Aberration
This Regiment may add one additional Chant Marker to the Chant Sequence belonging to its Cult.
Special rules, draw events and rules terms
This Regiment may add one additional Chant Marker to the Chant Sequence belonging to its Cult.
When this Regiment's Command Stand is destroyed the Player gains 2 Power Tokens.
The Action Phase is where the majority of the Action of the battle takes place. Regiments march and march again, charge into melee, or fire volleys at distant foes. As a result, the Action Phase is also usually the longest and most exciting Phase of the game, and needs breaking down into more detail than the others.
This Ability may be used once per Battle and requires the Character or Regiment to currently be on the Battlefield. Once Activated the effects last until the end of the Round regardless if the Character or Regiment has been removed from the Battlefield in the meantime.
Stands in this Regiment count all their arcs as their Front Arc and Ignore Stands in this regiment for purpose of determining Line of Sight and Checking for obstruction when performing Volley Action.
An option bought in addition to the Regiment's existing equipment or abilities.
Stands in this Regiment, including Characters, add +1 to their Volley Characteristic for the next Volley Action it takes this Activation. If this modifies the Volley Characteristic to a 5 or greater, they do not receive the +1 Volley but instead may Re-Roll unmodified Hit Rolls of "6".
This Ability is always considered to be active regardless of whether the Character or Regiment is currently on the Battlefield, in Reinforcements or having been destroyed.
Rules and abilities with this keyword are always considered to be active regardless of whether a Character or Regiment is currently on the Battlefield, in Reinforcements or having been destroyed.
Until the end of this Regiment's Activation, if the Regiment has the Special Rule and is not currently occupying a piece of Garrison terrain, instead of performing a Volley Action as normal it may perform the following:The Regiment suffers -1 to its Volley Characteristic until the end of the Regiment's Activation. Then the Regiment may select an Enemy Regiment in its front arc, within Range of at least one of its Stands and within Line of Sight of a Friendly Regiment and perform the Volley Action against it as if its Volley was a Clear Shot. Only Stands in the Regiment with this Special Rule may participate in this Volley Action. If all Stands in the Target Regiment are within a piece of Cover Terrain then the (X) Special Rule is halved as normal, if the Target Regiment does not have all its Stands within a piece of Cover Terrain then there are no penalties to the (X) Special Rule.
Battlefield Role tag for the Ardent creed. If the Warlord is Ardent, friendly Ardent/Clan Regiments Awaken immediately after a successful Charge or destroying an Enemy Regiment, Command Stands may always use "Die Fighting", and the whole army gains Scouts.
When a Stand with this Special Rule performs a Volley or Spellcasting Action, any Hits caused by those attacks reduce the Target Regiment's Defense by X. E.g. A Stand with (2) would reduce the Target's Defense by 2 during Defense Rolls from its Volley Action.
Attacks tell us how many dice each Stand contributes when attacking an Enemy.
An Ability identifier: its effect applies to Regiments within the stated range of the source.
At the start of an Enemy Regiment's "Draw Command Card" Step, that Regiment suffers X Hits where X is equal to the sum of (X) value of each Stand in contact with that Regiment. These Hits do not Trigger Morale Tests. If the Regiment is destroyed by this Special Rule before the "Resolve Draw Event" step, then the Active Player discards the Command Card and may Draw their next Command Card and perform Actions with it. The maximum Value of (X) for a non-monster Regiment is always 4, that means each stand will add a maximum of 4 Hits, there is no such limitation for Monster Regiments.
Some Special Rules have a wide effect affecting every Regiment currently within Range. These Special Rules can easily be identified by the keyword next to their name. Ranges are measured from any point of a Stand with that Special Rule. While a Regiment declares an Action to Perform while currently within range of this it benefits from its effects until the end of that Action. A Regiment cannot benefit from the same Special Rule multiple times.
Stands with this Special Rule never receive the benefit of the Special Rule. Stands with this Special Rule do not have a Resolve Characteristic and always count as automatically passing any Morale or Resolve Characteristic test. However, Regiments with this Special Rule may still be Broken and/or Shattered as a result of casualties as their formation collapses and soldiers are cut down. If this Regiment is joined by a Character Stand without this Special Rule, the Character Stand's Resolve Characteristic is only used during a Duel Action.
A Stand with this Special Rule contributes X Shots when its Regiment performs a Volley Action. The Range, as well as any Special Rules, are given in a second set of parentheses after the (X) Special Rule.
Until the end of the Round, all Stands in this Regiment gain +X Defense.
If during a single Volley Action the Regiment inflicts one or more Wounds on Target Enemy Regiment all Stands in the Target Regiment suffer a -1 to their March Characteristic until the end of the Round. Multiple instances of this Special Rule do not stack.
This Ability is considered to be active while the Character or Regiment is currently on the Battlefield.
If a Regiment has suffered any Wounds or lost Stands that have neither been Healed nor Restored (respectively) it counts as being Below Starting Strength and will be referred to as such by other rules.
Roll a D6. This Regiment Heals a number of Wounds equal to the result. If the Regiment affected is not Infantry, reduce the Healing value to D3.
Once per Round, when this Regiment Marches over a Size 1 Enemy Regiment, it inflicts 5 Hits. These Hits count as originating from the Enemy Regiment's and do not trigger Morale Tests.
