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BEAST HERDS

Army Special Rule: Primal Instinct


At the start of each Round of Combat, units with at least one model with Primal Instinct must take a
Discipline Test. If the test is passed, all models with Primal Instinct must reroll failed to-hit rolls during this
Round of Combat.

Dis Agi Att Off Str AP


1 Soothsayer 8 3 2 5 3 0
Base Adv Mar HP Def Res Arm
Character 25x25mm 5 10 3 4 5 0
General: All friendly units within 12” of a non‐fleeing General may use its Discipline.
Wizard: Stone Skin (Druidism), Awaken the Beast (Shamanism)
Primal Instinct

Dis Agi Att Off Str AP


15 Wildhorns 7 3 2 5 3 0
Formation Base Adv Mar HP Def Res Arm
5x3 25x25mm 5 10 1 4 4 0
Throwing Weapons (shooting): Aim Score 5+, 2 Shots, Range 8", Str as User, AP as User, no To-hit-Modifier for Long
Range, no To-hit-Modifier for Moving and Shooting
Primal Instinct

Dis Agi Att Off Str AP


3 Minotaurs 7 3 4 5 5 2
Formation Base Adv Mar HP Def Res Arm
3x1 40x40mm 6 12 3 3 4 1
Primal Instinct

Dis Agi Att Off Str AP


5 Centaurs 7 3 2 4 4 1
Formation Base Adv Mar HP Def Res Arm
5x1 25x50mm 8 16 1 4 4 2
Throwing Weapons (shooting): Aim Score 5+, 2 Shots, Range 8", Str as User, AP as User, no To-hit-Modifier for Long
Range, , no To-hit-Modifier for Moving and Shooting
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.
Primal Instinct

Druidism Shamanism
Stone Skin Awaken the Beast
Casting Value 8+ Casting Value 5+

Choose a friendly unit within 18” of the caster.


Choose a friendly unit within 12” of the caster.
The chosen unit gains +1 Strength and +1
The chosen unit gains +2 Resilience.
Armour Penetration.
The effects last until the start of your next Magic
The effects last until the start of your next Magic
Phase.
Phase.
DREAD ELVES
Army Special Rule: Killer Instinct
Models with this special rule must reroll to-wound rolls of '1' in close combat.

Dis Agi Att Off Str AP


1 Oracle 9 5 1 4 3 0
Base Adv Mar HP Def Res Arm
Character 20x20mm 5 10 3 4 3 0
General: All friendly units within 12” of a non‐fleeing General may use its Discipline.
Wizard: Perception of Strength (Cosmology), Bewitching Glare (Witchcraft)
Killer Instinct

Dis Agi Att Off Str AP


10 Corsairs 8 5 2 5 3 0
Formation Base Adv Mar HP Def Res Arm
5x2 20x20mm 5 10 1 4 3 3
Repeater Handbows (shooting): Aim Score 4+, 2 Shots, Range 12", Str 3, AP 0, no To-hit-Modifier for Moving and
Shooting
Killer Instinct

Dis Agi Att Off Str AP


5 Dark Raiders 8 5 1 4 3 0
Formation Base Adv Mar HP Def Res Arm
5x1 25x50mm 9 18 1 4 3 2
Repeater Crossbows (shooting): Aim Score 4+, 2 Shots, Range 24", Str 3, AP 1.
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.

Dis Agi Att Off Str AP


15 Tower Guards 8 6 2 6 4 2
Formation Base Adv Mar HP Def Res Arm
5x3 20x20mm 5 10 1 6 3 2
Killer Instinct

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.

Dis Agi Att Off Str AP


1 Harbinger 8 5 3 5 5 2
Base Adv Mar HP Def Res Arm
Character 25x25mm 5 10 3 5 4 0
General: All friendly units within 12” of a non‐fleeing General may use its Discipline.
Wizard: Danse Macabre (Evocation), Wrath of God (Thaumaturgy)
Daemonic

Dis Agi Att Off Str AP


10 Imps 7 3 1 2 2 0
Formation Base Adv Mar HP Def Res Arm
5x2 25x25mm 5 10 1 2 2 0
Energy Bolts (shooting): Aim Score 4+, 1 Shot, Range 24", Str 4, AP 0
Daemonic

Dis Agi Att Off Str AP


10 Myrmidons 7 3 1 5 4 1
Formation Base Adv Mar HP Def Res Arm
5x2 25x25mm 5 10 1 3 3 0
Devastating Charge (+2Str): 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.
Daemonic

