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Интервальные гномы 4500 (The 9th Age: Fantasy Battles 2nd Edition 2020) [4,487pts]

Infernal Dwarves (Infernal Dwarves 2020.2 Beta1) [4,487pts]


Core [1,143pts]

Citadel Guard [595pts]


Selections: Banner of Discipline [30pts], Champion [20pts], 20x Citadel Guard [420pts], Flintlock Axe (3+) [100pts], Musician
[20pts], Standard Bearer [20pts]
Categories: C
Rules: Infernal Brand, Let Them Come!, March and Shoot, Scoring
0 Size: Citadel Guard Size, 1 Global: Citadel Guard Global, 2 Defensive: Citadel Guard Defensive, 3 Offensive: Citadel Guard
Offensive, 4 Armour: Infernal Armour, 6 Ranged Weapon: Flintlock Axe, 7 Artefact: Banner of Discipline

0 Size Height Type Base Ref

Citadel Guard Size Standard Infantry 20×20

1 Global Adv Mar Dis Rules Ref

Citadel Guard Global 3" 9" 9

2 Defensive HP Def Res Arm Rules Ref

Citadel Guard Defensive 1 4 4 0 Infernal Armour, Shield

3 Offensive Att Off Str AP Agi Rules Ref

Citadel Guard Offensive 1 4 4 1 2 March and Shoot

4 Armour Type Save Rules Ref

Infernal Armour Plate Armour 4+ The wearer gains Aegis (5+, against Flaming Attacks).

6
Ranged Range Shots Str AP Attributes Ref
Weapon

Attacks made with this weapon do not suffer any negative to-hit modifiers from a
Flintlock
18" 1 4 2 Stand and Shoot Charge Reaction. This weapon can also be used as a Melee
Axe
Weapon.

7
Type Effect Ref
Artefact

The bearer's unit may reroll failed Panic Tests and Decimated Tests. If the Battle Standard Bearer or
Banner of
Banner the General is part of the bearer’s unit, it automatically passes all its Panic Tests and Decimated
Discipline
Tests instead.
Infernal Warriors [548pts]
Selections: Blunderbuss (4+) [138pts], Champion [20pts], 23x Infernal Warrior [276pts], Musician [20pts], Shield [23pts], Standard
Bearer [20pts], Trial of Ashuruk [30pts]
Categories: C
Rules: Infernal Brand, March and Shoot, Scoring
0 Size: Infernal Warrior Size, 1 Global: Infernal Warrior Global, 2 Defensive: Infernal Warrior Defensive, 3 Offensive: Infernal Warrior
Offensive, 4 Armour: Infernal Armour, Shield, 6 Ranged Weapon: Blunderbuss, 7 Artefact: Trial of Ashuruk

0 Size Height Type Base Ref

Infernal Warrior Size Standard Infantry 20×20

1 Global Adv Mar Dis Rules Ref

Infernal Warrior Global 3" 9" 9

2 Defensive HP Def Res Arm Rules Ref

Infernal Warrior Defensive 1 4 4 0 Infernal Armour

3 Offensive Att Off Str AP Agi Rules Ref

Infernal Warrior Offensive 1 4 3 0 2 March and Shoot

4 Armour Type Save Rules Ref

Infernal Armour Plate Armour 4+ The wearer gains Aegis (5+, against Flaming Attacks).

Shield Shield +1 Parry

6 Ranged
Range Shots Str AP Attributes Ref
Weapon

Quick to Fire, March and Shoot.


Attacks with this weapon do not suffer negative to-hit modifiers from a Stand
and Shoot Charge Reaction.
When shooting with a unit that has more than half of its models equipped with
Blunderbuss 10" 1 5 0 a Blunderbuss and
● exactly 3 Full Ranks, each natural successful to-hit roll of '6' with a
Blunderbuss causes two hits instead of one.
● 4 or more Full Ranks, each successful to-hit roll with a Blunderbuss causes
two hits instead of one.

7
Type Effect Ref
Artefact

Trial of Banner The bearer’s unit and any unit in base contact with the bearer’s unit gain Magic Resistance (2)
Ashuruk Enchantment that is also applied to friendly spells. This Magic Resistance value cannot be increased.