When this Regiment causes an Enemy Regiment to be Destroyed, Friendly Regiments within 8" become Awakened until the end of the Round.
Once per Round, Stands with this Special Rule may choose to Re-Roll all their failed Hit Rolls or all of their failed Defense Rolls during a Clash or Charge Action. All Stands in the Regiment must Re-Roll the same Roll at the same time and must declare the use of before making the Roll they wish to Re-Roll.
When this Regiment Chants the Battlecry, it gains the (+2) Special Rule until the end of the Round.
This Regiment suffers no penalties when an attached Character declines a Duel. A Broken Regiment still cannot decline a Duel.
Instead of Defense Rolls, each successful Hit inflicts Wounds equal to the target Regiment's (unmodified) Size. These Wounds do not cause Morale Tests.
Stands in this Regiment, including Characters, ignore the and (X) Special Rules. In addition, at the start of the Regiment's Activation, after resolving any Draw Events but before performing its first Action, remove the Broken status from this Regiment.
When this Regiment performs a Volley Action - excluding any attached Character:
Whenever a Regiment with this Special Rule makes Defense Rolls as a result of either a Clash or Charge Action it treats two successful results as fails if that Action is originating from this Regiment's , and twice as many if it originates from the Regiment's Rear.
If, during the course of a single Round, a Regiment loses half or more of the Stands than it had at the beginning of the Round or when it last Rallied during that Round (rounded up), it is immediately Broken.
When a Stand with this Special Rule inflicts Attacks, those Attacks reduce the Target Enemy Regiment's Defense by X for the purposes of making Defense Rolls against those Attacks. E.g. A Stand with (2) would reduce the Target's Defense by 2 when making Defense Rolls from its Attacks.
Stand type. Large creatures or heavily armoured warriors; one Model per Stand, between Cavalry and Monsters in size.
Range 12", Attunement 4. The target Enemy Regiment suffers one Hit per success.
Stand type. Cavalry are tougher and faster than Infantry, but rarer; always one Model per Stand.
The Regiment this Character Stand is currently attached to gains the Draw Event.
When the Regiment Activates from the Strategic Stack it gains the Special Rule until the end of the Round.
An Ability identifier for W'adrhun Battle Cries: it is used when the Regiment Chants the matching Battle Cry.
- This Character Stand is comprised of 1 Brute Stand with 1 Model on it.
Use a Charge Action if you want your Regiment to move into contact with an enemy to attack them in close combat.
Stand type. War machines pulled by beasts; one Model per Stand.
Kata โ 30 points
Battlefield Role tag for the Clans. If the Warlord is Clan, friendly Clan Regiments gain both Fervor and while Awakened.
The Clash Characteristic describes how effective a Stand is in the press of melee, governing its likelihood to strike a decisive blow against an enemy.
If your Regiment performs a Clean Reform, immediately put your Regiment in Legal Formation without decreasing the amount of stands in contact with Engaged Enemy Regiments. You cannot increase the number of stands in your front rank by more than 2 during this action. Single Stand Regiments should align as much of their stand as possible against Engaged Regiments.
When a Stand with this Special Rule performs a Clash or Duel Action, any Hits caused by those Attacks reduce the Target's Defense by X for the purposes of making Defense Rolls against those Attacks. E.g. A Stand with (2) would reduce the Target's Defense by 2 during Defense Rolls from those Attacks.
Battlefield Role tag for vat-grown humanoid clone soldiers.
A Regiment will want to attempt a Combat Rally if it is Broken, in order to minimize the chance of it fleeing the battle.
Use a Combat Reform Action if you want your Regiment to alter its number of Ranks and Files and bring greater numbers to bear on an enemy in base contact.
Each Character and Regiment has a Command Card. Command Cards are used during the Command Phase to determine when a Regiment or Character acts. Each Command Card depicts the following details:
Leader, Standard Bearer or Officer Models that give a Regiment extra abilities.
At the start of the Command Phase, take all of the Command Cards for your surviving Regiments on the Battlefield, and any Command Cards for Regiments arriving as Reinforcements this Round, and arrange them in a face-down Command Stack. You should arrange your Command Stack carefully, placing the Regiment you want to act first right at the top, the Regiment you want to act last at the bottom, and the remainder organized in between. At this point, make sure that Command Cards in your Command Stack correlate to the Regiments that are currently in play. You may need to remove Command Cards belonging to Regiments or Characters that have been destroyed earlier in battle.
A Stand carrying Command Models (Leader, Standard Bearer, Officers).
The range of "Crushing Force" extends to the whole Battlefield, and the value of "Tempo" becomes 4 and applies to all friendly The Tribes.
Follower of the Cult of Conquest. Regiments of this Cult gain +2 Evasion (max 3).
Enemy Regiments targeting this Regiment as part of a Clash Action suffer a Hit for each Attack roll of '6'. These Hits do not benefit from any other Special Rules and do not trigger Morale Tests.Characters with this Special Rule benefit from its effects during Duels as well.
Friendly Court of Air Elementals Regiments gain the Special Rule.
Court tag. While the current Season is Autumn, the Overgrowth effect "Harvest Resolve" grants the Culling Special Rule.
Friendly Court of Earth Elementals gain the (2) Draw Event.
Friendly Court of Fire Elemental Regiments gain the "Fan the Flames" Draw Event.