Dis Agi Att Off Str AP


5 Hellhounds 7 4 3 5 3 0
Formation Base Adv Mar HP Def Res Arm
5x1 25x50mm 8 16 1 3 4 0
Daemonic

Evocation Thaumaturgy
Danse Macabre Wrath of God
Casting Value 5+ Casting Value 9+

Choose a point on the battlefield within 24" and


Choose a friendly unit within 12” of the caster. within Line of Sight of the caster.
The chosen unit may instantly perform a 8″ Each (enemy and friendly) unit within 2D3″ of
Advance Move. the chosen point suffers D3+1 hits with Strength
5 and Armour Penetration 2.
DWARVEN HOLDS
Army Special Rule: Shield Wall
Models with this special rule gain a 6+ Special Save against Close Combat Attacks from enemy models to its
unit's Front Facing. This is done after any Armour Saves and follows the same rules with the exception that
they are not affected by Armour Modifiers.

Dis Agi Att Off Str AP


1 Thane 9 3 3 6 4 1
Base Adv Mar HP Def Res Arm
Character 20x20mm 3 9 3 7 5 4
General: All friendly units within 12” of a non‐fleeing General may use its Discipline.
Shield Wall

Dis Agi Att Off Str AP


15 Clan Warriors 9 0 1 4 5 2
Formation Base Adv Mar HP Def Res Arm
5x3 20x20mm 3 9 1 4 4 2

Dis Agi Att Off Str AP


10 Clan Marksmen 9 2 1 4 3 0
Formation Base Adv Mar HP Def Res Arm
5x2 20x20mm 3 9 1 4 4 2
Crossbows (shooting): Aim Score 4+, 1 Shot, Range 30", Str 4, AP 1

Dis Agi Att Off Str AP


10 Greybeards 9 2 1 5 4 1
Formation Base Adv Mar HP Def Res Arm
5x2 20x20mm 3 9 1 6 4 3
Shield Wall
Throwing Weapons (shooting): Aim Score 5+, 2 Shots, Range 8", Str as User, AP as User, no To-hit-Modifier for Long
Range, no To-hit-Modifier for Moving and Shooting
EMPIRE OF SONNSTAHL

Dis Agi Att Off Str AP


1 Marshal 9 5 3 5 4 1
Base Adv Mar HP Def Res Arm
Character 20x20mm 4 8 3 6 4 4
General: All friendly units within 12” of a non‐fleeing General may use its Discipline.

Dis Agi Att Off Str AP


1 Wizard 7 3 1 3 3 0
Base Adv Mar HP Def Res Arm
Character 20x20mm 4 8 3 3 3 0
Wizard: Corruption of Tin (Alchemy), Scorching Salvo (Pyromancy)

Dis Agi Att Off Str AP


20 Heavy Infantry 7 3 1 3 4 1
Formation Base Adv Mar HP Def Res Arm
5x4 20x20mm 4 8 1 3 3 1

Dis Agi Att Off Str AP


10 Light Infantry 7 3 1 3 3 0
Formation Base Adv Mar HP Def Res Arm
5x2 20x20mm 4 8 1 3 3 0
Handguns (shooting): Aim Score 4+, 1 Shot, Range 24", Str 4, AP2

Dis Agi Att Off Str AP


5 Knightly Orders 8 3 1 4 4 1
Formation Base Adv Mar HP Def Res Arm
5x1 25x50mm 7 14 1 4 3 6

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

Dis Agi Att Off Str AP


1 Mage 9 5 1 4 3 0
Base Adv Mar HP Def Res Arm
Character 20x20mm 5 10 3 4 3 0
General: All friendly units within 12” of a non‐fleeing General may use its Discipline.
Wizard: Truth of Time (Cosmology), Know Thy Enemy (Divination), Scorching Salvo (Pyromancy)

Dis Agi Att Off Str AP


20 Citizen Spears 8 5 1 4 3 1
Formation Base Adv Mar HP Def Res Arm
5x4 20x20mm 5 10 1 4 3 2

Dis Agi Att Off Str AP


10 Citizen Archers 8 5 1 4 3 0
Formation Base Adv Mar HP Def Res Arm
5x2 20x20mm 5 10 1 4 3 1
Longbows (shooting): Aim Score 3+, 1 Shots, Range 30", Str 3, AP 0

Dis Agi Att Off Str AP


5 Knights of Ryma 9 6 1 5 4 1
Formation Base Adv Mar HP Def Res Arm
5x1 25x50mm 9 18 1 5 3 5

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+

Choose a friendly unit within 24” of the caster.


