Infantry
Archers
Demolishers
Footmen
Guards
Kragling
Spearmen
Steelfort Footmen
Steelfort Spearmen
Skirmishers
Kragar Patrollers
Hunters
Skirmishers
Steelfort Warriors
War workers
Cavalry
Bloodfang riders
Grimfang Riders
Light Cavalry
Scouts
Monsters
Grimfangs
Armored Drakoth
Drakoth
Drakoth Warrior
Siege Drakoth
Artillery
Mangonel
Scorpios
Characters
Kragar chief
Champion
Chief
Great banner bearer
Great shaman
Shaman
Sorcerer
Steelfort Captain
Taskmaster
Tracker
Warchief
Shadowblade
Drakoth War drums
Named Characters
Skarn Bloodfang
Gholmar
Korgath
Zogar
Grokal
Dreadhold
infantry
| Archers | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5+ | 4 | 7 | 5+ | |||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Dagger | 5 | - | -1 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Bow | 12" | -2 | - | 1 | ||||||
| Equipment | Armor, Dagger, Bow | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Orc | |||||||
| Special rules | Squad Leader
+6pts | |||||||||
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. | ||||||||||
| Demolishers | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5+ | 4 | 7 | 5+ | |||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Heavy Two-Handed Axe | 4 | - | -4 | -5 | 1 | ||||||
| Equipment | Armor, Heavy Two-Handed Axe | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Orc | |||||||
| Special rules | Fanatic
+0pts Squad Leader
+6pts Hornblower
+4pts | |||||||||
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. HornblowerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Horn Add +3" to this unit's movement when it charges. Rallying Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round. FanaticThe A values of this unit's weapons are not halved, when this unit is Destabilized or Destroyed. | ||||||||||
| Footmen | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5+ | 6 | 7+ | 4 | 7 | 5+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | -0 | -1 | 1 | ||||||
| Axe | 3 | - | -2 | -3 | 1 | ||||||
| Equipment | Armor, Shield, Blade, Axe | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Orc | |||||||
| Special rules | Squad Leader
+5.8pts Banner bearer
+8pts Drummer
+2.5pts | |||||||||
Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. 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. | ||||||||||
| Guards | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5+ | 6 | 7+ | 4 | 7 | 5+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Halberd | 1 | - | -2 | -3 | 1 | ||||||
| Blade | 3 | -2 | -0 | -1 | 1 | ||||||
| Equipment | Armor, Shield, Halberd, Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Orc | |||||||
| Special rules | Squad Leader
+5.4pts Banner bearer
+8pts Drummer
+2.5pts | |||||||||
Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. 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. | ||||||||||
| Kragling | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4+ | 4 | 6 | 2+ | |||||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Shield | - | - | 5 | 6+ | - | - | |||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -1 | -0 | -1 | 1 | ||||||
| Axe | 3 | +1 | -2 | -3 | 1 | - | |||||
| Equipment | Light armor, Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Orc | |||||||
| Keywords | Rookie | |||||||||
| Special rules | Horde | |||||||||
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. 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. | ||||||||||
| Spearmen | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5+ | 4 | 7 | 5+ | |||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Spear | 1 | -1 | -2 | -3 | 1 | ||||||
| Cleaver | 3 | -1 | -1 | -2 | 1 | +0.4 | |||||
| Blade | 3 | -2 | -0 | -1 | 1 | +0.2 | |||||
|
Melee fighter
|
||||||||||
| Two-Handed Halberd | 1 | - | -3 | -4 | 1 | +0.2 | |||||
|
Wall of Spears
|
||||||||||
| Equipment | Armor, Two-Handed Spear | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Orc | |||||||
| Special rules | Squad Leader
+6.2pts Banner bearer
+6.5pts Drummer
+3pts | |||||||||
Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. 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. | ||||||||||
| Steelfort Footmen | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 2.5" | 4 | 5+ | 7 | 8+ | 4 | 7 | 5+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | -1 | -2 | 1 | ||||||
| One-handed Weapon | 3 | -1 | -2 | 1 | ||||||
| Equipment | Heavy armor, Shield, One-handed Weapon, Spear | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Orc | |||||||
| Special rules | Shield wall Warrior Chant Squad Leader
+4.6pts Banner bearer
+7pts Drummer
+7pts | |||||||||
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. Warrior ChantRout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken.Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. 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. | ||||||||||
| Steelfort Spearmen | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 2.5" | 4 | 5+ | 6+ | 4 | 7 | 5+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Spear | 1 | -1 | -3 | 1 | ||||||
| Equipment | Heavy armor, Two-Handed Spear | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Orc | |||||||
| Special rules | Motivated Squad Leader
+4.6pts Banner bearer
+7pts Hornblower
+6pts | |||||||||
MotivatedWhen this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1.Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. HornblowerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Horn Add +3" to this unit's movement when it charges. Rallying Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round. | ||||||||||
skirmishers
| Kragar Patrollers | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5 | 6+ | 5+ | 4 | 8 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 3 | -1 | -2 | 1 | ||||||