Court tag. While the current Season is Spring, the Overgrowth effect "Verdant Awakening" grants +2 March.
Court tag. While the current Season is Summer, the Overgrowth effect "Sunfire Reprisal" grants the Special Rule.
Friendly Court of Water Elementals Regiments Charging an Enemy Regiment in its or Rear, gains (1) and (+2).
Court tag. While the current Season is Winter, the Overgrowth effect "Frost Resistance" grants the Special Rule.
Range Self, Attunement 4. Add a Conquest Marker to the Chant Sequence. You may also secretly look at the top three cards of your Command Stack and return them in any order.
While a Friendly The Tribes Regiments is within 8" of this Character Stand gains the (1) Special Rule.
When this Regiment Chants the Battlecry, add +3" to their March Characteristic for the first Action it performs this Activation.
When this Regiment Chants the Battlecry, the Regiment gains the Special Rule until the end of the Round.
This Regiment must always follow the Cult of Famine and can only Chant from the Cult they follow. In addition when this Regiment Chants the Battlecry, it gains the (1) Special Rule until the end of the Round.
When this Regiment Chants the Battlecry, it gains the (2) Special Rule until the end of the Round.
This Regiment may never be Broken and always counts as having the Special Rule. Characters benefit from this Special Rule only if they have "" themselves as part of their Characteristic profile or have gained this Special Rule from an ability, Character Upgrade, etc. In instances where this Regiment or Stand can never benefit from the "" Special Rule, this rule supersedes it.
When a Stand with this Special Rule performs a Clash or Duel Action, any failed Defense Roll of "6" rolled by the Target Regiment causes it to suffer 2 Wounds instead of 1.
When a Stand with this Special Rule performs a Volley Action, any failed Defense Roll of "6" rolled by the Target Regiment causes it to suffer 2 Wounds instead of 1.
A Stand with this Special Rule always counts as under the effects of the Special Rule.
Follower of the Cult of Death. Regiments of this Cult gain .
This Regiment gains the (2) Special Rule until the end of the Round when performing a successful Charge on an Enemy Regiment's or Rear Arc. The Character and all Friendly The Speakers Monster Regiments in the Army gain access to the following Special Rule:
The Regiment suffers 1 Wound per Stand at the end of its Activation. In the case of a Monster Regiment, it suffers 3 Wounds instead. These Wounds do not trigger Morale Tests.
Defense serves as a measure of physical resilience, combining the protection from any armor with the Stand's innate toughness.
Should the Regiment perform a March Action immediately followed by a Charge Action, the Regiment gains the (+1) and Special Rules.
When a Regiment with this Special Rule is the Target of a Friendly (X)'s Spellcasting Action, one failed Spellcasting die is converted to a success. If the Regiment has a Character attached to it with this Special Rule, then the Regiment also counts as having "" for as long as the Character remains attached to it.
12" 4 (Scaling)
Range 12", Attunement 4. Until the end of the Round, when the target friendly Regiment Chants, Enemy Regiments Engaged with it do not benefit from the Special Rule.
When a Stand with this Special Rule is destroyed, if the Power Token gained from it is allocated to the Fallen Pantheon Pool add an additional Power Token to that same Pool.
Chant When the Regiment Chants, it gains until the end of the Round and ignores all effects that reduce its Stand count or treat it as 0 for Objective control.
If this Regiment performs two March Actions during its Activation, it may take a free additional March Action.
Enemy Regiments in contact with Stands with this Special Rule cannot benefit from the effects of the "" Special Rule. In instances where a Regiment or Stand always benefits from the "" Special Rule, this rule is superseded.
Battlefield Role tag for mass-produced bio-engineered constructs. If the Underspire sect is chosen, friendly Drones can Heal while Broken and gain .
When a Friendly Regiment - including the Drum Beast - currently within 10" adds a Chant Marker to the Sequence, it may immediately choose to add an additional Chant Marker.
To resolve a Duel Action, choose an Enemy Character in an Enemy Regiment in contact with the Regiment your Character is attached to. The Character does not need to be in contact with your Character โ we assume that voices travel a long enough way, and so do bloodthirsty combatants in the swirling melee.
This Regiment adds +2" to its Charge Distance when performing a Charge Action against a Monster Regiment.
Battlefield Role tag for the elemental spirits that represent a Court. They also carry the tag of their Court: Fire, Water, Air or Earth.
A Regiment of the Character's Warband activated alongside the Character when its Command Card is drawn.
Evasion is another Defense Characteristic, but one that takes into account a Stand's ability to ignore harm through agility, resilience or magical protection, rather than endure through sheer hardness.
Battlefield Role tag for elite human warriors. They are the main target of the Tribal Tactics chosen at the end of the Supremacy Phase.
A Regiment has the (1) Special Rule. Another Special Rule gives that Regiment another instance of the (1) Special Rule. As both of these Special Rules are (X), they do not stack and the Regiment will still have the (1) Special Rule. If the second instance of (X) was (+1) instead, then the (1) and the (+1) Special Rule would stack, and the Stand would now have (2).
A Regiment without (X) gains the (+1) Special Rule. The Regiment counts as if it had a value of (0) which now becomes (1). The Regiment now counts as having the (1) Special Rule and does not retain its "+" quality. Should another instance of (1) be applied the Regiment would not still maintain its (1).
