Infantry
Royal Guards
Archers
Citadel Guards
Citadel Marksmen
Conscripts
Heavy Archers
Heavy footmen
Men-at-arms
Skirmishers
Obsidian Guards
Rangers
Cavalry
Knights
Cavalrymen
Light Cavalry
Light cavalrymen
Monsters
War eagles
Artillery
Balista
Catapult
Scorpios
Characters
Captain
Citadel Commander
General
Great banner bearer
High priest
Lieutenant
Mage
Obsidian Captain
Priest
Quartermaster
Tracker
Named Characters
Anzareth
Erlathion
King Valtherion
Lady Serathis
Lord Vaelthir
Vlandor
infantry
| Royal Guards | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 2.5" | 5 | 6+ | 8 | 9+ | 4 | 5+ | 10+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | -3 | 1 | |||||||
| Blade | 3 | -4 | -2 | 1 | ||||||
| Equipment | Heavy armor, Shield, Spear, Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Eldrakar | |||||||
| Keywords | Rare Elite | |||||||||
| Special rules | Steadfast warrior Bodyguard Squad Leader
+12.2pts Banner bearer
+7pts Hornblower
+14.5pts | |||||||||
Steadfast warriorUnits that benefit from this rule are immune to the effects of all special rules that reduce their B or offer bonuses on their rout rolls.Veteran This unit ignores the result of the first rout roll it suffers. Bodyguard+2B when a character (except the Squad Leader) is inside the squad.In addition, characters in the unit, (except the Squad Leader), gain an extra +1G from Protection. This bonus does not apply while the character is in a Duel. Personal BodyguardIf a character benefits from this special rule, he gains +2B when another character is inside his squad. As long as a character with the Bodyguard rule is in the squad, the other character in that squad cannot be targeted, even by units that can normally target characters, unless he initiate a Duel himself. Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. HornblowerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Horn Add +3" to this unit's movement when it charges. Rallying Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round. | ||||||||||
| Archers | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5+ | 4 | 7+ | |||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | - | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Long bow | 15" | -2 | -1 | 1 | ||||||
| Equipment | Armor, Blade, Long bow | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Special rules | Squad Leader
+6.8pts | |||||||||
Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Citadel Guards | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 2.5" | 4 | 5+ | 6+ | 4 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Spear | 1 | -2 | 1 | |||||||
| Blade | 3 | -3 | - | 1 | ||||||
| Equipment | Heavy armor, Two-Handed Spear, Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Keywords | Rare | |||||||||
| Special rules | Urban warfare Squad Leader
+5.9pts | |||||||||
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. | ||||||||||
| Citadel Marksmen | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 2.5" | 4 | 5+ | 6+ | 4 | 8+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | - | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Long bow | 15" | -3 | -1 | 1 | ||||||
| Equipment | Heavy armor, Blade, Long bow | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Special rules | Urban warfare Squad Leader
+7.7pts | |||||||||
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. | ||||||||||
| Conscripts | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 4+ | 6 | 7+ | 4 | 5 | 3+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | - | -1 | 1 | ||||||
| Blade | 3 | -1 | - | 1 | ||||||
| Equipment | Armor, Shield, Spear, Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Keywords | Rookie | |||||||||
| Special rules | Squad Leader
+3.6pts | |||||||||
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. | ||||||||||
| Heavy Archers | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 2.5" | 4 | 5+ | 6+ | 4 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | - | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Long bow | 15" | -2 | -1 | 1 | ||||||
| Equipment | Heavy armor, Blade, Long bow | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Special rules | Squad Leader
+6.2pts | |||||||||
Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. | ||||||||||
| Heavy footmen | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 2.5" | 4 | 5+ | 7 | 8+ | 4 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | -1 | 1 | |||||||
| Blade | 3 | -2 | - | 1 | ||||||
| Equipment | Heavy armor, Shield, Spear, Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Special rules | Shield wall Veteran Squad Leader
+5pts Banner bearer
+7pts Hornblower
+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. VeteranThis unit ignores the result of the first rout roll it suffers.Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. HornblowerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Horn Add +3" to this unit's movement when it charges. Rallying Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round. | ||||||||||
| Men-at-arms | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5+ | 6 | 7+ | 4 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | - | 1 | ||||||
| Spear | 1 | -1 | 1 | +0.6 | ||||||
|
Wall of Spears
|
||||||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Javelin | 3" | - | 1 | +1 | ||||||
|
Heavy Wounds Throwing weapon
|
||||||||||
| Equipment | Armor, Shield, Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Special rules | Warrior Chant Squad Leader
+6.4pts Banner bearer
+7.5pts Hornblower
+3pts | |||||||||
Warrior ChantRout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken.Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. Throwing weaponIf this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. HornblowerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Horn Add +3" to this unit's movement when it charges. Rallying Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round. | ||||||||||
skirmishers
| Obsidian Guards | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 6 | 7+ | 4+ | 4 | 5+ | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Long Blade | 2 | -5 | -2 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Mastercrafted Long bow | 18" | -5 | -2 | 1 | ||||||
| Equipment | Light armor, Long Blade, Mastercrafted Long bow | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Eldrakar | |||||||
| Keywords | Elite | |||||||||
| Special rules | Furtive Hunter Forester Mountaineer Shadow Fanatic Steadfast warrior Ambusher
+0.4pts Scout
+15pts Squad Leader
+38.7pts | |||||||||
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 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. FanaticThe A values of this unit's weapons are not halved, when this unit is Destabilized or Destroyed.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. 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 | ||||||||||
| Rangers | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 6 | 7+ | 4+ | 4 | 5+ | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -3 | - | 1 | ||||||
| Two-Handed Spear | 1 | -2 | 1 | +0.8 | ||||||
|
Wall of Spears
|
||||||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Long bow | 15" | -3 | -1 | 1 | ||||||
| Equipment | Light armor, Blade, Long bow | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Special rules | Veteran Furtive Hunter Commando Scout
+15pts Ambusher
+0.4pts Squad Leader
+32.5pts | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.HunterWhen this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Scout+4Scp per Scout entity.For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp AmbusherOccupy the fieldDuring deployment, this unit may be deployed in an unoccupied cover within the no man's land. AmbushedAlternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase. Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll. Reinforcement Flanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. | ||||||||||
cavalry
| Knights | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 4.5" | 5 | 6+ | 8 | 5+ | 10 | 9+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear (mounted) | 2 | -3 | -3 | -5 | 2 | ||||||
| Blade | 3 | -4 | -2 | -3 | 2 | ||||||
| War horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Equipment | Heavy armor, Shield, War horse , Spear (mounted), Blade, Hooves | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider | Species | Eldrakar | |||||||
| Keywords | Elite | |||||||||
| Special rules | Offensive Effort Squad Leader
+41.4pts Banner bearer
+27pts Hornblower
+27.5pts | |||||||||
Offensive EffortOnce per battle, this unit may choose to be activated one additional time during a same phase.Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. HornblowerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Horn Add +3" to this unit's movement when it charges. Rallying Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round. | ||||||||||
