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[4,500pts]
Characters [1,560pts]
Beastmaster [785pts]
Selections: Army General, Imperious Dragon [450pts], Paired Weapons [5pts]
Categories: CHARACTERS, THE MENAGERIE
Rules: Breath Attack (Str 4, AP 1, Flaming Attacks), Commanding Presence, Fly, Harnessed,
Lightning Reflexes, Ruthless Efficiency, Willbreaker’s Craft
0 Size: Beastmaster Size, Imperious Dragon Size, 1 Global: Beastmaster Global, Imperious
Dragon Global, 2 Defensive: Beastmaster Defensive, Imperious Dragon Defensive, 3 Offensive:
Beastmaster Offensive, Imperious Dragon Offensive, 4 Armour: Heavy Armour, Kraken's Hide, 5
Melee Weapon: Paired Weapons
Special Equipment [130pts]
Selections: Beastmaster's Whistle [30pts], Lacerating Touch [50pts], Mask of the War Crow
[50pts]
7 Artefact: Beastmaster's Whistle, Lacerating Touch, Mask of the War Crow
5 Melee
Str AP Attributes
Weapon
Attacks made with a Lance and allocated toward models in the wielders’
As As
Lance Front Facing gain Devastating Charge (+ 2 Strength, +2 Armour
User User
Penetration). Infantry cannot use Lances.
7
Type Effect
Artefact
Dusk Shield The bearer may choose to reroll its failed Armour Saves while using this
Forged Enchantment Shield. If it does, it automatically fails all special saves.
Warlock Outcast [420pts]
Selections: Cosmology, Hand Weapon, Unarmoured, Wizard Master [150pts]
Categories: CHARACTERS
Rules: Irresistible Will, Lightning Reflexes, Not a Leader, Ruthless Efficiency, Wizard Master
0 Size: Warlock Outcast Size, 1 Global: Warlock Outcast Global, 2 Defensive: Warlock Outcast
Defensive, 3 Offensive: Warlock Outcast Offensive, 5 Melee Weapon: Hand Weapon
Special Equipment [40pts]
Selections: Scepter of Power [40pts]
7 Artefact: Scepter of Power
5 Melee
Str AP Attributes
Weapon
All models come equipped with a Hand Weapon as their default equipment.
If a model has any Close Combat Weapon other than a Hand Weapon, it
Hand As As
cannot choose to use the Hand Weapon, unless specifically stated
Weapon User User
otherwise. Models on foot wielding a Hand Weapon alongside a Shield
gain Parry .
7
Type Effect
Artefact
One use only. A Wizard with this Artefact may add a single Magic Dice from its
Scepter
Dice Pool to one of its casting rolls or dispel rolls, after seeing the casting or
of Artefact
dispel froll. (Note that casting rolls cannot exceed the limit of max 5 Magic
Power
Dice.)
Core [1,185pts]
Raiding Party [190pts]
Selections: Corsair, 10x Raider [140pts], Repeater Handbow [2] (4+) [20pts]
Categories: CORE, RAIDERS
Rules: Corsair, Hunting Bolas, Light Troops, Lightning Reflexes
0 Size: Raider Size, 1 Global: Raider Global, 2 Defensive: Raider Defensive, 3 Offensive: Raider
Offensive, 4 Armour: Kraken's Hide, Light Armour, 5 Melee Weapon: Paired Weapons, 6 Ranged
Weapon: Repeater Handbow
5 Melee
Str AP Attributes
Weapon
Two-Handed . The wielder gains +1 Attack Value and +1 Offensive Skill
Paired As As
when using Paired Weapons. Attacks made with Paired Weapons ignore
Weapons User User
Parry.
6 Ranged
Range Shots Str AP Attributes
Weapon
Repeater Accurate, Quick to Fire. When shooting from Short
12" 2 3 0
Handbow Range, the weapon gains Armour Penetration 1.