Friendly The Speakers Regiments in this Warband ignore the effects ofHindering, Dangerous, Broken and Perilous Terrain.
Enemy Regiments that become the Target of this Regiment's Volley Action within its Effective Range, Re-Roll successful Defense Rolls of "1", should the shots originate from their or Rear Arc.
Each Regiment has a front arc, a rear arc and two flank arcs. These become important when the Regiment wishes to shoot at an Enemy, or when the Regiment charges into combat. To determine a Regiment's arcs, extend a 45ยฐ degree line from each of the Regiment's corners (Fig. 1.3). If the Regiment's Stands are square, you can do this by tracing a straight line from the corner Stand's inside back corner and extending it through its outside front corner.
Follower of the Cult of Famine. Regiments of this Cult gain .
When a Regiment or Character with the (X) Special Rule successfully casts a Spell, with a Range other than "Self ", with this Regiment as its Target, this Regiment Heals for 3 Wounds.
A Regiment with this Special Rule ignores the effects of the and (X) Special Rules. If a Character has this Special Rule, then it does not apply it to the rest of the Regiment and only benefits from this Special Rule as part of a Duel Action.
Enemy Regiments in contact with this Regiment must roll a D6 before being able to perform a Combat Rally or Combat Reform Action. If the result is less than or equal to the highest Resolve Characteristic in the Regiment, you may perform an Action as normal. If the result is higher, then the Action fails and is lost.
Sub-faction tag. If the Warlord is Feudal, Family Traditions applies: Feudal Regiments in the Warlord's Warband gain Veteran for free, and Feudal Regiments and Characters across the army also gain the sub-faction role of their dynastic ally.
Stands with this Special Rule may Re-Roll all failed Hit Rolls against Monster and Brute Regiments.
If your Regiment makes a Fighting Reform it suffers 1 Wound for each of its Stands in contact with an Enemy Regiment. Once any casualties have been removed, and Morale Tests taken, the Regiment adopts a new legal formation as per a Clean Reform.
If this Regiment performs a Volley Action as its second Action during this Activation, it may take a free additional March Action immediately after the Volley Action is resolved. The Regiment cannot move sideways or backwards during that March.
This Regiment does not contribute a die to the Reinforcement Roll. Before rolling each Reinforcement Pool for each Class, each player declares whether a Regiment with this Special Rule automatically enters the Battlefield or remains in Reinforcements. A Regiment cannot enter the Battlefield before its Class will normally be able to and cannot remain in Reinforcements past the Round its Class is required to enter automatically.
Once per game, this Regiment may perform a free additional Combat Reform Action during its Activation.
When a Stand with this Special Rule performs a Clash or Duel Action, Enemy Regiments or Characters may not use their Defense Characteristic against Hit Rolls of "1".
This Regiment may perform a free additional Reform Action during its Activation given that at the beginning and end of that action it has a maximum of 3 stands in its front row. This free Reform Action must be performed before the Regiment takes its first Action, or at the end of its Activation after all other Actions have been resolved. A Regiment with this Special Rule can draw Line of Sight from all Arcs, not just its Front, and may perform Volley Actions against Regiments in its flank or rear as well. Where this is the case, count the closest Rank or File of the Regiment as the first Rank.
A Stand with this Special Rule Re-Rolls all failed Hit Rolls when performing a Clash or Duel Action.
Until the end of the Round, choose one of the following bonuses for this Regiment to receive: +2 Clash Characteristic +2 Attacks Characteristic
A Regiment containing only Stands with this Special Rule may March and Charge over all other Regiments as long as it does not end its Activation overlapping any Regiment or Impassable Terrain. A Regiment Marching or Charging over Zonal Terrain is not affected by the piece of Zonal Terrain unless it started or ended these Actions within it. Should the Regiment perform a sequence of March or March and Charge Actions it is not affected by the piece of Zonal Terrain unless it started or ended the sequence of these Actions with it.
This Regiment's Standard Bearer adds +2" instead of the usual +1" to this Regiment's second March Action.
While the Gift of both Earth and Fire is present in all Dweghom, it need not beโand rarely isโin... equal imbalance. Thus, many of the warriors and the tools of war of the Dweghom have been forged by the influence of Fire, Earth, or even Magma, bringing about constructs and forms imbued with awe-inspiring elemental power.
The non-Monster Regiment this Character is currently attached to gains the Special Rule.
Gunbai โ 30 points
Upon successfully completing a Charge, the Regiment immediately adds +1 to its Attack Characteristic until the end of the Round.
When a Stand with this Special Rule performs a successful Charge, its Attacks are resolved with +1 Clash Characteristic and (1) until the end of the Round.
Battlefield Role tag for beast-blooded warriors. Tribal Tactics do not apply to them; they are supported instead by related Character Supremacy Abilities.
When this Regiment makes a Defense Roll, reduce any (X), (X) or (X) Special Rule by the value of (X) when resolving that Defense Roll. Character s do not benefit from this Special Rule during Duels unless they have this Special Rule.
When a rule Heals Wounds, each point removes one Wound Marker: first from Characters, then from the Regiment; leftover points can Restore Casualties.