| Knights dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 2.5" | 5 | 6+ | 8 | 9+ | 4 | 5+ | 10 | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | -3 | 2 | |||||||
| Blade | 3 | -4 | -2 | 2 | ||||||
| Equipment | Heavy armor, Shield, Spear, Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Eldrakar | |||||||
| Keywords | Elite | |||||||||
| Special rules | Offensive Effort Squad Leader
+14.5pts Banner bearer
+10.4pts Hornblower
+10.8pts | |||||||||
Offensive EffortOnce per battle, this unit may choose to be activated one additional time during a same phase.Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. HornblowerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Horn Add +3" to this unit's movement when it charges. Rallying Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round. | ||||||||||
| Cavalrymen | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 4.5" | 5 | 6+ | 8 | 7+ | |||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear (mounted) | 2 | -1 | -1 | -3 | 1 | ||||||
| Blade | 3 | -2 | -0 | -1 | 1 | ||||||
| War horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Equipment | Heavy armor, Shield, War horse , Blade, Spear (mounted), Hooves | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider | Species | Human | |||||||
| Special rules | Squad Leader
+20.5pts Banner bearer
+15.5pts Hornblower
+15pts | |||||||||
Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. 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. | ||||||||||
| Cavalrymen dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 2.5" | 4 | 5+ | 7 | 8+ | 4 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | -1 | 1 | |||||||
| Blade | 3 | -2 | - | 1 | ||||||
| Equipment | Heavy armor, Shield, Blade, Spear | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Special rules | Squad Leader
+4.8pts Banner bearer
+3.2pts Hornblower
+3.2pts | |||||||||
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. Banner bearerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. HornblowerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Horn Add +3" to this unit's movement when it charges. Rallying Once per battle, when the Hornblower's squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round. | ||||||||||
light cavalry
| Light cavalrymen | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 4.5" | 5 | 6+ | 4 | 5+ | 8 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear (mounted) | 2 | -1 | -1 | -3 | 1 | ||||||
| Blade | 3 | -2 | -0 | -1 | 1 | ||||||
| Horse - Hooves | 3 | - | -1 | -3 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Javelins | 6" | -1 | 1 | |||||||
| Equipment | Light armor, Shield, Horse, Blade, Spear (mounted), Hooves, Javelins | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Special rules | Harassment master Reinforcement
+1.8pts Squad Leader
+23.9pts | |||||||||
Harassment masterWhen shooting this unit may ignore the Harassment modifier.Furthermore, the Rear Attack modifier applied to the targets of this unit is doubled. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. 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. 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 cavalrymen dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 3" | 5 | 6+ | 4 | 7+ | |||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | -1 | 1 | |||||||
| Blade | 3 | -2 | - | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Javelins | 6" | -1 | 1 | |||||||
| Equipment | Light armor, Shield, Blade, Spear, Javelins | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Special rules | Harassment master Reinforcement
+0.2pts Squad Leader
+9.1pts | |||||||||
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. Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. Heavy WoundsMultiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is 6.When the roll is improved, take into account the last die rolled. If several rules allow for the multiplication of wounds, the multiplications are combined. If other rules allow you to increase the number of wounds inflicted, apply them after any multiplication. Excess wounds inflicted after multiplications are not multiplied. Throwing weaponIf this unit was not engaged in melee at the beginning of the round, shooting with this weapon during the Shooting Phase does not prevent this unit from being eligible to activate in the Melee Phase.If the unit moved closer to its target during this round, add the distance of the approach to the weapon’s range (maximum +6''). And ignore the Advance & Fire modifier. Squad LeaderAdd a character to the squad with the same profile as a soldier in the squad but with:+1G +1W (+2W for +1A x2A for its ranged weapon This character must be deployed in a squad that has this profile. The Squad Leader may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Leader +1B. A squad that fails a rout roll, is not encircled, and is accompanied by a Leader may attempt to rally by rolling a new rout roll with the same penalties and bonuses. If successful, the squad is not removed from the game. Instead, move the squad up to 3'' in the opposite direction of the cause of the rout roll. During the next round, the squad cannot charge attack or shoot. 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. | ||||||||||
monsters
| War eagles | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 4+ | 8 | 5+ | 9+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Large Claws | 4 | -3 | -5 | -6 | 4 | ||||||
| Beak | 6 | -3 | -5 | 2 | ||||||
| Equipment | Skin, Beak, Large Claws | |||||||||
| Base | 50mm Round | Individual model | ||||||||
| Category | Monster | Species | Eagle | |||||||
| Special rules | Scary Hunter Mountaineer Fierce charge Fly | |||||||||
ScaryThe rout rolls caused by their attacks and shots have a -2B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. HunterWhen this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered Fierce chargeWhen charging, this unit adds its M to its charge movement instead of the +2M bonus. Additionally, it doubles its melee weapon's A.FlyCreatures that take to the skies fight on their own terms, beyond the reach of foot soldiers, striking where they please before swooping back into the fray.DeploymentAt deployment, or during delayed deployment, you may place a flying unit either on the battlefield or “in flight.” Units in flight are above the battlefield; place a directional token to indicate their position and orientation. This means they are not physically present on the ground. But they still need to perform an arrival roll. Token in flightThis token may be deployed and moved over any terrain element or unit. Use the center of the token when measuring distances to and from the unit. As long as the unit is represented by its token on the battlefield, place the miniatures outside the battlefield, with the same token (ideally using a color code) on their bases. Tactical phaseLandingDuring the Tactical phase, if a flying unit is currently in flight, it may land on the battlefield at any suitable location within M of its token and more than 1’’ away from an enemy unit. The unit must then make a simplified arrival roll; on 1–3 it is deployed but may only react, on 4+ it may be activated.TakeoffIf a flying unit is already on the battlefield, it may instead take flight and be removed from the table. Place the in-flight token within M of the center of the unit. If enemy units with a total value of at least half of its point cost are within 1’’, the unit must succeed on a skill roll of 4+ to take off. When a unit takes flight, any enemy unit within 1’’ may immediately make an Opportunity Attack against it.Movement phaseDuring the Movement phase, the token of units that were already in flight at the start of the round may be moved up to 2M. The token of other units may be moved up to M. Shot downFlying units that are Destabilized or Destroyed cannot take flight. If a flying unit becomes Destabilized or Destroyed while in flight, move the token 3d6’’ in the direction of its orientation. If the token ends on the base of a unit, that unit suffers 1 attack roll per model in the flying unit, with 0P and a S equal to the lowest T value of the flying unit. The flying unit must then be deployed as close as possible to its token, potentially within 1’’ of enemy units. Each model of the unit then suffers a Critical damage roll and cannot be activated during this round. Shooting phaseUnits in flight benefit from a +2G bonus. And are considered to be Height 30". It mean that their targets on the ground suffer a Defense reduced by -1 against their attack rolls. Flying units that have moved more than their M during this round (including the Tactical and Movement