| Heavy Two-Handed Axe | 4 | - | -5 | 1 | +1.6 | |||||
|
Heavy Wounds
|
||||||||||
| Equipment | Armor, Cleaver | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Kragar | |||||||
| Special rules | Furtive Ambusher
+1pts Vanguard
+0pts Squad Leader
+11.7pts Hornblower
+3.5pts | |||||||||
FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.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. HornblowerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Horn Add +3" to this unit's movement when it charges. Rallying Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round. AmbusherOccupy the fieldDuring deployment, this unit may be deployed in an unoccupied cover within the no man's land. AmbushedAlternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase. Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll. Reinforcement Flanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. 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. | ||||||||||
| Hunters | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 6 | 7+ | 4+ | 4 | 6+ | 7 | 5+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Poisoned Dagger | 5 | -1 | 1 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Bow | 12" | -3 | - | 1 | ||||||
| Poisoned Bow | 12" | -4 | - | 1 | +0.4 | |||||
|
Poison
|
||||||||||
| Equipment | Light armor, Poisoned Dagger, Bow | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Orc | |||||||
| Special rules | Furtive Hunter Forester Mountaineer Ambusher
+0.6pts Scout
+14pts Squad Leader
+26.5pts | |||||||||
FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.HunterWhen this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered 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. 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+ | 4 | 7 | 5+ | |||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | -0 | -1 | 1 | ||||||
| Axe | 3 | - | -2 | -3 | 1 | -0.2 | |||||
| Ranged weapons | Rg | P | S | A | ||||||
| Javelins | 6" | -2 | -1 | 1 | +2.2 | |||||
|
Heavy Wounds Throwing weapon
|
||||||||||
| Equipment | Light armor & Shield, Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Orc | |||||||
| Special rules | Harassment master Squad Leader
+8.6pts | |||||||||
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. 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. | ||||||||||
| Steelfort Warriors | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 2.5" | 4 | 6+ | 7 | 8+ | 4 | 7 | 5+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | -1 | 1 | ||||||
| Axe | 3 | - | -3 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Javelin | 3" | - | -1 | 1 | +1 | |||||
|
Heavy Wounds Throwing weapon
|
||||||||||
| Equipment | Heavy armor, Shield, Blade, Axe | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Orc | |||||||
| Special rules | Urban warfare Choleric Ambusher
+1.6pts Squad Leader
+7.6pts | |||||||||
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. 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. 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. 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. | ||||||||||
| War workers | |||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | |||||||||||||||||||||||||||
| 3" | 4 | 5+ | 3+ | 4 | 6 | 2+ | |||||||||||||||||||||||||||||
| Pts | |||||||||||||||||||||||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||||||||||||||||||||||
| Axe | 3 | +1 | -2 | -3 | 1 | |||||||||||||||||||||||||||||
| Pickaxe | 4 | +1 | -4 | -5 | 1 | |||||||||||||||||||||||||||||
| Heavy Two-Handed Axe | 4 | +1 | -4 | -5 | 1 | +0.4 | ||||||||||||||||||||||||||||
|
Heavy Wounds
|
|||||||||||||||||||||||||||||||||
| Equipment | Skin, Axe, Pickaxe | ||||||||||||||||||||||||||||||||
| Base | 25mm Round | Individual model | |||||||||||||||||||||||||||||||
| Category | Infantryman Skirmisher | Species | Orc | ||||||||||||||||||||||||||||||
| Keywords | Rookie | ||||||||||||||||||||||||||||||||
| Special rules | Combat Engineering Scout
+14pts | ||||||||||||||||||||||||||||||||
Combat EngineeringEntities with this special rule became Engineering Entities.Once terrain has been placed on the battlefield, activate your Engineering entities one by one, starting with the first player. This Engineering entity may be activated up to 3 times. Each activation can either:
When a terrain element is added, removed, or replaced, place, remove, or replace it immediately during the unit’s activation. Any terrain element added or modified before the deployement must follow the scenario’s placement rules. It cannot be placed in a forbidden zone, and placing it in a zone requiring twice the Scp requires an additional Skill Roll of 4+. A replaced terrain element must use the same base and remain in the same area. If they haven't used this skill before deployment, they can use it twice per battle (once a round), when activated during the Tactical phase on a terrain element within 1". Whether or not the skill roll is successful, the unit will be considered exhausted. Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. Scout+4Scp per Scout entity.For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp | |||||||||||||||||||||||||||||||||
cavalry
| Bloodfang riders | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 4" | 5+ | 8 | 6+ | 10 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Spear (mounted) | 2 | -2 | -4 | -6 | 2 | ||||||
| Blade | 3 | -3 | -2 | -3 | 2 | ||||||
| Grimfang - Claws | 4 | -2 | -2 | -3 | 2 | ||||||
| Grimfang - Fangs | 6 | -2 | -3 | 1 | ||||||
| Equipment | Armor, Grimfang, Two-Handed Spear (mounted), Blade, Claws, Fangs | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Monster | Species | Kragar | |||||||
