Infantry
Archers
Dusk Shield
Footmen
Goblins
Spearmen
Skirmishers
Executioners
Hunters
Skirmishers
mercenaries
Cavalry
Pillagers
Light Cavalry
Giant Bat riders
Marauders
Scouts
Spider riders
Monsters
Grimfangs
Armored cave trolls
Cave trolls
Scorpio troll
Giant Bats
Bat Swarms
Wyvern
Spiders
Flamefiend
Ancient Drakoth
Drakoth tower
Artillery
Balista
Scorpios
Titans
Cave Dragon
Characters
Troll chief
Battle drum
Chief
Chief executioner
Drum
Dusk Captain
Great shaman
Rebel leader
Scribe
Shaman
Taskmaster
Named Characters
Gorguk
Dralgash
Gorthrak
Grornak
Skarruk
Vrakash
Lord Infernalor
Darkholm
infantry
| Archers | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5+ | 4+ | 2 | 6 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Dagger | 6 | - | 1 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Small Bow | 9" | -2 | - | 1 | ||||||
| Crossbow | 9" | -3 | -2 | 0.5 | -0.2 | |||||
| Equipment | Armor, Dagger, Small Bow | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Gobelin | |||||||
| Special rules | Light Mountaineer Squad Leader
+5.8pts | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.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. | ||||||||||
| Dusk Shield | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 2.5" | 5 | 6+ | 7 | 8+ | 2 | 6+ | 7 | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 4 | -2 | -1 | 1 | ||||||
| Spear | 2 | -2 | -1 | 1 | +0.4 | |||||
|
Wall of Spears
|
||||||||||
| Equipment | Heavy armor, Shield, Cleaver | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Gobelin | |||||||
| Keywords | Elite | |||||||||
| Special rules | Light Mountaineer Veteran Shield wall Squad Leader
+6.8pts Drummer
+7.5pts | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.VeteranThis unit ignores the result of the first rout roll it suffers.Shield wall+1T against attacks on the front arc when the unit is stable.Characters within a stable squad that benefits from this special rule also gain the +1T bonus, except during duels. 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. DrummerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Drum +1M. The rout rolls caused by their attacks and shots have a -1B bonus. Units that benefit from this rule are immune to its effects. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do stack with this one. If your unit has one of these rules, add it the effect of this rule. | ||||||||||
| Footmen | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5+ | 5 | 6+ | 2 | 6 | 7+ | ||||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Heavier armor | 2.5" | 4 | 5+ | 6 | 7+ | - | - | |||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 4 | -1 | - | 1 | ||||||
| Spear | 2 | -1 | - | 1 | +0.2 | |||||
|
Wall of Spears
|
||||||||||
| Equipment | Armor, Shield, Cleaver | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Gobelin | |||||||
| Special rules | Light Mountaineer Horde Fake retreat
+1.5pts Squad Leader
+13.8pts | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.Horde+1A for each group of the squad in melee, when attacking encircled targets.Characters in the squad that benefit from this rule, gain +1A for their melee attacks, when their squad meets the conditions. Opportunistic rallyingIf your army includes at least one character with the Horde Leader special rule, add 5|10 Horde Pts to your army when a squad of 1|2 groups with the Horde special rule is removed from the game. 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. Fake retreatOnce per battle, during the Tactical phase, and if it is not encircled, remove the unit from play and place it in the reserve.This counts as an activation in this phase, and the unit cannot be redeployed during this turn, and the next one. When the unit is redeployed, according to its deployment rules, it recovers all its lost W. | ||||||||||
| Goblins | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4+ | 2+ | 2 | 5 | 4+ | ||||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Shield | - | - | 3 | 4+ | - | - | |||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 4 | - | 1 | |||||||
| Axe | 4 | +1 | -1 | 1 | ||||||
| Flail | 5 | -1 | - | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Small Bow | 9" | -1 | - | 1 | +0.4 | |||||
| Equipment | Skin, Cleaver, Flail, Axe | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Gobelin | |||||||
| Keywords | Rookie | |||||||||
| Special rules | Light Mountaineer Horde Ready for Action Squad Leader
+11.8pts | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.Horde+1A for each group of the squad in melee, when attacking encircled targets.Characters in the squad that benefit from this rule, gain +1A for their melee attacks, when their squad meets the conditions. Opportunistic rallyingIf your army includes at least one character with the Horde Leader special rule, add 5|10 Horde Pts to your army when a squad of 1|2 groups with the Horde special rule is removed from the game. Ready for ActionThis 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. | ||||||||||
| Spearmen | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5+ | 4+ | 2 | 6 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Spear | 2 | -1 | 1 | |||||||
| Cleaver | 4 | -1 | - | 1 | +0.1 | |||||
| Dagger | 6 | - | 1 | +0.1 | ||||||
|
Melee fighter Devastator
|
||||||||||
| Equipment | Armor, Two-Handed Spear | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Gobelin | |||||||
| Special rules | Light Mountaineer Horde Fake retreat
+1.5pts Squad Leader
+15.8pts | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.Horde+1A for each group of the squad in melee, when attacking encircled targets.Characters in the squad that benefit from this rule, gain +1A for their melee attacks, when their squad meets the conditions. Opportunistic rallyingIf your army includes at least one character with the Horde Leader special rule, add 5|10 Horde Pts to your army when a squad of 1|2 groups with the Horde special rule is removed from the game. 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. 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.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. Fake retreatOnce per battle, during the Tactical phase, and if it is not encircled, remove the unit from play and place it in the reserve.This counts as an activation in this phase, and the unit cannot be redeployed during this turn, and the next one. When the unit is redeployed, according to its deployment rules, it recovers all its lost W. | ||||||||||
skirmishers
| Executioners | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 6 | 7+ | 4+ | 2 | 6+ | 6 | 7+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| x2 Cleaver | 4 | -2 | - | 2 | ||||||
| Heavy Two-Handed Axe | 5 | -1 | -3 | 1 | - | |||||
|
Heavy Wounds
|
||||||||||
| Equipment | Armor, x2 Cleaver | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Gobelin | |||||||
| Special rules | Light Mountaineer Furtive Hunter Forester Assassin Ambusher
+2pts Scout
+13pts Squad Leader
+28pts | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.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 AssassinCharacter killerThis unit can target a character even if he is inside a squad. If all character within the squad are hidding, it can target them, but add +3G to the target for this attack, if this unit itself is not a character. Best angleThe Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s attacks. If a unit has two G or two T values, it may use the lower of the two values increased by 1 against this unit. For example, a defense of 5|8+ becomes a defense of 6+ against this unit. Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. 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 | ||||||||||
| Hunters | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 6 | 7+ | 2+ | 2 | 6+ | 6 | 7+ | |||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Light armor | - | - | 3+ | - | - | |||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 2 | -2 | - | 1 | ||||||
| Cleaver | 4 | -2 | - | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Small Bow | 9" | -3 | - | 1 | ||||||
| Poisoned Small Bow | 9" | -4 | - | 1 | +0.6 | |||||
|
Poison
|
||||||||||
| Equipment | Skin, Cleaver, Spear, Small Bow | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Gobelin | |||||||
| Special rules | Light Mountaineer Furtive Hunter Forester Ambusher
+0.2pts Scout
+13pts Squad Leader
+25.2pts | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.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 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. 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. 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. 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 | ||||||||||
| Skirmishers | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5 | 6+ | 2+ | 2 | 6 | 7+ | ||||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Light armor | - | - | 3+ | - | - | |||||
| Melee weapons | Rk | P | S | A | ||||||
| Dagger | 6 | - | 1 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Javelins | 6" | -1 | - | 1 | ||||||
| Equipment | Skin, Dagger, Javelins | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Gobelin | |||||||
| Special rules | Light Mountaineer Furtive Harassment master Squad Leader
+7pts | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.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.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. 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. | ||||||||||
| mercenaries | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 5 | 6+ | 4+ | 2 | 6+ | 7 | 8+ | |||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Shield | - | 5 | 6+ | - | - | ||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 4 | -1 | - | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Javelins | 6" | -1 | - | 1 | +0.6 | |||||