On occasion, a rule will call upon you to Heal a number of Wounds in one of your Regiments. When this happens, the rule will tell you the number of Wounds it Heals, which we refer to as Heal Points. If a rule calls upon you to Heal a Regiment, proceed in the following sequence, removing one Wound Marker per Heal Point until there are no more Wounds to Heal, or you have run out of Heal Points.
Regiment class. Heavily armoured Regiments; they cannot perform Withdraw Actions.
At the end of this Regiment's Activation, at the beginning of the "Deactivate Regiment step", this Regiment may perform a free Spellcasting Action as if they were a Character. Furthermore, Spells cast by this Regiment require a minimum of
While another Friendly Regiment is in contact with the same Enemy Regiment as this Regiment it gains the Special Rule.
If this Regiment fails a Charge because it did not roll far enough to reach its target, it immediately performs an out-of-sequence Volley Action with (1) and against that target. Instead of Defense Rolls, each successful Hit inflicts Wounds equal to the target's (unmodified) Size; these Wounds do not cause Morale Tests.
Battlefield Role tag for remotely controlled avatars. If the Sovereign Lineage sect is chosen, Magnanimity can grant all friendly Husks and .
Stands with this Special Rule perform Attacks equal to X where X is the value of the (X) Special Rule (see page 36).
Some troops โ such as knights โ rely on the sheer, overwhelming force of their impact to inflict damage on the foe.
Sub-faction tag. If the Warlord is Imperial, Rapid Deployment applies: in the Reinforcement Phase, up to two friendly Imperial Infantry Regiments (or one non-Imperial Infantry Regiment) gain (5).
Two Regiments are In Contact when any part of their Stands touch. Regiments In Contact can only take Combat Actions.
During this Volley Action, this Regiment's (X) becomes the number of Stands in the target Enemy Regiment +6.
When this Regiment fails Morale Tests, treat X failed results as successes where X is the value of this Special Rule. Characters do not benefit from this Special Rule during Duels unless they have this Special Rule. This Special Rule applies on Rear Attacks.
Stand type. Infantry Models fight on rectangular Stands of four Models; the most common troops on the Battlefield.
An Inspire Action can be used to give your Regiment a bonus to its next Clash Action this Activation.
This Regiment adds +1 to its Clash Characteristic until the end of the Regiment's Activation. If this modifies the Clash Characteristic to a 5 or greater, it does not receive the +1 Clash but instead may Re-Roll unmodified Hit Rolls of "6". This Special Rule does not affect a Regiment's Clash Characteristic during Attacks The +1 to the Clash Characteristic from the Special Rule is always added in after all other Clash modifying rules have been applied.
The Regiment never loses the (X) Special Rule The Regiment never Re-Rolls successful Morale Tests. The Regiment never Automatically fails Morale Tests caused by Wounds originating from the Regiment's Rear.
This Regiment does not affect Friendly and Enemy Reinforcement Lines. A Stand without this Special Rule may not join this Regiment.
Battlefield Role tag for the mythic giants. Tribal Tactics do not apply to them; they are supported instead by related Character Supremacy Abilities.
The Regiment's Charge Distance is always its March value +5" and is not affected by rules that would add or reduce it.
Way of the Kensei โ 40 points
A Command Stand containing a Leader adds +1 Attack to the Command Stand's Characteristic Profile. If the Command Stand has the (X) Special Rule, then it also increases the Command Stand's (X) value by +1.
A Regiment has a legal formation if:
When an Enemy Regiment currently in contact with this Regiment causes a Stand with this Special Rule to be destroyed, the Enemy Regiment suffers X Hits where X is equal to the Special Rule's X value. These Hits do not benefit from any other Special Rules and are resolved against the Enemy Regiment's front arc. Wounds resulting from these Hits do not trigger Morale Tests and do not trigger .
The Regiment does not have a Resolve Characteristic and is always considered to have passed any Morale or Resolve Characteristic Test. A Character cannot be attached to this Regiment. The Regiment does not become Broken. If the Regiment were to become Broken, it immediately becomes "Awakened" instead.
Regiment class. Light Regiments are nimble skirmishers that may Withdraw and benefit from mobility rules.
There are Actions in the game that require Line of Sight to a Target Regiment or Stand. To establish Line of Sight from one Regiment or Stand to another, the following criteria must be met:
A Stand with this Special Rule ignores the Special Rule and (X) Draw Event, when performing a Clash or Duel Action, or when resolving Attacks.
This Regiment's Effective Range is equal to the Regiment's Range.
A Stand performing a Volley Action against a Regiment with this Special Rule halves the X value in its (X) Special Rule (Rounding up). When a Regiment with this Special Rule is a target of Spell it halves the value of Hits (Rounding up). The Regiment with this Special Rule cannot inflict Attacks. Note: This Special Rule does not stack with pieces of Cover Zonal Terrain and work exactly the same.
Battlefield Role tag for the sacred caste that serves the Courts. Given separately from Mortal, it is the target of dedicated abilities such as the Mahabharati Sardar's Draw Event.
The March Characteristic determines how far a Stand can move.
This Regiment's March Characteristic and March Distance cannot be negatively affected by abilities, Special Rules or Terrain.
Regiment class. The line troops of most armies; Medium Regiments may Withdraw.
Should the Regiment perform a March Action as its first Action and move directly forward, add +X" (to a maximum of +4") to the Regiment's Range until the end of Round where X is the number of inches Marched directly forward Rounded down.