| Keywords | Rare Elite | |||||||||
| Special rules | Light Scary Reinforcement
+6.2pts | |||||||||
LightSlowdowns due to terrain zones are reduced by 1 for this unit.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.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. 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. | ||||||||||
| Bloodfang riders dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 6+ | 4 | 5+ | 10 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Spear | 1 | -2 | -4 | 2 | ||||||
| Blade | 3 | -3 | -2 | 2 | ||||||
| Equipment | Armor, Two-Handed Spear, Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Kragar | |||||||
| Keywords | Rare Elite | |||||||||
| Special rules | Light Reinforcement
+4pts | |||||||||
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. 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. 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. | ||||||||||
| Grimfang Riders | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 4" | 5+ | 8 | 7 | 5+ | |||||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Shield | - | - | 6 | 7+ | - | - | |||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear (mounted) | 2 | -1 | -1 | -4 | 1 | ||||||
| Blade | 3 | -2 | -0 | -2 | 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, Grimfang, Blade, Spear (mounted), Claws, Fangs, Small Bow | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Monster | Species | Orc | |||||||
| Special rules | Scary Vanguard
+0.6pts Reinforcement
+3.4pts Squad Leader
+24.3pts Hornblower
+17pts | |||||||||
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. 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. HornblowerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Horn Add +3" to this unit's movement when it charges. Rallying Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round. 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. 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. | ||||||||||
| Grimfang Riders dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5+ | 4+ | 4 | 7 | 5+ | ||||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Shield | - | - | 5 | 6+ | - | - | |||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | -1 | -1 | -2 | 1 | ||||||
| Blade | 3 | -2 | -0 | -1 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Small Bow | 9" | -2 | - | 1 | ||||||
| Equipment | Light armor, Blade, Spear, Small Bow | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Orc | |||||||
| Special rules | Vanguard
+0pts Reinforcement
+0.6pts Squad Leader
+7.8pts Hornblower
+4pts | |||||||||
Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. HornblowerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Horn Add +3" to this unit's movement when it charges. Rallying Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round. 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. 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
| Scouts | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 4" | 5 | 6+ | 4+ | 8 | 7 | 5+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Grimfang - Claws | 4 | -2 | -2 | -3 | 2 | ||||||
| Dagger | 5 | - | -1 | -2 | 1 | ||||||
| Grimfang - Fangs | 6 | -2 | -3 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Small Bow | 9" | -2 | - | 1 | ||||||
| Equipment | Lighter armor, Grimfang, Dagger, Claws, Fangs, Small Bow | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher Monster | Species | Orc | |||||||
| Special rules | Vanguard Scout Furtive Scary Fake retreat
+6pts Squad Leader
+42.4pts | |||||||||
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. 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. | ||||||||||
| Scouts dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3.5" | 6 | 7+ | 2+ | 4 | 7 | 5+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Dagger | 5 | - | -1 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Small Bow | 9" | -2 | - | 1 | ||||||
| Equipment | Lighter armor, Dagger, Small Bow | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Orc | |||||||
| Special rules | Vanguard Scout Furtive Fake retreat
+4.5pts Squad Leader
+30.3pts | |||||||||
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.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. | ||||||||||
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 Drakoth | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4+ | 11 | 12+ | 24 | 9 | 6+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Great Mace - Sweep | 3 | -2 | 4 | |||||||
| Great Mace | 3 | - | -8 | 4 | ||||||
| Great Claws | 3 | -2 | -5 | 4 | ||||||
| Great Spear | 0 | -1 | -6 | 4 | -10.6 | |||||
|
Wall of Spears 1D6 Wounds
|
||||||||||
| Great Cleaver | 2 | -1 | -6 | 4 | -19 | |||||
|
1D6 Wounds
|
||||||||||
| Equipment | Armor, Shield, Great Mace, 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 | |||||||||
| 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.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.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. | ||||||||||
| Drakoth | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4+ | 9+ | 24 | 8 | 5+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Great Claws | 3 | -2 | -5 | 4 | ||||||
| Heavy Great Two-Handed Mace | 4 | - | -10 | 4 | ||||||
| Heavy Great Two-Handed Mace - Sweep | 4 | -2 | -4 | 4 | ||||||
| Great Mace | 3 | - | -8 | 4 | -29 | |||||
|
1D6 Wounds
|
||||||||||
| Equipment | Light armor, Great Claws, Heavy Great Two-Handed Mace | |||||||||
| Base | 64mm Round | Individual model | ||||||||
| 140mm (5.5'') Round tray | 2 Groups | x2 Models | Model bases 64mm | |||||||
| Category | Monster | Species | Drakoth | |||||||
