Rule texts are in English for now.
Stay still. May Shoot.
Move up to 6". May Shoot.
Move up to 12". Cannot Shoot.
Move up to 12" into melee with an enemy.
Moves +1" when using Advance, and +2" when using Rush/Charge.
May only use Advance actions, moving in a straight line, and adding 30” to its total move (even if Shaken). Aircraft ignore all units and terrain when moving and stopping, can’t seize or contest objectives, can’t be charged, and units targeting them get -12” range and -1 to hit rolls.
May be set aside before deployment. At the start of any round after the first, may be deployed anywhere over 9” away from enemy units. Players alternate in placing Ambush units, starting with the player that activates next. Units that deploy via Ambush can’t seize or contest objectives on the round they deploy.
This model and its unit get Ambush.
This model's unit and up to 2 friendly units picked before the start of the game get Ambush. If this model is killed, picked models that are deployed lose the rule.
Friendly units using Ambush may ignore distance restrictions from enemies if they are deployed within 6" of this model.
Once per game, when a unit where all models have this rule ends its activation, you may immediately remove it from the table (dropping any objectives it might hold within 1"), and deploy it as if it had Ambush at the beginning of the next round.
Counts as having Ambush, and its weapons get AP(+1) when shooting on the round in which it deploys via this rule.
When a unit where most models have this rule takes wounds, roll one die for each. If the wound was from a spell, then it is ignored on a 2+. If the wound was not from a spell, and the unit was shot/charged from over 9"/6" away, then it is ignored on a 6+ instead.
This weapon ignores Cover.
This model gets Anti-Cover on its weapons when shooting.
This weapon ignores Regeneration.
Targets get -X to Defense rolls when blocking hits.
Counts as having Defense X+.
When this model uses Hold actions and shoots at enemies over 12” away, it gets +1 to hit rolls. If most models in this unit have this rule, as long as they haven't moved during this round, enemy units shooting at them from over 12” away get -1 to hit rolls.
Counts as both a ranged weapon and a melee weapon.
This model gets -1 to hit rolls when shooting.
When this model shoots/charges enemies over 9"/6" away, unmodified results of 1 to block hits from weapons deal 1 extra wound.
When units where most models have this rule take hits, those hits count as having AP(-1), to a min. of AP(0).
Ignores Regeneration, and when attacking, the target must re-roll unmodified Defense results of 6.
This model gets Bane on its weapons in melee.
This model and its unit get Bane on its weapons in melee.
This model's unit and up to 2 friendly units picked before the start of the game get Bane on its weapons in melee. If this model is killed, picked models that are deployed lose the rule.
Once per activation, before attacking, pick one friendly unit within 12", which gets Bane on its weapons in melee once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 friendly units within 12", which gets Bane on its weapons in melee once (next time the effect would apply).
Once per activation, before attacking, pick one enemy unit within 18" in line of sight, which friendly units gets Bane on their weapons when attacking against once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 enemy units within 18" in line of sight, which friendly units gets Bane on their weapons when attacking against once (next time the effect would apply).
This model gets Bane on its weapons when shooting.
This model and its unit get Bane on its weapons when shooting.
This model's unit and up to 2 friendly units picked before the start of the game get Bane on its weapons when shooting. If this model is killed, picked models that are deployed lose the rule.
This model and its unit get +1 to Morale Test rolls triggered by shooting/melee.
This model's unit and up to 2 friendly units picked before the start of the game get +1 to Morale Test rolls triggered by shooting/melee. If this model is killed, picked models that are deployed lose the rule.
If most models in this unit have this rule, they get +1 to Morale Test rolls when shot/charged from over 9"/6" away.
If a unit where most models have this rule is Shaken at the beginning of the round, roll one die. On a 4+, it stops being Shaken.
When this model shoots/charges enemies over 9"/6" away, unmodified result of 6 to hit deal 1 extra hit (only the original hit counts as a 6 for special rules).
When attacking, targets must re-roll unmodified Defense results of 6 when blocking hits from this model's weapons.
Ignores Cover, and after resolving other special rules, each hit is multiplied by X, where X is up to as many hits as models in the target unit.