phases) suffer the Advance & Fire penalty. Their shooting attacks ignore the bonuses of Light and Basic Covers with the Stone element. However, the bonus of Light and Basic Covers with the Wood element is doubled against their attacks. If the defender has two defense values (two G values in the case of a hit roll, or two T values in the case of a wound roll), choose the lower of the two. Melee phaseDuring the Melee phase, units in flight cannot target and be targeted by units on the ground. During the Melee phase, flying units in flight may attack any enemy flying unit in flight within M. Resolve attacks in order of rank and take turns designating targets, starting with the first player. Every stable and shaken unit is considered charging. When they are on the battlefield, their melee attacks ignore the bonuses of Basic Covers. EvadeSome warriors rely on agility rather than steel, slipping past blades and spears until their reflexes finally give out. A unit that has not yet attacked in Melee or Shot this round may choose to refuse combat and attempt to evade attacks. If it does so, it may not attack in Melee this round. The evading unit must make a Superiority Roll [M] against each enemy unit that attempts to attack it, one after another in the order chosen by the attacker. Each time the roll succeeds, the attacking unit loses its opportunity to attack and is no longer eligible to act in the Melee phase. Each time the roll succeeds, the next attacking unit against the same target gains a cumulative +1d6 bonus to its Superiority Roll [M] against that evading unit this round. Once the evading unit fails a Superiority Roll [M] during this round, it automatically fails all further evading attempts during this round and may be attacked normally. TerrainFlying units ignore area bonuses and penalties. They can also pass through all terrain features, friendly and enemy units without penalty. While in flight, this unit receives no terrain bonuses. Lines of sight between it and other units are not blocked by covers or blockers. This unit may be deployed into a cover when landing, provided all other deployment conditions are met. CharactersCharacters without this special rule cannot join a squad that has it. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Large WoundsMultiply each wound inflicted by this weapon by 1d6 when the natural result of the die that inflicts the wound is 6.And multiply each wound inflicted by this weapon by 2 when the natural result of the die that inflicts the wound is not 6. When the roll is improved, take into account the last die rolled. | ||||||||||
artillery
| Balista | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 0.5" | 4 | 5+ | 6 | 9+ | 9 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | - | 3 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Ballista - Arrows | 18" | -2 | -7 | 1 | ||||||
| Equipment | Heavy armor, Pavois, Blade, Ballista - Arrows | |||||||||
| Base | 100mm Round | Individual model | ||||||||
| Category | Artillery | Species | Human | |||||||
| Keywords | Elite | |||||||||
| Special rules | ||||||||||
Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. TraumaticThe rout rolls caused by their shots have a -1B bonus.2D6 WoundsMultiply each wound inflicted by this weapon by the result of a 2D6.BlastRoll an additional attack roll for each successful attack roll.These additional attack rolls do not generate further attack rolls. If the target is skirmisher each additional attack can be negated on a 4+ on a 1d6. Slow ReloadWhen this weapon rolls 1 on one of its attack rolls, the next time this unit performs the action shot with this weapon, it will not roll any attack roll; the unit will reload instead. It will still be exhausted.If this weapon has an A value of 0.5 and you want to reload to fire with an attack value of 1 (see Rounding), you must reload during an additional activation. After the reload complete, this unit will be able to shoot normally with this weapon, until it get 1 again on one of its attack rolls. | ||||||||||
| Catapult | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 0.5" | 4 | 5+ | 6 | 9+ | 9 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | - | 3 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Catapult - Rocks | 18" | - | -12 | 0.5 | ||||||
| Catapult - Fire Balls | 15" | - | 8 | |||||||
| Equipment | Heavy armor, Pavois, Blade, Catapult - Rocks, Catapult - Fire Balls | |||||||||
| Base | 95x120mm Oval | Individual model | ||||||||
| Category | Artillery | Species | Human | |||||||
| Keywords | Elite | |||||||||
| Special rules | ||||||||||
Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. TraumaticThe rout rolls caused by their shots have a -1B bonus.4D6 WoundsMultiply each wound inflicted by this weapon by the result of a 4D6.PlasmaAttacks from this weapon ignore Energetic shields and reduce the defense of targets using them.BurnEach time you inflict wounds with this weapon, and after all eventual saves, on a 6+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds. Slow ReloadWhen this weapon rolls 1 on one of its attack rolls, the next time this unit performs the action shot with this weapon, it will not roll any attack roll; the unit will reload instead. It will still be exhausted.If this weapon has an A value of 0.5 and you want to reload to fire with an attack value of 1 (see Rounding), you must reload during an additional activation. After the reload complete, this unit will be able to shoot normally with this weapon, until it get 1 again on one of its attack rolls. | ||||||||||
| Scorpios | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 0.5" | 4 | 5+ | 6 | 9+ | 8 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | - | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Scorpio - Arrows | 15" | -2 | -4 | 1 | ||||||
| Equipment | Heavy armor, Pavois, Blade, Scorpio - Arrows | |||||||||
| Base | 50mm Round | Individual model | ||||||||
| Category | Artillery | Species | Human | |||||||
| Special rules | ||||||||||
Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. TraumaticThe rout rolls caused by their shots have a -1B bonus.BlastRoll an additional attack roll for each successful attack roll.These additional attack rolls do not generate further attack rolls. If the target is skirmisher each additional attack can be negated on a 4+ on a 1d6. 1D6 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6. | ||||||||||
characters
| Captain on horseback | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 4.5" | 6 | 8+ | 5 | 6+ | 12 | 5+ | 12+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Blade | 3 | -5 | -3 | -4 | 3 | ||||||
| War horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Spear (mounted) | 2 | -3 | -3 | -5 | 3 | +0.4 | |||||
|
Anti cavalry
|
||||||||||
| Equipment | Heavy armor, Shield, War horse , Mastercrafted Blade, Hooves | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Eldrakar | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Veteran Officer Melee Master Authority | |||||||||
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.Melee MasterBefore the deployment, designate 1 squads and grant it +1P for melee. Select the target just before deploying it.Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls. | ||||||||||
| Captain | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 2.5" | 6 | 8+ | 8 | 9+ | 4 | 5+ 6+ | 12+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Blade | 3 | -5 | -3 | 3 | ||||||
| Spear | 1 | -3 | 3 | +0.2 | ||||||
|
Wall of Spears
|
||||||||||
| Equipment | Heavy armor, Shield, Mastercrafted Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Eldrakar | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Veteran Officer Melee Master Authority | |||||||||
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.Melee MasterBefore the deployment, designate 1 squads and grant it +1P for melee. Select the target just before deploying it.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. | ||||||||||
| Citadel Commander | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 2.5" | 6 | 8+ | 7+ | 4 | 4+ | 12+ | |||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Shield | - | - | 8 | 9+ | - | +2 | |||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Blade | 3 | -6 | -3 | 4 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Mastercrafted Long bow | 18" | -5 | -2 | 2 | +7 | |||||
| Equipment | Heavy armor, Mastercrafted Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Eldrakar | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Urban warfare Officer Logistician Instructor Charisma Vehemence Skirmish Master | |||||||||
OfficerOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad until the end of the round:Motivated When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1. Just like in training Your character provides the following temporary bonus to his squad: When the squad has made all its shooting or melee attacks but before your opponent makes any save rolls and rout rolls, you can choose to re-roll all attack rolls against the same target (including those that had successfully wounded the target). The wounds inflicted by the first roll are not taken into account. Coordination When the character's squad is activated, during the Movement or the Shooting Phase, up to 2 eligible friendly units within 4'' from him at the beginning of the activation can be activated consecutively. Your opponent can only react to these consecutive activations. For example, you activate your character's unit, your opponent reacts to this activation, then you activate one of the adjacent units, and your opponent does not react to this, and finally, you activate the second adjacent unit and your opponent reacts. Activations then resume their normal course. InstructorBefore the deployment, designate 1 squad and grant it +1Sv.You can attempt to negate each wound suffered by the target by succeeding on a save roll of 6+ on 1d6. If you have a total of more than 1Sv, refer to the save roll rule in the rulebook. CharismaGrants a temporary bonus of +2B to his squad.VehemenceGrants one of the following temporary bonus to his squad, on a skill roll of 3+.Fury They can reroll failed melee attack rolls. Marksmanship They can reroll failed shooting attack rolls. 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. Skirmish MasterGrants a temporary bonus of +1G to his squad when they are occupying a cover.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. | ||||||||||
| General on horseback | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 4" | 6 | 8+ | 6+ | 12 | 5+ 6+ | 12+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Long Blade | 2 | -6 | -4 | -5 | 4 | ||||||
| Caparisoned war horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Equipment | Heavy armor, Caparisoned war horse , Mastercrafted Long Blade, Hooves | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Eldrakar | |||||||
| Keywords | Character Elite Leader | |||||||||
| Special rules | Steadfast warrior Push General Instructor Authority No mercy 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. 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. PushWhen the unit is stable, each time it inflicts wounds equal to the W of a model, its target must make a Critical damage roll. The W lost due to these Critical damage rolls can generate additional Critical damage rolls.Violent ChargeRider units can only benefit from this rule when they are charging, but the effects are then doubled. 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. | ||||||||||
| General | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 2.5" | 6 | 8+ | 7+ | 4 | 4+ | 12+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Long Blade | 2 | -6 | -4 | 4 | ||||||
| Equipment | Heavy armor, Mastercrafted Long Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Eldrakar | |||||||
| Keywords | Character Elite Leader | |||||||||
| Special rules | Steadfast warrior General Instructor Authority No mercy 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. 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. | ||||||||||
| Great banner bearer on horseback | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 4.5" | 6 | 8+ | 5+ | 12 | 6+ | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -3 | -1 | -2 | 1 | ||||||
| War horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Equipment | Heavy armor, War horse , Blade, Hooves | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Eldrakar | |||||||
| Keywords | Character | |||||||||
| Special rules | Steadfast warrior Great banner | |||||||||
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. Great bannerGrants the following temporary bonus to up to the 5 eligible closest squads within 12''.Banner When this squad must be removed from the game due to a rout roll, ignore the result of the rout roll on a 4+ on 1d6. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. | ||||||||||
| Great banner bearer | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 2.5" | 7 | 9+ | 7+ | 4 | 6+ | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -3 | -1 | 1 | ||||||
| Equipment | Heavy armor, Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Eldrakar | |||||||
| Keywords | Character | |||||||||
| Special rules | Steadfast warrior Great banner | |||||||||
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. 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. | ||||||||||
| High priest | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 7 | 8+ | 4+ | 4 | 6+ | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Enchanted Staff | 2 | -2 | -1 | 1 | ||||||
| Equipment | Skin, Two-Handed Enchanted Staff | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Eldrakar | |||||||
| Keywords | Character Rare | |||||||||
| Special rules | Nature magic Mystical protection Epic speach Symbol | |||||||||
Mystical protectionBefore the deployment, designate 1 squad and grant it +2Sv.You can attempt to negate each wound suffered by the target by succeeding on a save roll of 5+ on 1d6. If you have a total of more than 2Sv, refer to the save roll rule in the rulebook. Epic speachBefore the deployment, designate 1d6 squads and grant them this bonus.Motivated When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1. SymbolGrants a temporary bonus of +1B to up to the 5 eligible closest squads within 12''.Nature magicOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Hinders Once a round when activated during the Tactical phase, it may target a visible enemy unit worth less than 101Pts and inflict -2M on it until the end of the Movement phase. A unit worth more than 100Pts and less than 201Pts can be targeted with a skill roll of 4+. A unit worth more than 200Pts and less than 301Pts can be targeted with a skill roll of 5+. If the target unit is worth less than 50Pts, the penalty is -3M instead. Units that benefit from reductions to M penalties also reduce the penalty inflicted by this rule. Trophy hunter Critical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W. Bestial nature Unit target's defense reduced by -1, or unit defense improved by +1. Earthquake Choose one Cover on the battlefield and inflict a Critical damage roll on it, on a skill roll of 4+. EnchantedEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).LuckThis unit can re-roll attack rolls made with this weapon with a natural result of 1. WraithbaneIf the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1. | ||||||||||
| Lieutenant on horseback | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 4.5" | 6 | 8+ | 5 | 6+ | 12 | 6+ | 10+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -4 | -1 | -2 | 2 | ||||||
| War horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Spear (mounted) | 2 | -3 | -2 | -4 | 2 | +1.6 | |||||
|
Anti cavalry
|
||||||||||
| Equipment | Heavy armor, Shield, War horse , Blade, Hooves | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Eldrakar | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Patriot Taking initiative | |||||||||
PatriotRout rolls made against this unit to put it to flight can never use more than 2d6, regardless of its situation or condition.Taking initiativeGrants the following temporary bonus to his squad.Initiative Once per battle this unit can use one of these special rules. If it performed the hold action when it was activated during this Movement phase, after any activation of an ennemy unit during this Movement phase, the player can retake the initiative and activate this unit again. It can be activated first at the beginning of the Movement phase. Only one unit per side can be activated first. If an unit from each side attempts to use this rule, roll off to determine which player may activate their unit first. It can be activated right after one of your units, and your opponent can only react to this new activation. During the Tactical phase, it may be freely reoriented when activated. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls. | ||||||||||
| Lieutenant | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 2.5" | 5 | 7+ | 7 | 8+ | 4 | 6+ | 10+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -4 | -1 | 2 | ||||||
| Spear | 1 | -3 | -2 | 2 | +0.4 | |||||
|
Wall of Spears
|
||||||||||
| Equipment | Heavy armor, Shield, Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Eldrakar | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Patriot Taking initiative | |||||||||