|
Heavy Wounds Throwing weapon
|
||||||||||
| Equipment | Armor, Cleaver | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Gobelin | |||||||
| Special rules | Light Mountaineer Veteran Ambusher Soldiers of Fortune Squad Leader
+7.6pts | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.VeteranThis unit ignores the result of the first rout roll it suffers.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. Soldiers of FortuneStarting round 7:When your army has more Vp than your opponent's, that unit gains a temporary +2B bonus. When your army has fewer Vp than your opponent's, this unit suffers a -3B penalty. 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
| Pillagers | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 4" | 5+ | 5 | 6+ | 8 | 6 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear (mounted) | 3 | -1 | -0 | -2 | 1 | ||||||
| Cleaver | 4 | -1 | -0 | -1 | 1 | ||||||
| Grimfang - Claws | 4 | -2 | -2 | -3 | 2 | ||||||
| Grimfang - Fangs | 6 | -2 | -3 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Small Bow | 9" | -2 | - | 1 | ||||||
| Equipment | Light armor, Shield, Grimfang, Cleaver, Spear (mounted), Claws, Fangs, Small Bow | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Monster | Species | Gobelin | |||||||
| Special rules | Light Mountaineer Soldiers of Fortune Initiative Scary Reinforcement
+3.2pts Squad Leader
+21.7pts | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.Soldiers of FortuneStarting round 7:When your army has more Vp than your opponent's, that unit gains a temporary +2B bonus. When your army has fewer Vp than your opponent's, this unit suffers a -3B penalty. InitiativeOnce 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. 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. Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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. ReinforcementFlanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. | ||||||||||
| Pillagers dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5+ | 4 | 5+ | 2 | 6 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 2 | -1 | - | 1 | ||||||
| Cleaver | 4 | -1 | - | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Small Bow | 9" | -2 | - | 1 | ||||||
| Equipment | Light armor, Shield, Cleaver, Spear, Small Bow | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Gobelin | |||||||
| Special rules | Light Mountaineer Soldiers of Fortune Initiative Reinforcement
+0.2pts Squad Leader
+6.2pts | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.Soldiers of FortuneStarting round 7:When your army has more Vp than your opponent's, that unit gains a temporary +2B bonus. When your army has fewer Vp than your opponent's, this unit suffers a -3B penalty. InitiativeOnce 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. 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. ReinforcementFlanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. | ||||||||||
light cavalry
| Giant Bat riders | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 4 | 5+ | 12 | 6+ | 7 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear (mounted) | 3 | -2 | -1 | -3 | 2 | ||||||
| Giant Bat - Great Poisoned Claws | 3 | -2 | -4 | -5 | 4 | ||||||
| Giant Bat - Great Poisoned Fangs | 5 | -2 | -5 | 2 | ||||||
| Cleaver | 4 | -2 | -1 | -2 | 2 | +0.1 | |||||
| Equipment | Armor, Shield, Giant Bat, Spear (mounted), Great Poisoned Claws, Great Poisoned Fangs | |||||||||
| Base | 50mm Round | Individual model | ||||||||
| Category | Rider Skirmisher Monster | Species | Gobelin | |||||||
| Keywords | Elite | |||||||||
| Special rules | Light Mountaineer Hunter Fly Fearsome | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.HunterWhen this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered FlyCreatures that take to the skies fight on their own terms, beyond the reach of foot soldiers, striking where they please before swooping back into the fray.DeploymentAt deployment, or during delayed deployment, you may place a flying unit either on the battlefield or “in flight.” Units in flight are above the battlefield; place a directional token to indicate their position and orientation. This means they are not physically present on the ground. But they still need to perform an arrival roll. Token in flightThis token may be deployed and moved over any terrain element or unit. Use the center of the token when measuring distances to and from the unit. As long as the unit is represented by its token on the battlefield, place the miniatures outside the battlefield, with the same token (ideally using a color code) on their bases. Tactical phaseLandingDuring the Tactical phase, if a flying unit is currently in flight, it may land on the battlefield at any suitable location within M of its token and more than 1’’ away from an enemy unit. The unit must then make a simplified arrival roll; on 1–3 it is deployed but may only react, on 4+ it may be activated.TakeoffIf a flying unit is already on the battlefield, it may instead take flight and be removed from the table. Place the in-flight token within M of the center of the unit. If enemy units with a total value of at least half of its point cost are within 1’’, the unit must succeed on a skill roll of 4+ to take off. When a unit takes flight, any enemy unit within 1’’ may immediately make an Opportunity Attack against it.Movement phaseDuring the Movement phase, the token of units that were already in flight at the start of the round may be moved up to 2M. The token of other units may be moved up to M. Shot downFlying units that are Destabilized or Destroyed cannot take flight. If a flying unit becomes Destabilized or Destroyed while in flight, move the token 3d6’’ in the direction of its orientation. If the token ends on the base of a unit, that unit suffers 1 attack roll per model in the flying unit, with 0P and a S equal to the lowest T value of the flying unit. The flying unit must then be deployed as close as possible to its token, potentially within 1’’ of enemy units. Each model of the unit then suffers a Critical damage roll and cannot be activated during this round. Shooting phaseUnits in flight benefit from a +2G bonus. And are considered to be Height 30". It mean that their targets on the ground suffer a Defense reduced by -1 against their attack rolls. Flying units that have moved more than their M during this round (including the Tactical and Movement phases) suffer the Advance & Fire penalty. Their shooting attacks ignore the bonuses of Light and Basic Covers with the Stone element. However, the bonus of Light and Basic Covers with the Wood element is doubled against their attacks. If the defender has two defense values (two G values in the case of a hit roll, or two T values in the case of a wound roll), choose the lower of the two. Melee phaseDuring the Melee phase, units in flight cannot target and be targeted by units on the ground. During the Melee phase, flying units in flight may attack any enemy flying unit in flight within M. Resolve attacks in order of rank and take turns designating targets, starting with the first player. Every stable and shaken unit is considered charging. When they are on the battlefield, their melee attacks ignore the bonuses of Basic Covers. EvadeSome warriors rely on agility rather than steel, slipping past blades and spears until their reflexes finally give out. A unit that has not yet attacked in Melee or Shot this round may choose to refuse combat and attempt to evade attacks. If it does so, it may not attack in Melee this round. The evading unit must make a Superiority Roll [M] against each enemy unit that attempts to attack it, one after another in the order chosen by the attacker. Each time the roll succeeds, the attacking unit loses its opportunity to attack and is no longer eligible to act in the Melee phase. Each time the roll succeeds, the next attacking unit against the same target gains a cumulative +1d6 bonus to its Superiority Roll [M] against that evading unit this round. Once the evading unit fails a Superiority Roll [M] during this round, it automatically fails all further evading attempts during this round and may be attacked normally. TerrainFlying units ignore area bonuses and penalties. They can also pass through all terrain features, friendly and enemy units without penalty. While in flight, this unit receives no terrain bonuses. Lines of sight between it and other units are not blocked by covers or blockers. This unit may be deployed into a cover when landing, provided all other deployment conditions are met. CharactersCharacters without this special rule cannot join a squad that has it. 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. Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.1D6 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6.PoisonEach time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. | ||||||||||
| Giant Bat riders dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 6 | 7+ | 2 | 6+ | 7 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 2 | -2 | -1 | 2 | ||||||
| Cleaver | 4 | -2 | -1 | 2 | +0.2 | |||||
| Equipment | Armor, Shield, Spear | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Gobelin | |||||||
| Keywords | Elite | |||||||||
| Special rules | Light Mountaineer | |||||||||
LightSlowdowns due to terrain zones are reduced 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. | ||||||||||
| Marauders | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 4" | 5 | 6+ | 5+ | 12 | 6 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 4 | -1 | -0 | -1 | 3 | ||||||
| Alpha grimfang - Claws | 4 | -2 | -2 | -3 | 4 | ||||||
| Alpha grimfang - Fangs | 6 | -2 | -3 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| x2 Small Bow | 9" | -2 | - | 2 | ||||||