Characters [1,080pts]
Prophet [495pts]
Selections: Infernal Bastion (Mount) [230pts], Occultism, Shield [10pts], Wizard Apprentice
Categories: C ,I D
Rules: Firing Platform, Infernal Brand, March and Shoot, Strider (Wall), Wallbreaker, War Platform, Wizard Apprentice
0 Size: Infernal Bastion Size, Prophet Size, 1 Global: Infernal Bastion Global, Prophet Global, 2 Defensive: Infernal Bastion Defensive,
Prophet Defensive, 3 Offensive: Battering Ram, Crew (6), Prophet Offensive, 4 Armour: Shield

Nezibkesh [30pts]
Selections: Fires of Industry
Rules: Engineer (3+), Fires of Industry, Prophet of Nezibkesh
4 Armour: Infernal Armour

Special Equipment [60pts]


Selections: Triple Speed [60pts]
7 Artefact: Triple Speed

0 Size Height Type Base Ref

Infernal Bastion Size Gigantic Construct 60×100

Prophet Size Standard Infantry 20×20

1 Global Adv Mar Dis Rules Ref

Infernal Bastion Global 3" 9" C

Prophet Global 3" 9" 9

2 Defensive HP Def Res Arm Rules Ref

Infernal Bastion Defensive 8 1 5 4

Prophet Defensive 3 4 5 0 Infernal Armour

3 Offensive Att Off Str AP Agi Rules Ref

Battering Ram 4 5 2 Crush Attack, Harnessed, Impact Hits (D3+1)

Crew (6) 1 4 3 0 2

Prophet Offensive 2 4 4 1 2 March and Shoot

4 Armour Type Save Rules Ref

Infernal Armour Plate Armour 4+ The wearer gains Aegis (5+, against Flaming Attacks).

Shield Shield +1 Parry

7
Type Effect Ref
Artefact

This weapon’s Shots are set to 3, and the wielder gains +3 Attack Value while using it. Close
Triple Enchantment:
Combat Attacks and Shooting Attacks made with this weapon can never hit on worse than 3+.
Speed Flintlock Axe
Can only be taken by models with Infernal Brand.
Taurukh Commissioner [435pts]
Selections: Army General, Paired Weapons [5pts]
Categories: C
Rules: Commanding Presence, Fear, Impact Hits (1), Infernal Brand, Taurukh Commissioner
0 Size: Taurukh Commissioner Size, 1 Global: Taurukh Commissioner Global, 2 Defensive: Taurukh Commissioner Defensive, 3
Offensive: Taurukh Commissioner Offensive, 5 Melee Weapon: Paired Weapons

Infernal Armour
Selections: Plate Armour
4 Armour: Infernal Armour, Plate Armour

Special Equipment [140pts]


Selections: Breath of the Brass Bull [70pts], Ghostly Guard [35pts], Shield Breaker [35pts]
7 Artefact: Breath of the Brass Bull, Ghostly Guard, Shield Breaker

0 Size Height Type Base Ref

Taurukh Commissioner Size Large Beast 50×75

1 Global Adv Mar Dis Rules Ref

Taurukh Commissioner Global 7" 12" 9

2 Defensive HP Def Res Arm Rules Ref

Taurukh Commissioner Defensive 4 6 5 0 Infernal Armour

3 Offensive Att Off Str AP Agi Rules Ref

Taurukh Commissioner Offensive 4 6 5 2 4 An Eye of an Eye, Impact Hits (1)

4 Armour Type Save Rules Ref

Infernal Armour Plate Armour 4+ The wearer gains Aegis (5+, against Flaming Attacks).

Plate Armour Suit of Armour +3 A model part can only wear a single Suit of Armour.

5 Melee
Str AP Attributes Ref
Weapon

The wielder gains +1 Attack Value when using this weapon. Attacks made with Paired Weapons
Paired As As
gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use
Weapons User User
a Shield against Melee Attacks .

7 Artefact Type Effect Ref

Breath of Cannot be taken by models with Towering Presence.


the Brass Artefact The bearer’s model gains +1 Health Point and the bearer gains Breath Attack
Bull (Toxic Attacks).

