whose brilliance is matched only by his recklessness. Bold maneuvers win him glory, yet his impatience worries his father. Inspired by heroes yet tempted by rivalries, he stands on the edge of greatness—or disaster—driven by restless ambition. | |||||||||||||
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 9" | 6 | 8+ | 5 | 6+ | 12 | 5+ | 11+ | ||||||||
| Pts | |||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||
| Mastercrafted Blade | 3 | -5 | -3 | -4 | 4 | |||||||||
| War horse - Hooves | 3 | - | -2 | -4 | 2 | |||||||||
| Cavalry Spear | 1 | -3 | -2 | -6 | 4 | +4.5 | ||||||||
|
Anti cavalry
|
|||||||||||||
| Equipment | Heavy armor, Shield, War horse , Mastercrafted Blade, Hooves | ||||||||||||
| Base | 40mm Round | Individual model | |||||||||||
| Category | Rider Skirmisher | Species | Eldrakar | ||||||||||
| Keywords | Character Named Leader | ||||||||||||
| Special rules | Forester Resilience Cacique Tactician Taking initiative Inspiration | ||||||||||||
CaciqueOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:Fearsome Rout rolls caused by their melee attacks have a -1B bonus. Units that benefit from this rule are immune to its effects. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. Motivated When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1. Fury They can reroll failed melee attack rolls. On a skill roll of 3+. Marksmanship They can reroll failed shooting attack rolls. On a skill roll of 3+. Communicative violence +1S to the melee weapons and throwing weapons of his squad. TacticianDuring the Movement Phase, when the character is activated, you can:
Taking initiativeGrants the following temporary bonus to his squad.Initiative Once per battle this unit can use one of these special rules. If it performed the hold action when it was activated during this Movement phase, after any activation of an ennemy unit during this Movement phase, the player can retake the initiative and activate this unit again. It can be activated first at the beginning of the Movement phase. Only one unit per side can be activated first. If an unit from each side attempts to use this rule, roll off to determine which player may activate their unit first. It can be activated right after one of your units, and your opponent can only react to this new activation. During the Tactical phase, it may be freely reoriented when activated. InspirationIf your opponent had the same or fewer Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character puts an enemy unit out of action.If your opponent had more Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character succeeds on a Rout Roll. This bonus may only be applied once per round; if multiple Characters have this special rule, the total bonus remains +1Vp. –1Vp until the end of the round when this Character is removed from play. This penalty is cumulative. Warrior Chant Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken. Grant this temporary bonus to his squad. ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls. | |||||||||||||
| Ealdric | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 5" | 6 | 8+ | 8 | 9+ | 4 | 5+ | 11+ | ||||||||
| Pts | |||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||
| Mastercrafted Blade | 3 | -5 | -3 | 4 | |||||||||
| Spear | 1 | -3 | 4 | +1 | |||||||||
|
Wall of Spears
|
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| Equipment | Heavy armor, Shield, Mastercrafted Blade | ||||||||||||
| Base | 25mm Round | Individual model | |||||||||||
| Category | Infantryman Skirmisher | Species | Eldrakar | ||||||||||
| Keywords | Character Named Leader | ||||||||||||
| Special rules | Forester Resilience Cacique Tactician Taking initiative Inspiration | ||||||||||||
CaciqueOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:Fearsome Rout rolls caused by their melee attacks have a -1B bonus. Units that benefit from this rule are immune to its effects. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. Motivated When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1. Fury They can reroll failed melee attack rolls. On a skill roll of 3+. Marksmanship They can reroll failed shooting attack rolls. On a skill roll of 3+. Communicative violence +1S to the melee weapons and throwing weapons of his squad. TacticianDuring the Movement Phase, when the character is activated, you can:
Taking initiativeGrants the following temporary bonus to his squad.Initiative Once per battle this unit can use one of these special rules. If it performed the hold action when it was activated during this Movement phase, after any activation of an ennemy unit during this Movement phase, the player can retake the initiative and activate this unit again. It can be activated first at the beginning of the Movement phase. Only one unit per side can be activated first. If an unit from each side attempts to use this rule, roll off to determine which player may activate their unit first. It can be activated right after one of your units, and your opponent can only react to this new activation. During the Tactical phase, it may be freely reoriented when activated. InspirationIf your opponent had the same or fewer Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character puts an enemy unit out of action.If your opponent had more Vp at the end of the previous round, gain +1Vp until the end of the round each time this Character succeeds on a Rout Roll. This bonus may only be applied once per round; if multiple Characters have this special rule, the total bonus remains +1Vp. –1Vp until the end of the round when this Character is removed from play. This penalty is cumulative. Warrior Chant Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken. Grant this temporary bonus to his squad. ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. | |||||||||||||
