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icon Guide

10 Special Skill cost in Points. This cost must be added to the model to get his overall value in Points.

This icon shows to which models the Special Skill can be applied (usually by Rank, Type or Sub-type, Category).
S6 The numbers show the Rank range of Humans (the upper number is the maximum Rank, the lower number the minimum Rank ; if both are identical, this indicates the only Rank the Special
1 Skill can be applied to).
“S” indicates the “Special” Rank.
“A” indicates an Animal.
“PC” indicates a PSI Creature.
“LCa” indicates Light Cavalry (the mount)
“HCa” indicates Heavy Cavalry (the mount)

Examples:

S 41 Purchasable only by Human models of Rank between


1 to 4 (included), and by Human models of Rank “S”.
4
3
Purchasable only by Human models of Rank 3 and 4.

4 Purchasable only by Human models of Rank 4


cal
Purchasable only by models of Light and Heavy
Cavalry (in this case the Special Skill can be applied
4 caP only to the mount, not the rider, whose Rank is
irrelevant and thus is not indicated)

Card Number Limit Icon: This icon shows the maximum number of time this Card can be applied into a given Squad.
2C IMPORTANT:
1) The word “Squad” includes also the models placed under “Reinforcements” (used in Tournaments, and listed under the Reinforcement Rooster, which can be modified between games, as
the Tournament Rules dictate)
2) Other limits to be enforced might exist (like any one written in the text of the Special Skill on the Card, and/or on the Model card and/or Vexilla. Similarly, some exceptions to those limits
could be applied, for the same reasons.
3) Whatever the case, no single model can have the 2 same Cards applied to (it would be anyway useless, since the effects of identical cards are not cumulative).

If the card has the symbol “infinite” (), there are no limitations. This Card might then be purchased for all members of the Squad.
If the icon has a number, followed by a letter:

- the number indicates the number of time the Card can be purchased and applied in the same Squad (including “Reinforcement”).
- a “C” letter indicates a limit to the number of times the Card (and only the card) can be purchased or applied (this means that if a model has already this Special Skill in his Model card, it
doesn’t count towards the limit), while a “T” letter indicates a limit to the number of times the Special Skill can be present in a given Squad (counting also the ones written on the Model cards).

Examples:


Up to 2 of these Cards can be used in any given Squad, even if Up to 2 of these Cards can be used in any given Squad, but
No limit 2C this Special Skill is already present on one or more Model card
of the Squad.
2T only if this Special Skill is not already present on one Model
card of the Squad. If it is already present on one Model card,
only 1 of these Cards can be used (or none, if the Special Skill
is already present on 2 or more Model cards of the Squad).
5 S 41 25 S 41

Nimble Reactive
The model benefits from an excellent fitness: This model is particularly reactive during fights:
when engaged in CC (Close Combat) (thus not
► he can ignore 4cm of height while using Jump considering any attack with a Long weapon or a
From Above (Ex: 10cm of height are considered Range weapon), he can always use the Reaction
as 6cm) Action - if he has enough Action Points in Waiting
► he can ignore 2m of height for Climbing Over or To Anticipate - to try to hit the aggressor before
purposes (Ex: an obstacle of 6cm of height is this one has tries to hit him (for gaming purposes,
onsidered as one of 4cm) the model can hit first).
►he benefits of a Bonus of +2cm to Jump
Forward
► he gains a +2(WI) Modifier on the Will Test
while Fording.

This ability applies only to Footmen models, and


can’t be applied if the model has one or more
Weapons and/or Objects with the Special “Heavy”
Classification. If the model loses or frees himself
of all those “Heavy” Weapons and/or Objects, this
ability can be applied.

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10 S 41 10 S 42
Very Nimble Disclipined
This model has an extraordinary fitness.
The strict discipline of the model lets him have a
► he can Climb Up to 10 cm, using 1 Action Point,
on any obstacle or construction, as long as there is +3(WI) Modifier on the Panic Test for Decimation,
a space where to stop once the climbing is done (a a +2(WI) Modifier on the Will Test to attack Cavalry
roof, a sill, etc.) models and a +2(WI) on the Will Test to attack PSI
► he can ignore 8cm of height while using Jump Creatures with the “Terrifying” Special Skill.
From Above (Ex: 10cm of height are considered as
2cm) and has a +2(WI) Modifier on the Will Test This Special Skill does not apply if the models uses
on Falls. the Rule of Will Enforcement to pass one of the
► he can ignore 3m of height for Climbing Over above mentioned Tests.
purposes (Ex: an obstacle of 6cm of height is
considered as one of 3cm) The Special Skill is applicable also to Knights
► he benefits of a Bonus of +3cm to Jump Forward models, both while On Horse than Grounded.
► he gains a +3(WI) Modifier on the Will Test while
Fording.

