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Deck Abilita Speciali 2-1 Eng
Deck Abilita Speciali 2-1 Eng
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:
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.
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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.
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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.
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5 S 61 5 S 61
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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
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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!
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35 S 43 25 S 23
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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.
v.2.1 v.2.1
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.
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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.
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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.
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10 S 46 10 S 46
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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10 S 46 20 S 46
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.
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”.
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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”).
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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).
v.2.1 v.2.1
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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.
v.2.1 v.2.1
© 2010 by ManorHouse Miniatures. All Rights Reserved. Reproduction of this page admitted for personal use only.
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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.