Stand type. Huge creatures that fill a Stand on their own; the largest Stand type.
Battlefield Role tag for bio-engineered giant creatures.
Battlefield Role tag for ordinary human soldiers. Unlike Elementals they are not avatars of an element, and they share the Court of the Character whose Warband they belong to.
When this Regiment Chants the Battlecry, it may perform a free Volley Action during its Activation.
When this Regiment Chants the Battlecry, it may perform a free Volley Action during its Activation and gains the Special Rule until the end of the Round.
The Ideal card and Battlefield Role tag that stands for the Void. When activated with a Mu card, the Regiment gains +1 Evasion (max 3) until the end of the Round.
Until the end of the Round, if this Regiment has performed a Take Aim Action, Wounds caused to Regiments within 12ห as part of this Regiment's Volley Action cause Morale Tests.
Regiments with this Special Rule receive only 1 Wound for every 2 failed Morale Tests, rounding up. Characters do not benefit from this Special Rule during Duels unless they have this Special Rule.
A Command Model that grants its Regiment a specific ability or upgrade.
A Stand with this Special Rule may re-roll failed Hit Rolls when performing a Clash or Volley Action against an Enemy Regiment's or Rear Arc.
Enemy Stands engaged with a Stand with this Special Rule cannot Re-Roll failed Hit Rolls. Characters cannot Re-Roll failed Hit Rolls against another Character with this Special Rule.
Pass does not count as an Action but simply represents ones unwillingness to perform one.
A Reinforcement Line set by this Regiment cannot be pushed back by Enemy Regiments.
When this Regiments Chants the Battlecry it gains the Special Rule and is not affected by Hindering Terrain until the end of the Round.
This Regiment counts its Defense and Resolve Characteristics as 1 point higher against all Hits originating from its front Arc. Furthermore, this Regiment cannot perform the Inspire Action. The Regiment's Charge Distance is always its March value +3ห and it cannot Occupy Garrison Terrain. Characters in this Regiment do not benefit from this Special Rule when participating in Duels.
Enemy Regiments suffer -3 to their (X) Special Rule (to a minimum of 0) when in contact with this Regiment's front arc. In addition, Enemy Regiments that have performed a successful Charge against this Regiment's front arc do not benefit from the and Special Rules until the end of the Round.
When a Stand with this Special Rule performs a Volley Action, Enemy Regiments or Characters may not use their Defense Characteristic against Hit Rolls of "1".
When the Regiment Chants the Battlecry it gains the (+1) Special Rule until the end of the Round.
This Regiment or Character can perform the Spellcasting Action during its Activation. The X value is this Stand's Magic Level (see page 80). If the Regiment or Character does not have any Spells available, then it only counts toward Enemy Interference.
Chant When the Regiment Chants, Enemy Characters and Regiments within 12" cannot Heal, cannot perform Rally Actions and cannot be activated through Entourage Activation.
When this Regiment Chants the Battlecry, it adds +2" to its Charge Distance until the end of the Round.
A Character with this Special Rule resolves all of its Attacks first during a Duel Action. If both Characters in the Duel Action have this Special Rule, the Attacks are resolved simultaneously.
A Rally Action restores your Regiment's morale. You may have your Regiment take a Rally Action only if it is Broken.
While this Regiment is Below Starting Strength it adds +1 to its Clash and Attack Characteristics
When a Stand with this Special Rule performs a Volley Action, each Hit Roll of "1" causes an additional automatic Hit on the Target. This additional Hit does not benefit from any Special Rules that trigger during the Roll To Hit Step.
Use a Reform Action if you want your Regiment to alter its number of Ranks and Files or to turn to face a new direction.
This Regiment immediately Heals X Wounds. Characters in the Regiment are ignored for the purposes of the Heal from this Draw Event. If a Character has the (X) Draw Event, Heal only the Character for X Wounds. Any additional Wounds Healed are lost.
Regiments are not deployed at the start of the game. Instead, they arrive as Reinforcements as play progresses.
When a Stand with this Special Rule performs a Clash or Duel Action, each Hit Roll of "1" causes an additional automatic Hit on the Target. This additional Hit does not benefit from any Special Rules that trigger during the "Roll to Hit" step.
Inevitably, some Stands will be removed from a Regiment as the battle progresses. Casualties are nearly always removed from the Regiment's rearmost rank. Should the casualties be suffered by a Regiment Engaged in melee, Casualties need to be removed in such a way as to not affect the number of Stands in contact with any Enemy Regiment(s). You can find more information on Removing Casualties in Chapter 5 "Allocating Wounds & Removing Casualties" page 54.
An option that replaces one of the Regiment's existing items or abilities.
The Resolve Characteristic gives us a measure of the Stand's courage, and of the willingness of individual troops to hold fast when the battle turns against them.
12" 3 (Scaling)
Returning a Stand that was removed as a Casualty to the Regiment, usually by spending Heal Points.
Thunder Regiments in this Warband gain the Special Rule.