This ability applies only to Infantry models, and


can’t be applied if the model has one or more
Weapons and/or Objects with the Special “Heavy”
Classification. If the model loses or frees himself
of all those “Heavy” Weapons and/or Objects, this
abilityy can be applied.

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10 S 41 10 S 61

Marksman Ambidextrous
The very sharp instinct and lengthy training of the This model is ambidextrous, and can thus use 2
model allow him to always add a +1(DAM) Modifier CC weapons simultaneously.
on all the Range/Firearm weapons that he uses Once a Turn, he can make a CC attack (Assault
(excluding Thrown weapons), whatever the Range or Charge) with 2 CC weapons at once, using 1
fired. Action Point only.
Of course, both weapons need to be “In Use” at the
time of the CC attack.
The target will have to defend itself from both
attacks separately.

In case of Charge, the classical +1(DAM/ST)


Modifier fo Cold Steel CC weapons will be applied
to both Cold Steel CC Weapons used to hit, while
in case of Assault, only one of the two Cold Steel
CC weapons (player’s choice) will benefit from the
Modifier.

Also, if during CC (Close Combat) the Ambidextrous


model has 2 Cold Steel CC Weapons, he gains a
+1(D) Modifier against attacks from Cold Steel CC
Weapons.

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5 S 61 5 S 61

Sharp Senses Ready


The Hearing Range (HR) of the model is extended This model is used to act rapidly, anticipating
to 25cm, and he can receive Commands up to enemies actions; he adds a +3(MW) and a
60cm instead of the usual 40cm. +4(MR) Modifier, but only when used to calculate
movement to Intercept an enemy,
Also, the model can ignore any limitations to LoS
due to the atmospheric or environment conditions
specified in the Mission Special Rules or decided
by the players themselves (for example, due
to Fighting in the Dark, Rain, Fog ...) unless the
Mission itself doesn’t forbid or limit the use of said
Special Skill.

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10 S 61 10 S 26

Quick Cold Blooded


When the model moves to Engage in CC any enemy Thanks to his cold blooded nature, the model can
of “Human” Category (be it Infantry or Knight), his ignore any Will Test when he is attacking or when
quickness allows him to parry automatically the he is attacked by enemy Cavalry.
thrusts made by his enemy’s “Long” weapon, and
thus to reach the CC Engagement without getting
hit by the passive attacks of the Long weapon.

This Special Skill does not apply to passive attacks


of the “Long” weapons held by PSI Creatures, and
does never applies in defense (that is, when the
model is actively attacked by an enemy with a
“Long” weapon).

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4 4
10 3 10 1
Charismatic Scout
This model has a so powerful personality that it This model can find the most obscure and hidden
influences his underlings: each model of Rank 1 roads to get close to the enemy. At the beginning
or Rank 2 in LoS and not further than 40cm of the of the game, the model can be placed anywhere
Charismatic model gets a +1(WI) Modifier on all on the battlefield, as long as he is not closer than
Will Tests and a +2(WI) Modifier on any Panic Test 20cm from an enemy model and from the Mission
he needs to face, but only when using his own WI Objective, and only if the Mission doesn’t explicitly
(that is, this ability doesn’t apply if the model uses forbid the use of this Special Skill.
the Rule of Will Enforcement)
This Special Skill can not be applied on a model
Those Modifiers are cumulative with those of an with at least 1 Weapon and/or 1 Object with the
eventual Standard Bearer. Special Rule “Heavy” or “Long”, nor on a model
who has the possibility to use “Simultaneous
Activation”, even if this model is placed alone,
that is, without the other models with whom he can
Simultaneously Activate.
Also, when counting the limited number of models
to apply the ability, the player mustn’t count only
this Special Skill (be it innate or given with a
Card), but also those with Special Abilities or PSI
Powers who allows a special start-up position, like
for example “Stealthy”, “Cutthroat” and “Spectral
Me
Me
Menace”.

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15 lca
Hca 10 S 61

Thoroughbred Knife Master


This animal is thoroughbred, descending from
a glorious bred of warhorses: its exceptional
constitution allows it to gain the following Modifiers This model has been training for long years with
on movement: +3(TR), +6(GA) and +2(MB). the knife.
His knife will from now on be using the following
This Special Skill applies only to the Horse data, instead of the one written on the Model card.
characteristics, and keeps to it even when the If the Model card had no Knife, then now he has it.
Horse is bereft of his Knight (thus becoming a Free
Horse)
CC/Throw
CC Short Medium Max
Range
Yes 1-4 5-9 10-13
DAM (ST+2) 5 3 2

As with all knifes, once thrown, the knife is


considered lost, whatever the result of the throw.