PatriotRout rolls made against this unit to put it to flight can never use more than 2d6, regardless of its situation or condition.Taking initiativeGrants the following temporary bonus to his squad.Initiative Once per battle this unit can use one of these special rules. If it performed the hold action when it was activated during this Movement phase, after any activation of an ennemy unit during this Movement phase, the player can retake the initiative and activate this unit again. It can be activated first at the beginning of the Movement phase. Only one unit per side can be activated first. If an unit from each side attempts to use this rule, roll off to determine which player may activate their unit first. It can be activated right after one of your units, and your opponent can only react to this new activation. During the Tactical phase, it may be freely reoriented when activated. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. Wall of SpearsIf this unit is stable, the opposing unit does not receive any charge bonuses against it.+1G to the target for the hit rolls of this weapon when this unit is destabilized, destroyed, encircled. Anti cavalry This weapon reduces the defense of Riders units by -1 for its attack rolls. | ||||||||||
| Mage | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 6 | 7+ | 3+ | 4 | 6+ | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Enchanted Staff | 2 | -2 | - | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Magical strike | 6" | -1 | 4 | |||||||
| Equipment | Skin, Enchanted Staff, Magical strike | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Eldrakar | |||||||
| Keywords | Character | |||||||||
| Special rules | Magic Light Magic
+29pts Nature magic
+17.5pts | |||||||||
MagicOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Mystical protection Before the deployment, designate 1 squad and grant it +2Sv. You can attempt to negate each wound suffered by the target by succeeding on a save roll of 5+ on 1d6. If you have a total of more than 2Sv, refer to the save roll rule in the rulebook. Enchanted Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget). LuckThis unit can re-roll attack rolls made with this weapon with a natural result of 1. WraithbaneIf the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1. Magic shield Defense improved by +1. EnchantedEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).LuckThis unit can re-roll attack rolls made with this weapon with a natural result of 1. WraithbaneIf the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1. MagicalEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).ProvidenceThis unit can re-roll failed attack rolls made with this weapon. WraithbaneIf the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1. Light MagicOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Warrior Chant Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken. +2B Glare +2G Clarity +3P Nature magicOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Hinders Once a round when activated during the Tactical phase, it may target a visible enemy unit worth less than 101Pts and inflict -2M on it until the end of the Movement phase. A unit worth more than 100Pts and less than 201Pts can be targeted with a skill roll of 4+. A unit worth more than 200Pts and less than 301Pts can be targeted with a skill roll of 5+. If the target unit is worth less than 50Pts, the penalty is -3M instead. Units that benefit from reductions to M penalties also reduce the penalty inflicted by this rule. Trophy hunter Critical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W. Bestial nature Unit target's defense reduced by -1, or unit defense improved by +1. Earthquake Choose one Cover on the battlefield and inflict a Critical damage roll on it, on a skill roll of 4+. | ||||||||||
| Obsidian Captain | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 8 | 9+ | 5+ | 4 | 5+ 6+ | 11+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -5 | -2 | 3 | ||||||
| x2 Blade | 3 | -5 | -2 | 5 | +4.8 | |||||
|
Melee fighter
|
||||||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Mastercrafted Long bow | 18" | -5 | -2 | 2 | ||||||
| Equipment | Light armor, Blade, Mastercrafted Long bow | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Eldrakar | |||||||
| Keywords | Character Rare Leader | |||||||||
| Special rules | Furtive Hunter Commando Shadow Assassin Fanatic Steadfast warrior Tracker Ambusher
+7pts Hate preacher
+5.5pts Mystic
+6pts | |||||||||
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. 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. 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. FanaticThe A values of this unit's weapons are not halved, when this unit is Destabilized or Destroyed.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. 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. Hate preacherGrants the following temporary bonus to his squad.Eternal hate They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition. If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately. MysticGrants a temporary bonus of +2S to the melee weapons and throwing weapons of his squad.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. | ||||||||||
| Priest | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 7 | 8+ | 4+ | 4 | 6+ | 7+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Staff | 2 | -1 | - | 1 | ||||||
| Equipment | Skin, Two-Handed Staff | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character | |||||||||
| Special rules | Blessing First aid Hate preacher | |||||||||
BlessingBefore the deployment, designate 1 squad and grant it +1Sv.You can attempt to negate each wound suffered by the target by succeeding on a save roll of 6+ on 1d6. If you have a total of more than 1Sv, refer to the save roll rule in the rulebook. First aidWhen activated during the Tactical phase, once per round, he can restore 1 lost W to his squad if no ennemy unit is within 1''.Hate preacherGrants the following temporary bonus to his squad.Eternal hate They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition. If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately. | ||||||||||
| Quartermaster | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 7 | 8+ | 4+ | 4 | 6+ | 7+ | |||||
| Pts | ||||||||||
| Armors | M | G | T | W | ||||||
| Heavy armor | 2.5" | 6 | 8+ | 7+ | - | -1 | |||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | - | 1 | ||||||
| Equipment | Skin, Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character | |||||||||
| Special rules | Logistician Resupply Summon Corruption
+188.8pts | |||||||||
LogisticianOnce a round when activated during the Tactical phase, choose one of these special rules. The chosen effect applies to a single, not encircled, friendly squad anywhere on the battlefield until the end of the round:Express Order +4Bc or +2M. Reserve Management +1 to the arrival roll. Ammunition reserve This unit may still shoot even when it has no ammunition remaining. ResupplyBefore the deployment, designate up to 3 squads and grant them +2W. These additional W do not alter the squad’s maximum W value used to determine its condition.Example: A squad with 24W will begin the battle with 26W, but will still become shaken once it has 18W remaining. SummonBefore the selection of terrain, you may choose to add units, groups, or options to your army list for a total value of 60Pts.Alternatively, you can attempt to add 2d6x10pts. If the number of pts to be added is not sufficient to add at least one unit or option, no unit or option is added. Units recruited under this rule do not count towards the army's total pts and their destruction does not award any Vp. RearguardIf you do not use this rule before deployment, during the Tactical Phase of Round 6 when this character is activated, select and place units worth up to 101Pts into your reserve. These units can be deployed as early as the tactical phase of this round. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. CorruptionYou can use the following two rules.DesertionBefore the start of the deployment, remove units, groups, or options from the opponent's army list for a total value of 60Pts or 2d6x10Pts. If the number of pts to be removed is not sufficient to remove at least one unit or option, no unit or option is removed. Passive TraitorsYou may designate enemy units (of any category) with a total value of up to 150pts that cannot be activated during round 2 Movement and Shooting Phases. These units may still react normally. Designate each chosen unit at the moment when the opposing player attempts to activate it. When this occurs, your opponent immediately loses the initiative. | ||||||||||
| Tracker | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 9 | 10+ | 6+ | 4 | 4+ | 11+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Long Blade | 2 | -5 | -3 | 3 | ||||||
| Dagger | 5 | -3 | 3 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Mastercrafted Long bow | 18" | -6 | -2 | 2 | ||||||