Rolls for Charge Range, Flee Distance, Pursuit Choose a friendly unit within 18” of the caster.
Distance and Overrun Distance of the chosen unit are The chosen unit gains +2 Offensive Skill, +2 Defensive
done with two additional D6 while discarding the two Skill, and +2 Agility.
lowest D6 rolled. The effects last until the start of your next Magic
The effects last until the start of your next Magic Phase.
Phase.

Pyromancy
Scorching Salvo
Casting Value 8+

Targets all enemy units within 18” of the caster which


are not engaged in Close Combat.
The target units suffer D3+1 hits with Strength 4 and
Armour Penetration 0.
INFERNAL DWARVES

Dis Agi Att Off Str AP


1 Prophet 9 2 2 4 4 1
Base Adv Mar HP Def Res Arm
Character 20x20mm 3 9 3 4 5 3
General: All friendly units within 12” of a non‐fleeing General may use its Discipline.
Wizard: Corruption of Tin (Alchemy), Fireball (Pyromancy)

Dis Agi Att Off Str AP


10 Citadel Guards 9 2 1 4 5 1
Formation Base Adv Mar HP Def Res Arm
5x2 20x20mm 3 9 1 4 4 3

Flintlock Axes (shooting): Aim Score 3+, 1 Shot, Range 18”, Str 4, AP 2

Dis Agi Att Off Str AP


20 Hobgoblins 6 3 1 3 3 0
Formation Base Adv Mar HP Def Res Arm
5x4 20x20mm 4 8 1 4 3 2

Dis Agi Att Off Str AP


5 Taurukhs 9 2 2 4 5 2
Formation Base Adv Mar HP Def Res Arm
5x1 25x50mm 7 14 1 4 4 4

Alchemy Pyromancy
Corruption of Tin Fireball
Casting Value 5+ Casting Value 4+

Choose an enemy unit within 24” and within


Choose an enemy unit within 36” of the caster.
Line of Sight of the caster. Neither the caster nor
The chosen unit suffers -1 Armour.
the target may be engaged in Close Combat.
The effects last until the start of your next Magic
The chosen unit suffers D3+1 hits with Strength
Phase.
4 and Armour Penetration 0.
KINGDOM OF EQUITAINE
Army Special Rule: The Blessing
Models with this special rule gain a 6+ 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.

Dis Agi Att Off Str AP


1 Mounted Paladin 8 5 3 5 4 1
Base Adv Mar HP Def Res Arm
Character 25x50mm 8 16 3 5 4 5
General: All friendly units within 12” of a non‐fleeing General may use its Discipline.
The Blessing

Dis Agi Att Off Str AP


1 Mounted Damsel 7 3 1 3 3 0
Base Adv Mar HP Def Res Arm
Character 25x50mm 8 16 3 3 3 2
Wizard: Know Thy Enemy (Divination), Stone Skin (Druidism)
The Blessing

Dis Agi Att Off Str AP


9 Knights of the Realm 8 3 1 4 4 1
Formation Base Adv Mar HP Def Res Arm
3x3 25x50mm 8 16 1 4 3 5
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.
Fight in Extra Rank: Model can make Supporting Attacks from the third rank.
The Blessing

Dis Agi Att Off Str AP


3 Knights of the Grail 8 5 2 5 4 1
Formation Base Adv Mar HP Def Res Arm
3x1 25x50mm 8 16 1 5 4 5
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.
The Blessing

Divination Druidism
Know Thy Enemy Stone Skin
Casting Value 7+ Casting Value 8+

Choose a friendly unit within 18” of the caster.


Choose a friendly unit within 12” of the caster.
The chosen unit gains +2 Offensive Skill, +2
The chosen unit gains +2 Resilience.
Defensive Skill, and +2 Agility.
The effects last until the start of your next Magic
The effects last until the start of your next Magic
Phase.
Phase.
OGRE KHANS
Army Special Rule: Stomp
A model with this rule must make a special attack in each Round of Combat at Agility 0, against a single
enemy unit in base contact provided that models in the unit have either 20x20 or 25x25mm bases. This
attack deals 1 automatic hit with the model's own Str and AP.