Ignores Cover, and after resolving other special rules, each hit is multiplied by X. Hits must be split evenly between the target and all enemy units within 3” of any model from the target (defender picks how), but each unit may only take up to as many hits as models in it
For each unmodified roll of 6 to hit when attacking, this model may roll +1 attack with that weapon. This rule doesn’t apply to newly generated attacks.
For each unmodified roll of 1 that enemies roll when blocking hits from this model's weapons in melee, this model may roll +1 attack with that weapon. This rule doesn’t apply to newly generated attacks.
When this unit is activated, you may move all models with this rule in it by up to D3+1".
This model and its unit get Bounding.
This model's unit and up to 2 friendly units picked before the start of the game get Bounding. If this model is killed, picked models that are deployed lose the rule.
Enemies charging this unit get -X total Impact rolls, unless this unit is Fatigued.
This model gets Brace(1) on its weapons in melee.
This model and its unit get +1 to Morale Test rolls.
This model's unit and up to 2 friendly units picked before the start of the game get +1 to Morale Test rolls. If this model is killed, picked models that are deployed lose the rule.
Once per activation, before attacking, pick one friendly unit within 12", which gets +1 to Morale Test rolls once (next time the effect would apply).
When this model shoots/charges enemies over 9"/6" away, unmodified result of 6 to hit deal 1 extra hit (only the original hit counts as a 6 for special rules).
If a unit where most models have this rule is Shaken at the beginning of the round, roll one die. On a 4+, it stops being Shaken.
When shooting at enemies over 9" away, this model gets +1 to hit rolls.
Gets X spell tokens at the start of each round, but can’t have more than 6 at once. Once per activation, before attacking, spend as many tokens as the spell’s value to try casting one or more spells (only one try per spell). Pick a target and roll one die, and on 4+ resolve the spell’s effect. Models within 18” of the Caster may spend any number of spell tokens at the same time before rolling to give the Caster +1/-1 to the roll per token.
Pick one model with this rule in this unit to have Caster(X), where X is the total number of models with this rule in this unit. If the model is killed, pick another to be the new caster, and transfer all spell tokens to it. The caster loses all unspent spell tokens at the end of the round.
This model counts as having Caster(1).
Once per activation, before attacking, pick one friendly model within 12" with Caster, which gets +1 to casting rolls once (next time the effect would apply).
If most models in this unit have this rule, enemy units shooting/charging them from over 9"/6" away get -1 to hit rolls .
For each unmodified roll of 6 to hit when attacking, this model may roll +1 attack with that weapon. This rule doesn’t apply to newly generated attacks.
At the end of this unit's activation, another friendly unit within 12" that hasn't activated yet may be activated immediately. May not be used if this unit was activated via Coordinate.
May strike first with this weapon when charged, unless this unit is Fatigued.
This model gets Counter on its weapons in melee.
This model and its unit get Counter on its weapons in melee.
This model's unit and up to 2 friendly units picked before the start of the game get Counter on its weapons in melee. If this model is killed, picked models that are deployed lose the rule.
Once per activation, before attacking, pick one friendly unit within 12", which gets Counter in Melee.
Once per activation, before attacking, pick up to 3 friendly units within 12", which gets Counter in Melee.
May strike first when charged, unless this unit is Fatigued.
For each unmodified roll of 6 to hit when attacking, this model may roll +1 attack with that weapon. This rule doesn’t apply to newly generated attacks.
Once per activation, when this model moves through enemy units, pick one of them and roll X dice. For each 6+ the target takes one wound.
Once per activation, when this model moves through enemy units, pick one of them and attack it with this weapon as if it was shooting. This weapon may only be used in this way.
May only use Hold or Advance actions, but can’t shoot when moving.
When a unit where most models have this rule takes wounds, roll one die for each. On a 6+ it is ignored.
When shooting at enemies over 9" away, this model gets +1 to hit rolls.
Once per activation, before attacking, pick one enemy unit within 18" in line of sight, which counts as being in Dangerous terrain once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 enemy units within 18" in line of sight, which counts as being in Dangerous terrain once (next time the effect would apply).