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10 S 42 10 S 42
Armourer Armourer
(for firing weapons) (for Shooting weapons)
This model has a great experience on the This model has a great experience on the
maintenance and repair of firearm weapons. maintenance and repair of range weapons (bows
On all Firing weapons he uses, the Heavy Jamming and crossbows).
on the Table “Doubtful Shot!” is considered a “Light On all Shooting weapons he uses, the Heavy
Jamming”, and will benefit from a +3(WI) Modifier Jamming on the Table “Doubtful Shot!” is
on the Will Test to Solve the Jam of the weapon. considered a “Light Jamming”, and will benefit from
Also, if the model is not farther than 2,5cm from a +3(WI) Modifier on the Will Test to Solve the Jam
another model with a Heavy or Light Jammed of the weapon. Also, if the model is not farther than
firearm weapon, he can, using 1 Action Point, try to 2,5cm from another model with a Heavy or Light
Solve the Jam, again with a Will Test with a +3(WI) Jammed firearm weapon, he can, using 1 Action
Modifier: Point, try to Solve the Jam, again with a Will Test
with a +3(WI) Modifier:
► if he passes it, the weapon of the ally has
been repaired (but is Unloaded). ► if he passes it, the weapon of the ally has
► if he fails it, the weapon of the ally is been repaired (but is Unloaded).
considered now with a “Light Jamming”. ► if he fails it, the weapon of the ally is
considered now with a “Light Jamming”.
The model can also make more than one attempt
to Solve the Jam in his Turn, on his own weapon or The model can also make more than one attempt
on
o ddifferent
iff models. to S
to ol the Jam in his Turn, on his own weapon or
Solve
o different models.
on
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15 S 65 10 S 65

Champion Leader
Veteran of a thousand battles, this model adds, at As long as the model is in play (and if he is not
the beginning of his Activation phase, a +1 bonus “Disabled”), his great experience and resoluteness
to the D3 thrown for the additional Action Points, in battle allow the player to gain a +1 Modifier on
but only if the result of the dice is 1 or 2 (thus the D6 roll for Initiative, at the beginning of every
getting respectively 2 or 3 additional Action Points). game Turn.
If the result of the dice is a 3 on the D3, no bonus
is gained.

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10 S 46 15 S 61

INDOMITable Strong
The incredible determination of the model in battle The exceptional strength of the model allows him
gives him an extraordinary capacity of resisting to use 1 “Two-Handed” Weapon or Object with
pain, which allows him to ignore all negative one hand only, thus freeing the other hand for
Modifiers due to the first Wound he suffers. other purposes (like using another 1 “Single-Hand”
Weapon or Object)
From the second Wound on, the Modifiers apply
regularly.

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25 S 41 10 S 41

Mighty Artillerist
This model has such an incredible strength, that
he can use and manipulate Heavy objects without This model has been trained to recharge heavy
any effort. firearms, like culverins and mortars.
The model can ignore all negative Modifiers due
to Weapons and Objects with the “Heavy” Special The Rules for this Special Skill varies depending
Rule, and considers any “Two-Handed” Cold on the weapon to recharge and are thus listed
Steel CC Weapon or Object as if it was a “Single- under the section “Special Rules for Weapons
Handed”. This allows him, if he wishes, to use in and Objects”, under the Special Rule “Use of
both hands at the same time a “Two-Handed” Cold Artillerists”, on the Model cards of the models using
Steel CC Weapon or Object. those types of weapons, or directly on the Weapon
Cards themselves.
The model can’t use on this manner any “Two-
Handed” Range or Firearm weapon since they
require not only strength, but also stability and aim
to be used correctly!

This Special skill does not allow to cancel the


restrictions given by the “Heavy” Special Rule to
the acquiral of other Special Skills (like “Fast”,
“Nimble” and “Very Nimble”).

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15 S 61 10 S 63

Shot Indicator Jousting


Champion
This model has been trained to be a Shot Indicator Thanks to his lengthy training at Jousting
for any other model using an Indirect Shot Weapon tournaments, this Knight became a master in
(be it a Firearm or Range weapon). the use of the Heavy Horse Lance, and gains a
+1(DAM) Modifier when using such weapon.

Also, if he uses the Heavy Horse Lance against


any other Knight, he can declare, prior to hitting,
that the hit will target the Horse or the Knight,
instead of letting the random hit table decide as
usual.

If he makes such declaration, he will need, after the


Attack roll, to roll another 1D6: with a result of 2+,
the hit will be targeted as declared. Else, the hit will
completely miss the model.

This Special Ability can be assigned only to Knights


models, and it is valid only when they are mounted.