This Character is not physically represented by a separate Stand, and must be attached to a Monster Regiment in its Warband. The Regiment counts as being composed of two Stands, a Monster and a Character. The Character uses the Monster Stand for the purposes of measuring distances and drawing Line of Sight using the Monster Regiment's Size. The Regiment Marches based on the Monster Regiment's March Characteristic as opposed to the lowest March Characteristic value in the Regiment. The Character Model must be physically represented on the Monster Regiment it is attached to (e.g. Hellbringer Sorcerer model or Apex Queen). The Character is still considered to be attached to the Regiment even without a Stand and therefore can be involved in Duel Actions. Furthermore, the Character is considered to be in contact with any Enemy Stands the Monster Regiment is in contact with.
When this Regiment is charged in its front arc and is not within a piece of Hindering Terrain with at least half of its Stands (Rounding up), it simultaneously immediately inflicts Attacks against the Charging Regiment.
If a Broken Regiment loses half or more of its remaining Stands over the course of a Round (counted from the moment it was Broken, not the start of the Round), it is immediately Shattered. Its warriors throw down their arms and run for safety. Remove all Stands of the Shattered Regiment from the Battlefield as casualties, and the Regiment is destroyed. A Regiment may be Broken and Shattered as the result of a single Action or Special Rule.
The Character or Regiment with this special rule count their Defense Characteristic as 1 point higher against all Hits originating from their front Arc. Characters benefit from this Special Rule during Duels regardless of Arc. A Regiment cannot benefit from the effects of this Special while Occupying Garrison Terrain.
When this Regiment performs a successful Charge, Stands in the Regiment with this Special Rule add +1 to their Clash Characteristic until the end of the Round.
When this Regiment Chants the Battlecry, other Friendly The Tribes Regiments within 8" gain +1 to their Clash Characteristic (to a maximum of 4) until the end of the Round.
The Regiment gains the Special Rule.
When a Stand with this Special Rule performs a Clash or Duel Action, Enemy Regiments or Characters may not use their Defense Characteristic when making Defense Rolls.
The Action can only be performed by a Character with the (X) or (X) Special Rules. It allows the Character to attempt to cast a Spell, as described on page 80.
A Regiment with a Standard Bearer gains the Special Rule. In addition, the Standard Bearer adds +1ห to the Regiment's and currently attached Character's March Characteristic on the second March Action the Regiment performs during its Activation until the end of that March Action.
The Regiment this Character Stand is currently attached to, gains the (1) Special Rule.
As a Regiment suffers Casualties and Stands are removed, its melee opponents may find that they are no longer in contact โ we refer to these as Stranded Regiments. As Casualties are removed from the rearmost rank, this commonly happens when a Regiment is fighting to its rear.
Kabuki โ 30 points
This Regiment always suffers one less Wound when suffering the effects of the Special Rule.
This Regiment's Stands contribute X Supporting Attacks during a Clash Action instead of 1. "While a Regiment is Engaged by enemy Regiments in its or Rear, they lose the X Special Rule.
Now it is time to see who is going to seize the initiative and strike the first blow!
This Regiment does not suffer the negative effects of targeting an Enemy Regiment within Cover Terrain and/or drawing Line of Sight through Cover Terrain.
Stands in this Regiment counts as being Size 1 and cannot "Chant the Battlecry". The Regiment adds Chant Markers to the Sequence normally.
This Regiment cannot be affected by Battlefield Orders and Battlefield Tactics unless a Mechanist is currently attached to the Regiment.
Use a Take Aim Action to give your Regiment a bonus to its next Volley Action this Activation.
When this Regiment becomes the Target of an Enemy Regiment's Volley Action it gains the (1) Special Rule until the end of that Action.
If this Volley Action scores Hits, the target Regiment suffers until the end of the Round: (X) -2, -2 March during its first Action, and it cannot re-roll Charge distance.
Battlefield Role tag for the Tempered creed. If the Warlord is Tempered, friendly Tempered Characters gain an Elemental Power Marker when they successfully cast an elemental Spell, and may spend up to 6 markers when declaring Spellcasting to gain (+1).
Friendly The Tribes Regiments in this Character Warband gain the (3) Special Rule.
Whenever this Regiment makes a Defense Roll, treat X failed results as successes where X is the value of this Special Rule. Characters do not benefit from this Special Rule during Duels unless they have this Special Rule.
Regiments in contact with Stands with this Special Rule reduce their Resolve Characteristic by X, where X is the value in the (X) Special Rule, for the purposes of making Morale Tests against Wounds taken from that Regiment.
Once the Wound Pool is empty, it is time to see if the onslaught of blood and death has shaken the resolve of the troops โ proceed to Testing Morale in Chapter 6!
Mark one Enemy Regiment to be your "Prey", at the end of the game's first Supremacy Phase, you can choose any Enemy Regiment, even one not currently on the Battlefield. Friendly Regiments always count as under the effects of the / Take Aim Special Rules when performing Clash or Volley Actions against that Enemy Regiment. When that Regiment is Destroyed you may immediately select another Prey.
Battlefield Role tag for the cultists who serve Hazlia.
Tag showing that the Character or Regiment follows one of the four Cults (Conquest, War, Death, Famine). The Cult is shown by the accompanying tag.
Battlefield Role tag for fallen divine beings.
Battlefield Role tag for the animated legionaries of the Old Dominion.
When a Friendly Regiment Chants the Battle Cry, it immediately loses its Broken status.
Sub-faction tag. If the Warlord is from The Orders, Martial Prowess applies: Veteran The Orders Command Stands and Characters gain . Cannot be fielded alongside Theist Characters.