When a unit where most models have this rule is targeted by an enemy unit for shooting/charging, that enemy unit gets -4"/-2" range to a min. of 6".
Once per round, at the end of this unit's activation, you may move all models with this rule in it by up to D3+1".
Assign each wound to one model, and multiply it by X. Hits from Deadly must be resolved first, and these wounds don’t carry over to other models if the original target is killed.
If this model is killed in melee, the attacking unit takes X hits.
When attacking units with more than half of their total size or Tough value (for single-model units), the target must re-roll unmodified Defense results of 6.
This model gets +X to Defense rolls.
Once per activation, before attacking, pick one friendly unit within 12", which gets +1 to Defense rolls once (next time the effect would apply).
Once per activation, before attacking, pick one enemy unit within 18" in line of sight, which gets -1 to Defense rolls once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 enemy units within 18" in line of sight, which gets -1 to Defense rolls once (next time the effect would apply).
If most models in this unit have this rule, place one token on this unit when it fully destroys an enemy unit, up to a max. of two tokens. For each token this unit gets +1 to Defense rolls until the end of the game.
If most models in this unit have this rule, place one token on it at the beginning of each round if it's on the table and isn't Shaken, up to a max. of four tokens. For every two tokens, this unit gets +1 to Defense rolls.
Once per round, if your opponent has more units left to activate than you, then this model's unit may pass its turn instead of activating (may still be activated later).
Ignores Cover, and when attacking units with most models within 1" of terrain, this weapon gets AP(+1).
When this model shoots/charges enemies over 9"/6" away, unmodified results of 1 to block hits from weapons deal 1 extra wound.
When attacking units with more than half of their total size or Tough value (for single-model units), those hits get AP(+1).
When this model shoots/charges enemies over 9"/6" away, unmodified result of 6 to hit deal 1 extra hit (only the original hit counts as a 6 for special rules).
Once per activation, before attacking, pick one enemy unit within 18" in line of sight, which counts as being in Difficult terrain once (next time the effect would apply).
Ignores Regeneration, and when attacking units where most models have Tough(3) or higher, this weapon gets AP(+2).
Ignores Regeneration, and when attacking units where most models have Tough(9) or higher, this weapon gets AP(+2).
If most models in this unit have this rule, as long as they aren't Fatigued, enemy units get -1 to hit rolls in melee against them.
After this model is deployed, it may be placed anywhere fully within 9" of its position, over 9" away from non-Vanguard enemy units.
If most models in this unit have this rule, enemy units shooting/charging them from over 9"/6" away get -1 to hit rolls .
If this model has Agile, it moves +2" on Advance and +4" on Rush/Charge from Agile (instead of only +1" and +2").
If most models in this unit have Angelic Blessing, they always ignore shooting/charging wounds on rolls of 6+ from Angelic Blessing (instead of only when shot/charged from over 9"/6" away).
Once per activation, before attacking, pick one friendly unit within 12", which gets Enhanced Angelic Blessing once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 friendly units within 12", which gets Enhanced Angelic Blessing once (next time the effect would apply).
If this model has Badlands Hunter, enemies always take wounds on unmodified results of 1 to block from Badlands Hunter (instead of only when shooting/charging enemies over 9"/6" away).
If most models in this unit have Ballistic Vest, hits they take count as having AP(-2) from Ballistic Vest (instead of only AP(-1)).
If this model has Berserker, the target always takes hits on unmodified hit results of 6 from Berserker (instead of only when shooting/charging enemies over 9"/6" away).
If this model has Bestial, enemies taking hits from it must re-roll successful unmodified Defense results of 5-6 from Bestial (instead of only results of 6).
This model and its unit get Enhanced Bestial.
This model's unit and up to 2 friendly units picked before the start of the game get Enhanced Bestial. If this model is killed, picked models that are deployed lose the rule.
If this model has Bloodborn, it gets extra attacks on successful unmodified hit results of 5-6 from Bloodborn (instead of only on 6).
If this model has Brutal, the target always takes hits on unmodified hit results of 6 from Brutal (instead of only when shooting/charging enemies over 9"/6" away).
This model and its unit Enhanced Brutal.