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15 PC 25 Pc

Terrifying (2) Terrifying (3)


This card can be assigned only to PSI Creatures This card can be assigned only to PSI Creatures
which have in their Model card Profile the Terrifying which have in their Model card Profile the Terrifying
Special Skill at an inferior level (1). Special Skill at an inferior level (1 or 2).
A model which whishes to attack in CC (Close A model which whishes to attack in CC (Close
Combat) (with Engagement or at a distance) this Combat) (with Engagement or at a distance) this
PSI Creature must first pass a Will Test with a PSI Creature must first pass a Will Test with a
-2(WI) Modifier. The Rule of Will Enforcement can -3(WI) Modifier. The Rule of Will Enforcement can
be used. If the Test is passed, the model can attack be used. If the Test is passed, the model can attack
normally, else no attack is made but 1 Action Point normally, else no attack is made but 1 Action Point
is still spent. is still spent.
A model that defends himself from any hit from A model that defends himself from any hit from
this PSI Creature must first pass a Will Test with this PSI Creature must first pass a Will Test with
a -2(WI) Modifier. The Rule of Will Enforcement a -3(WI) Modifier. The Rule of Will Enforcement
can be used. If the Test is passed, the model can can be used. If the Test is passed, the model can
defend normally, else the defense will have a defend normally, else the defense will have a
Modifier of -2(D). Modifier of -3(D).
The following models can ignore this Special Skill: The following models can ignore this Special Skill:
those with Rank PC and Rank S, and those with those with Rank PC and Rank S, and those with
any Special Skill which allows them to ignore it. any Special Skill which allows them to ignore it.
Other models can also mitigate or modify the effect Other models can also mitigate or modify the effect
of this Special Skill, due to other specific Special of this Special Skill, due to other specific Special
Abilities
Abil itie of their own. Abilities
A
Abil itie of their own.

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35 S 43 25 S 23

Greater Standard Standard Bearer


Bearer This fighter carries the Standard of his Squad
in battle, infusing courage and pride to his
This fighter
Thi ht carries
i the
th Greater
G t Standard
St d d off his
h
hi companions.
Squad in battle, infusing courage and pride to his Each model in the same Squad and Faction of
companions. Each model in the same Squad and the Standard Bearer (excluding mercenaries and
Faction of the Greater Standard Bearer, including affiliates of other Factions included in the same
mercenaries and affiliates of other Factions Squad) who is in LoS and not farther than 15cm
included in the same Squad, who is in LoS and from the Standard Bearer receives a Modifier of
not farther than 20cm from the Greater Standard +1(D), +1(ST), and +1(DAM) to every weapon he
Bearer receives a Modifier of +1(D), +1(ST), and uses.
+1(DAM) to every weapon he uses, and a +1(WI) Every model in the same Squad and Faction who
Modifier. The Greater Banner Bearer himself gets is in LoS but farther than 15cm gets only the +1(D)
these Modifiers. Every model in the same Squad Modifier.
who is in LoS but farther than 20cm gets only the The Standard Bearer himself benefits from those
+1(D) and +1(WI) Modifiers. same Modifiers, or he can use those of a Greater
A model in LoS of both a Standard Bearer and Standard Bearer, but he can’t benefit from both.
a Greater Standard Bearer must choose with If a model receives this Special Skill, he must be
bonuses to use, he can’t benefit from both. given also the Card “Standard” from the “Weapons
If a model receives this Special Skill, he must be & Objects” Deck (for free), which list the Special
given also the Card “Great Standard” from the Rules for its use, and he must be given also the
“Weapons & Objects” Deck (for free), which list the Standard Marker of his own Faction.
Special
Spe
Sp
S eciaa Rules for its use, and he must be
giv
g
given
iv also the Greater Standard Marker of his
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15 4
15 S 42
2
War
arHammer
Hammer Sword Master
Master This model has trained for years in the use of the
Sword.
This model has trained for years in the use of the When using a Sword (whatever the size and type),
Warhammer. the model gains a +1(DAM) Modifier, cumulative
When using a Warhammer (whatever the size with other applicable Modifiers.
and type), the model gains a +1(DAM) Modifier,
cumulative with other applicable Modifiers. Also, his ability gives him a better understanding
on how to swing the weapon: when attacking with
Also, his ability gives him a better understanding the Sword, results of “3” and “4” on the “Doubtful
on how to swing the weapon: when attacking Blow!” Table are considered as “Wide Blow, No
Consequence”, while results of “11” and “12” are
with the Warhammer, results of “3” and “4” on the
considered as “Blow on Mark, +2(DAM)” and “Blow
“Doubtful Blow!” Table are considered as “Wide
on Mark, +3(DAM)”.
Blow, No Consequence”, while results of “11” and
All other results remain unvaried.
“12” are considered as “Blow on Mark, +2(DAM)”
and “Blow on Mark, +3(DAM)”.
Moreover, he is extremely apt at disarming any
opponent swordsman: when such an enemy
All other results remain unvaried. attacks him with a Sword, any result of “7” or “8” on
the “Doubtful Blow!” Table is considered as “Wide
Blow, Dropped Weapon”. All other results remain
unvaried.