Raiding Party [190pts]
Selections: Corsair, 10x Raider [140pts], Repeater Handbow [2] (4+) [20pts]
Categories: CORE, RAIDERS
Rules: Corsair, Hunting Bolas, Light Troops, Lightning Reflexes
0 Size: Raider Size, 1 Global: Raider Global, 2 Defensive: Raider Defensive, 3 Offensive: Raider
Offensive, 4 Armour: Kraken's Hide, Light Armour, 5 Melee Weapon: Paired Weapons, 6 Ranged
Weapon: Repeater Handbow
5 Melee
Str AP Attributes
Weapon
Two-Handed . The wielder gains +1 Attack Value and +1 Offensive Skill
Paired As As
when using Paired Weapons. Attacks made with Paired Weapons ignore
Weapons User User
Parry.
6 Ranged
Range Shots Str AP Attributes
Weapon
Repeater Accurate, Quick to Fire. When shooting from Short
12" 2 3 0
Handbow Range, the weapon gains Armour Penetration 1.
Silexian Auxilliaries [230pts]
Selections: 15x Silexian Auxilliary [195pts]
Categories: CORE, RAIDERS
Rules: Academy Training, Lightning Reflexes, Ruthless Efficiency, Scoring, Suppressing Volley
0 Size: Silexian Auxiliary Size, 1 Global: Silexian Auxilliary Global, 2 Defensive: Silexian Auxilliary
Defensive, 3 Offensive: Silexian Auxilliary Offensive, 4 Armour: Light Armour, Shield, 6 Ranged
Weapon: Repeater Crossbow (3+)
6 Ranged
Range Shots Str AP Attributes
Weapon
Repeater When shooting from Short Range, the weapon
18" 2 3 0
Crossbow (3+) gains +1 Armour Penetration.
Silexian Spears [575pts]
Selections: Champion [10pts], Executioner's Icon [65pts], Musician [10pts], 35x Silexian Spear
[490pts], Standard Bearer [10pts]
Categories: CORE
Rules: Academy Training, Lightning Reflexes, Ruthless Efficiency, Scoring
0 Size: Silexian Spear Size, 1 Global: Silexian Spear Global, 2 Defensive: Silexian Spear
Defensive, 3 Offensive: Silexian Spear Offensive, 4 Armour: Light Armour, Shield, 7 Artefact:
Executioner's Icon
Special [385pts]
Raptor Chariot [190pts]
Selections: Great Weapon
Categories: SPECIAL
Rules: Harnessed, Impact Hits (D6+1), Inanimate, Lightning Reflexes, Ruthless Efficiency, Scent of
Blood
0 Size: Raptor Chariot Size, 1 Global: Raptor Chariot Global, 2 Defensive: Raptor Chariot
Defensive, 3 Offensive: Chassis, Crew (2) Offensive, Daeb Raptor (2) Offensive, 4 Armour: Heavy
Armour, 5 Melee Weapon: Great Weapon
5 Melee
Str AP Attributes
Weapon
Great Two-Handed . Attacks made with a Great Weapon strike at Initiative Step 0
+2 +2
Weapon (regardless of the wielder’s Agility).
Shadow Riders [195pts]
Selections: Repeater Crossbows (3+) [25pts], 5x Shadow Rider [90pts]
Categories: SPECIAL, RAIDERS
Rules: Feigned Flight, Harnessed, Hunting Bolas, Light Troops, Lightning Reflexes, Ruthless
Efficiency, Vanguard
0 Size: Shadow Rider Size, 1 Global: Shadow Rider Global, 2 Defensive: Shadow Rider
Defensive, 3 Offensive: Elven Horse Offensive, Shadow Rider Offensive, 4 Armour: Light Armour,
Shield, 5 Melee Weapon: Light Lance, 6 Ranged Weapon: Repeater Crossbow
5 Melee
Str AP Attributes
Weapon
Attacks made with a Light Lance and allocated toward models in the
Light As As
wielders’ Front Facing gain Devastating Charge (+1 Strength, +1 Armour
Lance User User
Penetration). Infantry cannot use Light Lances.
6 Ranged
Range Shots Str AP Attributes
Weapon
Repeater When shooting from Short Range, the weapon gains
18" 2 3 0
Crossbow +1 Armour Penetration.