This model's unit and up to 2 friendly units picked before the start of the game Enhanced Brutal. If this model is killed, picked models that are deployed lose the rule.
If this model has Buccaneer, it always gets +1 to hit rolls from Buccaneer (instead of only when shooting over 9" away).
This model and its unit get Enhanced Buccaneer.
This model's unit and up to 2 friendly units picked before the start of the game get Enhanced Buccaneer. If this model is killed, picked models that are deployed lose the rule.
If most models in this unit have Changebound, enemies attacking them always get -1 to hit rolls from Changebound (instead of only when shooting/charging from over 9"/6" away).
This model and its unit get Enhanced Changebound.
This model's unit and up to 2 friendly units picked before the start of the game get Enhanced Changebound. If this model is killed, picked models that are deployed lose the rule.
If this model has Clan Warrior, it gets extra attacks on successful unmodified hit results of 5-6 from Clan Warrior (instead of only on 6).
If this model has Crazed, it gets extra attacks on successful unmodified hit results of 5-6 from Crazed (instead of only on 6).
This model's unit and up to 2 friendly units picked before the start of the game get Enhanced Crazed. If this model is killed, picked models that are deployed lose the rule.
If most models in this unit have Cursed Undead, they ignore wounds on rolls of 5-6 from Cursed Undead (instead of only on 6+).
Once per activation, before attacking, pick one friendly unit within 12", which gets Enhanced Cursed Undead once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 friendly units within 12", which gets Enhanced Cursed Undead once (next time the effect would apply).
If this model has Cyber-Eyes, it always gets +1 to hit rolls from Cyber-Eyes (instead of only when shooting over 9" away).
If most models in this unit have Darkborn, enemy units shooting/charging it get -8"/-4" range to a min. of 6" from Darkborn (instead of only -4"/-2").
If this model has Destroyer, enemies always take wounds on unmodified results of 1 to block from Destroyer (instead of only when shooting/charging enemies over 9"/6" away).
This model and its unit get Enhanced Destroyer.
This model's unit and up to 2 friendly units picked before the start of the game get Enhanced Destroyer. If this model is killed, picked models that are deployed lose the rule.
If this model has Devout, the target always takes hits on unmodified hit results of 6 from Devout (instead of only when shooting/charging enemies over 9"/6" away).
If most models in this unit have Empyrean Spirit, enemies attacking them always get -1 to hit rolls from Empyrean Spirit (instead of only when shooting/charging from over 9"/6" away).
This model and its unit get Enhanced Empyrean Spirit.
This model's unit and up to 2 friendly units picked before the start of the game get Enhanced Empyrean Spirit. If this model is killed, picked models that are deployed lose the rule.
If this model has Versatile Attack, it always gets either AP(+1) or +1 to hit rolls from Versatile Attack (instead of only when shooting/charging enemies over 9"/6" away).
This model's unit and up to 2 friendly units picked before the start of the game get Enhanced Exotic Gear. If this model is killed, picked models that are deployed lose the rule.
If this model has Extra Reach, it gets +8"/+4" range when shooting/charging from Extra Reach (instead of only +4"/+2").
If this model has Ferocious, the target always takes hits on unmodified hit results of 6 from Ferocious (instead of only when shooting/charging enemies over 9"/6" away).
This model and its unit Enhanced Ferocious.
This model's unit and up to 2 friendly units picked before the start of the game Enhanced Ferocious. If this model is killed, picked models that are deployed lose the rule.
If most models in this unit have Fortified, hits they take count as having AP(-2) from Fortified (instead of only AP(-1)).
If most models in this unit have Gloom-Mist, enemies attacking them always get -1 to hit rolls from Gloom-Mist (instead of only when shooting/charging from over 9"/6" away).
This model's unit and up to 2 friendly units picked before the start of the game get Enhanced Gloom-Mist. If this model is killed, picked models that are deployed lose the rule.
If most models in this unit have Guarded, they always get +1 to Defense rolls from Guarded (instead of only when shot/charged from over 9"/6" away).
If most models in this unit have Guardian, hits they take count as having AP(-2) from Guardian (instead of only AP(-1)).