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4 S 44
15 2 35
Halberd Master Abomination Nemesis
What follows applies only versus all Types of
This model has trained for years in the use of the PSI Creature (PC).
Halberd. The model pass automatically all Will Tests, both in
When using a Halberd (whatever the size and attack and defense, requested by the Special Skill
type), the model gains a +1(DAM) Modifier, “Terrifying” of the PC. If the PC is of bigger Size than
cumulative with other applicable Modifiers. the model, she is considered of one Size less (for
example, a Griffon of Size 3 would be considered
Also, his ability gives him a better understanding of Size 2).
on how to swing the weapon: when attacking with When the model Engages offensively in CC a PC,
the Halberd, results of “3” and “4” on the “Doubtful his rapidity protects him from the attacks “from
Blow!” Table are considered as “Wide Blow, No Distance” of the PC, and he can also retreat from
CC Engagement from one or more PC without
Consequence”, while results of “11” and “12” are
Fleeing: he simply moves away like he was never
considered as “Blow on Mark, +2(DAM)” and “Blow
Engaged, both during the Activation and as an
on Mark, +3(DAM)”.
Reaction Action.
All other results remain unvaried. The model can effectuate a Lightning Strike, but
only against a PC: a Run Action has to be used
to Engage in CC the PC, followed by 1 CC attack
Action and then, at least 1 Action to move away. In
this way the PC doesn’t have the possibility to do
any kind of Reaction Action.
The model can purchase any Weapon or Object
fro
from any kind of PSI Creature Hunters’ arsenal.

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15 S 42 15 S 42
Inorganic constructs Organic onstructs
HUNTER HUNTER
What follows applies only versus all PSI What follows applies only versus all PSI
Creatures (PC) of the “Inorganic Creation” Creatures (PC) of the “Organic Creation” Type.
Type. The model pass automatically all Will Tests, both in
The model pass automatically all Will Tests, both in attack and defense, requested by the Special Skill
attack and defense, requested by the Special Skill “Terrifying” of the PC.
“Terrifying” of the PC. When the model Engages offensively a PC,
When the model Engages offensively a PC, his rapidity protects him from the attacks “from
his rapidity protects him from the attacks “from Distance” of the PC, and he can also retreat from
Distance” of the PC, and he can also retreat from Engagement from one or more PC without Fleeing:
Engagement from one or more PC without Fleeing: he simply moves away like he was never Engaged,
he simply moves away like he was never Engaged, both during the Activation and as a Reaction
both during the Activation and as a Reaction Action.
Action. The model can purchase any Weapon or Object
The model can purchase any Weapon or Object from the Organic Construct Hunters’ arsenal.
from the Inorganic Creation Hunters’ arsenal.
Note: this Special Skill can’t be applied to a Squad
Note: this Special Skill can’t be applied to a Squad where there is already an Abomination Nemesis.
where there is already an Abomination Nemesis. In any given Squad, only up to 2 Special Skills
In any given Squad, only up to 2 Special Skills connected to CP Hunters (of any kind) can be
connected
c
co to CP Hunters (of any kind) can be applied.
a
ap
applied.
a
ap
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15 S 42 15 S 42

Ethereals Elementals
HUNTER HUNTER
What follows applies only versus all PSI What follows applies only versus all PSI
Creatures (PC) of the “Ethereal” Type. Creatures (PC) of the “Elemental” Type.
The model pass automatically all Will Tests, both in The model pass automatically all Will Tests, both in
attack and defense, requested by the Special Skill attack and defense, requested by the Special Skill
“Terrifying” of the PC. “Terrifying” of the PC.
When the model Engages offensively a PC, When the model Engages offensively a PC,
his rapidity protects him from the attacks “from his rapidity protects him from the attacks “from
Distance” of the PC, and he can also retreat from Distance” of the PC, and he can also retreat from
Engagement from one or more PC without Fleeing: Engagement from one or more PC without Fleeing:
he simply moves away like he was never Engaged, he simply moves away like he was never Engaged,
both during the Activation and as a Reaction both during the Activation and as a Reaction
Action. Action.
The model can purchase any Weapon or Object The model can purchase any Weapon or Object
from the Ethereals Hunters’ arsenal. from the Elemental Hunters’ arsenal.