| Equipment | Light armor, Long Blade, Dagger, Mastercrafted Long bow | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Keywords | Character Elite Leader | |||||||||
| Special rules | Furtive Hunter Commando Veteran Guerrilla Instinct shooter Tracker Scout
+15pts Ambusher
+3.4pts | |||||||||
FurtiveThe Hidden modifier is doubled for this unit: if it is inside a Cover and only used the Hold action during the previous round and this one, its defense is improved by +4.HunterWhen this unit attacks a Monster, Rider, Vehicle or Titan reduce the target's defense by -Additionally, they can choose to avoid Opportunity Attacks on a skill roll of 4+ on 1d6. Whether the roll succeeds or not, they are then considered TrackerBefore deployment begins, choose 1 of these special rules:Take it down Grants the following temporary bonus to his squad. When this unit attacks a Monster, Vehicle or Titan with more than 11W, if the condition of its target deteriorates, it must roll an additional Critical damage roll. Recon At the start of the deployment, your opponent must deploy units worth at least 300Pts following their deployment rules. If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units first. Weakness spottedInstead, at the very beginning of deployment, you may choose Infantrymen, Riders, Monsters, or Vehicles enemy units worth less than 151pts. You deploy these units following its normal deployment rules. If several opposing units benefit from this special rule, the player who must deploy the first unit deploys these units in second. Skirmish Master Grants a temporary bonus of +1G to his squad when they are occupying a cover. VeteranThis unit ignores the result of the first rout roll it suffers.GuerrillaBefore the deployement begins, this unit can perform 1d3 shots targeting opposing units. Randomly choose the player who designates the target of all the shots.This shots suffer no Long Range Shooting modifier. Once all shots have been made on the target, it can no longer be targeted by other units using this special rule, unless there are no other eligible targets. charactersYou can't target Infantryman or rider characters if this unit is not allowed to target characters within a squad. Instinct shooterOnce per round, during the Shooting Phase, this unit can benefit from one of these bonuses:Shoot on InstinctThe Defense of the target is reduced by -1. Improved ReflexesWhen this unit reacts to a shoot action, the effects of its shots are taken into account before the unit that targeted it begins to shoot .Appropriate AnswerThis unit may react normally (not using the previous rule) during the Shooting phase, even if it has already been activated, on a 5+ on 1d6. Fast shootingIt may be activated a second time during the Shooting phase on a skill roll of 6+ on 1d6. If another rule allows it to be activated a second time on a skill roll, only roll the best skill roll and add +1 to its result. Melee fighterThe Rk of this weapon suffer no malus and is never modified negatively by any rule.The defense of disorganized targets is reduced by -1 against this weapon. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Scout+4Scp per Scout entity.For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp AmbusherOccupy the fieldDuring deployment, this unit may be deployed in an unoccupied cover within the no man's land. AmbushedAlternatively, from round 1, if this unit remains undeployed, it can be placed in any unoccupied cover on the battlefield when activated during the Tactical phase. Alternatively, from round 1, if this unit is still undeployed, it may be deployed within 1'' of a blocker when activated during the Tactical phase but suffer a -1 to their arrival roll. Reinforcement Flanc AttackStarting on turn 3, if this unit is not deployed yet, when activated during the Tactical phase you can deploy it anywhere, more than Attack from the rearStarting on turn 6, if this unit is not deployed yet, it can be deployed everywhere, more than Strategic reserveIf you deploy this unit in your deployment zone, add +2 to its arrival roll. | ||||||||||
named characters
| Anzareth on horseback | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Silent Archmage -Anzareth, last of the Vhalan Remnant, keeps the fading flame of Eldrakar sorcery alive. Ageless and enigmatic, he whispers only to kings and shadows, his silence heavier than words. Whether savior or relic, he alone holds the keys to Vlandor’s arcane past—and perhaps its future. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 6 | 7+ | 4+ | 16 | 4+ 6+ | 13+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Two-Handed Enchanted Staff | 2 | -5 | -3 | -4 | 3 | ||||||
| Mastercrafted Magical Long Blade | 2 | -6 | -4 | -5 | 3 | ||||||
| Courser - Hooves | 3 | - | -1 | -3 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Mastercrafted Magical strike | 9" | -5 | -2 | 4 | ||||||
| Equipment | Skin, Courser, Mastercrafted Two-Handed Enchanted Staff, Mastercrafted Magical Long Blade, Hooves, Mastercrafted Magical strike | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Vhalan | |||||||
| Keywords | Character Named Leader | |||||||||
| Special rules | Last stand Swift Resilience Magic Light Magic Nature magic Enchantment Charisma Shroud of mist Symbol | |||||||||
MagicOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Mystical protection Before the deployment, designate 1 squad and grant it +2Sv. You can attempt to negate each wound suffered by the target by succeeding on a save roll of 5+ on 1d6. If you have a total of more than 2Sv, refer to the save roll rule in the rulebook. Enchanted Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget). LuckThis unit can re-roll attack rolls made with this weapon with a natural result of 1. WraithbaneIf the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1. Magic shield Defense improved by +1. Light MagicOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Warrior Chant Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken. +2B Glare +2G Clarity +3P Nature magicOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Hinders Once a round when activated during the Tactical phase, it may target a visible enemy unit worth less than 101Pts and inflict -2M on it until the end of the Movement phase. A unit worth more than 100Pts and less than 201Pts can be targeted with a skill roll of 4+. A unit worth more than 200Pts and less than 301Pts can be targeted with a skill roll of 5+. If the target unit is worth less than 50Pts, the penalty is -3M instead. Units that benefit from reductions to M penalties also reduce the penalty inflicted by this rule. Trophy hunter Critical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W. Bestial nature Unit target's defense reduced by -1, or unit defense improved by +1. Earthquake Choose one Cover on the battlefield and inflict a Critical damage roll on it, on a skill roll of 4+. CharismaGrants a temporary bonus of +2B to his squad.SymbolGrants a temporary bonus of +1B to up to the 5 eligible closest squads within 12''.Last standAt the moment this unit is removed from play by an attack roll, without having been routed, leave it in place and restore 1/4 of its maximum W. If it has suffered excessive wounds, deduct it from its new total W.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. Shroud of mistGrants a temporary bonus of +1G to his squad.SwiftWhen this unit is activated andmoves or charges , it get +1G against shoots until the end of the round.ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. EnchantedEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).LuckThis unit can re-roll attack rolls made with this weapon with a natural result of 1. WraithbaneIf the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1. MagicalEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).ProvidenceThis unit can re-roll failed attack rolls made with this weapon. WraithbaneIf the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. | ||||||||||
| Anzareth | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 8 | 9+ | 4+ | 12 | 3+ | 13+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Two-Handed Enchanted Staff | 2 | -5 | -3 | 3 | ||||||
| Mastercrafted Magical Long Blade | 2 | -6 | -4 | 3 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Mastercrafted Magical strike | 9" | -5 | -2 | 4 | ||||||
| Equipment | Skin, Mastercrafted Two-Handed Enchanted Staff, Mastercrafted Magical Long Blade, Mastercrafted Magical strike | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Vhalan | |||||||
| Keywords | Character Named Leader | |||||||||
| Special rules | Last stand Resilience Magic Light Magic Nature magic Enchantment Charisma Shroud of mist Symbol | |||||||||
MagicOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Mystical protection Before the deployment, designate 1 squad and grant it +2Sv. You can attempt to negate each wound suffered by the target by succeeding on a save roll of 5+ on 1d6. If you have a total of more than 2Sv, refer to the save roll rule in the rulebook. Enchanted Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget). LuckThis unit can re-roll attack rolls made with this weapon with a natural result of 1. WraithbaneIf the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1. Magic shield Defense improved by +1. Light MagicOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Warrior Chant Rout rolls caused by their melee attacks receive a -1d3B bonus when this unit is shaken. +2B Glare +2G Clarity +3P Nature magicOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Hinders Once a round when activated during the Tactical phase, it may target a visible enemy unit worth less than 101Pts and inflict -2M on it until the end of the Movement phase. A unit worth more than 100Pts and less than 201Pts can be targeted with a skill roll of 4+. A unit worth more than 200Pts and less than 301Pts can be targeted with a skill roll of 5+. If the target unit is worth less than 50Pts, the penalty is -3M instead. Units that benefit from reductions to M penalties also reduce the penalty inflicted by this rule. Trophy hunter Critical strikes caused by this unit’s attacks or shots cause one additional Critical Damage Roll for models with more than 11W. Bestial nature Unit target's defense reduced by -1, or unit defense improved by +1. Earthquake Choose one Cover on the battlefield and inflict a Critical damage roll on it, on a skill roll of 4+. CharismaGrants a temporary bonus of +2B to his squad.SymbolGrants a temporary bonus of +1B to up to the 5 eligible closest squads within 12''.Last standAt the moment this unit is removed from play by an attack roll, without having been routed, leave it in place and restore 1/4 of its maximum W. If it has suffered excessive wounds, deduct it from its new total W.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. Shroud of mistGrants a temporary bonus of +1G to his squad.ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. EnchantedEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).LuckThis unit can re-roll attack rolls made with this weapon with a natural result of 1. WraithbaneIf the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1. MagicalEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).ProvidenceThis unit can re-roll failed attack rolls made with this weapon. WraithbaneIf the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1. | ||||||||||
| Erlathion on horseback | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Hollow Lord -Erlathion, once proud warrior and statesman, now rules from the Ashen Spire like a ghost. Broken by the fall of Velan, he keeps the western frontier in order but carries only memory and grief. Though hollowed by loss, he will not let Vlandor die to scavengers, only on its own terms. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 4" | 6 | 8+ | 6+ | 12 | 5+ 6+ | 14+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Spear (mounted) | 2 | -4 | -4 | -6 | 4 | ||||||
| Mastercrafted Enchanted Long Blade | 2 | -6 | -4 | -5 | 4 | ||||||
| Caparisoned war horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Equipment | Heavy armor, Caparisoned war horse , Two-Handed Spear (mounted), Mastercrafted Enchanted Long Blade, Hooves | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Eldrakar | |||||||
| Keywords | Character Elite Named Leader | |||||||||
| Special rules | Last stand Steadfast warrior Push Resilience General Magic Instructor Melee Master Authority 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.Last standAt the moment this unit is removed from play by an attack roll, without having been routed, leave it in place and restore 1/4 of its maximum W. If it has suffered excessive wounds, deduct it from its new total W.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. MagicOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Mystical protection Before the deployment, designate 1 squad and grant it +2Sv. You can attempt to negate each wound suffered by the target by succeeding on a save roll of 5+ on 1d6. If you have a total of more than 2Sv, refer to the save roll rule in the rulebook. Enchanted Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget). LuckThis unit can re-roll attack rolls made with this weapon with a natural result of 1. WraithbaneIf the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1. Magic shield Defense improved by +1. Melee MasterBefore the deployment, designate 1 squads and grant it +1P for melee. Select the target just before deploying it.PushWhen the unit is stable, each time it inflicts wounds equal to the W of a model, its target must make a Critical damage roll. The W lost due to these Critical damage rolls can generate additional Critical damage rolls.Violent ChargeRider units can only benefit from this rule when they are charging, but the effects are then doubled. ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls.EnchantedEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).LuckThis unit can re-roll attack rolls made with this weapon with a natural result of 1. WraithbaneIf the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1. 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. | ||||||||||
| Erlathion | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 2.5" | 6 | 8+ | 7+ | 4 | 4+ 6+ | 14+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Spear | 1 | -4 | 4 | |||||||
| Mastercrafted Enchanted Long Blade | 2 | -6 | -4 | 4 | ||||||
| Equipment | Heavy armor, Two-Handed Spear, Mastercrafted Enchanted Long Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Eldrakar | |||||||
| Keywords | Character Elite Named Leader | |||||||||
| Special rules | Last stand Steadfast warrior Resilience General Magic Instructor Melee Master Authority 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.Last standAt the moment this unit is removed from play by an attack roll, without having been routed, leave it in place and restore 1/4 of its maximum W. If it has suffered excessive wounds, deduct it from its new total W.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. MagicOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Mystical protection Before the deployment, designate 1 squad and grant it +2Sv. You can attempt to negate each wound suffered by the target by succeeding on a save roll of 5+ on 1d6. If you have a total of more than 2Sv, refer to the save roll rule in the rulebook. Enchanted Each time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget). LuckThis unit can re-roll attack rolls made with this weapon with a natural result of 1. WraithbaneIf the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1. Magic shield Defense improved by +1. Melee MasterBefore the deployment, designate 1 squads and grant it +1P for melee. Select the target just before deploying it.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. 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. | ||||||||||
| King Valtherion on horseback | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| The Unyielding King -Valtherion, warrior-king turned weary monarch, rebuilt Vlandor from ruin with blood and iron. Age weighs on his body, yet his will remains granite. To some he is savior, to others relic, but so long as he endures, Vlandor will not collapse, even as cracks spread beneath his rule. | |||||||||||||
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 4.5" | 6 | 8+ | 5+ | 12 | 4+ 6+ | 14+ | ||||||||
| Pts | |||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||
| Mastercrafted Magical Long Blade | 2 | -7 | -5 | -6 | 5 | |||||||||
| War horse - Hooves | 3 | - | -2 | -4 | 2 | |||||||||
| Spear (mounted) | 2 | -5 | -4 | -6 | 5 | +2 | ||||||||
|
Anti cavalry
|
|||||||||||||
| Equipment | Heavy armor, War horse , Mastercrafted Magical Long Blade, Hooves | ||||||||||||
| Base | 40mm Round | Individual model | |||||||||||
| Category | Rider Skirmisher | Species | Eldrakar | ||||||||||
| Keywords | Character Named Faction leader Leader | ||||||||||||
| Special rules | Steadfast warrior Resilience Warlord General Epic speach Instructor Authority Charisma Reform the Ranks Rallying | ||||||||||||
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. 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. 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. 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. CharismaGrants a temporary bonus of +2B to his squad.RallyingOnce per battle, when an elligible squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. MagicalEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).ProvidenceThis unit can re-roll failed attack rolls made with this weapon. WraithbaneIf the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. Anti cavalryThis weapon reduces the defense of Riders units by -1 for its attack rolls. | |||||||||||||