| Equipment | Armor, Alpha grimfang, Cleaver, Claws, Fangs, x2 Small Bow | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher Monster | Species | Gobelin | |||||||
| Keywords | Rare | |||||||||
| Special rules | Light Mountaineer Hunter Scary Squad Leader
+29.5pts | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.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 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. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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. | ||||||||||
| Marauders dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5 | 6+ | 4+ | 4 | 6 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 4 | -1 | - | 3 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| x2 Small Bow | 9" | -2 | - | 2 | ||||||
| Equipment | Armor, Cleaver, x2 Small Bow | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Gobelin | |||||||
| Keywords | Rare | |||||||||
| Special rules | Light Mountaineer Hunter Squad Leader
+10.2pts | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.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 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. | ||||||||||
| Scouts | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 4" | 5 | 6+ | 4+ | 8 | 6 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Grimfang - Claws | 4 | -2 | -2 | -3 | 2 | ||||||
| Dagger | 6 | - | 1 | |||||||
| Grimfang - Fangs | 6 | -2 | -3 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Small Bow | 9" | -2 | - | 1 | ||||||
| Poisoned Small Bow | 9" | -3 | - | 1 | - | |||||
|
Poison
|
||||||||||
| Equipment | Light armor, Grimfang, Dagger, Claws, Fangs, Small Bow | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher Monster | Species | Gobelin | |||||||
| Special rules | Light Mountaineer Vanguard Scout Furtive Scary Squad Leader
+31.7pts | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.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. Scout+4Scp per Scout entity.For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp 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.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. 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.Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. PoisonEach time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. 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. | ||||||||||
| Scouts dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5 | 6+ | 3+ | 2 | 6 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Dagger | 6 | - | 1 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Small Bow | 9" | -2 | - | 1 | ||||||
| Poisoned Small Bow | 9" | -3 | - | 1 | +0.4 | |||||
|
Poison
|
||||||||||
| Equipment | Light armor, Dagger, Small Bow | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Gobelin | |||||||
| Special rules | Light Mountaineer Vanguard Scout Furtive Squad Leader
+22.3pts | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.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. Scout+4Scp per Scout entity.For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp 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.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. 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. | ||||||||||
| Spider riders | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 4" | 5 | 6+ | 3+ | 4 | 6 | 7+ | ||||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Light armor | - | - | 4+ | - | - | |||||
| Melee weapons | Rk | P | S | A | ||||||
| Poisoned Spear (mounted) | 3 | -1 | -0 | -2 | 1 | ||||||
| Spider - Poisoned Claws | 4 | -2 | -1 | -2 | 2 | ||||||
| Spider - Poisoned Fangs | 6 | -2 | 1 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Poisoned Javelins | 6" | -2 | +1 | 1 | ||||||
| Poisoned Small Bow | 9" | -3 | - | 1 | -0.6 | |||||
|
Poison
|
||||||||||
| Equipment | Skin, Spider, Poisoned Spear (mounted), Poisoned Claws, Poisoned Fangs, Poisoned Javelins | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher Monster | Species | Gobelin | |||||||
| Special rules | Light Mountaineer Hunter Forester Scary Squad Leader
+15.7pts | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.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 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. Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.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. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. 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. | ||||||||||
| Spider riders dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5 | 6+ | 2+ | 2 | 6 | 7+ | ||||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Light armor | - | - | 3+ | - | - | |||||
| Melee weapons | Rk | P | S | A | ||||||
| Poisoned Spear | 2 | -1 | - | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Poisoned Javelins | 6" | -2 | +1 | 1 | ||||||
| Poisoned Small Bow | 9" | -3 | - | 1 | -0.4 | |||||
|
Poison
|
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| Equipment | Skin, Poisoned Spear, Poisoned Javelins | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Gobelin | |||||||
| Special rules | Light Mountaineer Hunter Forester Squad Leader
+8.6pts | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.HunterWhen this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. 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. 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. | ||||||||||
monsters
| Grimfangs | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 4.5" | 5+ | 5 | 7+ | |||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Claws | 4 | -2 | -2 | -3 | 2 | ||||||
| Fangs | 6 | -2 | -3 | 1 | ||||||
| Equipment | Skin, Claws, Fangs | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Monster | Species | Grimfang | |||||||
| Special rules | Fearsome Light Fierce charge Mountaineer Furtive Ambusher
+2.4pts Squad Leader
+21.5pts | |||||||||
FearsomeRout rolls caused by their melee attacks have a -1B bonus.Units that benefit from this rule are immune to its effects. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. LightSlowdowns due to terrain zones are reduced 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.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.DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +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. 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. | ||||||||||
| Armored cave trolls | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 2.5" | 3 | 4+ | 11 | 12+ | 12 | 6+ | 8 | 4+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Large Warhammer - Sweep | 3 | -1 | -2 | 4 | ||||||
| Large Warhammer | 3 | +1 | -8 | 4 | ||||||
| Large Claws | 4 | -2 | -5 | 4 | ||||||
| Large Flail | 4 | -2 | -6 | 4 | -14 | |||||
|
Large Wounds
|
||||||||||
| Equipment | Heavy armor, Shield, Large Warhammer, Large Claws | |||||||||
| Base | 50mm Round | Individual model | ||||||||
| Category | Monster | Species | Troll | |||||||
| Keywords | Elite | |||||||||
| Special rules | Scary Regeneration Mountaineer Veteran Squad Leader
+72.1pts | |||||||||
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. RegenerationOnce per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.VeteranThis unit ignores the result of the first rout roll it suffers.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. 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.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. | ||||||||||
| Cave trolls | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4+ | 8+ | 12 | 7 | 3+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Large Warhammer - Sweep | 3 | -1 | -2 | 4 | ||||||
| Large Warhammer | 3 | +1 | -8 | 4 | ||||||
| Large Claws | 4 | -2 | -5 | 2 | ||||||
| Large Cleaver | 3 | -1 | -6 | 4 | -6.4 | |||||
|
Large Wounds
|
||||||||||
| Large Spear | 1 | -1 | -6 | 4 | -4 | |||||
|
Wall of Spears Large Wounds
|
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| Ranged weapons | Rg | P | S | A | ||||||
| Super Heavy Stones | 6" | +1 | -4 | 1 | +0.6 | |||||
|
Throwing weapon Large Wounds
|
||||||||||
| Equipment | Hard skin, Large Warhammer, Large Claws | |||||||||
| Base | 50mm Round | Individual model | ||||||||
| Category | Monster | Species | Troll | |||||||
| Keywords | Elite | |||||||||
| Special rules | Scary Regeneration Mountaineer Squad Leader
+49.2pts | |||||||||
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. RegenerationOnce per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.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. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. 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. 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. | ||||||||||
| Scorpio troll | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4+ | 8+ | 12 | 7 | 3+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Large Claws | 4 | -2 | -5 | 4 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Scorpio - Arrows | 15" | -2 | -4 | 1 | ||||||
| Equipment | Hard skin, Large Claws, Scorpio - Arrows | |||||||||
| Base | 50mm Round | Individual model | ||||||||
| Category | Monster | Species | Troll | |||||||
| Keywords | Elite | |||||||||
| Special rules | Scary Regeneration Mountaineer | |||||||||