This model's unit and up to 2 friendly units picked before the start of the game get Enhanced Guardian. If this model is killed, picked models that are deployed lose the rule.
If most models in this unit have Guerrilla, they may move by up to 6" from Guerrilla (instead of only 3").
If most models in this unit have Harassing, they may move by up to 6" from Harassing (instead of only 3").
This model and its unit get Enhanced Harassing.
This model's unit and up to 2 friendly units picked before the start of the game get Enhanced Harassing. If this model is killed, picked models that are deployed lose the rule.
If this model has Havocbound, it always gets AP(+1) from Havocbound (instead of only when shooting/charging enemies over 9"/6" away).
This model and its unit get Enhanced Havocbound.
This model's unit and up to 2 friendly units picked before the start of the game get Enhanced Havocbound. If this model is killed, picked models that are deployed lose the rule.
If this model has Highborn, it gets +8"/+4" range when shooting/charging from Highborn (instead of only +4"/+2").
This model and its unit get Enhanced Highborn.
This model's unit and up to 2 friendly units picked before the start of the game get Enhanced Highborn. If this model is killed, picked models that are deployed lose the rule.
If most models in this unit have Hit & Run, they may move by up to 6" from Hit & Run (instead of only 3").
If most models in this unit have Hive Bond, they always get +1 to Morale Test rolls from Hive Bond (instead of only when shot/charged from over 9"/6" away).
If most models in this unit have Hold the Line, they always get +1 to Morale Test rolls from Hold the Line (instead of only when shot/charged from over 9"/6" away).
Once per activation, before attacking, pick one friendly unit within 12", which gets Enhanced Hold the Line once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 friendly units within 12", which gets Enhanced Hold the Line once (next time the effect would apply).
If this model has Infected, enemies always take wounds on unmodified results of 1 to block from Infected (instead of only when shooting/charging enemies over 9"/6" away).
If most models in this unit have Knightborn, they always ignore shooting/charging wounds on rolls of 6+ from Knightborn (instead of only when shot/charged from over 9"/6" away).
If this model has Lucky, the target always takes hits on unmodified hit results of 6 from Lucky (instead of only when shooting/charging enemies over 9"/6" away).
This model and its unit get Enhanced Lucky.
This model's unit and up to 2 friendly units picked before the start of the game get Enhanced Lucky. If this model is killed, picked models that are deployed lose the rule.
If this model has Lustbound, it moves +2" on Advance and +4" on Rush/Charge from Lustbound (instead of only +1" and +2").
This model and its unit get Enhanced Lustbound.
This model's unit and up to 2 friendly units picked before the start of the game get Enhanced Lustbound. If this model is killed, picked models that are deployed lose the rule.
If most models in this unit have Machine-Fog, enemies attacking them always get -1 to hit rolls from Machine-Fog (instead of only when shooting/charging from over 9"/6" away).
If this model has Mischievous, enemies taking hits from it must re-roll successful unmodified Defense results of 5-6 from Mischievous (instead of only results of 6).
This model and its unit get Enhanced Mischievous.
This model's unit and up to 2 friendly units picked before the start of the game get Enhanced Mischievous. If this model is killed, picked models that are deployed lose the rule.
If this model has Nimble, it may move by up to 2D3" from Nimble (instead of only D3").
If most models in this unit have Ossified, hits they take count as having AP(-2) from Ossified (instead of only AP(-1)).
This model and its unit get Enhanced Ossified.
This model's unit and up to 2 friendly units picked before the start of the game get Enhanced Ossified. If this model is killed, picked models that are deployed lose the rule.
If this model has Piercing Warrior, it always gets AP(+1) from Piercing Warrior (instead of only when shooting/charging enemies over 9"/6" away).
If most models in this unit have Plaguebound, they ignore wounds on rolls of 5-6 from Plaguebound (instead of only on 6+).
This model and its unit get Enhanced Plaguebound.
This model's unit and up to 2 friendly units picked before the start of the game get Enhanced Plaguebound. If this model is killed, picked models that are deployed lose the rule.
If this model has Precision Marksman, it always gets +1 to hit rolls from Precision Marksman (instead of only when shooting over 9" away).