Destroyers [570pts]
Repeater Battery [190pts]
Categories: DESTROYERS
Rules: Lightning Reflexes, Ruthless Efficiency, War Machine
0 Size: Repeater Battery Size, 1 Global: Repeater Battery Global, 2 Defensive: Repeater Battery
Defensive, 3 Offensive: Crew, 4 Armour: Light Armour, 6 Ranged Weapon: Daeb Bolt Thrower
3
Att Off Str AP Agi Rules
Offensive
Lightning Reflexes, Ruthless Efficiency, Daeb Bolt Thrower
Crew 2 4 3 0 5
(3+)
3
Att Off Str AP Agi Rules
Offensive
Lightning Reflexes, Ruthless Efficiency, Daeb Bolt Thrower
Crew 2 4 3 0 5
(3+)
3
Att Off Str AP Agi Rules
Offensive
Lightning Reflexes, Ruthless Efficiency, Daeb Bolt Thrower
Crew 2 4 3 0 5
(3+)
Hydra [400pts]
Categories: THE MENAGERIE
Rules: Breath Attack (Str 3, AP 2), Cut One Off…, Fortitude (5+), Harnessed, Lightning Reflexes,
Poison Attacks, Rage, Ruthless Efficiency
0 Size: Hydra Size, 1 Global: Hydra Global, 2 Defensive: Hydra Defensive, 3 Offensive: Hydra
Offensive, Lashmasters (2)
Selection Rules
Academy Training: Units with more than half of their models with Academy Training are considered Academy
Trained. While within 8′′ of one or more other non-Fleeing, friendly Academy Trained units, Academy Trained
units:
• Gain Devastating Charge (+1′′ Adv) when declaring their first Charge in any Charge Phase. The effect lasts
until the end of the Charge Phase. Characters without Academy Training that Charge out of the unit are not
affected.
• Count as having one additional Full Rank for the purpose of Steadfast and Disrupted if they have at least one
Full Rank.
Breath Attack (Str 3, AP 2): A model part with Breath Attack can use it only once during the game. If a model
has more than one Breath Attack, it can only use one Breath Attack in a single phase. It can be used either as a
Shooting Attack or as a Special Attack when Engaged in Combat.
• As a Shooting Attack with March and Shoot: choose a target using the normal rules for Shooting Attacks (it can
be used for a Stand and Shoot Charge Reaction). The attack has a range of 6′′. A model part with both a Breath
Attack and a Shooting Weapon can use both in the same Shooting Phase, however only against the same
target.
• As a Special Attack when Engaged in Combat: the attack is made at the model part’s Agility. Declare that you
are using the Breath Attack at the start of the Initiative Step (before rolling to hit), and choose a unit in base
contact as a target.
No matter if it is used as a Shooting or Melee Attack, the target of the Breath Attack suffers 2D6 hits. The
Strength, Armour Penetration, and Attack Attributes (if any) of these hits are given within brackets, such as in
Breath Attack (Str 4, AP 1, Flaming Attacks ). If several models in the same unit have this Special Attack, roll for
the number of hits separately for each model.
Breath Attack (Str 4, AP 1, Flaming Attacks): A model part with Breath Attack can use it only once during the
game. If a model has more than one Breath Attack, it can only use one Breath Attack in a single phase. It can be
used either as a Shooting Attack or as a Special Attack when Engaged in Combat.
• As a Shooting Attack with March and Shoot: choose a target using the normal rules for Shooting Attacks (it can
be used for a Stand and Shoot Charge Reaction). The attack has a range of 6′′. A model part with both a Breath
Attack and a Shooting Weapon can use both in the same Shooting Phase, however only against the same
target.
• As a Special Attack when Engaged in Combat: the attack is made at the model part’s Agility. Declare that you
are using the Breath Attack at the start of the Initiative Step (before rolling to hit), and choose a unit in base
contact as a target.
No matter if it is used as a Shooting or Melee Attack, the target of the Breath Attack suffers 2D6 hits. The
Strength, Armour Penetration, and Attack Attributes (if any) of these hits are given within brackets, such as in
Breath Attack (Str 4, AP 1, Flaming Attacks ). If several models in the same unit have this Special Attack, roll for
the number of hits separately for each model.
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).
Corsair: Universal Rule.
