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