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. RegenerationOnce per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.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. 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.Secondary weaponDuring its activation in the Shooting Phase, this unit may shoot with all of its secondary weapons in addition to one of its normal weapons.Determine the target of each weapon attack rolls before starting to roll the dice. If a target is killed while there are still attacks to be launched on it, those attacks are lost. If this unit shoots only with its secondary weapons, it remains eligible for the Melee Phase. This weapon ignore the Melee shooting modifier. When shooting with a secondary weapon, the unit is not required to reorient toward its target. OptionsIf an optional weapon replaces ranged weapons when selected, it does not replace secondary weapons unless it is itself a secondary weapon. And in this case it replace only the secondary weapons. One secondary weapon option can be selected in addition to a normal ranged weapon option. A maximum of one secondary weapon option is permitted. | ||||||||||
| Giant Bats | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 4.5" | 4+ | 8 | 7+ | |||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Large Claws | 4 | -2 | -4 | -5 | 4 | ||||||
| Large Fangs | 6 | -2 | -5 | 2 | ||||||
| Equipment | Skin, Large Claws, Large Fangs | |||||||||
| Base | 50mm Round | Individual model | ||||||||
| Category | Monster | Species | Giant Bat | |||||||
| Special rules | Fearsome Hunter Mountaineer Fierce charge Fly | |||||||||
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. 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. 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. 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. | ||||||||||
| Bat Swarms | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 4" | 6+ | 2+ | 4 | 6+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Claws | 4 | -2 | +3 | 4 | ||||||
| Equipment | Skin, Claws | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Monster | Species | Bat Swarm | |||||||
| Special rules | Scary Mountaineer 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. 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. 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. | ||||||||||
| Wyvern | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 4+ | 5+ | 12 | 5+ | 7+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Great Claws | 3 | -2 | -5 | -6 | 4 | ||||||
| Great Poisoned Fangs | 5 | -2 | -6 | 2 | ||||||
| Equipment | Great Claws, Great Poisoned Fangs | |||||||||
| Base | 60mm Round | Individual model | ||||||||
| Category | Monster | Species | Wyvern | |||||||
| Keywords | Elite Rare | |||||||||
| Special rules | Hunter Fierce charge Fly Swift Terror | |||||||||
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. SwiftWhen this unit is activated andmoves or charges , it get +1G against shoots until the end of the round.TerrorThe rout rolls caused by their attacks and shots have a -3B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rules Fearsome and Scary. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.1D6 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6.PoisonEach time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. | ||||||||||
| Spiders | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 4" | 5+ | 4 | 5 | 9+ | |||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Poisoned Claws | 4 | -2 | -1 | -2 | 2 | ||||||
| Poisoned Fangs | 6 | -2 | 1 | |||||||
| Equipment | Hard skin, Poisoned Claws, Poisoned Fangs | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Monster | Species | Spider | |||||||
| Special rules | Scary Fierce charge Light Forester Squad Leader
+11pts | |||||||||
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. 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.LightSlowdowns due to terrain zones are reduced by 1 for this unit.DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.PoisonEach time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Flamefiend | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 5" | 4+ | 10+ | 24 | 9+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Great Claws | 3 | -2 | -6 | 4 | ||||||
| Great Enchanted Blade | 2 | -2 | -6 | 4 | +12.2 | |||||
|
Melee fighter 1D6 Wounds Enchanted
|
||||||||||
| Great Claws | 3 | -2 | -6 | 2 | +24.4 | |||||
|
Devastator 1D6 Wounds Mount Attacks
|
||||||||||
| Equipment | Hard skin, Great Claws | |||||||||
| Base | 64mm Round | Individual model | ||||||||
| Category | Monster | Species | Flamefiend | |||||||
| Keywords | Elite Rare | |||||||||
| Special rules | Terror Fly Regeneration Fierce charge | |||||||||
TerrorThe rout rolls caused by their attacks and shots have a -3B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rules Fearsome and Scary. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. 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. RegenerationOnce per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.Fierce chargeWhen charging, this unit adds its M to its charge movement instead of the +2M bonus. Additionally, it doubles its melee weapon's A.DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.1D6 WoundsMultiply each wound inflicted by this weapon by the result of a 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. 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. 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. | ||||||||||
| Ancient Drakoth | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 2.5" | 3 | 4+ | 12 | 13+ | 24 | 6+ | 9 | 6+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Great Cleaver | 2 | -1 | -6 | 4 | ||||||
| Great Claws | 3 | -2 | -5 | 4 | ||||||
| Equipment | Heavy armor, Shield, Great Cleaver, Great Claws | |||||||||
| Base | 64mm Round | Individual model | ||||||||
| 140mm (5.5'') Round tray | 2 Groups | x2 Models | Model bases 64mm | |||||||
| Category | Monster | Species | Drakoth | |||||||
| Keywords | Elite Rare | |||||||||
| Special rules | Scary Regeneration Steadfast warrior Last stand | |||||||||
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. RegenerationOnce per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.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. Last standAt the moment this unit is removed from play by an attack roll, without having been routed, leave it in place and restore 1/4 of its maximum W. If it has suffered excessive wounds, deduct it from its new total W.1D6 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6.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. | ||||||||||
| Drakoth tower | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 2.5" | 3 | 4+ | 11+ | 28 | 8 | 5+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Great Claws | 3 | -2 | -5 | 4 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| x2 Small Bow | 9" | -2 | - | 2 | ||||||
| Javelins | 6" | -1 | -4 | 1 | ||||||
| Equipment | Heavy armor, Great Claws, x2 Small Bow, Javelins | |||||||||
| Base | 64mm Round | Individual model | ||||||||
| 140mm (5.5'') Round tray | 2 Groups | x2 Models | Model bases 64mm | |||||||
| Category | Monster | Species | Drakoth | |||||||
| Keywords | Elite Rare | |||||||||
| Special rules | Scary Regeneration | |||||||||
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. RegenerationOnce per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.1D6 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6.Secondary weaponDuring its activation in the Shooting Phase, this unit may shoot with all of its secondary weapons in addition to one of its normal weapons.Determine the target of each weapon attack rolls before starting to roll the dice. If a target is killed while there are still attacks to be launched on it, those attacks are lost. If this unit shoots only with its secondary weapons, it remains eligible for the Melee Phase. This weapon ignore the Melee shooting modifier. When shooting with a secondary weapon, the unit is not required to reorient toward its target. OptionsIf an optional weapon replaces ranged weapons when selected, it does not replace secondary weapons unless it is itself a secondary weapon. And in this case it replace only the secondary weapons. One secondary weapon option can be selected in addition to a normal ranged weapon option. A maximum of one secondary weapon option is permitted. 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. | ||||||||||
artillery
| Balista | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 1" | 5+ | 4 | 7+ | 8 | 6 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 4 | -2 | +1 | 4 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Ballista - Arrows | 18" | -2 | -7 | 1 | ||||||
| Equipment | Armor, Pavois, Blade, Ballista - Arrows | |||||||||
| Base | 100mm Round | Individual model | ||||||||
| Category | Artillery | Species | Gobelin | |||||||
| Keywords | Elite | |||||||||
| Special rules | Light Mountaineer | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. 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. | ||||||||||
| Scorpios | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 1" | 5+ | 4 | 7+ | 4 | 6 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 4 | -2 | +1 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Scorpio - Arrows | 15" | -2 | -4 | 1 | ||||||
| Equipment | Armor, Pavois, Blade, Scorpio - Arrows | |||||||||
| Base | 50mm Round | Individual model | ||||||||
| Category | Artillery | Species | Gobelin | |||||||
| Special rules | Light Mountaineer | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. 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. | ||||||||||
titans
| Cave Dragon | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 3+ | 9+ | 24 | 4+ | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Very Great Claws | 3 | -2 | -8 | -9 | 4 | ||||||
| Very Great Fangs | 5 | -2 | -9 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Great Flamethrower | 9" | -3 | -5 | 3 | ||||||
| Equipment | Hard skin, Very Great Claws, Very Great Fangs, Great Flamethrower | |||||||||
| Base | 100mm Round | Individual model | ||||||||
| Category | Titan | Species | Dragon | |||||||
| Keywords | Rare | |||||||||