Dis Agi Att Off Str AP


1 Shaman 8 2 3 4 4 1
Base Adv Mar HP Def Res Arm
Character 40x40mm 6 12 4 4 5 0
General: All friendly units within 12” of a non‐fleeing General may use its Discipline.
Wizard: Awaken the Beast (Shamanism), Hand of Heaven (Thaumaturgy)
Stomp

Dis Agi Att Off Str AP


3 Tribesmen 7 2 4 3 4 1
Formation Base Adv Mar HP Def Res Arm
3x1 40x40mm 6 12 3 4 4 2
Stomp

Dis Agi Att Off Str AP


20 Scraplings 6 3 1 2 3 0
Formation Base Adv Mar HP Def Res Arm
5x4 20x20mm 4 8 1 3 3 1

Dis Agi Att Off Str AP


3 Mercenary Veterans 8 3 5 5 5 2
Formation Base Adv Mar HP Def Res Arm
3x1 40x40mm 6 12 3 4 4 2
Brace of Ogre Pistols (shooting): Aim Score 4+, 2 Shots, Range 24", Str 4, AP 2, no To-hit-Modifier for Long Range, no To-
hit-Modifier for Moving and Shooting
Stomp

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

Dis Agi Att Off Str AP


1 Orc Chief 8 3 3 5 4 1
Base Adv Mar HP Def Res Arm
Character 25x25mm 4 8 3 6 5 3
General: All friendly units within 12” of a non‐fleeing General may use its Discipline.

Dis Agi Att Off Str AP


1 Goblin Witch Doctor 6 3 1 2 3 0
Base Adv Mar HP Def Res Arm
Character 20x20mm 4 8 2 2 3 0
Wizard: Fireball (Pyromancy), Evil Eye (Witchcraft)

Dis Agi Att Off Str AP


20 Goblins 6 2 1 2 3 1
Formation Base Adv Mar HP Def Res Arm
5x4 20x20mm 4 8 1 2 3 2

Dis Agi Att Off Str AP


18 Orc 'Eadbashers 7 2 2 5 4 1
Formation Base Adv Mar HP Def Res Arm
6x3 25x25mm 4 8 1 4 4 1

Dis Agi Att Off Str AP


5 Goblins Raiders 6 2 1 2 3 0
Formation Base Adv Mar HP Def Res Arm
5x1 25x50mm 9 18 1 2 3 3

Bows (shooting): Aim Score 4+, 1 Shot, Range 24”, Str 3, AP 0


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.

Pyromancy Witchcraft
Fireball Evil Eye
Casting Value 4+ Casting Value 5+

Choose an enemy unit within 24” of the caster.


Choose an enemy unit within 24” and within
The chosen unit suffers -2 Advance Rate (to a
Line of Sight of the caster. Neither the caster
minimum of 3) and -4 March Rate (to a
nor the target may be engaged in Close Combat.
minimum of 6).
The chosen unit suffers D3+1 hits with Strength
The effects last until the start of your next Magic
4 and Armour Penetration 0.
Phase.
SAURIAN ANCIENTS
Army Special Rule: Cold-Blooded
When unit with this rule take a Discipline test, roll one additional D6 while discarding the highest D6 rolled.

Dis Agi Att Off Str AP


1 Saurian Veteran 8 3 4 5 5 2
Base Adv Mar HP Def Res Arm
Character 25x25mm 4 8 3 6 5 4
General: All friendly units within 12” of a non‐fleeing General may use its Discipline.
Cold-Blooded

Dis Agi Att Off Str AP


1 Skink Priest 5 4 1 2 3 0
Base Adv Mar HP Def Res Arm
Character 20x20mm 6 12 2 2 2 1
Wizard: Healing Waters (Druidism), Swarm of Insects (Shamanism)
Cold-Blooded

Dis Agi Att Off Str AP


15 Saurian Warriors 8 2 2 3 4 1
Formation Base Adv Mar HP Def Res Arm
5x3 25x25mm 4 8 1 4 4 3
Cold-Blooded

Dis Agi Att Off Str AP


15 Skink Braves 5 4 1 2 3 0
Formation Base Adv Mar HP Def Res Arm
5x3 20x20mm 6 12 1 3 2 2
Javelins (shooting): Aim Score 4+, 1 Shot, Range 12", Str as User, AP as User, no To-hit-Modifier for Moving and
Shooting
Cold-Blooded

Dis Agi Att Off Str AP


1 Salamander 6 4 3 3 4 1
Base Adv Mar HP Def Res Arm
40x40mm 6 12 3 3 4 3
Spout Flames (shooting): Aim Score 1+, 1 Shot, Range 8", 2d3+2 hits , S4, AP1, cannot hit more than the number of
models in the target unit, no To-hit-Modifier for Long Range
Cold-Blooded

Druidism Shamanism
Healing Waters Swarm of Insects
Casting Value 6+ Casting Value 5+

Choose a friendly unit within 12” of the caster.