Ghostly Heavy Armour and Plate


The wearer gains +2 Armour against non-Magical Attacks.
Guard Armour enchantment.

Shield Melee Weapon Attacks made with this enchanted weapon gain +6 Armour Penetration,
Breaker Enchantment Magical Attacks ,and can never wound on to-wound rolls better than 3+.
Vizier [150pts]
Selections: Paired Weapons [5pts], Shield [5pts]
Categories: C
Rules: Infernal Brand, March and Shoot
0 Size: Vizier Size, 1 Global: Vizier Global, 2 Defensive: Vizier Defensive, 3 Offensive: Vizier Offensive, 4 Armour: Shield, 5 Melee
Weapon: Paired Weapons

Infernal Armour
Selections: Plate Armour
4 Armour: Infernal Armour, Plate Armour

Special Equipment [25pts]


Selections: Supernatural Dexterity [25pts]
7 Artefact: Supernatural Dexterity

0 Size Height Type Base Ref

Vizier Size Standard Infantry 20×20

1 Global Adv Mar Dis Rules Ref

Vizier Global 3" 9" 9

2 Defensive HP Def Res Arm Rules Ref

Vizier Defensive 3 6 5 0 Infernal Armour

3 Offensive Att Off Str AP Agi Rules Ref

Vizier Offensive 3 6 4 1 3 March and Shoot

4 Armour Type Save Rules Ref

Infernal Armour Plate Armour 4+ The wearer gains Aegis (5+, against Flaming Attacks).

Plate Armour Suit of Armour +3 A model part can only wear a single Suit of Armour.

Shield Shield +1 Parry

5 Melee
Str AP Attributes Ref
Weapon

The wielder gains +1 Attack Value when using this weapon. Attacks made with Paired Weapons
Paired As As
gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use
Weapons User User
a Shield against Melee Attacks .

7 Artefact Type Effect Ref

Supernatural Melee Weapon The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while
Dexterity Enchantment using it, and attacks made with it gain Magical Attacks.

Special [1,934pts]
Gunnery Team [155pts]
Selections: Cluster Munitions, Fires of Industry, Titan Mortar
Categories: S
Rules: Cumbersome, Fires of Industry, Flammable, Move or Fire, War Machine
0 Size: Gunnery Team Size, 1 Global: Gunnery Team Global, 2 Defensive: Gunnery Team Defensive, 3 Offensive: Gunnery Team
Offensive, 4 Armour: Light Armour, 6 Ranged Weapon: Titan Mortar

0 Size Height Type Base Ref

Gunnery Team Size Standard Construct 40×40

1 Global Adv Mar Dis Rules Ref

Gunnery Team Global 3" 9" 9

2 Defensive HP Def Res Arm Rules Ref

Gunnery Team Defensive 4 1 4 0 Hard Target (1), Infernal Armour

3 Offensive Att Off Str AP Agi Rules Ref

Gunnery Team Offensive 2 4 3 0 2 March and Shoot, Quick To Fire

4 Armour Type Save Rules Ref

Light Armour Suit of Armour +1 A model part can only wear a single Suit of Armour.

6 Ranged Weapon Range Shots Str AP Attributes Ref

Titan Mortar 6"-30" 1 4 [7] 1 [4] Catapult (4×4), [Multiple Wounds (D3, Clipped Wings)]

Immortals [494pts]
Selections: Champion [20pts], Great Weapon, 19x Immortal [494pts], Musician [20pts], Standard Bearer [20pts]
Categories: S
Rules: Bodyguard, Infernal Brand, Scoring, Whispers of the Mask
0 Size: Immortal Size, 1 Global: Immortal Global, 2 Defensive: Immortal Defensive, 3 Offensive: Immortal Offensive, 4 Armour:
Infernal Armour, Shield, 5 Melee Weapon: Great Weapon

0 Size Height Type Base Ref

Immortal Size Standard Infantry 20×20

1 Global Adv Mar Dis Rules Ref

Immortal Global 3" 9" 9

2 Defensive HP Def Res Arm Rules Ref

Immortal Defensive 1 5 4 0 Parry, Whispers of the Mask, Infernal Armour, Shield

3 Offensive Att Off Str AP Agi Rules Ref

Immortal Offensive 1 5 4 1 2

4 Armour Type Save Rules Ref

Infernal Armour Plate Armour 4+ The wearer gains Aegis (5+, against Flaming Attacks).