| Keywords | Elite | |||||||||
| 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 1D6.1D10 WoundsMultiply each wound inflicted by this weapon by the result of a 1D10. | ||||||||||
| Drakoth Warrior | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4+ | 10+ | 24 | 8 | 5+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Great Long Blade | 1 | -2 | -6 | 4 | ||||||
| Great Claws | 3 | -2 | -5 | 2 | ||||||
| Equipment | Armor, Great Long Blade, 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 | |||||||||
| Special rules | Scary Regeneration Sweep?? | |||||||||
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.Sweep??Before each attack, you can modify the weapon's profile, thereby doubling your A, but the target gets +3T against this attack.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.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. | ||||||||||
| Siege Drakoth | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4+ | 8+ | 24 | 8 | 5+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Great Claws | 3 | -2 | -5 | 4 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Great Stones | 9" | +1 | -4 | 1 | ||||||
| Equipment | Great Claws, Great Stones | |||||||||
| Base | 64mm Round | Individual model | ||||||||
| Category | Monster | Species | Drakoth | |||||||
| Keywords | Elite | |||||||||
| 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.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
| Mangonel | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 1" | 5+ | 5 | 8+ | 9 | 7 | 5+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| One-handed Weapon | 3 | -1 | -1 | -2 | 3 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Mangonel - Rocks | 18" | - | -12 | 0.5 | ||||||
| Mangonel - Fire Balls | 12" | - | -1 | 8 | ||||||
| Equipment | Armor, Pavois, One-handed Weapon, Mangonel - Rocks, Mangonel - Fire Balls | |||||||||
| Base | 95x120mm Oval | Individual model | ||||||||
| Category | Artillery | Species | Orc | |||||||
| Keywords | Elite | |||||||||
| Special rules | ||||||||||
TraumaticThe rout rolls caused by their shots have a -1B bonus.4D6 WoundsMultiply each wound inflicted by this weapon by the result of a 4D6.PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach time you inflict wounds with this weapon, and after all eventual saves, on a 6+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds. Slow ReloadWhen this weapon rolls 1 on one of its attack rolls, the next time this unit performs the action shot with this weapon, it will not roll any attack roll; the unit will reload instead. It will still be exhausted.If this weapon has an A value of 0.5 and you want to reload to fire with an attack value of 1 (see Rounding), you must reload during an additional activation. After the reload complete, this unit will be able to shoot normally with this weapon, until it get 1 again on one of its attack rolls. | ||||||||||
| Scorpios | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 1" | 5+ | 5 | 8+ | 8 | 7 | 5+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| One-handed Weapon | 3 | -1 | -1 | -2 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Scorpio - Arrows | 15" | -2 | -4 | 1 | ||||||
| Equipment | Armor, Pavois, One-handed Weapon, Scorpio - Arrows | |||||||||
| Base | 50mm Round | Individual model | ||||||||
| Category | Artillery | Species | Orc | |||||||
| Special rules | ||||||||||
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. | ||||||||||
characters
| Kragar chief | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 8 | 9+ | 6+ | 4 | 4+ 6+ | 10 | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Cleaver | 3 | -3 | 3 | |||||||
| Heavy Two-Handed Axe | 4 | -2 | -6 | 3 | +9.6 | |||||
|
Heavy Wounds
|
||||||||||
| Equipment | Armor, Cleaver | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Kragar | |||||||
| Keywords | Character | |||||||||
| Special rules | Furtive Hunter Forester Mountaineer Adventurer Inspiration Assassin
+3.6pts Ambusher
+8.8pts Scout
+14pts | |||||||||
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 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. 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. 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. 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 | ||||||||||
| Champion | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 8 | 9+ | 4 | 4+ 6+ | 10 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mace | 4 | -2 | -5 | -6 | 4 | ||||||
| Blade | 3 | -4 | -2 | -3 | 4 | -2.2 | |||||
|
Melee fighter
|
||||||||||
| Equipment | Armor, Shield, Mace | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Orc | |||||||
| Keywords | Character Elite | |||||||||
| Special rules | Eternal hate Melee fighter Deadly dance Adventurer Inspiration | |||||||||
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. 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. 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. Deadly danceEach time it rolls a natural 6 on an attack roll in melee, this unit may make 1 additional attack roll.Natural 6s on these additional attack rolls do generate extra attack rolls. | ||||||||||
| Chief on grimfang | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 4" | 6 | 7+ | 12 | 5+ | 10 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Axe | 3 | -1 | -3 | -5 | 3 | ||||||
| Alpha grimfang - Claws | 4 | -2 | -2 | -3 | 4 | ||||||
| Alpha grimfang - Fangs | 6 | -2 | -3 | 2 | ||||||
| Blade | 3 | -3 | -1 | -3 | 3 | - | |||||
|
Melee fighter
|
||||||||||
| Spear (mounted) | 2 | -2 | -2 | -5 | 3 | +1.6 | |||||
|
Anti cavalry
|
||||||||||