Top-level W'adrhun tag for shamans and priests. Abilities and Special Rules that target "all The Speakers" apply to every Regiment and Character with this tag, regardless of type or class.
Friendly Regiments currently within 12" of the Archangel count their Divine Purpose Special Rule as active regardless of whether the Regiment has been the Target of a Theist 's Spell or not.
Top-level W'adrhun tag for tribal warriors. Abilities and Special Rules that target "all The Tribes" apply to every Regiment and Character with this tag, regardless of type or class.
Sub-faction tag. If the Warlord is Theist, March of the Faithful applies: Veteran Theist Regiments gain Holy Purpose, and (+1) while within 12" of a friendly Theist Character. Cannot be fielded alongside The Orders Characters.
When this Regiment Chants the Battlecry, should the Regiment perform a March Action immediately followed by a Charge Action during this Activation, the Regiment gains the (+1) Special Rule until the end of the Round.
All Friendly The Speakers Regiments gain the Special Rule.
A Regiment type identifier for the largest Monsters on the Battlefield.
Draw Event Choose a friendly non-Monster Regiment within 10" of this Character Stand; it Heals 4 Wounds. Each Regiment can be the target of this Draw Event only once per Round.
When a Stand with this Special Rule performs a Volley Action against an Enemy Regiment within Effective Range, every two successful Hit Rolls (rounding up) cause an additional automatic Hit on the Target. These additional shots do not benefit from this Special Rule.
Stands in this Regiment counts as being Size 4.
At the end of this Regiment's Activation, choose one Enemy Regiment in contact with this Regiment's front arc. Stands in the Regiment with this Special Rule cause X additional Hits where X is equal to the Stand's (X) value. These additional Hits do not benefit from any of the Regiment's Special Rules and Hit automatically. Wounds resulting from these Hits do not trigger Morale Tests. This Special Rule does not trigger at the end of a Character's Activation. Hits from this Special Rule can inflict Wounds to Objective Markers as if this Regiment was performing a Clash Action against it.
The Regiment this Character is currently attached to gains the Special Rule.
When an Enemy Regiment selects this Regiment as a Target of a Volley Action this Regiment gains the Special Rule until the end of that Action.
This Regiment may Re-Roll failed Charge Rolls.
This Regiment Re-Rolls failed Defense Rolls of "6". Characters do not benefit from this Special Rule during Duels unless they have this Special Rule.
Enemy Regiments cannot Seize an Objective Zone that Stands in this Regiment are in range of. This Special Rule is not active if this Regiment is currently Broken.
When a Regiment with this Special Rule enters the Battlefield from Reinforcements, add +X to its March Characteristic for the first March Action this Activation.
The Regiment does not suffer Hits as a result of the and Special Rules.
Battlefield Role tag for elite troops. Veteran Infantry Regiments of 5 or more Stands count as ; many sub-faction rules use the tag as a condition for extra benefits.
With the Action Phase completed, it is time to see whether you or your opponent has won. If your opponent has conceded, or has had their Army wiped out, then you are the victor! Otherwise, the victory conditions for each battle are determined in the Scenario you are playing, and you will need to consult the Victory Conditions section of the Scenario you're playing to determine who (if anyone) has won at this point.
When a Friendly Regiment Chants the Battlecry from the Cult of Conquest that Regiment immediately gains the effects of the Dissonance Spell until the end of the Round as if it was the Target of that Spell. In addition, all Regiments that would add a Chant Marker to the Chant Sequence may add a Conquest Chant Marker instead.
When a Friendly Infantry Chants the Battlecry from the Cult of Death its Command Stand adds +3 to its Attacks Characteristic until the end of the Round.
When a Friendly Regiment Chants the Battlecry from the Cult of War it also gains the (1) Special Rule until the end of the Round.
Volley serves as a measure of the Stand's ability with ranged weapons, from javelins to shooting longbows, and even using mighty war machines.
When the Regiment Activates from the Strategic Stack it gains the (2) Special Rule until the end of the Round. Hits from this Regiment can only be applied to Enemy Regiments in its front arc.
Follower of the Cult of War. Regiments of this Cult gain (+1).
This Regiment does not suffer the negative effects of being within a piece of Water Zonal Terrain, instead it Re-Rolls failed Hit Rolls of "6".
Stands in this Regiment count their Arcs as their Front Arc for the purposes of determining Line of Sight and Checking for Obstruction when performing a Volley Action.
A Withdraw Action is used when you want your Regiment to disengage from close combat with enemy Regiments.
This Regiment or Character can perform the Spellcasting Action during its Activation. The X value is this Stand's Magic Level (see page 80). If the Regiment or Character does not have any Spells available, then it only counts toward Enemy Interference.
A single point of damage. Each Wound suffered adds one Wound Marker to the Wound Pool.
Placed on a Stand to record the Wounds it has suffered. Once a Stand has suffered Wounds equal to its Wounds Characteristic, it is removed as a Casualty.
Wounds are not assigned directly to a Regiment. Each Wound suffered adds one Wound Marker to the Wound Pool, which is then allocated to Stands one by one.
A Stand that carries one or more Wound Markers but has not been removed as a Casualty.
Wounds indicate how many damaging blows a Stand can take before it is removed as a casualty.
No matching terms.
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