Shield Shield +1 Parry

5 Melee
Str AP Attributes Ref
Weapon

Great Always strike at Initiative Step 0 (regardless of the wielder’s Agility ). A model using this weapon
+2 +2
Weapon cannot simultaneously use a Shield against Melee Attacks.
Infernal Artillery [235pts]
Selections: Cluster Munitions, Fires of Industry, Fires of Industry, Titan Mortar [75pts]
Categories: S
Rules: Accurate, Base Plate, Fires of Industry, Infernal Brand, Move or Fire, War Machine
0 Size: Infernal Artillery Size, 1 Global: Infernal Artillery Global, 2 Defensive: Infernal Artillery Defensive, 3 Offensive: Crew, 4 Armour:
Infernal Armour, 6 Ranged Weapon: Titan Mortar

0 Size Height Type Base Ref

Infernal Artillery Size Large Construct 75Ø

1 Global Adv Mar Dis Rules Ref

Infernal Artillery Global 0" 0" 9

2 Defensive HP Def Res Arm Rules Ref

Infernal Artillery Defensive 5 1 4 0 Infernal Armour

3 Offensive Att Off Str AP Agi Rules Ref

Crew 3 4 3 0 2 Accurate, Move or Fire

4 Armour Type Save Rules Ref

Infernal Armour Plate Armour 4+ The wearer gains Aegis (5+, against Flaming Attacks).

6 Ranged Weapon Range Shots Str AP Attributes Ref

Titan Mortar 6"-30" 1 4 [7] 1 [4] Catapult (4×4), [Multiple Wounds (D3, Clipped Wings)]

Lamassu Scholar [300pts]


Categories: S ,F
Rules: Fly, Fortitude, Harnessed, Infernal Brand, Light Troops, Magical Attacks, Riddle of the Lammasu
0 Size: Lamassu Scholar Size, 1 Global: Lamassu Scholar Global, 2 Defensive: Lamassu Scholar Defensive, 3 Offensive: Lamassu,
Student, 4 Armour: Infernal Armour, 5 Melee Weapon: Infernal Weapon

0 Size Height Type Base Ref

Lamassu Scholar Size Large Cavalry 50×50

1 Global Adv Mar Dis Rules Ref

Lamassu Scholar Global 6" (6") 12" (12") 9

2 Defensive HP Def Res Arm Rules Ref

Lamassu Scholar Defensive 4 4 5 0 Fortitude (5+), Infernal Armour

3 Offensive Att Off Str AP Agi Rules Ref

Lamassu 2 4 5 2 4 Harnessed, Magical Attacks

Student 2 4 3 0 2 Infernal Weapon

4 Armour Type Save Rules Ref

Infernal Armour Plate Armour 4+ The wearer gains Aegis (5+, against Flaming Attacks).

5 Melee
Str AP Attributes Ref
Weapon

Infernal Magical Attacks. This weapon cannot be enchanted with Weapon Enchantments unless
+1 +1
Weapon specifically stated otherwise.
Taurukh Anointed [750pts]
Selections: Banner of Discipline [30pts], Champion [20pts], Musician [20pts], Paired Weapons [30pts], Shield [60pts], Standard
Bearer [20pts], 6x Taurukh Anointed [540pts]
Categories: S
Rules: Fear, Impact Hits (1), Infernal Brand, Scoring, Shamut's Thunder, Tall
0 Size: Taurukh Anointed Size, 1 Global: Taurukh Anointed Global, 2 Defensive: Taurukh Anointed Defensive, 3 Offensive: Taurukh
Anointed Offensive, 4 Armour: Infernal Armour, Shield, 5 Melee Weapon: Paired Weapons, 7 Artefact: Banner of Discipline

0 Size Height Type Base Ref

Taurukh Anointed Size Large Beast 50×75

1 Global Adv Mar Dis Rules Ref

Taurukh Anointed Global 7" 12" 9

2 Defensive HP Def Res Arm Rules Ref

Taurukh Anointed Defensive 3 5 5 0 Infernal Armour

3 Offensive Att Off Str AP Agi Rules Ref

Taurukh Anointed Offensive 3 5 5 2 3 Impact Hits (1), Shamut's Thunder

4 Armour Type Save Rules Ref

Infernal Armour Plate Armour 4+ The wearer gains Aegis (5+, against Flaming Attacks).