| Halathor | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Shadow Ranger -Halathor, master of ambush and wild terrain, leads Albian’s rangers with instinct and charisma. Cousin to the king yet bound to the woods, he forges loyalty in the field. Pragmatic and unpredictable, he strikes where least expected, keeping enemies wary and allies secure. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 9 | 10+ | 6+ | 8 | 4+ | 12+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Long Blade | 2 | -7 | -5 | 4 | ||||||
| Blade | 3 | -6 | -3 | 4 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Mastercrafted Long bow | 36" | -6 | -2 | 2 | ||||||
| Equipment | Light armor, Mastercrafted Long Blade, Mastercrafted Long bow | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Eldrakar | |||||||
| Keywords | Character Named Elite Leader | |||||||||
| Special rules | Furtive Hunter Commando Veteran Guerrilla Resilience Tracker Ambusher
+15pts Recon
+12pts | |||||||||
FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.HunterWhen this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered TrackerBefore deployment begins, choose 1 of these special rules:Take it down Grants the following temporary bonus to his squad. When this unit attacks a Monster, Vehicle or Titan with more than 11W, if the condition of its target deteriorates, it must roll an additional Critical damage roll. Recon At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules. If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first. Weakness spottedInstead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules. If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second. Skirmish Master Grants a temporary bonus of +1G to his squad when they are occupying a cover. VeteranThis unit ignores the result of the first rout roll it suffers.GuerrillaBefore the deployement begins, this unit can perform 1d3 shots targeting opposing units. Randomly choose the player who designates the target of all the shots.This shots suffer no Long Range Shooting modifier. Once all shots have been made on the target, it can no longer be targeted by other units using this special rule, unless there are no other eligible targets. charactersYou can't target Infantryman or rider characters if this unit is not allowed to target characters within a squad. ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. ReconAt the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules.If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first. Weakness spottedInstead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules. If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second. AmbusherOccupy the fieldDuring deployment, this unit may be deployed in an unoccupied cover within the no man's land. AmbushedAlternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase. Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll. Reinforcement Flanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. | ||||||||||
| King Elenor II on horseback | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| The Righteous King -Elenor II, warrior-king of Albian, embodies justice and courage. Leading from the front, he inspires loyalty through valor and vision, balancing tradition with reform. Respected by allies yet tested by foes, his reign is both shield and beacon—a symbol of hope in a shadowed world. | |||||||||||||
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 8" | 6 | 8+ | 6+ | 12 | 3+ | 13+ | ||||||||
| Pts | |||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||
| Mastercrafted Magical Long Blade | 2 | -8 | -4 | -5 | 5 | |||||||||
| Caparisoned war horse - Hooves | 3 | - | -2 | -4 | 2 | |||||||||
| Equipment | Complete plate armor, Caparisoned war horse , Mastercrafted Magical Long Blade, Hooves | ||||||||||||
| Base | 40mm Round | Individual model | |||||||||||
| Category | Rider Skirmisher | Species | Eldrakar | ||||||||||
| Keywords | Character Elite Named Faction leader Leader | ||||||||||||
| Special rules | Legendary Heroic Fate Steadfast warrior Heavy Push Resilience Adventurer Warlord Symbol Rallying | ||||||||||||
LegendaryThe 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 FateRegardless of modifiers, this unit’s defense can never be reduced below 6+.This means an attack roll of 5- can never inflict a wound on it. AdventurerOnce 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 killerThis unit can target a character even if he is inside a squad. If all character within the squad are hidding, it can target them, but add +3G to the target for this attack, if this unit itself is not a character. Best angleThe Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s attacks. If a unit has two G or two T values, it may use the lower of the two values increased by 1 against this unit. For example, a defense of 5|8+ becomes a defense of 6+ against this unit. 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. SymbolGrants a temporary bonus of +1B to up to the 5 eligible closest squads within 12''.Steadfast warriorUnits 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. WarlordOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Tactician During the Movement Phase, when the character is activated, you can:
Determined This unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6. If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6. Steadfast Resolve When the character's squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 5+ on 1d6. If the unit benefits from the Banner rule, add +1 to the banner roll instead. You can always use this bonus when making a rout roll, but if you do so you can't choose a bonus during the next round. RallyingOnce per battle, when an elligible 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.HeavySlowdowns due to terrain zones are increased by 1 for this unit.PushWhen the unit is stable, each time it inflicts wounds equal to the W of a model, its target must make a Critical damage roll. The W lost due to these Critical damage rolls can generate additional Critical damage rolls.Violent ChargeRider units can only benefit from this rule when they are charging, but the effects are then doubled. ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. MagicalEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).ProvidenceThis unit can re-roll failed attack rolls made with this weapon. WraithbaneIf the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. | |||||||||||||
