Professional Documents
Culture Documents
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Aircraft: Must deploy before all other Fear(X): Counts as having dealt +X Sniper: Shoots at Quality 2+, and may
units, ignores all units and terrain when wounds when checking who won melee. pick one model in a unit as its target,
moving/stopping, can’t seize objectives, which is resolved as if it’s a unit of 1.
Fearless: When failing a morale test,
and can’t be moved in contact with. May
roll one die. On a 4+ it’s passed instead. Stealth: Enemies get -1 to hit rolls when
only use Advance actions, moving in a
shooting at units where all models have
straight line by 30”-36” without turning. Flying: May go through obstacles and
this rule from over 12" away.
If it moves off-table, its activation ends, ignores terrain effects when moving.
and it must be deployed on any table Strider: May ignore the effects of
Furious: When charging, hits from
edge at the beginning of the next round. difficult terrain when moving.
unmodified rolls of 6 are multiplied by 2
Units targeting this model get -12” range
(only the original hit counts as a 6). Tough(X): This model must take X
and -1 to hit rolls.
wounds before being killed. If a model
Hero: Heroes with up to Tough(6) may
Ambush: This model may be kept in with tough joins a unit without it, then it
deploy as part of one multi-model unit
reserve instead of deploying. At the start is removed last when the unit takes
without another Hero. The hero may
of any round after the first, you may wounds. Note that you must continue to
take morale tests on behalf of the unit,
place the model anywhere, over 9” away put wounds on the tough model with
but must use the unit’s Defense until all
from enemy units. If both players have most wounds in the unit until it is killed,
other models have been killed.
Ambush, roll-off to see who goes first, before starting to put them on the next
and alternate deploying units. Units that Immobile: May only use Hold actions. tough model (heroes must be assigned
deploy like this on the last round can’t wounds last).
seize or contest objective markers. Impact(X): Gets X attacks that hit on 2+
Transport(X): May transport up to X
when charging.
AP(X): Targets get -X to Defense rolls models or Heroes with up to Tough(6),
when blocking hits. Indirect: May target enemies that are and non-Heroes with up to Tough(3)
not in line of sight, and ignores cover which occupy 3 spaces each. Units may
Blast(X): Each attack ignores cover and
from sight obstructions, but gets -1 to hit deploy inside or embark by moving into
multiplies hits by X, but can’t deal more
rolls when shooting after moving. contact, and may use any move action to
hits than models in the target unit.
disembark, but must stay within 6” of it.
Lance: Gets AP(+2) when charging.
Caster(X): Gets X spell tokens at the When a transport is destroyed, units
beginning of each round, but can’t hold Lock-On: Ignores cover and all negative inside must take a dangerous terrain
more than 6 tokens at once. At any point modifiers to hit rolls and range. test, are immediately Shaken, and
before attacking, spend as many tokens surviving models must be placed within
Poison: Targets get -1 to Regeneration
as the spell’s value to try casting one or 6” of the transport before removing it.
rolls, and must re-roll unmodified
more spells (only one try per spell). Roll
Defense rolls of 6 when blocking hits.
one die, on 4+ resolve the effect on a
target in line of sight. This model and Regeneration: When taking a wound, roll
other casters within 18” in line of sight one die. On a 5+ it is ignored.
may spend any number of tokens at the
Relentless: When using Hold actions and
same time before rolling, to give the
shooting, hits from unmodified rolls of 6
caster +1/-1 to the roll per token.
are multiplied by 2 (only the original hit
Counter: Strikes first with this weapon counts as a 6).
when charged, and the charging unit
Reliable: Attacks at Quality 2+.
gets -1 total Impact attacks (per model
with this rule). Rending: Targets get -1 to Regeneration
rolls, and unmodified results of 6 to hit
Deadly(X): Assign each wound to one
count as having AP(4).
model, and multiply it by X. Hits from
Deadly must be resolved first, and these Scout: This model may be deployed after
wounds don’t carry over to other models all other units, and may then move by up
if the target is killed. to 12”, ignoring terrain. If both players
have Scout, roll-off to see who goes first,
Entrenched: Enemies get -2 to hit when
and alternate deploying units.
shooting at this model from over 12”
away, as long as it hasn’t moved since Slow: Moves -2” when using Advance,
the beginning of its last activation. and -4” when using Rush/Charge.