| Equipment | Armor, Shield, Alpha grimfang, Axe, Claws, Fangs | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Monster Skirmisher | Species | Orc | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Veteran Scary Cacique | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.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. 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. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls. | ||||||||||
| Chief | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 7 | 8+ | 4 | 5+ 6+ | 10 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Axe | 3 | -1 | -3 | -4 | 3 | ||||||
| Blade | 3 | -3 | -1 | -2 | 3 | +0.6 | |||||
|
Melee fighter
|
||||||||||
| Spear | 1 | -2 | -2 | -3 | 3 | +1.8 | |||||
|
Wall of Spears
|
||||||||||
| Equipment | Armor, Shield, Axe | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Orc | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Veteran Cacique | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.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. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. | ||||||||||
| Great banner bearer | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 7 | 8+ | 6+ | 4 | 6+ | 9 | 7+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | -0 | -1 | 1 | ||||||
| Equipment | Armor, Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Orc | |||||||
| Keywords | Character Rare | |||||||||
| Special rules | Great banner | |||||||||
Great bannerGrants the following temporary bonus to up to the 5 eligible closest squads within 12''.Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. | ||||||||||
| Great shaman | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 7 | 8+ | 5+ | 4 | 6+ | 8 | 6+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Poisoned Spear | 1 | -1 | -2 | -3 | 2 | ||||||
| Equipment | Light armor, Two-Handed Poisoned Spear | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Orc | |||||||
| Keywords | Character Rare | |||||||||
| Special rules | Curse Poisoning Poisonous decoction Painkiller Mystic Healer | |||||||||
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. 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. 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. | ||||||||||
| Shaman | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 7 | 8+ | 5+ | 4 | 6+ | 7 | 5+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Poisoned Spear | 1 | -1 | -2 | -3 | 1 | ||||||
| Equipment | Light armor, Two-Handed Poisoned Spear | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Orc | |||||||
| Keywords | Character | |||||||||
| Special rules | Poisonous decoction Speach Healer | |||||||||
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. 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. | ||||||||||
| Sorcerer | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 6 | 7+ | 4+ | 4 | 6+ | 8 | 6+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Enchanted Staff | 2 | -1 | -0 | -1 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Magical strike | 6" | -1 | 4 | |||||||
| Equipment | Light armor, Two-Handed Enchanted Staff, Magical strike | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Orc | |||||||
| Keywords | Character | |||||||||
| Special rules | Sorcery | |||||||||
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. EnchantedEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).LuckThis unit can re-roll attack rolls made with this weapon with a natural result of 1. WraithbaneIf the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1. MagicalEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).ProvidenceThis unit can re-roll failed attack rolls made with this weapon. WraithbaneIf the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1. | ||||||||||
| Steelfort Captain | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 2.5" | 6 | 8+ | 7+ | 4 | 5+ 6+ | 11 | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Heavy Axe | 4 | -1 | -5 | 3 | ||||||
| Equipment | Heavy armor, Heavy Axe | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Orc | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Veteran Officer Authority No mercy | |||||||||
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.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. 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. | ||||||||||
| Taskmaster | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 2.5" | 5 | 7+ | 7+ | 4 | 5+ | 8 | 6+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mace | 4 | - | -4 | -5 | 3 | ||||||
| Whip | 1 | -1 | -0 | -1 | 2 | +1 | |||||
|
Mount Attacks
|
||||||||||
| Equipment | Heavy armor, Mace | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Orc | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Veteran Taskmaster Summary execution Horde leader Beastmaster
+6.5pts | |||||||||
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. 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. 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. | ||||||||||
| Tracker on grimfang | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 4" | 6 | 7+ | 5+ | 12 | 6+ | 9 | 7+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Grimfang - Claws | 4 | -2 | -2 | -3 | 2 | ||||||
| Dagger | 5 | -2 | -2 | -3 | 3 | ||||||
| Grimfang - Fangs | 6 | -2 | -3 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Poisoned Bow | 12" | -5 | - | 2 | ||||||
| Equipment | Light armor, Grimfang, Dagger, Claws, Fangs, Poisoned Bow | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Monster Skirmisher | Species | Orc | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Furtive Hunter Commando Eternal hate Scary Tracker Ambusher
+7pts | |||||||||