| King Valtherion | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 2.5" | 7 | 9+ | 7+ | 4 | 3+ 6+ | 14+ | ||||||||
| Pts | |||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||
| Mastercrafted Magical Long Blade | 2 | -7 | -5 | 5 | |||||||||
| Spear | 1 | -5 | -4 | 5 | +2.2 | ||||||||
|
Wall of Spears
|
|||||||||||||
| Equipment | Heavy armor, Mastercrafted Magical Long Blade | ||||||||||||
| Base | 25mm Round | Individual model | |||||||||||
| Category | Infantryman Skirmisher | Species | Eldrakar | ||||||||||
| Keywords | Character Named Faction leader Leader | ||||||||||||
| Special rules | Steadfast warrior Resilience Warlord General Epic speach Instructor Authority Charisma Reform the Ranks Rallying | ||||||||||||
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. 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. 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. 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. CharismaGrants a temporary bonus of +2B to his squad.RallyingOnce per battle, when an elligible squad is removed from play due to a rout roll, and if this squad was not encircled, on a skill roll of 4+ on 1d6, this squad joins your reserve as is. However, it cannot be deployed during the next round.ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. MagicalEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).ProvidenceThis unit can re-roll failed attack rolls made with this weapon. WraithbaneIf the target has the Wraith special rule, it suffers a -4 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d3 wounds instead of 1. 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. | |||||||||||||
| Lady Serathis | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Obsidian Mistress -Lady Serathis, master of the Obsidian Guard, rules the shadows with knives and whispers. Icy and precise, she preserves Eldrakar dominion by silencing dissent before it takes root. Loyal in name, ruthless in duty, she shapes the fate of Vlandor from the unseen spaces between. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 3" | 7 | 8+ | 5+ | 4 | 4+ | 10+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| x2 Poisoned Blade | 3 | -4 | -2 | 5 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Poisoned Throwing daggers | 3" | -3 | -2 | 2 | ||||||
| Equipment | Light armor, x2 Poisoned Blade, Poisoned Throwing daggers | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Eldrakar | |||||||
| Keywords | Character Named | |||||||||
| Special rules | Shadow Assassin Fanatic Poison Resilience Adventurer Logistician Poisoning Inspiration No mercy Corruption
+188.8pts | |||||||||
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. 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. 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. FanaticThe A values of this unit's weapons are not halved, when this unit is Destabilized or Destroyed.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. 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. 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. No mercyGrants the following temporary bonus to his squad.Fearsome Rout rolls caused by their melee attacks have a -1B bonus. Units that benefit from this rule are immune to its effects. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. 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. 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. CorruptionYou can use the following two rules.DesertionBefore the start of the deployment, remove units, groups, or options from the opponent's army list for a total value of 60Pts or 2d6x10Pts. If the number of pts to be removed is not sufficient to remove at least one unit or option, no unit or option is removed. Passive TraitorsYou may designate enemy units (of any category) with a total value of up to 150pts that cannot be activated during round 2 Movement and Shooting Phases. These units may still react normally. Designate each chosen unit at the moment when the opposing player attempts to activate it. When this occurs, your opponent immediately loses the initiative. | ||||||||||
| Lord Vaelthir on horseback | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| The Blackthorn Lord -Vaelthir, high general of the legions, is Vlandor’s unbending blade. Feared more than loved, he tolerates no weakness, no human rise, no slow decay. Loyal for now, his patience frays—if the old king falters, Vaelthir is ready to act, by steel or decree, to keep Vlandor strong. | |||||||||||||
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 4" | 6 | 8+ | 6 | 7+ | 12 | 5+ 6+ | 10+ | ||||||||
| Pts | |||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||
| Spear (mounted) | 2 | -3 | -2 | -4 | 4 | |||||||||
| Mastercrafted Enchanted Blade | 3 | -5 | -2 | -3 | 4 | |||||||||
| Caparisoned war horse - Hooves | 3 | - | -2 | -4 | 2 | |||||||||
| Equipment | Heavy armor, Shield, Caparisoned war horse , Spear (mounted), Mastercrafted Enchanted Blade, Hooves | ||||||||||||
| Base | 40mm Round | Individual model | |||||||||||
| Category | Rider Skirmisher | Species | Human | ||||||||||
| Keywords | Character Elite Named Leader | ||||||||||||
| Special rules | Offensive Effort Push Resilience Warlord Taking initiative Epic speach Instructor Summary execution No mercy Authority | ||||||||||||
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. Offensive EffortOnce per battle, this unit may choose to be activated one additional time during a same phase.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. 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. 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. AuthorityGrants a temporary bonus of +4B for the control rolls of his squad.PushWhen the unit is stable, each time it inflicts wounds equal to the W of a model, its target must make a Critical damage roll. The W lost due to these Critical damage rolls can generate additional Critical damage rolls.Violent ChargeRider units can only benefit from this rule when they are charging, but the effects are then doubled. ResilienceThis character can reroll their failed save rolls until the reroll also fails. Once a reroll fails, they can no longer benefit from this special rule.Roll their save rolls one at a time while this rule is active. 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. EnchantedEach time you use this weapon, choose one of these bonuses (the first one is applied by default if you forget).LuckThis unit can re-roll attack rolls made with this weapon with a natural result of 1. WraithbaneIf the target has the Wraith special rule, it suffers a -2 Sv penalty against attacks from this weapon. GravebreakerIf the target has the Undead keyword, each successful attack inflicts 1d2 wounds instead of 1. Mount AttacksWhen you attack in melee, you may also make melee attacks with all weapons that benefit from this special rule (mount weapons), in addition to the normal attack with one of your melee weapons that does not benefit from this rule.If this unit is OptionsIf an optional weapon replaces melee weapons when selected, it does not replace mount weapons unless it is itself a mount weapon. And in this case it replace only the mount weapons. One mount weapon option can be selected in addition to a normal melee weapon option. A maximum of one mount weapon option is permitted. | |||||||||||||
| Lord Vaelthir | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 2.5" | 6 | 8+ | 8 | 9+ | 4 | 4+ | 10+ | ||||||||
| Pts | |||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||
| Spear | 1 | -3 | -2 | 4 | |||||||||
| Mastercrafted Enchanted Blade | 3 | -5 | -2 | 4 | |||||||||
| Equipment | Heavy armor, Shield, Spear, Mastercrafted Enchanted Blade | ||||||||||||
| Base | 25mm Round | Individual model | |||||||||||
| Category | Infantryman Skirmisher | Species | Human | ||||||||||
| Keywords | Character Elite Named Leader | ||||||||||||
| Special rules | Offensive Effort Resilience Warlord Taking initiative Epic speach Instructor Summary execution No mercy Authority | ||||||||||||
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. Offensive EffortOnce per battle, this unit may choose to be activated one additional time during a same phase.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. 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. 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. AuthorityGrants a temporary bonus of +4B for the control rolls 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. 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. 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. | |||||||||||||