Shield Shield +1 Parry

5 Melee
Str AP Attributes Ref
Weapon

The wielder gains +1 Attack Value when using this weapon. Attacks made with Paired Weapons
Paired As As
gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use
Weapons User User
a Shield against Melee Attacks .

7
Type Effect Ref
Artefact

The bearer's unit may reroll failed Panic Tests and Decimated Tests. If the Battle Standard Bearer or
Banner of
Banner the General is part of the bearer’s unit, it automatically passes all its Panic Tests and Decimated
Discipline
Tests instead.

Instruments of Destruction [330pts]


Citizen Giant [330pts]
Selections: Giant Club [30pts]
Categories: I D
Rules: Giant Club, Infernal Brand, Rage
0 Size: Citizen Giant Size, 1 Global: Citizen Giant Global, 2 Defensive: Citizen Giant Defensive, 3 Offensive: Citizen Giant Offensive, 4
Armour: Infernal Armour

0 Size Height Type Base Ref

Citizen Giant Size Gigantic Infantry 50×75

1 Global Adv Mar Dis Rules Ref

Citizen Giant Global 7" 14" 8

2 Defensive HP Def Res Arm Rules Ref

Citizen Giant Defensive 7 3 5 1 Infernal Armour

3 Offensive Att Off Str AP Agi Rules Ref

Citizen Giant Offensive 5 3 5 2 3 Rage

4 Armour Type Save Rules Ref

Infernal Armour Plate Armour 4+ The wearer gains Aegis (5+, against Flaming Attacks).

Selection Rules
Accurate: The attack doesn't suffer the -1 to-hit modifier for shooting at Long Range. ()
Base Plate: The maximum range of the model’s Artillery Weapon is increased by 6′′ if it is a Naphtha Thrower or Titan Mortar, and by 12′′ if it is a
Rocket Battery. ()
Bodyguard: While a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or
Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types. ()
Commanding Presence: All Generals have the Commanding Presence Universal Rule. The Discipline of all units within 12′′ of a friendly non-Fleeing
model with Commanding Presence may be set to the Discipline value of that model (this ability follows the normal rules for “Values Set to a Fixed
Number”, page 16, meaning that effects modifying the Discipline of the model with Commanding Presence are applied before setting the recipient
model’s Discipline to that value; this value may then be further modified). ()
Cumbersome: Universal Rule.
The model is subject to the following restrictions:
• It may only perform a single Pivot or Wheel during a March Move.
• It may only declare Hold as voluntary Charge Reaction.
• The Strength and Armour Penetration of its Artillery Weapon are reduced by −1 (including any values in brackets). ()
Engineer (3+): Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the
following effects:
• Set the Aim of one of the War Machine’s Artillery Weapons to the value given in brackets (X+).
• You may reroll the roll on the Misfire Table.
• You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon. ()
Fear: Models in units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units
must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken and Close Combat Attacks made by the models
in the unit suffer -1 to hit, while Close Combat Attacks allocated against the models in the unit gain +1 to hit. These effects apply until the end of the
Round of Combat. Models that have Fear themselves are immune to the effects of Fear. ()
Fires of Industry: The sum of the Fires of Industry values stated in brackets of all models in the army is restricted to 0–6 per Army. ()
Firing Platform: Universal Rule.
All models in the same unit as the model are considered to be in Soft Cover. In addition, they may choose to draw Line of Sight as if they were
Gigantic and from any point of the base of the Infernal Bastion at 360° when shooting or casting spells (ignoring any Front Arc restriction). If so, as
long as the unit has at least one Full Rank:
• A maximum of 20 models can shoot. These models can shoot regardless of the rank they are positioned in.
• Measure their range from any point of the base of the Infernal Bastion. ()
Flammable: The attacks ignores Regeneration saves and must reroll failed to-wound rolls against models with Flammable. ()
Fly: Units composed entirely of models with Fly may use Flying Movement during Charge Moves, Failed Charge Moves, Advance Moves, and March
Moves. When a unit uses Flying Movement, substitute its models’ Advance Rate with the first value given in brackets (X), and their March Rate with
the second value given in brackets (Y). A unit using Flying Movement ignores all Terrain Features and units during the Flying Movement. Note that:

• It must follow the Unit Spacing rule at the end of the move.
• It is affected by the Terrain Features from which it takes off and in which it lands.
• All modifiers to ground movement values also apply to a model’s Fly values, unless specifically stated otherwise.
• When declaring a Charge with a unit with Fly, you must declare if the unit will not use Flying Movement for the Charge Move.
• A Failed Charge Move of a unit with Fly must use the type of movement (ground or Flying) that was chosen when the Charge was declared. If the
unit would end its Failed Charge Move inside another unit’s Unit Boundary or inside Impassable Terrain, backtrack the move to the unit’s last legal
position where it follows the Unit Spacing rule. ()
Fortitude: Fortitude is a Special Save. Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against
attacks with Flaming Attacks. ()
Giant Club: Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration. ()
Harnessed: Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with
Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least
one model part with Harnessed is considered to be mounted. ()
Impact Hits (1): At Initiative Step 10, a Charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking
model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model
part's Strength and Armour Penetration.

If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose
which). In multipart models, only model parts that also have Restraints or Inanimate can use their Impact Hits. When several models in the same unit
have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part. ()
Infernal Brand: The model considers all units that do not contain any models with Infernal Brand Insignificant. It can only join or be joined by models
with Infernal Brand. In addition, models without Infernal Brand in units within 6′′ of a friendly non-Fleeing model with Infernal Brand:
• Gain Battle Focus.
• Must reroll failed Charge Range rolls in the Charge Phase. ()
Let Them Come!: Universal Rule.
The model gains Fight in Extra Rank unless it is Charging. In addition, if the model has not performed a March Move during this Player Turn, it may
shoot from the third rank (in addition to the first and second). ()
Light Troops: A unit composed entirely of models with Light Troops applies the following rules for Advance Moves and March Moves:

• The unit may perform any number of Reforms, at any time during the move, and in any order. This does not prevent models with Light Troops from
shooting this Player Turn.
• The unit can move backwards and sideways as if moving forwards (i.e. up to its Advance/March Rate), but cannot leave the board with any part of
its Unit Boundary.
• The unit cannot perform any Wheels.

In addition:
• Units composed entirely of models with Light Troops gain March and Shoot.
• Units with more than half of their models with Light Troops always count as having 0 Full Ranks.
• Infantry Characters gain Light Troops while joined to Infantry units of the same Height with Light Troops. ()
Magical Attacks: The Attack Attribute doesn’t confer any additional effects. However, the Attack Attribute interacts with other rules, such as Aegis (X,
against Magical Attacks). ()
March and Shoot: March Moving in the same Player Turn does not prevent the attack from being performed, unless the attack is also subject to Move
or Fire. ()
Move or Fire: The attack may not be used if the attacking model has made an Advance Move, March Move, Random Movement, Reform, or Pivot
during the current Player Turn. Note that the normal limitations still apply (e.g. no shooting after a Failed Charge Move ). ()
Prophet of Nezibkesh: Universal Rule.
The model gains Fires of Industry (1) and Engineer (3+) that it can use on a single friendly Gunnery Team, Infernal Artillery, or Infernal Engine within 6′
′. ()
Rage: Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value. ()
Riddle of the Lammasu: Universal Rule.
The model is a Wizard Adept that selects 2 spells from Word of Iron (Alchemy), Breath of Corruption (Occultism), Flaming Swords (Pyromancy), and
The Wheel Turns (Witchcraft). This rule overrides the normal Spell Selection rules connected to being a Wizard Adept.
The model does not perform Casting Attempts as normal. Apply the following rules instead:
1. Secretly choose which spell to cast. The model can only cast non-Boosted spells. This selection must be done in a way that allows you to reveal
what spell it was (for example, by placing a spell card face down on the table).
2. Roll the Magic Dice as normal. Declare if the Casting Attempt was successful or not.
If failed – Reveal which spell was attempted to be cast.
If passed – The opponent may perform a Dispelling Attempt as normal (without knowing what spell was cast). If the spell is dispelled, reveal which
spell was cast.
3. If the spell is successfully cast, reveal which spell was cast. Then choose the spell’s targets. If it was a spell from Occultism, you may perform The
Sacrifice. ()
Scoring: Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives. Every army
needs Scoring Units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special
pennant icon.