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. 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. 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. 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. | ||||||||||
| Tracker | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 8 | 9+ | 5+ | 4 | 5+ | 9 | 7+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Dagger | 5 | -2 | 3 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Poisoned Bow | 12" | -5 | - | 2 | ||||||
| Equipment | Light armor, Dagger, Poisoned Bow | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Orc | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Furtive Hunter Commando Eternal hate Tracker Ambusher
+1pts | |||||||||
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. 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. 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. 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. | ||||||||||
| Warchief on grimfang | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 4" | 6 | 7+ | 12 | 5+ 6+ | 10 | 8+ | |||||||||
| Pts | |||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||
| Blade | 3 | -4 | -1 | -3 | 4 | |||||||||
| Alpha grimfang - Claws | 4 | -2 | -2 | -3 | 4 | |||||||||
| Alpha grimfang - Fangs | 6 | -2 | -3 | 2 | |||||||||
| Warhammer | 3 | -1 | -4 | -6 | 4 | +2.8 | ||||||||
| Spear (mounted) | 2 | -3 | -2 | -5 | 4 | +2.4 | ||||||||
|
Anti cavalry
|
|||||||||||||
| Equipment | Armor, Shield, Alpha grimfang, Blade, Claws, Fangs | ||||||||||||
| Base | 40mm Round | Individual model | |||||||||||
| Category | Rider Monster Skirmisher | Species | Orc | ||||||||||
| Keywords | Character Leader | ||||||||||||
| Special rules | Veteran Scary Warlord Taking initiative Epic speach | ||||||||||||
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. VeteranThis unit ignores the result of the first rout roll it suffers.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. Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls. | |||||||||||||
| Warchief | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 3" | 7 | 8+ | 4 | 4+ | 10 | 8+ | |||||||||
| Pts | |||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||
| Blade | 3 | -4 | -1 | -2 | 4 | |||||||||
| Warhammer | 3 | -1 | -4 | -5 | 4 | +3.8 | ||||||||
| Spear | 1 | -3 | -2 | -3 | 4 | +1.4 | ||||||||
|
Wall of Spears
|
|||||||||||||
| Equipment | Armor, Shield, Blade | ||||||||||||
| Base | 25mm Round | Individual model | |||||||||||
| Category | Infantryman Skirmisher | Species | Orc | ||||||||||
| Keywords | Character Leader | ||||||||||||
| Special rules | Veteran Warlord Taking initiative Epic speach | ||||||||||||
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. VeteranThis unit ignores the result of the first rout roll it suffers.Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. | |||||||||||||
| Shadowblade | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3.5" | 8 | 9+ | 3+ | 4 | 3+ 5+ | 31 | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Poisoned Long Blade | 2 | -4 | -2 | 2 | ||||||
| Equipment | Armor, Poisoned Long Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Wraith | |||||||
| Keywords | Character Undead | |||||||||
| Special rules | Scary Devastator Wraith Furtive Fury Assassin Shadow Lone Wolf Symbol Ambusher
+12.8pts Poisoning
+65pts | |||||||||
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.WraithEach model in the unit must make a Critical Damage Roll when moving over an water area.Unliving They are immune to all rules involving poison or disease. They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. 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.FuryThey can reroll failed melee attack rolls.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. Lone WolfWhen 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. ShadowWhen this unit is activated during the Tactical phase, if it is not encircled, you may remove it from play and place it in reserve.It cannot be redeployed during this turn and the following turn. Starting from the turn after that, it may be redeployed as is, using its normal deployment rules. SymbolGrants a temporary bonus of +1B to up to the 5 eligible closest squads within 12''.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. 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. 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. | ||||||||||
| Drakoth War drums | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5+ | 8+ | 32 | 8 | 5+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Great Claws | 3 | -2 | -5 | 2 | ||||||
| Equipment | Skin, Great Claws | |||||||||
| Base | 64mm Round | Individual model | ||||||||
| Category | Monster | Species | Drakoth | |||||||
| Keywords | Character Elite | |||||||||
| Special rules | Scary Regeneration War drums | |||||||||
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.War drumsGrants the following temporary bonus to up to the 9 eligible closest squads within 24''.Drum +1M. 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. | ||||||||||
named characters
| Skarn Bloodfang on grimfang | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| The Grimfang Rider -Skarn, scarred master of wolf-mounted warfare, leads his savage pack across Dreadhold’s mountains. Loyal to Agramon without question, he hunts rebels and traitors with ruthless precision, his Grimfangs tearing through foes until nothing remains but blood and silence. | |||||||||||||
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 4" | 6 | 7+ | 12 | 5+ 6+ | 11 | 10+ | |||||||||
| Pts | |||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||
| Spear (mounted) | 2 | -3 | -3 | -5 | 4 | |||||||||
| Blade | 3 | -4 | -2 | -3 | 4 | |||||||||