The model gains Kraken’s Hide and Paired Weapons. In addition, each Charging unit with one or more models
with Corsair adds +1 to its side’s Combat Score if fighting an enemy unit in the enemy’s Flank or Rear.
Cut One Off…: Universal Rule.
For each successful Fortitude Save roll of a natural ‘6’, the model immediately recovers 1 Health Point. Note that
Health Points recovered this way do not affect the number of simultaneously lost Health Poins for rules
purposes, e.g. for calculating Combat Score.
Feigned Flight: Models in a unit consisting solely of models with Feigned Flight do not become Shaken if their
unit voluntarily chooses Flee as Charge Reaction and passes its Rally Test in its next Player Turn. The Reform
after Rallying in this case does not prevent the unit from moving nor from shooting (but it still counts as having
moved). This rule does not apply if a unit fails to rally on the next friendly Player Turn or involuntarily Flees (e.g.
as a result of a failed Panic Test or if it was already Fleeing when being charged).
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 (5+): 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.
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.
Hunting Bolas: The roll for Flee Distance of enemy units that Break from Combat while in base contact with one
or more models with Hunting Bolas is subject to Minimised Roll.
Impact Hits (D6+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.
Inanimate: Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons.
Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model
(and do not have Restraints or Inanimate).
Irresistible Will: Universal Rule.
The Casting Values of all spells cast by the model are increased by +1. Dispelling rolls against non-bound spells
cast by the model suffer a −2 modifier.
Lethal Strike: An attack with Lethal Strike that wounds with a natural to-wound roll of ‘6’ has its Armour
Penetration set to 10 and ignores Fortitude saves.
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.
Lightning Reflexes: A Close Combat Attack with Lightning Reflexes gains a +1 to-hit modifier. Model parts with
this Attack Attribute wielding Great Weapons do not gain this +1 to-hit modifier, but strike with the Great Weapon
at the Initiative Step corresponding to their Agility instead of always striking at Initiative Step 0.
Not a Leader: The model cannot be the General
Poison Attacks: If the attack successfully hits with a natural to-hit roll of ‘6’, it automatically wounds with no to-
wound roll needed.
Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural ‘6’. Note
that the second to-hit roll must still be successful in order to hit the target.
If the Attack can be turned into more than one hit (e.g. a hit with Penetrating, Area Attack or Battle Focus), only a
single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
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.
Rally Around the Flag: All units within 12" of a friendly non-Fleeing model with Rally Around the Flag may reroll
failed Discipline Tests.
Ruthless Efficiency: Close Combat
The attack gains +1 to wound during the First Round of Combat.
Scent of Blood: The model gains Fearless and Frenzy while Engaged in Combat. In addition, the model gains
Devastating Charge (+1′′ Adv) with the following restrictions:
• The Charged unit has at least one Health Pool that contains fewer Health Points than it did when the unit was
deployed or otherwise entered the Battlefield.
• The effect ends immediately before the unit declares a new Charge.
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.
If both players have units with Vanguard, alternate moving units one at a time, starting with the player that
finished deploying last (note that this is an exception to the rules for Simultaneous Effects). A Combined Unit
counts as a single unit for this purpose even if parts of the unit perform separate Vanguard moves (like two
Characters Vanguarding out of a Combined Unit). Any game effects that would affect the Combined Unit (such
as Banner Enchantments) remain in effect for all parts of the Combined Unit until all parts of the Combined Unit
have finished their Vanguard move (even if a Character leaves the unit). Instead of moving a unit, a player may
declare to not move any more Vanguarding units.
Units that have moved this way lose Scoring until the end of Game Turn 1 and may not declare Charges in the
first Player Turn (if their side has the first turn).
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.
Willbreaker’s Craft: Universal Rule.
Discipline Tests from friendly non-construct models with Towering Presence within 12′′ of one or more models
with Willbreaker’s Craft are subject to Minimised Roll.
If within 12′′ of one or more models with Willbreaker’s Craft, the roll for determining the number of hits from
Stomp Attacks of:
• Friendly models is subject to Maximised Roll.
• Enemy models is subject to Minimised Roll.
Wizard Master: The Wizard gains Channel (1) and a +1 modifier to its casting rolls, and selects its spells as
described in Spell Selection.