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 9" 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): Roll X dice when attacking
Transport(X): May transport up to X
after charging (may not be fatigued), for
AP(X): Targets get -X to Defense rolls models or Heroes with up to Tough(6),
each 2+ the target takes one hit.
when blocking hits. and non-Heroes with up to Tough(3)
Indirect: May target enemies that are which occupy 3 spaces each. Units may
Blast(X): Each attack ignores cover and
not in line of sight, and ignores cover deploy inside or embark by moving into
multiplies hits by X, but can’t deal more
from sight obstructions, but gets -1 to hit contact, and may use any move action to
hits than models in the target unit.
rolls when shooting after moving. disembark, but must stay within 6” of it.
Caster(X): Gets X spell tokens at the When a transport is destroyed, units
Lance: Gets AP(+2) when charging.
beginning of each round, but can’t hold inside must take a dangerous terrain
more than 6 tokens at once. At any point Lock-On: Ignores cover and all negative test, are immediately Shaken, and
before attacking, spend as many tokens modifiers to hit rolls and range. surviving models must be placed within
as the spell’s value to try casting one or 6” of the transport before removing it.
Limited: May only be used once.
more spells (only one try per spell). Roll
one die, on 4+ resolve the effect on a Poison: Wounds can’t be regenerated,
target in line of sight. This model and and must re-roll unmodified Defense
other casters within 18” in line of sight rolls of 6 when blocking hits.
may spend any number of tokens at the
Regeneration: When taking a wound, roll
same time before rolling, to give the
one die. On a 5+ it is ignored.
caster +1/-1 to the roll per token.
Relentless: When using Hold actions and
Counter: Strikes first with this weapon
shooting, hits from unmodified rolls of 6
when charged, and the charging unit
are multiplied by 2 (only the original hit
gets -1 total Impact attacks (per model
counts as a 6).
with this rule).
Reliable: Attacks at Quality 2+.
Deadly(X): Assign each wound to one
model, and multiply it by X. Hits from Rending: Wounds can’t be regenerated,
Deadly must be resolved first, and these and unmodified results of 6 to hit count
wounds don’t carry over to other models as having AP(4).
if the target is killed.
Scout: This model may be deployed after
Entrenched: Enemies get -2 to hit when all other units, and may then move by up
shooting at this model from over 9” to 12”, ignoring terrain. If both players
away, as long as it hasn’t moved since have Scout, roll-off to see who goes first,
the beginning of its last activation. and alternate deploying units.
Fast: Moves +2” when using Advance, Slow: Moves -2” when using Advance,
and +4” when using Rush/Charge. and -4” when using Rush/Charge.