| Alpha grimfang - Claws | 4 | -2 | -2 | -3 | 4 | |||||||||
| Alpha grimfang - Fangs | 6 | -2 | -3 | 2 | |||||||||
| Ranged weapons | Rg | P | S | A | |||||||||
| Small Bow | 9" | -4 | - | 2 | |||||||||
| Equipment | Armor, Shield, Alpha grimfang, Spear (mounted), Blade, Claws, Fangs, Small Bow | ||||||||||||
| Base | 40mm Round | Individual model | |||||||||||
| Category | Rider Monster Skirmisher | Species | Kragar | ||||||||||
| Keywords | Character Elite Named Leader | ||||||||||||
| Special rules | Scary Resilience Warlord Taking initiative Epic speach Devastating charge Reinforcement
+13.6pts | ||||||||||||
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. Devastating chargeGrants the following temporary bonus to his squad.Rage When charging, they can reroll failed melee attack rolls. 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. Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.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. 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. | |||||||||||||
| Skarn Bloodfang | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 3" | 7 | 8+ | 4 | 4+ | 11 | 10+ | |||||||||
| Pts | |||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||
| Spear | 1 | -3 | 4 | ||||||||||
| Blade | 3 | -4 | -2 | 4 | |||||||||
| Ranged weapons | Rg | P | S | A | |||||||||
| Small Bow | 9" | -4 | - | 2 | |||||||||
| Equipment | Armor, Shield, Spear, Blade, Small Bow | ||||||||||||
| Base | 25mm Round | Individual model | |||||||||||
| Category | Infantryman Skirmisher | Species | Kragar | ||||||||||
| Keywords | Character Elite Named Leader | ||||||||||||
| Special rules | Resilience Warlord Taking initiative Epic speach Devastating charge Reinforcement
+7.2pts | ||||||||||||
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. Devastating chargeGrants the following temporary bonus to his squad.Rage When charging, they can reroll failed melee attack rolls. ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. 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. | |||||||||||||
| Gholmar on grimfang | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Dark Mage -Gholmar, twisted sorcerer of Dreadhold, is scarred by forbidden magic. Second only to Agramon in arcane mastery, he forges weapons and war machines infused with dark power. Feared even by his kin, whispers claim he has traded his soul to beings older than the mountains. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 4" | 6 | 7+ | 5+ | 12 | 6+ | 8 | 6+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear (mounted) | 2 | -2 | -1 | -4 | 2 | ||||||
| Grimfang - Claws | 4 | -2 | -2 | -3 | 2 | ||||||
| Dagger | 5 | -1 | -1 | -2 | 2 | ||||||
| Grimfang - Fangs | 6 | -2 | -3 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Black magic | 6" | -3 | -5 | 1 | ||||||
| Equipment | Armor, Grimfang, Spear (mounted), Dagger, Claws, Fangs, Black magic | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Monster Skirmisher | Species | Orc | |||||||
| Keywords | Character Named | |||||||||
| Special rules | Scary Resilience Sorcery Shadow sorcery Curse Enchantment | |||||||||
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. 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. 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+. 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. 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. Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.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. | ||||||||||
| Gholmar | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 6 | 7+ | 5+ | 4 | 5+ | 8 | 6+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | -2 | -1 | -2 | 2 | ||||||
| Dagger | 5 | -1 | 2 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Black magic | 6" | -3 | -5 | 1 | ||||||
| Equipment | Armor, Spear, Dagger, Black magic | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Orc | |||||||
| Keywords | Character Named | |||||||||
| Special rules | Resilience Sorcery Shadow sorcery Curse Enchantment | |||||||||
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. 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. 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+. 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. ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. 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.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. | ||||||||||
| Korgath | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| The Unyielding -Korgath, general of the Iron Legions, is a living fortress clad in black iron. His will is absolute, his tactics brutal, and under his command countless foes have been crushed. Paranoid and merciless, he trusts no one, knowing in Dreadhold even allies sharpen daggers in the dark. | |||||||||||||
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 2.5" | 6 | 8+ | 8 | 9+ | 4 | 4+ 6+ | 13 | 11+ | ||||||||
| Pts | |||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||
| Blade | 3 | -4 | -2 | -3 | 4 | |||||||||
| Equipment | Heavy armor, Shield, Blade | ||||||||||||
| Base | 25mm Round | Individual model | |||||||||||
| Category | Infantryman Skirmisher | Species | Orc | ||||||||||
| Keywords | Character Named Faction leader Leader | ||||||||||||
| Special rules | Steadfast warrior Resilience General Tactician Instructor Authority Summary execution Reform the Ranks | ||||||||||||
GeneralOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:Determined This unit ignores the first wound (after all the multiplications and save rolls) it suffers each round on a skill roll of 2+ on 1d6. If it is a squad composed of 2 groups, it instead ignores the first two wounds it suffers each round on a skill roll of 2+ on 1d6. Be on your guard +2Sv. You can attempt to negate each wound suffered by the target by succeeding on a save roll of 5+ on 1d6. If you have a total of more than 1Sv, refer to the save roll rule in the rulebook. Coordination When the character's squad is activated, during the Movement or the Shooting Phase, up to 4 eligible friendly units within 8'' from him at the beginning of the activation can be activated consecutively. Your opponent can only react to these consecutive activations. For example, you activate your character's unit, your opponent reacts to this activation, then you activate one of the adjacent units, and your opponent does not react, then you activate the second adjacent unit and your opponent reacts, and so on until activations resume their normal course. InstructorBefore the deployment, designate 1 squad and grant it +1Sv.You can attempt to negate each wound suffered by the target by succeeding on a save roll of 6+ on 1d6. If you have a total of more than 1Sv, refer to the save roll rule in the rulebook. AuthorityGrants a temporary bonus of +4B for the control rolls of his squad.Reform the RanksOnce per battle, during the Tactical phase, if two squads anywhere on the battlefield:
Then, they may merge into a single squad by combining their remaining W. The newly formed squad should be placed as centrally as possible between the original squads. This newly formed squad cannot be activated this round but can react .One of the two original squads is considered eliminated and is added to the army’s losses. The max W and the condition of the the newly formed squad is reset, but it must make Rout Rolls again if it suffers further degradation. If the newly formed squad exceeds the limit of one character per squad, the excess characters (chosen by the squad's owner) are not included in the new squad. These character are considered to have lost their squad but do not have to take a Rout Roll for it.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. TacticianDuring the Movement Phase, when the character is activated, you can:
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. 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. | |||||||||||||
| Zogar | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Overseer -Zogar the Fat, master of Steelfort’s forges, drives the endless toil that arms Agramon’s legions. A brutal taskmaster and peerless smith, he dreams of crafting a war machine to conquer the world. Cold, calculating, and ambitious, he rules his forges with fear and fire. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 2.5" | 6 | 8+ | 7+ | 4 | 5+ | 9 | 7+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Spear | 1 | -2 | -3 | -4 | 2 | ||||||
| Mastercrafted Blade | 3 | -4 | -2 | -3 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Heavy Crossbow | 12" | -4 | -3 | 1 | +1.3 | |||||
|
Heavy Wounds
|
||||||||||
| Equipment | Heavy armor, Two-Handed Spear, Mastercrafted Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Orc | |||||||
| Keywords | Character Elite Named | |||||||||
| Special rules | Favorable omens Resilience Logistician Artillery Master Resupply Summon Renowned blacksmith | |||||||||
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. Artillery MasterThis character can join an artillery 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.Once a round when activated during the Tactical phase, you can choose one of these special rules, your character provides the following temporary bonus to his artillery unit until the end of the round. Only hidden characters can use this special rule. +1P. +1S. Repairer Once per round, when activated during the Tactical phase, this unit can repair an allied Artillery unit within 1''. The targeted unit recovers 1d3W if no ennemy unit is within 1'' of both units. Using this rule this unit may not be activated or react during the other phases of this round. Renowned blacksmithBefore the deployment, designate 1 squad and grant it +1S to melee weapons and throwing weapons.Favorable omensFavorable omensYou can attempt to negate each wound suffered by the target by succeeding on a save roll of 4+ on 1d6. However, on the first failure, this special rule remains unusable until the end of the battle. This resilience save is always used as a last resort, after all other save rolls. ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. 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. | ||||||||||
| Grokal | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Bloodthirst -Grokal, towering chieftain of the Drakoth, has led his kin in Agramon’s wars for centuries. Though chained by loyalty, he remembers when the Drakoth ruled the mountains as masters. Fierce and brutal, he waits for the day his people rise again to reclaim their ancient dominion. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 6+ | 11+ | 32 | 5+ | 10 | 7+ | |||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Shield | - | - | 12 | 13+ | - | +13 | |||||
| Melee weapons | Rk | P | S | A | ||||||
| Great Blade | 2 | -3 | -6 | 6 | ||||||
| Great Claws | 3 | -3 | -6 | 6 | ||||||
| Great Warhammer | 2 | - | -9 | 6 | +32.4 | |||||
|
1D6 Wounds
|
||||||||||
| Equipment | Armor, Great Blade, Great Claws | |||||||||
| Base | 64mm Round | Individual model | ||||||||
| Category | Monster | Species | Drakoth | |||||||
| Keywords | Character Elite Named Leader | |||||||||
| Special rules | Scary Regeneration Resilience 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. 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.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. | ||||||||||