The chosen unit gains a 5+ Special Save. This is Choose an enemy unit within 24” and within
done after any Armour Saves and follows the Line of Sight of the caster. Neither the caster
same rules with the exception that they are not nor the target may be engaged in Close Combat.
affected by Armour Modifiers. The chosen unit suffers 4D6 hits with Strength 1
The effects last until the start of your next and Armour Penetration 0.
Magic Phase.
SYLVAN ELVES

Dis Agi Att Off Str AP


1 Druid 8 5 1 4 3 0
Base Adv Mar HP Def Res Arm
Character 20x20mm 5 10 3 4 3 0
General: All friendly units within 12” of a non‐fleeing General may use its Discipline.
Wizard: Truth of Time (Cosmology), Healing Waters (Druidism)
Sylvan Longbows (shooting): Aim Score 3+, 1 Shot, Range 30", Str 3, AP1, no To-hit-Modifier for Moving and Shooting

Dis Agi Att Off Str AP


10 Sylvan Archers 8 5 1 4 3 0
Formation Base Adv Mar HP Def Res Arm
5x2 20x20mm 5 10 1 4 3 0

Sylvan Longbows (shooting): Aim Score 3+, 1 Shot, Range 30", Str 3, AP1, no To-hit-Modifier for Moving and Shooting

Dis Agi Att Off Str AP


8 Dryads 8 5 2 4 4 1
Formation Base Adv Mar HP Def Res Arm
4x2 25x25mm 5 10 1 4 4 0
Special Save (5+): follows the rules for Armour Saves, with the exception that they are not affected by Armour
modifiers.

Dis Agi Att Off Str AP


5 Wild Huntsmen 9 6 2 5 4 2
Formation Base Adv Mar HP Def Res Arm
5x1 25x50mm 9 18 1 3 3 3

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.

Dis Agi Att Off Str AP


1 Death Cult Hierarch 7 2 1 3 3 0
Base Adv Mar HP Def Res Arm
Character 20x20mm 4 8 3 3 3 0
General: All friendly units within 12” of a non‐fleeing General may use its Discipline.
Wizard: Fate's Judgement (Divination), Danse Macabre (Evocation), Death is only the Beginning (Necromancy)
Undead, Ressurected Value: 1

Dis Agi Att Off Str AP


16 Skeleton Archers 4 2 1 2 3 0
Formation Base Adv Mar HP Def Res Arm
8x2 20x20mm 4 8 1 2 3 1
Aspen Bows (shooting): always hits on 5+, 1 Shot, Range 24", Str 3, AP0
Undead, Ressurected Value: 3

Dis Agi Att Off Str AP


15 Necropolis Guards 8 3 1 3 5 2
Formation Base Adv Mar HP Def Res Arm
5x3 20x20mm 4 8 1 3 4 1
Undead, Ressurected Value: 3

Dis Agi Att Off Str AP


3 Shabtis 8 3 3 4 5 2
Formation Base Adv Mar HP Def Res Arm
3x1 40x40 6 12 3 4 4 3
Undead, Ressurected Value: 1

Divination Evocation
Fate's Judgement Danse Macabre
Casting Value 5+ Casting Value 5+

Choose an enemy unit within 18” and within Line of


Sight of the caster. Neither the caster nor the target
Choose a friendly unit within 12” of the caster.
may be engaged in Close Combat.
The chosen unit may instantly perform a 8″ Advance
The chosen unit suffers D3 hits that wound
Move.
automatically with Armour Penetration 0 and with no
Special Saves allowed.

Necromancy
Death is Only the Beginning
Casting Value 8+

Choose a friendly unit within 12” of the caster.


If the target unit has one or more joined characters,
then choose if the unit or one of the characters is
affected.​
The target recovers a number of Health Points
previously lost equal to its Resurrected Value.
VAMPIRE COVENANT
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.