Note: this Special Skill can’t be applied to a Squad Note: this Special Skill can’t be applied to a Squad
where there is already an Abomination Nemesis. where there is already an Abomination Nemesis.
In any given Squad, only up to 2 Special Skills In any given Squad, only up to 2 Special Skills
connected to CP Hunters (of any kind) can be connected to CP Hunters (of any kind) can be
applied.
a
ap a
ap
applied.

1T v.2.0. - © 2010 by ManorHouse Miniatures. All Rights Reserved.


1T v.2.0. - © 2010 by ManorHouse Miniatures. All Rights Reserved.

v.2.1 v.2.1
15 S 42 15 S 42

Undeads Transmuteds
HUNTER HUNTER
What follows applies only versus all PSI What follows applies only versus all PSI
Creatures (PC) of the “Undead” Type. Creatures (PC) of the “Transmuted” Type.
The model pass automatically all Will Tests, both in The model pass automatically all Will Tests, both in
attack and defense, requested by the Special Skill attack and defense, requested by the Special Skill
“Terrifying” of the PC. “Terrifying” of the PC.
When the model Engages offensively a PC, When the model Engages offensively a PC,
his rapidity protects him from the attacks “from his rapidity protects him from the attacks “from
Distance” of the PC, and he can also retreat from Distance” of the PC, and he can also retreat from
Engagement from one or more PC without Fleeing: Engagement from one or more PC without Fleeing:
he simply moves away like he was never Engaged, he simply moves away like he was never Engaged,
both during the Activation and as a Reaction both during the Activation and as a Reaction
Action. Action.
The model can purchase any Weapon or Object The model can purchase any Weapon or Object
from the Undeads Hunters’ arsenal. from the Transmuteds Hunters’ arsenal.

Note: this Special Skill can’t be applied to a Squad Note: this Special Skill can’t be applied to a Squad
where there is already an Abomination Nemesis. where there is already an Abomination Nemesis.
In any given Squad, only up to 2 Special Skills In any given Squad, only up to 2 Special Skills
connected to CP Hunters (of any kind) can be connected to CP Hunters (of any kind) can be
applied.
a
ap a
ap
applied.

1T v.2.0.
v.2.0. -- ©
© 2008
2010 by
by ManorHouse
ManorHouse Miniatures.
Miniatures. Tutti
All Rights
i DirittiReserved.
Riservati.
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v.2.1 v.2.1
© 2010 by ManorHouse Miniatures. All Rights Reserved. Reproduction of this page admitted for personal use only.

15 4
30 S 65
2
Determined Hero
Thanks to his training and his knowledge, the Veteran of a thousand battles, this models adds, at
model always passes automatically any Panic Test the beginning of his Activation phase, a +1 bonus
for Decimation, any Will Test to fight models with to the D3 thrown for the additional Action Points,
the “Fear Aura” Special Skill, and any Will Test to but only if the result of the dice is 1 or 2 (thus
fight Cavalry models. getting respectively 2 or 3 additional Action Points).
If the result of the dice is a 3 on the D3, no bonus
is gained.
Also, thanks to his training and knowledge, the
model always passes automatically any Panic Test
for Decimation, any Will Test to fight models with
the “Fear Aura” Special Skill, and any Will Test to
fight Cavalry models.

2C v.2.0. - © 2010 by ManorHouse Miniatures. All Rights Reserved.


1T v.2.0. - © 2010 by ManorHouse Miniatures. All Rights Reserved.

v.2.1 v.2.1
10 S 46 10 S 46

War Cry Courage Cry


Once per game, at the cost of 2 Action Points, this Once per game, at the cost of 2 Action Points, this
model can shout a War Cry, to incite rage and to model can shout a Courage Cry, to recall to duty
give courage to his allies. his allies.

All “Human” models in the same Squad and of the All “Panicked” “Human” models in the same Squad
same Size (both Infantry and Cavalry) will gain and of the same Size (both Infantry and Cavalry)
Modifiers of +2(WI), +1(D), +1(ST), and +1(DAM) immediately lose their “Panicked” status, and can
to all Cold Steel CC weapons they use (excluding act normally, as long as they are in LoS (even
thus Firearm/Range/Thrown weapons), for the partial one, up to 40cm) or in Hearing Radius (HR)
whole turn, as long as they are in LoS (even partial when the Courage Cry is shouted.
one, up to 30cm) or in Hearing Radius (HR).
The Courage Cry can’t be shouted by a model
The War Cry can’t be shouted by a model who who shouted another Cry (of any kind) in this same
shouted another Cry (of any kind) in this same Turn.
Turn.

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© 2008
2010 by
by ManorHouse
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Miniatures. Tutti
All Rights
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Riservati.
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v.2.1 v.2.1
© 2010 by ManorHouse Miniatures. All Rights Reserved. Reproduction of this page admitted for personal use only.