| Special rules | Hunter Fierce charge Swift Terror Fly
+44.6pts | |||||||||
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.SwiftWhen this unit is activated andmoves or charges , it get +1G against shoots until the end of the round.TerrorThe rout rolls caused by their attacks and shots have a -3B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rules Fearsome and Scary. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.2D6 WoundsMultiply each wound inflicted by this weapon by the result of a 2D6.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. TraumaticThe rout rolls caused by their shots have a -1B bonus.1D6 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6.FlyCreatures that take to the skies fight on their own terms, beyond the reach of foot soldiers, striking where they please before swooping back into the fray.DeploymentAt deployment, or during delayed deployment, you may place a flying unit either on the battlefield or “in flight.” Units in flight are above the battlefield; place a directional token to indicate their position and orientation. This means they are not physically present on the ground. But they still need to perform an arrival roll. Token in flightThis token may be deployed and moved over any terrain element or unit. Use the center of the token when measuring distances to and from the unit. As long as the unit is represented by its token on the battlefield, place the miniatures outside the battlefield, with the same token (ideally using a color code) on their bases. Tactical phaseLandingDuring the Tactical phase, if a flying unit is currently in flight, it may land on the battlefield at any suitable location within M of its token and more than 1’’ away from an enemy unit. The unit must then make a simplified arrival roll; on 1–3 it is deployed but may only react, on 4+ it may be activated.TakeoffIf a flying unit is already on the battlefield, it may instead take flight and be removed from the table. Place the in-flight token within M of the center of the unit. If enemy units with a total value of at least half of its point cost are within 1’’, the unit must succeed on a skill roll of 4+ to take off. When a unit takes flight, any enemy unit within 1’’ may immediately make an Opportunity Attack against it.Movement phaseDuring the Movement phase, the token of units that were already in flight at the start of the round may be moved up to 2M. The token of other units may be moved up to M. Shot downFlying units that are Destabilized or Destroyed cannot take flight. If a flying unit becomes Destabilized or Destroyed while in flight, move the token 3d6’’ in the direction of its orientation. If the token ends on the base of a unit, that unit suffers 1 attack roll per model in the flying unit, with 0P and a S equal to the lowest T value of the flying unit. The flying unit must then be deployed as close as possible to its token, potentially within 1’’ of enemy units. Each model of the unit then suffers a Critical damage roll and cannot be activated during this round. Shooting phaseUnits in flight benefit from a +2G bonus. And are considered to be Height 30". It mean that their targets on the ground suffer a Defense reduced by -1 against their attack rolls. Flying units that have moved more than their M during this round (including the Tactical and Movement phases) suffer the Advance & Fire penalty. Their shooting attacks ignore the bonuses of Light and Basic Covers with the Stone element. However, the bonus of Light and Basic Covers with the Wood element is doubled against their attacks. If the defender has two defense values (two G values in the case of a hit roll, or two T values in the case of a wound roll), choose the lower of the two. Melee phaseDuring the Melee phase, units in flight cannot target and be targeted by units on the ground. During the Melee phase, flying units in flight may attack any enemy flying unit in flight within M. Resolve attacks in order of rank and take turns designating targets, starting with the first player. Every stable and shaken unit is considered charging. When they are on the battlefield, their melee attacks ignore the bonuses of Basic Covers. EvadeSome warriors rely on agility rather than steel, slipping past blades and spears until their reflexes finally give out. A unit that has not yet attacked in Melee or Shot this round may choose to refuse combat and attempt to evade attacks. If it does so, it may not attack in Melee this round. The evading unit must make a Superiority Roll [M] against each enemy unit that attempts to attack it, one after another in the order chosen by the attacker. Each time the roll succeeds, the attacking unit loses its opportunity to attack and is no longer eligible to act in the Melee phase. Each time the roll succeeds, the next attacking unit against the same target gains a cumulative +1d6 bonus to its Superiority Roll [M] against that evading unit this round. Once the evading unit fails a Superiority Roll [M] during this round, it automatically fails all further evading attempts during this round and may be attacked normally. TerrainFlying units ignore area bonuses and penalties. They can also pass through all terrain features, friendly and enemy units without penalty. While in flight, this unit receives no terrain bonuses. Lines of sight between it and other units are not blocked by covers or blockers. This unit may be deployed into a cover when landing, provided all other deployment conditions are met. CharactersCharacters without this special rule cannot join a squad that has it. | ||||||||||
characters
| Troll chief | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 6+ | 10+ | 16 | 5+ | 9 | 5+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Large Cleaver | 3 | -2 | -7 | 6 | ||||||
| Large Claws | 4 | -3 | -6 | 3 | ||||||
| Equipment | Hard skin, Light armor, Large Cleaver, Large Claws | |||||||||
| Base | 50mm Round | Individual model | ||||||||
| Category | Monster | Species | Troll | |||||||
| Keywords | Character Elite Leader | |||||||||
| Special rules | Scary Regeneration Mountaineer Fury Cacique | |||||||||
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. RegenerationOnce per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.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. FuryThey can reroll failed melee attack rolls.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. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. | ||||||||||
| Battle drum | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 2.5" | 6 | 7+ | 4+ | 4 | 6 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Club | 4 | -1 | +2 | 1 | ||||||
| Dagger | 6 | - | 1 | |||||||
| Equipment | Armor, Club, Dagger | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Gobelin | |||||||
| Keywords | Character | |||||||||
| Special rules | Light Mountaineer Character Squad War drums | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.Character SquadWhen a character profile consists of multiple models, it is considered a character squad. It cannot join other squads; it is deployed and fights as a squad. Restrictions on targeting characters apply as usual.War drumsGrants the following temporary bonus to up to the 9 eligible closest squads within 24''.Drum +1M. 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.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. | ||||||||||
| Chief | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 7 | 8+ | 5+ | 4 | 5+ | 8 | 9+ | |||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Shield | - | - | 6 | 7+ | - | - | |||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 4 | -2 | -1 | 3 | ||||||
| Equipment | Armor, Cleaver | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Gobelin | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Light Mountaineer Cacique Horde leader | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.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. Horde leaderFrom round 1, at the start of each round, and when deployed on the battlefield, this unit generates 1d2x5 Horde pts. This pool of points increases at the start of each round.At the start of each Tactical phase, the player may spend Horde pts from this pool to recruit units with the Horde special rule. These units can be immediately deployed following their normal deployment rules. If no units in your army with this special rule remain on the battlefield, all your Horde pts are lost. Units recruited under this rule do not count towards the army's total pts and their destruction does not award any Vp. | ||||||||||
| Chief executioner | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 8 | 9+ | 5+ | 4 | 5+ | 8 | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Heavy Two-Handed Axe | 5 | -2 | -4 | 3 | ||||||
| Equipment | Armor, Heavy Two-Handed Axe | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Gobelin | |||||||
| Keywords | Character Elite Leader | |||||||||
| Special rules | Light Furtive Hunter Commando Assassin Tracker Ambusher
+10.8pts | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.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. AssassinCharacter killerThis unit can target a character even if he is inside a squad. If all character within the squad are hidding, it can target them, but add +3G to the target for this attack, if this unit itself is not a character. Best angleThe Cover bonus of the target's defense is reduced to a maximum of +1 against this unit’s attacks. If a unit has two G or two T values, it may use the lower of the two values increased by 1 against this unit. For example, a defense of 5|8+ becomes a defense of 6+ against this unit. 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. 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. | ||||||||||
