Beruflich Dokumente
Kultur Dokumente
Druidism Shamanism
Stone Skin Awaken the Beast
Casting Value 8+ Casting Value 5+
Cosmology Witchcraft
Perception of Strength Bewitching Glare
Casting Value 6+ Casting Value 9+
Choose an enemy unit within 24” of the caster. Choose an enemy unit within 24” of the caster.
The chosen unit suffers -1 Strength and -1 The chosen unit must reroll all to-hit and to-
Armour Penetration. wound rolls of ‘6’ of Close Combat Attacks.
The effects last until the start of your next Magic The effects last until the start of your next Magic
Phase. Phase.
DAEMON LEGIONS
Army Special Rule: Daemonic
A unit with this special rule automatically passes all Panic Tests and Break Tests, and the only Charge
Reaction a Daemonic unit can choose is Hold.
When a Daemonic unit loses a combat, it suffers a Wound (without any saves allowed) for each point of
Combat Score by which it lost the combat.
Daemonic units have a 5+ Special Save. This is done after any Armour Saves and follows the same rules with
the exception that they are not affected by Armour Modifiers.
Evocation Thaumaturgy
Danse Macabre Wrath of God
Casting Value 5+ Casting Value 9+
Devastating Charge (+2Str, +2AP): In the first round of a combat after a model with this rule has successfully charged, it
receives the bonus in brackets. This bonus can only be used for attacks directed against charged enemies.
Alchemy Pyromancy
Corruption of Tin Scorching Salvo
Casting Value 5+ Casting Value 8+
Choose an enemy unit within 36” of the caster. Targets all enemy units within 18” of the caster
The chosen unit suffers -1 Armour. which are not engaged in Close Combat.
The effects last until the start of your next Magic The target units suffer D3+1 hits with Strength 4
Phase. and Armour Penetration 0.
HIGHBORN ELVES
Devastating Charge (+1 Att, +2S, +2AP): In the first round of a combat after a model with this rule has successfully
charged, it receives the bonus in brackets. This bonus can only be used for attacks directed against charged enemies.
Cosmology Divination
Truth of Time Know Thy Enemy
Casting Value 5+ Casting Value 7+
Pyromancy
Scorching Salvo
Casting Value 8+
Flintlock Axes (shooting): Aim Score 3+, 1 Shot, Range 18”, Str 4, AP 2
Alchemy Pyromancy
Corruption of Tin Fireball
Casting Value 5+ Casting Value 4+
Divination Druidism
Know Thy Enemy Stone Skin
Casting Value 7+ Casting Value 8+
Shamanism Thaumaturgy
Awaken the Beast Hand of Heaven
Casting Value 5+ Casting Value 5+
Choose a friendly unit within 18” of the caster. Choose an enemy unit within 24” and within
The chosen unit gains +1 Strength and +1 Line of Sight of the caster. Neither the caster nor
Armour Penetration. the target may be engaged in Close Combat.
The effects last until the start of your next Magic The chosen unit suffers D6 hits with Strength D6
Phase. and Armour Penetration 2.
ORCS AND GOBLINS
Pyromancy Witchcraft
Fireball Evil Eye
Casting Value 4+ Casting Value 5+
Druidism Shamanism
Healing Waters Swarm of Insects
Casting Value 6+ Casting Value 5+
Sylvan Longbows (shooting): Aim Score 3+, 1 Shot, Range 30", Str 3, AP1, no To-hit-Modifier for Moving and Shooting
Devastating Charge (+1 Att, +1S, +1AP): In the first round of a combat after a model with this rule has successfully
charged, it receives the bonus in brackets. This bonus can only be used for attacks directed against charged enemies.
Cosmology Druidism
Truth of Time Healing Waters
Casting Value 5+ Casting Value 6+
Choose a friendly unit within 24” of the caster. Choose a friendly unit within 12” of the caster.
Rolls for Charge Range, Flee Distance, Pursuit The chosen unit gains a 5+ Special Save. This is
Distance and Overrun Distance of the chosen done after any Armour Saves and follows the
unit are done with two additional D6 while same rules with the exception that they are not
discarding the two lowest D6 rolled. affected by Armour Modifiers.
The effects last until the start of your next Magic The effects last until the start of your next Magic
Phase. Phase.
UNDYING DYNASTIES
Army Special Rule: Undead
A unit with this special rule automatically passes all Panic Tests and Break Tests, and the only Charge
Reaction an Undead unit can choose is Hold. Undead units cannot March, unless they start
their move within 12" of the Friendly General. When an Undead unit loses a combat, it suffers a Wound
(without any saves allowed) for each point of Combat Score by which it lost the combat.
Divination Evocation
Fate's Judgement Danse Macabre
Casting Value 5+ Casting Value 5+
Necromancy
Death is Only the Beginning
Casting Value 8+
Devastating Charge (+2Str, +2AP): In the first round of a combat after a model with this rule has successfully charged, it
receives the bonus in brackets. This bonus can only be used for attacks directed against charged enemies.
Undead, Ressurected Value: 1
Evocation Occultism
Hasten the Hour The Rot Within
Casting Value 7+ Casting Value 6+
Necromancy
Arise!
Casting Value 8+
Thaumaturgy Witchcraft
Wrath of God Bewitching Glare
Casting Value 9+ Casting Value 9+
Choose a point on the battlefield within 24" and Choose an enemy unit within 24” of the caster.
within Line of Sight of the caster. The chosen unit must reroll all to-hit and to-
Each (enemy and friendly) unit within 2D3″ of wound rolls of ‘6’ of Close Combat Attacks.
the chosen point suffers D3+1 hits with The effects last until the start of your next
Strength 5 and Armour Penetration 2. Magic Phase.
WARRIORS OF THE DARK GODS
General: All friendly units within 12” of a non‐fleeing General may use its Discipline.
Wizard: Molten Copper (Alchemy), The Rot Within (Occultism)
Devastating Charge (+1Str, +1AP): In the first round of a combat after a model with this rule has successfully charged, it
receives the bonus in brackets. This bonus can only be used for attacks directed against charged enemies.
Alchemy Occultism
Molten Copper The Rot Within
Casting Value 7+ Casting Value 6+