10 S 46 20 S 46

Demoralizing Cry TErrorizing Cry


Once per game, at the cost of 2 Action Points, this Once per game, at the cost of 2 Action Points,
model can shout a Demoralizing Cry, to provoke this model can shout a Terrorizing Cry, to provoke
hopelessness into his enemies. hopelessness into his enemies.

All “Human” Infantry models and of Rank 1,2 and All “Human” Infantry models and of Rank 1,2 and
3, will suffer Modifiers of -2(WI) and -1(D) for the 3, need to immediately pass a Will Test (the Rule of
whole Turn, as long as they are in LoS (even partial Will Enforcement can be used), as long as they are
one, up to 20cm) and inside the Shooting Arc (SA). in LoS (even partial one, up to 10cm) and inside
the Shooting Arc (SA) when the Terrorizing Cry is
The Demoralizing Cry can’t be shouted by a model shouted. Models who fail the test must turn and
who shouted another Cry (of any kind) in this same move 10 cm in the opposite direction than the one
Turn. where the shouting model is.
If a model ends up even partially out of the playing
area he is eliminated. He will however stop his
course at any Difficult Terrain or other model (be it
friendly or foe) or before suffering physical damage
(due to falls, etc.).
The models who pass the Test just ignore the
effect.

The Terrorizing Cry can’t be shouted by a model


w
whh shouted another Cry (of any kind) in this
who

2C v.2.0. - © 2010 by ManorHouse Miniatures. All Rights Reserved.


2C ssame
saa Turn. v.2.0. - © 2010 by ManorHouse Miniatures. All Rights Reserved.

v.2.1 v.2.1
10 4
15 S 26
1
Unhorse Unhorse
Specialist Expert
This models has been trained specifically to This model is trained extremely well to unhorse
unhorse enemy Knights by the use of Cold enemy Knight by the use of Cold Steel CC
Steel CC weapons: whenever he Wounds to the weapons: whenever he Wounds to the Horseman
Horseman or his Horse, he gains a +1 Modifier on or his Horse, he gains a +2 Modifier on the 2d6
the 2d6 throw to verify any unhorsing, whatever is throw to verify any unhorsing, whatever is the Cold
the Cold Steel CC weapon used. Steel CC weapon used.

The Modifier of this Special Skill is cumulative with The Modifier of this Special Skill is cumulative with
those given by Cold Steel CC weapons with the those given by Cold Steel CC weapons with the
Special Rule “Unhorsing”. Special Rule “Unhorsing”.

2T v.2.0.
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© 2008
2010 by
by ManorHouse
ManorHouse Miniatures.
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All Rights
i DirittiReserved.
Riservati.
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v.2.1 v.2.1
© 2010 by ManorHouse Miniatures. All Rights Reserved. Reproduction of this page admitted for personal use only.

15 S 41 10 S 61

Sneaky Fast
This model is particularly lethal when he manages Thanks to years of hard training, this model has
to Engage in CC an enemy From the Rear increased his stamina, and can move much more
(backstab). The victim thus: quickly than normal person, thus gaining the
following Modifiers to movement: +2(MW), +3(MR),
► suffer a Modifier of -3(D) (instead of -2(D)). and +1(MB).
► loses any unspent Action Points in Waiting
► cannot Turn towards the attacker This ability can’t be applied if the model has one
► cannot use any Reaction Action or more Weapons and/or Objects with the Special
“Heavy” Classification.
If the victim survives to this first attack, and the If the model loses or frees himself of all those
model attacks her again, then the same -3(D) “Heavy” Weapons and/or Objects, this Special Skill
Modifier will apply but the target can, if it is still can be applied.
alive after this second attack, Turn immediately This Special Skill can’t be assigned to models with
towards the attacker and use, if it wishes and can, special Placing capabilities (like Scout or Stealthy)
a Reaction Action. or to models which can Simultaneously Activate
with other rmodels of their Squad.
The above-written Modifiers are not cumulative
with other Modifiers of Special Skills about Back
Attacks (like “Cutthroat”).

3T
v.2.1
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 v.2.1
v.2.0. - © 2010 by ManorHouse Miniatures. All Rights Reserved.
15 S 61 15 S 26

Reserve Horse Rider


This ability allows the model to be Placed on the This model did receive a good horse riding training
battlefield during any moment of any player’s Turn, during his life.
instead of placing him at the start of the First Turn.
The player needs only to declare the activation When he must pass a Will Test to Mount, he gets a
of the Reserve model when he is about to +1(WI) Modifier, which is cumulative with any other
Activate another of his models and place him Modifier.
on the battlefield. This model must be Activated
immediately.
The Reserve model must be placed following any
existing Mission Rules (unless he has Rules or
Special Skills saying otherwise, that can be used
for this Mission).
Sometimes the model can has in Reserve with him
also an Animal or a PSI Creature: check the Vexilia
and/or the RuleX for PSI Creature to check for any
particular Rule and situation on the matter.