| Drum | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 1.5" | 6+ | 4+ | 4 | 6 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| x2 Club | 4 | -1 | +2 | 2 | ||||||
| Equipment | Armor, x2 Club | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Species | Gobelin | ||||||||
| Keywords | Character | |||||||||
| Special rules | Light Mountaineer Character Squad War drums Symbol Horde leader | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.Character SquadWhen a character profile consists of multiple models, it is considered a character squad. It cannot join other squads; it is deployed and fights as a squad. Restrictions on targeting characters apply as usual.War drumsGrants the following temporary bonus to up to the 9 eligible closest squads within 24''.Drum +1M. SymbolGrants a temporary bonus of +1B to up to the 5 eligible closest squads within 12''.Horde leaderFrom round 1, at the start of each round, and when deployed on the battlefield, this unit generates 1d2x5 Horde pts. This pool of points increases at the start of each round.At the start of each Tactical phase, the player may spend Horde pts from this pool to recruit units with the Horde special rule. These units can be immediately deployed following their normal deployment rules. If no units in your army with this special rule remain on the battlefield, all your Horde pts are lost. Units recruited under this rule do not count towards the army's total pts and their destruction does not award any Vp. | ||||||||||
| Dusk Captain | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 2.5" | 6 | 8+ | 6+ | 4 | 5+ 6+ | 10 | 11+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Long Cleaver | 3 | -2 | 3 | |||||||
| Equipment | Heavy armor, Two-Handed Long Cleaver | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Gobelin | |||||||
| Keywords | Character Elite Leader | |||||||||
| Special rules | Light Mountaineer Veteran Officer Authority Inspiration | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.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.VeteranThis unit ignores the result of the first rout roll it suffers.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. LongIf the unit moved during the Movement phase, add +1G to its target for hit rolls made with this weapon.If the unit moved more than half its M this round, it cannot shoot with this weapon. MeleeThis ranged weapon cannot be used on an enemy unit within 1". Double the Melee shooting modifier for this weapon. | ||||||||||
| Great shaman | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 7 | 8+ | 3+ | 4 | 6+ | 6 | 7+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Staff | 3 | -1 | +1 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Black magic | 6" | -2 | -5 | 1 | +3.3 | |||||
|
1D3 Wounds Magical
|
||||||||||
| Equipment | Skin, Two-Handed Staff | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Gobelin | |||||||
| Keywords | Character | |||||||||
| Special rules | Light Mountaineer Curse Poisonous decoction Painkiller Mystic Healer Charisma Nature magic
+9pts Shadow sorcery
+14pts | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.CurseTarget an enemy unit (of any category) of less than 101pts that has just been deployed. Until the end of the battle, attack rolls with a result of 1 against this unit can be rerolled.A unit of more than 100 points and less than 201 points can be targeted with a skill roll of 4+. A unit of more than 200 points and less than 301 points can be targeted with a skill roll of 5+. Poisonous decoctionBefore the deployment, designate 1 squad and grant it this bonus:Poison Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds. Dead 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. PainkillerBefore the deployment, designate 1 squad and grant it +2T.At the beginning of each round, roll 1d6. On a result of 1, this bonus is lost for the rest of the battle. MysticGrants a temporary bonus of +2S to the melee weapons and throwing weapons of his squad.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. CharismaGrants a temporary bonus of +2B to his squad.1D3 WoundsMultiply each wound inflicted by this weapon by the result of a 1D3.MagicalEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).ProvidenceThis unit can re-roll failed attack rolls made with this weapon. WraithbaneIf the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1. 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+. Shadow sorceryOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Veil of Shadows +2G or +1G to all allied and eligible squads inside one visible cover Walk in Shadows Move up to The caster and the unit cannot end their movement within 1'' of an enemy unit or overlapping terrain. Furthermore, they cannot be activated or react during this round.Spectral Scythe Until next activation, each time his squad inflicts wounds, roll 1d6. On a 5+, inflict an additional wound. Additional wounds can generate more wounds. | ||||||||||
| Rebel leader | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 7 | 8+ | 3+ | 4 | 4+ | 8 | 9+ | |||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Light armor & Shield | - | - | 5 | 6+ | - | - | |||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 4 | -2 | -1 | 3 | ||||||
| Equipment | Skin, Cleaver | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Gobelin | |||||||
| Keywords | Character | |||||||||
| Special rules | Light Mountaineer Patriot Eternal hate Adventurer Inspiration Horde leader Cacique
+20.5pts | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.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. PatriotRout rolls made against this unit to put it to flight can never use more than 2d6, regardless of its situation or condition.Eternal hateThey can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately. Horde leaderFrom round 1, at the start of each round, and when deployed on the battlefield, this unit generates 1d2x5 Horde pts. This pool of points increases at the start of each round.At the start of each Tactical phase, the player may spend Horde pts from this pool to recruit units with the Horde special rule. These units can be immediately deployed following their normal deployment rules. If no units in your army with this special rule remain on the battlefield, all your Horde pts are lost. Units recruited under this rule do not count towards the army's total pts and their destruction does not award any Vp. 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. | ||||||||||
| Scribe | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 8 | 9+ | 4+ | 4 | 6+ | 6 | 7+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Dagger | 6 | - | 1 | |||||||
| Cleaver | 4 | -1 | - | 1 | - | |||||
| Equipment | Skin, Dagger | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Gobelin | |||||||
| Keywords | Character | |||||||||
| Special rules | Light Mountaineer Logistician Resupply Summon Horde leader | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.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. Horde leaderFrom round 1, at the start of each round, and when deployed on the battlefield, this unit generates 1d2x5 Horde pts. This pool of points increases at the start of each round.At the start of each Tactical phase, the player may spend Horde pts from this pool to recruit units with the Horde special rule. These units can be immediately deployed following their normal deployment rules. If no units in your army with this special rule remain on the battlefield, all your Horde pts are lost. Units recruited under this rule do not count towards the army's total pts and their destruction does not award any Vp. 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. | ||||||||||
| Shaman | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 7 | 8+ | 5+ | 4 | 6+ | 6 | 7+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Halberd | 2 | - | -2 | 1 | ||||||
| Equipment | Armor, Two-Handed Halberd | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Gobelin | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Light Mountaineer Poisonous decoction Speach Healer Rallying | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.Poisonous decoctionBefore the deployment, designate 1 squad and grant it this bonus:Poison Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds. Dead 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. SpeachBefore the deployment, designate 1d3 squads and grant them this bonus.Motivated When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1. 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. 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.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. | ||||||||||
| Taskmaster | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 6 | 7+ | 3+ | 4 | 5+ | 7 | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Flail | 5 | -2 | -1 | 3 | ||||||
| Equipment | Skin, Flail | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Gobelin | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Light Mountaineer Veteran Taskmaster Summary execution Horde leader | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.VeteranThis unit ignores the result of the first rout roll it suffers.TaskmasterOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:Forced march Grants a temporary bonus of +2M to his squad. The squad does not benefit from this bonus when it charges .Motivated When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1. Indoctrination +1T. Eternal hate They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition. If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately. Summary executionOnce per battle, just before the character's squad would be removed from the game due to a rout roll, add a permanent +2B bonus to the unit and inflict one wound per group.If the B bonus is sufficient to pass the rout roll, do not remove the squad from the game. Horde leaderFrom round 1, at the start of each round, and when deployed on the battlefield, this unit generates 1d2x5 Horde pts. This pool of points increases at the start of each round.At the start of each Tactical phase, the player may spend Horde pts from this pool to recruit units with the Horde special rule. These units can be immediately deployed following their normal deployment rules. If no units in your army with this special rule remain on the battlefield, all your Horde pts are lost. Units recruited under this rule do not count towards the army's total pts and their destruction does not award any Vp. | ||||||||||