Scoring can be lost during the game:


• A unit that is Fleeing loses Scoring for as long as it is Fleeing.
• An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring for the rest of the game.
• A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
• A Vanguarding model loses Scoring until the end of Game Turn 1. ()
Shamut's Thunder: Special Attack.
If the model’s unit has at least one Full Rank, and there is a model in the rank directly behind it (in the same file), its Impact Hits cause an additional
hit. While joined to the unit, Taurukh Commissioners gain Shamut’s Thunder. ()
Strider (Wall): The model automatically passes Dangerous Terrain Tests caused by Terrain. If more than half of a unit’s models have Strider, the unit
never loses Steadfast due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated in brackets. In this case, Strider only applies
when interacting with this type of Terrain. ()
Tall: Line of Sight drawn to or from a model with Tall is not blocked by models of the same size (as the model with Tall), unless the intervening model
also has Tall. Remember that this also affects Cover (if a model blocks Line of Sight it contributes to Hard Cover, otherwise only to Soft Cover). ()
Taurukh Commissioner: Attack Attribute.
If joined to a Taurukh Anointed unit, when a R&F model from its unit is removed as a casualty due to Melee Attacks, the bearer:
• Must immediately perform a Close Combat Attack if possible.
• Must reroll failed to-hit rolls until the end of the phase. ()
Wallbreaker: Universal Rule.
The Battering Ram can only use its Crush Attack against enemy units Engaged in the model’s Front Facing. The model must be deployed in and can
only join a unit that consists entirely of models with Infernal Brand, and it can never voluntarily leave its unit. In addition, the model’s unit ignores
Distracting granted to enemy units by Defending a Wall. ()
War Machine: The model cannot Pursue (which does not prevent it from being affected by Random Movement), declare Charges, or declare Flee
Charge Reactions. Characters can never join units with War Machine, and Characters with War Machine cannot join units.
When a War Machine fails a Panic Test , instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are
automatically destroyed. War Machines on round bases and units Engaged in Combat with them cannot make Combat Reforms.
When a unit Charges a War Machine on a round base, it can move into base contact by having its Front Facing contact any point of the War Machine’s
base (it must still maximise the number of models in base contact, see “Contact between Objects”, page 11 and figure 31, page 68). No align move is
allowed.
When a unit Breaks from Combat and Flees away from a War Machine on a round base, always Pivot the Fleeing unit 180°, so that it’s Rear Facing is
in contact with the War Machine’s base. Otherwise follow the normal rules for units Breaking from Combat and Fleeing. ()
War Platform: Unless selected as a mount for a Character, a model with War Platform gains Character with the following exceptions:
• It does not count towards the Characters Army Category (for Army List creation).
• It does not count as Character when Deploying Units (it may still be deployed inside units).
• It cannot issue Duels, accept Duels, or Make Way.
• It can perform Swirling Melee.
• It does not count as Character regarding Bodyguard and Multiple Wounds, unless the War Platform is specifically mentioned in the Bodyguard rule.

The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. Additionally, it
does not prevent Characters without Chariot from joining a unit containing a model with War Platform and Chariot. When joined to a unit, it must
always be placed in the centre of the first rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the
first rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first
rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War
Platform cannot be placed in the centre of the the first rank, the model cannot
join the unit. A War Platform with Mismatching Base can never join a unit, and only a single War Platform can be in the same unit unless specifically
stated otherwise. ()
Whispers of the Mask: Personal Protection.
The model can never be wounded on better than 4+. ()
Wizard Apprentice: The Wizard selects its spells as described in Spell Selection. ()

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