If, at the end of the game, the Reserve model has


not yet been placed on the battlefield, both the
model and any related PSI Creature and/or Animal
still in Reserve are counted as kills for Gaming
Points purpose.

2T v.2.0.
v.2.0. -- ©
© 2008
2010 by
by ManorHouse
ManorHouse Miniatures.
Miniatures. Tutti
All Rights
i DirittiReserved.
Riservati.
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v.2.1 v.2.1
© 2010 by ManorHouse Miniatures. All Rights Reserved. Reproduction of this page admitted for personal use only.

4
20 S 63 35 3
Horse Rider Ranged weapon
Specialist Smith
This model is a skilled Weapon Smith in the art of
This model did receive an intense horse riding
bows and crossbows.
training during his life.
All Range Weapons of his Squad get a +1(DAM)
When he must pass a Will Test to Mount, he gets a
Modifier, which keeps being applied even if the
+3(WI) Modifier, which is cumulative with any other
model dies during the fight (the weapons are
Modifier.
already in the hands of the other soldiers from the
start of the battle).

Of course, the Squad members won’t benefit from


the bonus if they happen to Pick Up and use any
enemy weapon, but any enemy who Pick Up one
of the Range weapons of the Squad would, on the
other hand, benefit from it.

Note: this Special Skill cannot be assigned to a


Squad which has already a Powder Alchemist or a
Blade Weapon Smith.

2T v.2.0. - © 2010 by ManorHouse Miniatures. All Rights Reserved.


1T v.2.0. - © 2010 by ManorHouse Miniatures. All Rights Reserved.

v.2.1 v.2.1
4 4
25 3 35 3
Powder Wizard Blade weapon
This model is very skilled in the art of producing
Powders for a better explosive result. Smith
This model is a skilled Weapon Smith in the art of
All Firearms Weapons of his Squad get a +1(DAM) blade CC weapons.
Modifier, which keeps being applied even if the
model dies during the fight (the improved firearm All Swords, Halberds and Knifes/Daggers of his
powder is already in the hands of the other soldiers Squad get a +1(DAM) Modifier, which keeps being
from the start of the battle). applied even if the model dies during the fight (the
Since the modifier is about the powder, and not the weapons are already in the hands of the other
weapon itself, the Squad members will benefit from soldiers from the start of the battle).
the bonus if they happen to Pick Up and use any
enemy firearm weapon, after the first Reload done Of course, the Squad members won’t benefit
by the Squad members. from the bonus if they happen to Pick Up and
On the other hand, any enemy who Pick Up one use any enemy CC weapon, but any enemy who
of the firearm weapons of the Squad would benefit Pick Up one of the Swords, Halberds or Knifes/
from the added damage only for the first shot, and Daggers of the Squad would, on the other hand,
only if the weapon was already Charged prior to benefit from it.
be Picked Up.
Note: this Special Skill cannot be assigned to a
Note: this Special Skill cannot be assigned to a Squad which has already a Powder Alchemist or a
Squad which has already a Ranged Weapon Smith Ranged Weapon Smith.
or a Blade Weapon Smith.

1T v.2.0. - © 2010 by ManorHouse Miniatures. All Rights Reserved.


1T v.2.0. - © 2010 by ManorHouse Miniatures. All Rights Reserved.

v.2.1 v.2.1
© 2010 by ManorHouse Miniatures. All Rights Reserved. Reproduction of this page admitted for personal use only.

10 4
10 S 65
2
Elusive Powerful Voice
This model is so agile that he can move away This model has such a powerful voice that he can
from any Engagement in CC with an Human (be be heard far away.
it Infantry or Cavalry) or Animal enemy without
needing to Flee (he basically can move away like When using the Command Action, the model
he was not Engaged in the first place, thus not can be hear out of LoS and within 25cm of range
receiving any attack from the opponent). (instead of the usual 15cm of the normal Hearing
Range of models)
This Special Skill does not apply to Knights while
On Horse, but it does if they are Grounded. Also, any War Cry, Demoralizing Cry, or Courage
Cry get a +10cm range Bonus on the relative
This Special Skill does not apply when fighting Special Skill Card, as long as it is shouted by this
against a PSI Creature. same model.

2C
v.2.1
v.2.0. - © 2010 by ManorHouse Miniatures. All Rights Reserved.
 v.2.1
v.2.0. - © 2010 by ManorHouse Miniatures. All Rights Reserved.

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