named characters
| Gorguk | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Cavern Tyrant -Gorguk, towering troll warlord, rules the deepest halls of Darkholm through brute force and terror. A veteran of the dwarven revolt, he forged the Cavern Tyrants into a near-impenetrable faction. Brutal yet cunning, he seeks to crush rivals and unite Darkholm under his iron fist. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 5+ | 9+ | 16 | 5+ 6+ | 9 | 5+ | |||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Armor | - | - | 11+ | - | +26 | |||||
| Melee weapons | Rk | P | S | A | ||||||
| Large Warhammer | 3 | +1 | -9 | 6 | ||||||
| Large Claws | 4 | -2 | -6 | 3 | ||||||
| Equipment | Hard skin, Large Warhammer, Large Claws | |||||||||
| Base | 50mm Round | Individual model | ||||||||
| Category | Monster | Species | Troll | |||||||
| Keywords | Character Elite Named Faction leader Leader | |||||||||
| Special rules | Scary Regeneration Mountaineer Choleric Steadfast warrior Resilience Taskmaster Subterfuge Summary execution No mercy | |||||||||
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. RegenerationOnce per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.TaskmasterOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:Forced march Grants a temporary bonus of +2M to his squad. The squad does not benefit from this bonus when it charges .Motivated When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1. Indoctrination +1T. Eternal hate They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition. If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately. Summary executionOnce per battle, just before the character's squad would be removed from the game due to a rout roll, add a permanent +2B bonus to the unit and inflict one wound per group.If the B bonus is sufficient to pass the rout roll, do not remove the squad from the game. CholericEach model of this unit double it's A with all its weapons, when this unit is Shaken.If the unit becomes Shaken, during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), any additional attacks gained are added only after the exchange has been fully resolved and cannot be used immediately. 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. SubterfugeWhen 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.No mercyGrants the following temporary bonus to his squad.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. 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. 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. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. | ||||||||||
| Dralgash | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Theocratic Visionary -Dralgash, goblin shaman and prophet of fire, preaches unity under his Faithful Flame. Charismatic and manipulative, he commands fanatics who see him as divinely chosen. His shrines grow like embers in the dark, promising salvation—but his holy war threatens to consume all Darkholm. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 6 | 7+ | 2+ | 4 | 6+ | 7 | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Enchanted Staff | 3 | -1 | +2 | 2 | ||||||
| Dagger | 6 | - | 1 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Magical fireballs | 12" | -2 | 4 | |||||||
| Equipment | Skin, Enchanted Staff, Dagger, Magical fireballs | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Gobelin | |||||||
| Keywords | Character Named Faction leader | |||||||||
| Special rules | Light Mountaineer Resilience Sorcery Epic speach Enchantment Charisma Mystic | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.SorceryOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Shroud of mist Grants a temporary bonus of +1G to his squad. Eternal hate They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition. If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately. Immobilization Once a round when activated during the Tactical phase, it can target a visible enemy unit of less than 101pts and immobilize it until the end of its next activation on a skill roll of 4+. A unit worth more than 100Pts and less than 151Pts can be targeted with a skill roll of 5+. A unit worth more than 200Pts and less than 301Pts can be targeted with a skill roll of 6+. Inflict -1 to the skill roll if the target benefit from reductions to M penalties. Occult hand Unit target's defense reduced by -1. 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. 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. EnchantmentBefore the deployment, designate 1 squad and grant it this bonus: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. CharismaGrants a temporary bonus of +2B to his squad.MysticGrants a temporary bonus of +2S to the melee weapons and throwing weapons of his squad.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. 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.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. 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. 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. | ||||||||||
| Gorthrak on grimfang | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| The Raider King -Gorthrak, pragmatic goblin warlord, leads the Bloodfang Raiders beyond Darkholm’s borders. His disciplined bands strike human lands with precision, bringing wealth and prestige. Unlike rivals mired in endless squabbles, he dreams of conquest outward, seeking a future of goblin dominion. | |||||||||||||
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 4" | 6 | 7+ | 5+ | 12 | 5+ 6+ | 9 | 10+ | ||||||||
| Pts | |||||||||||||
| Armors | M | G | T | W | |||||||||
| Shield | - | 6 | 7+ | - | - | |||||||||
| Melee weapons | Rk | P | S | A | |||||||||
| Grimfang - Claws | 4 | -2 | -2 | -3 | 2 | |||||||||
| Mace | 5 | -2 | -3 | 4 | |||||||||
| Grimfang - Fangs | 6 | -2 | -3 | 1 | |||||||||
| Equipment | Armor, Grimfang, Mace, Claws, Fangs | ||||||||||||
| Base | 40mm Round | Individual model | |||||||||||
| Category | Rider Monster Skirmisher | Species | Gobelin | ||||||||||
| Keywords | Character Named Faction leader Leader | ||||||||||||
| Special rules | Light Mountaineer Scary Resilience Warlord Taking initiative Epic speach Counter attack Forced march Spoils of War Surprise Attack
+10.4pts | ||||||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.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. 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. Forced marchGrants a temporary bonus of +2M to his squad.The squad does not benefit from this bonus when it charges .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.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. 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. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. 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. | |||||||||||||
| Gorthrak | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 3" | 7 | 8+ | 5+ | 4 | 4+ | 9 | 10+ | ||||||||
| Pts | |||||||||||||
| Armors | M | G | T | W | |||||||||
| Shield | - | - | 6 | 7+ | - | - | ||||||||
| Melee weapons | Rk | P | S | A | |||||||||
| Mace | 5 | -2 | -3 | 4 | |||||||||
| Equipment | Armor, Mace | ||||||||||||
| Base | 25mm Round | Individual model | |||||||||||
| Category | Infantryman Skirmisher | Species | Gobelin | ||||||||||
| Keywords | Character Named Faction leader Leader | ||||||||||||
| Special rules | Light Mountaineer Resilience Warlord Taking initiative Epic speach Counter attack Forced march Spoils of War Surprise Attack
+8.3pts | ||||||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.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. 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. Forced marchGrants a temporary bonus of +2M to his squad.The squad does not benefit from this bonus when it charges .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. 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. | |||||||||||||
| Grornak | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| The Jester King -Grornak, eccentric goblin trickster, wields not armies but the stolen crown of Darkholm’s fallen kings. Mocked as a fool yet feared as a symbol, he survives through wit and guile. Beneath his laughter lies shrewd cunning—he may be the only one able to unite the fractured hordes. | |||||||||||||
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 3" | 7 | 8+ | 5+ | 4 | 6+ | 6 | 7+ | ||||||||
| Pts | |||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||
| Cleaver | 4 | -1 | - | 1 | |||||||||
| Equipment | Armor, Cleaver | ||||||||||||
| Base | 25mm Round | Individual model | |||||||||||
| Category | Infantryman Skirmisher | Species | Gobelin | ||||||||||
| Keywords | Character Named Faction leader Leader | ||||||||||||
| Special rules | Light Mountaineer Resilience Strategist Tactician Counter attack Mystic Symbol Horde leader | ||||||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.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. TacticianDuring the Movement Phase, when the character is activated, you can:
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. MysticGrants a temporary bonus of +2S to the melee weapons and throwing weapons of his squad.SymbolGrants a temporary bonus of +1B to up to the 5 eligible closest squads within 12''.Horde leaderFrom round 1, at the start of each round, and when deployed on the battlefield, this unit generates 1d2x5 Horde pts. This pool of points increases at the start of each round.At the start of each Tactical phase, the player may spend Horde pts from this pool to recruit units with the Horde special rule. These units can be immediately deployed following their normal deployment rules. If no units in your army with this special rule remain on the battlefield, all your Horde pts are lost. Units recruited under this rule do not count towards the army's total pts and their destruction does not award any Vp. 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. | |||||||||||||
| Skarruk | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Goblin Lord -Skarruk rules the Iron Claw Horde, the largest goblin faction in Darkholm, through paranoia and terror. His vast armies, bound by fear, sweep aside rivals in endless waves. Dreaming of a goblin empire to eclipse the dwarves of old, he crushes friend and foe alike beneath his claws. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 7 | 8+ | 5+ | 4 | 4+ | 10 | 11+ | |||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Shield | - | - | 6 | 7+ | - | - | |||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 4 | -4 | - | 4 | ||||||
| Equipment | Armor, Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Gobelin | |||||||
| Keywords | Character Elite Named Faction leader Leader | |||||||||
| Special rules | Light Mountaineer Fearsome Choleric Resilience General Instructor Authority Summary execution Reform the Ranks Symbol Horde leader | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.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.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. CholericEach model of this unit double it's A with all its weapons, when this unit is Shaken.If the unit becomes Shaken, during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), any additional attacks gained are added only after the exchange has been fully resolved and cannot be used immediately. Summary executionOnce per battle, just before the character's squad would be removed from the game due to a rout roll, add a permanent +2B bonus to the unit and inflict one wound per group.If the B bonus is sufficient to pass the rout roll, do not remove the squad from the game. SymbolGrants a temporary bonus of +1B to up to the 5 eligible closest squads within 12''.Horde leaderFrom round 1, at the start of each round, and when deployed on the battlefield, this unit generates 1d2x5 Horde pts. This pool of points increases at the start of each round.At the start of each Tactical phase, the player may spend Horde pts from this pool to recruit units with the Horde special rule. These units can be immediately deployed following their normal deployment rules. If no units in your army with this special rule remain on the battlefield, all your Horde pts are lost. Units recruited under this rule do not count towards the army's total pts and their destruction does not award any Vp. 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. | ||||||||||
| Vrakash | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Beastmaster -Vrakash, wandering goblin shaman, commands spiders, drakes, and beasts of the deep. Selling his loyalty to the highest bidder, he thrives on chaos, tipping battles with his monstrous allies. Distrusted yet indispensable, his fleeting allegiances make him both threat and opportunity. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 4" | 6+ | 4+ | 5 | 6+ | 7 | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Enchanted Staff | 3 | -2 | +2 | 1 | 2 | ||||||
| Spider - Poisoned Claws | 4 | -2 | -1 | -2 | 2 | ||||||
| Spider - Poisoned Fangs | 6 | -2 | 1 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Black magic | 6" | -3 | -5 | 1 | ||||||
| Equipment | Light armor, Spider, Enchanted Staff, Poisoned Claws, Poisoned Fangs, Black magic | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Monster | Species | Gobelin | |||||||
| Keywords | Character Named | |||||||||
| Special rules | Light Mountaineer Poison Scary Resilience Nature magic Adventurer Poisoning Poisonous decoction Beastmaster Healer | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.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+. 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. 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. 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. PoisoningBefore deployment begins, remove 1d3T from opposing units of your choice, with a total less than 150Pts.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored do not suffer the effects of this rule. Poisonous decoctionBefore the deployment, designate 1 squad and grant it this bonus:Poison Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds. Dead 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. BeastmasterBefore the deployment, designate 1 Monster unit and grant it +1T.This character can join an monster unit like a squad even if it's not a squad. Even if the unit is not a squad, the character may still grant it the bonuses that apply to squads. 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. 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. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. 1D3 WoundsMultiply each wound inflicted by this weapon by the result of a 1D3.MagicalEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).ProvidenceThis unit can re-roll failed attack rolls made with this weapon. WraithbaneIf the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1. | ||||||||||
| Vrakash dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 6 | 7+ | 3+ | 4 | 6+ | 7 | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Enchanted Staff | 3 | -2 | +2 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Black magic | 6" | -3 | -5 | 1 | ||||||
| Equipment | Light armor, Enchanted Staff, Black magic | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Gobelin | |||||||
| Keywords | Character Named | |||||||||
| Special rules | Light Mountaineer Poison Resilience Nature magic Adventurer Poisoning Poisonous decoction Beastmaster Healer | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.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+. 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. 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. 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. PoisoningBefore deployment begins, remove 1d3T from opposing units of your choice, with a total less than 150Pts.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored do not suffer the effects of this rule. Poisonous decoctionBefore the deployment, designate 1 squad and grant it this bonus:Poison Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds. Dead 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. BeastmasterBefore the deployment, designate 1 Monster unit and grant it +1T.This character can join an monster unit like a squad even if it's not a squad. Even if the unit is not a squad, the character may still grant it the bonuses that apply to squads. 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. 1D3 WoundsMultiply each wound inflicted by this weapon by the result of a 1D3.MagicalEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).ProvidenceThis unit can re-roll failed attack rolls made with this weapon. WraithbaneIf the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1. | ||||||||||
| Lord Infernalor | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Infernal Overlord -Lord Infernalor, hybrid of drakoth and wyvern, is terror incarnate. Leading the Infernal Legion of flamefiends, he wages brutal campaigns to bend Darkholm to his will. Cunning as he is monstrous, he dreams of unifying the fallen kingdom into a dominion of fire and darkness. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 6+ | 11+ | 32 | 5+ | 11+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Great Magical Blade - Sweep | 2 | -5 | -1 | 6 | ||||||
| Great Magical Blade | 2 | -3 | -7 | 6 | ||||||
| Great Claws | 3 | -3 | -7 | 3 | ||||||
| Equipment | Hard skin, Great Magical Blade, Great Claws | |||||||||
| Base | 64mm Round | Individual model | ||||||||
| Category | Monster | Species | Flamefiend | |||||||
| Keywords | Character Elite Named Faction leader | |||||||||
| Special rules | Terror Fly Regeneration Fierce charge Eternal hate Devastator Resilience Army of legends Symbol | |||||||||
TerrorThe rout rolls caused by their attacks and shots have a -3B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rules Fearsome and Scary. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. 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. RegenerationOnce per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.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.Eternal hateThey can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition.If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately. 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.Army of legendsIf this character is included in your army, you may recruit an unlimited number of rare non-character units in your army.SymbolGrants a temporary bonus of +1B to up to the 5 eligible closest squads within 12''.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. 1D6 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6.MagicalEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).ProvidenceThis unit can re-roll failed attack rolls made with this weapon. WraithbaneIf the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1. 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. | ||||||||||