| King Elenor II | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 5" | 7 | 9+ | 8+ | 4 | 2+ | 13+ | ||||||||
| Pts | |||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||
| Mastercrafted Magical Long Blade | 2 | -8 | -4 | 5 | |||||||||
| Equipment | Complete plate armor, Mastercrafted Magical Long Blade | ||||||||||||
| Base | 25mm Round | Individual model | |||||||||||
| Category | Infantryman Skirmisher | Species | Eldrakar | ||||||||||
| Keywords | Character Elite Named Faction leader Leader | ||||||||||||
| Special rules | Legendary Heroic Fate Steadfast warrior Heavy Resilience Adventurer Warlord Symbol Rallying | ||||||||||||
LegendaryThe 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 FateRegardless of modifiers, this unit’s defense can never be reduced below 6+.This means an attack roll of 5- can never inflict a wound on it. AdventurerOnce 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 killerThis unit can target a character even if he is inside a squad. If all character within the squad are hidding, it can target them, but add +3G to the target for this attack, if this unit itself is not a character. Best angleThe Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s attacks. If a unit has two G or two T values, it may use the lower of the two values increased by 1 against this unit. For example, a defense of 5|8+ becomes a defense of 6+ against this unit. 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. SymbolGrants a temporary bonus of +1B to up to the 5 eligible closest squads within 12''.Steadfast warriorUnits 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. WarlordOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Tactician During the Movement Phase, when the character is activated, you can:
Determined This unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6. If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6. Steadfast Resolve When the character's squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 5+ on 1d6. If the unit benefits from the Banner rule, add +1 to the banner roll instead. You can always use this bonus when making a rout roll, but if you do so you can't choose a bonus during the next round. RallyingOnce per battle, when an elligible 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.HeavySlowdowns due to terrain zones are increased by 1 for this unit.ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. MagicalEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).ProvidenceThis unit can re-roll failed attack rolls made with this weapon. WraithbaneIf the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1. | |||||||||||||
| Lord Aeric | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Hidden Serpent -Lord Aeric, steward of Albian, masks greed with loyalty. Manipulator of coin and court, he weaves schemes under the king’s shadow, exploiting allies and bleeding the treasury for gain. Charming yet corrupt, he is a viper in silk—loyal only to his ambition. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 7 | 8+ | 4+ | 4 | 5+ 6+ | 4+ | |||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Heavy armor | 5" | 6 | 8+ | 7+ | - | -1 | |||||
| Melee weapons | Rk | P | S | A | ||||||
| Dagger | 5 | -1 | -2 | 2 | ||||||
| Mastercrafted Blade | 3 | -4 | -2 | 2 | +2 | |||||
|
Melee fighter
|
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| Poisoned Blade | 3 | -3 | -1 | 2 | +1.5 | |||||
|
Melee fighter Poison
|
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| Equipment | Skin, Dagger | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Eldrakar | |||||||
| Keywords | Character Named Leader | |||||||||
| Special rules | Resilience Logistician Corruption Spoils of War | |||||||||
LogisticianOnce a round when activated during the Tactical phase, choose one of these special rules. The chosen effect applies to a single, not encircled, friendly squad anywhere on the battlefield until the end of the round:Express Order +4Bc or +2M. Reserve Management +1 to the arrival roll. Ammunition reserve This unit may still shoot even when it has no ammunition remaining. CorruptionYou can use the following two rules.DesertionBefore 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 TraitorsYou 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. Spoils of WarGrants a temporary bonus of +2B to up to the 5 eligible closest squads within 12'', when you have more Vp than you opponent.ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.PoisonEach time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. | ||||||||||
| Admiral Lothar | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| The Storm Admiral -Lothar, master of Albian’s navy, rose from fisher’s son to scourge of Corsairs. Brilliant and daring, his triumphs at sea safeguard the realm’s coasts and trade. Rival to Draxis’ raiders, ally to Albian’s generals, his sails carry both vengeance and hope across the waves. | |||||||||||||
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 6" | 7 | 8+ | 6+ | 4 | 4+ | 10+ | ||||||||
| Pts | |||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||
| x2 Mastercrafted Cleaver | 3 | -4 | -3 | 6 | |||||||||
| Ranged weapons | Rg | P | S | A | |||||||||
| Mastercrafted Long bow | 36" | -5 | -2 | 2 | |||||||||
| Equipment | Armor, x2 Mastercrafted Cleaver, Mastercrafted Long bow | ||||||||||||
| Base | 25mm Round | Individual model | |||||||||||
| Category | Infantryman Skirmisher | Species | Human | ||||||||||
| Keywords | Character Named Leader | ||||||||||||
| Special rules | Deadly dance Parry Resilience Warlord Taking initiative Epic speach Weapon master Ambusher
+14pts Surprise Attack