Dis Agi Att Off Str AP


1 Vampire Courtier 8 6 5 7 5 2
Base Adv Mar HP Def Res Arm
Character 20x20mm 6 12 3 6 4 2
General: All friendly units within 12” of a non‐fleeing General may use its Discipline.
Wizard: Hasten the Hour (Evocation), The Rot Within (Occultism), The Dead Arise (Necromancy)
Undead, Ressurected Value: 1

Dis Agi Att Off Str AP


25 Zombies 2 1 1 1 3 0
Formation Base Adv Mar HP Def Res Arm
5x5 20x20mm 4 8 1 1 3 0
Undead, Ressurected Value: 4

Dis Agi Att Off Str AP


18 Ghouls 6 4 2 3 3 0
Formation Base Adv Mar HP Def Res Arm
6x3 20x20mm 4 8 1 3 4 0
Undead, Ressurected Value: 2

Dis Agi Att Off Str AP


5 Barrow Knights 7 2 1 3 4 1
Formation Base Adv Mar HP Def Res Arm
5x1 25x50mm 8 16 1 3 4 5

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+

Choose a unit within 18" and within Line of Sight of


Choose an enemy unit within 18” of the caster.
the caster. Neither the caster nor the target may be
The chosen unit suffers -2 Offensive Skill and -2
engaged in Close Combat.
Defensive Skill.
One model (which can be a character joined to the
The effects last until the start of your next Magic
unit) suffers 1 hit that wounds automatically with
Phase.
Armour Penetration 10.

Necromancy
Arise!
Casting Value 8+

Targets all friendly units within 6” of the caster.


​If a target unit has one or more joined characters,
then choose if the unit or one of the characters is
affected.​
The targets recover a number of Health Points
previously lost equal to their Resurrected Value.
VERMIN SWARMS
Army Special Rule: Safety in Numbers
Non-fleeing units with Safety in Numbers add their number of ranks after the first one to their Discipline,
up to a maximum of +3 and never above 10.

Dis Agi Att Off Str AP


1 Tyrant 7 7 4 6 4 1
Base Adv Mar HP Def Res Arm
Character 20x20mm 5 10 3 7 4 3
General: All friendly units within 12” of a non‐fleeing General may use its Discipline.
Safety in Numbers

Dis Agi Att Off Str AP


1 Magister 6 4 1 3 3 0
Base Adv Mar HP Def Res Arm
Character 20x20mm 5 10 3 3 3 0
Wizard: Wrath of God (Thaumaturgy), Bewitching Glare (Witchcraft)
Safety in Numbers

Dis Agi Att Off Str AP


25 Rats-at-Arms 5 4 1 3 3 0
Formation Base Adv Mar HP Def Res Arm
5x5 20x20mm 5 10 1 4 3 2
Safety in Numbers

Dis Agi Att Off Str AP


20 Vermin Guards 5 5 1 4 4 1
Formation Base Adv Mar HP Def Res Arm
5x4 20x20mm 5 10 1 4 3 2
Safety in Numbers

Dis Agi Att Off Str AP


10 Footpads 6 4 1 3 3 0
Formation Base Adv Mar HP Def Res Arm
5x2 20x20mm 6 12 1 3 3 0
Slings (shooting): Aim Score 3+, 1 Shot, Range 18”, Str 3, AP 0, no To‐hit‐Modifier for Moving and Shooting
Safety in Numbers

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

Dis Agi Att Off Str AP


1 Sorcerer 8 3 3 5 3 0
Base Adv Mar HP Def Res Arm
Character 25x25mm 4 8 3 4 4 3

General: All friendly units within 12” of a non‐fleeing General may use its Discipline.
Wizard: Molten Copper (Alchemy), The Rot Within (Occultism)

Dis Agi Att Off Str AP


10 Warriors 8 4 2 5 4 1
Formation Base Adv Mar HP Def Res Arm
5x2 25x25mm 4 8 1 6 4 4

Dis Agi Att Off Str AP


5 Barbarian Horsemen 8 3 1 4 4 0
Formation Base Adv Mar HP Def Res Arm
5x1 25x50mm 8 16 1 4 3 4

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.

Dis Agi Att Off Str AP


1 Warrior Chariot 8 4 4 5 5 2
Base Adv Mar HP Def Res Arm
50x100mm 8 8 4 5 5 4
Impact Hits: In the first round of a combat after the model has charged, it performs a special close combat attacks
against a unit in base contact. This is resolved at Agility 10, causes D3+1 automatic hits with the Warrior Chariot’s
Strength and Armour Penetration.

Alchemy Occultism
Molten Copper The Rot Within
Casting Value 7+ Casting Value 6+

Choose an enemy unit within 24” and within


Choose an enemy unit within 18” of the caster.
Line of Sight of the caster. Neither the caster
The chosen unit suffers -2 Offensive Skill and -2
nor the target may be engaged in Close Combat.
Defensive Skill.
The chosen unit suffers D3+1 hits with Strength
The effects last until the start of your next Magic
X+1 and Armour Penetration 4, where X is equal
Phase.
to the chosen unit's Armour.

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