+7.5pts | ||||||||||||
WarlordOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Tactician During the Movement Phase, when the character is activated, you can:
Determined This unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6. If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6. Steadfast Resolve When the character's squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 5+ on 1d6. If the unit benefits from the Banner rule, add +1 to the banner roll instead. You can always use this bonus when making a rout roll, but if you do so you can't choose a bonus during the next round. Taking initiativeGrants the following temporary bonus to his squad.Initiative Once per battle this unit can use one of these special rules. If it performed the hold action when it was activated during this Movement phase, after any activation of an ennemy unit during this Movement phase, the player can retake the initiative and activate this unit again. It can be activated first at the beginning of the Movement phase. Only one unit per side can be activated first. If an unit from each side attempts to use this rule, roll off to determine which player may activate their unit first. It can be activated right after one of your units, and your opponent can only react to this new activation. During the Tactical phase, it may be freely reoriented when activated. Epic speachBefore the deployment, designate 1d6 squads and grant them this bonus.Motivated When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1. Deadly danceEach time it rolls a natural 6 on an attack roll in melee, this unit may make 1 additional attack roll.Natural 6s on these additional attack rolls do generate extra attack rolls. Weapon masterBefore the deployment, designate 1 squad and grant it +1P.ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. AmbusherOccupy the fieldDuring deployment, this unit may be deployed in an unoccupied cover within the no man's land. AmbushedAlternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase. Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll. Reinforcement Flanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. Surprise AttackWhen this character is activated during the Tactical phase of round 0, it grant this special rule to himself and 3 allied squads.Vanguard This unit can be activated during the Movement phase of round 0. If they have a Rg of at least 30", they can be activated one additional time during the Bombardment phase of round 0. If they have a Rg lesser than 30", or if they are deployed for the first time after round 0, they can be activated and shoot 2 times during their first Shooting phase. Characters accompanying the unit but not benefiting from this rule are moved along with the unit during turn 0. On guardSome scenarios (see Surprise Attack) prevent units from one side from being activated during the first rounds. In this situation, units that benefit from the Vanguard special rule can be activated or react one turn earlier than others. This unit benefits from a +1 bonus on its arrival rolls. | |||||||||||||
| Alaric on horseback | ||||||||||
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| The Iron Sentinel -Alaric, commander of the Spire garrison, is a man of iron discipline and unyielding loyalty. Stern and uncompromising, he sees weakness as betrayal. Trusted by his troops and allied with Valerian’s wards, he is the fortress’s unshakable shield, a watchman who never yields. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 9" | 6 | 8+ | 5+ | 12 | 4+ | 12+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Spear (mounted) | 2 | -4 | -3 | -5 | 4 | ||||||
| Mastercrafted Blade | 3 | -6 | -2 | -3 | 4 | ||||||
| War horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Equipment | Heavy armor, War horse , Two-Handed Spear (mounted), Mastercrafted Blade, Hooves | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Keywords | Character Named Leader | |||||||||
| Special rules | Veteran Patriot Resilience Officer Instructor Charisma Vehemence Timely reinforcement | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.OfficerOnce 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. InstructorBefore 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. CharismaGrants a temporary bonus of +2B to his squad.VehemenceGrants one of the following temporary bonus to his squad, on a skill roll of 3+.Fury They can reroll failed melee attack rolls. Marksmanship They can reroll failed shooting attack rolls. PatriotRout rolls made against this unit to put it to flight can never use more than 2d6, regardless of its situation or condition.Timely reinforcementOnce 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. ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. | ||||||||||
| Alaric | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 6 | 8+ | 7+ | 4 | 4+ 6+ | 12+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Spear | 1 | -4 | -3 | 4 | ||||||
| Mastercrafted Blade | 3 | -6 | -2 | 4 | ||||||
| Equipment | Heavy armor, Two-Handed Spear, Mastercrafted Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Named Leader | |||||||||
| Special rules | Veteran Patriot Resilience Officer Instructor Charisma Vehemence Timely reinforcement | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.OfficerOnce 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. InstructorBefore 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. CharismaGrants a temporary bonus of +2B to his squad.VehemenceGrants one of the following temporary bonus to his squad, on a skill roll of 3+.Fury They can reroll failed melee attack rolls. Marksmanship They can reroll failed shooting attack rolls. PatriotRout rolls made against this unit to put it to flight can never use more than 2d6, regardless of its situation or condition.Timely reinforcementOnce 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. ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. | ||||||||||