If this model has Predator, it gets extra attacks on successful unmodified hit results of 5-6 from Predator (instead of only on 6).
If this model has Primal, it gets extra attacks on successful unmodified hit results of 5-6 from Primal (instead of only on 6).
Once per activation, before attacking, pick one friendly unit within 12", which gets Enhanced Primal once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 friendly units within 12", which gets Enhanced Primal once (next time the effect would apply).
If most models in this unit have Protected, they ignore wounds on rolls of 5-6 from Protected (instead of only on 6+).
If this model has Psychotic, it gets extra attacks on successful unmodified hit results of 5-6 from Psychotic (instead of only on 6).
If this model has Raider, enemies taking hits from it must re-roll successful unmodified Defense results of 5-6 from Raider (instead of only results of 6).
This model's unit and up to 2 friendly units picked before the start of the game get Enhanced Raider. If this model is killed, picked models that are deployed lose the rule.
If this model has Rapid Blink, it may move by up to 2D3" from Rapid Blink (instead of only D3").
If this model has Royal Legion, it gets +8"/+4" range when shooting/charging from Royal Legion (instead of only +4"/+2").
This model and its unit get Enhanced Royal Legion.
This model's unit and up to 2 friendly units picked before the start of the game get Enhanced Royal Legion. If this model is killed, picked models that are deployed lose the rule.
If this model has Royal Warrior, it gets extra attacks on successful unmodified hit results of 5-6 from Royal Warrior (instead of only on 6).
This model and its unit get Enhanced Royal Warrior.
This model's unit and up to 2 friendly units picked before the start of the game get Enhanced Royal Warrior. If this model is killed, picked models that are deployed lose the rule.
If this model has Runner, it moves +2" on Advance and +4" on Rush/Charge from Runner (instead of only +1" and +2").
This model's unit and up to 2 friendly units picked before the start of the game get Enhanced Runner. If this model is killed, picked models that are deployed lose the rule.
If most models in this unit have Safety Gear, they always get +1 to Defense rolls from Safety Gear (instead of only when shot/charged from over 9"/6" away).
If this model has Savage, the target always takes hits on unmodified hit results of 6 from Savage (instead of only when shooting/charging enemies over 9"/6" away).
This model's unit and up to 2 friendly units picked before the start of the game get Enhanced Savage. If this model is killed, picked models that are deployed lose the rule.
If this model has Scrapper, enemies taking hits from it must re-roll successful unmodified Defense results of 5-6 from Scrapper (instead of only results of 6).
If most models in this unit have Screened, enemies attacking them always get -1 to hit rolls from Screened (instead of only when shooting/charging from over 9"/6" away).
If this model has Scurry, it moves +2" on Advance and +4" on Rush/Charge from Scurry (instead of only +1" and +2").
This model and its unit get Enhanced Scurry.
This model's unit and up to 2 friendly units picked before the start of the game get Enhanced Scurry. If this model is killed, picked models that are deployed lose the rule.
If most models in this unit have Self-Repair, they ignore wounds on rolls of 5-6 from Self-Repair (instead of only on 6+).
Once per activation, before attacking, pick one friendly unit within 12", which gets Enhanced Self-Repair once (next time the effect would apply).
If most models in this unit have Shadow Operative, enemy units shooting/charging it get -8"/-4" range to a min. of 6" from Shadow Operative (instead of only -4"/-2").
If most models in this unit have Shadowborn, enemy units shooting/charging it get -8"/-4" range to a min. of 6" from Shadowborn (instead of only -4"/-2").
This model and its unit get Enhanced Shadowborn.
This model's unit and up to 2 friendly units picked before the start of the game get Enhanced Shadowborn. If this model is killed, picked models that are deployed lose the rule.
Once per activation, before attacking, pick one friendly unit within 12", which gets Enhanced Shadowborn once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 friendly units within 12", which gets Enhanced Shadowborn once (next time the effect would apply).
If most models in this unit have Shrouded, enemy units shooting/charging it get -8"/-4" range to a min. of 6" from Shrouded (instead of only -4"/-2").
If most models in this unit have Steadfast, they stops being Shaken on rolls of 3+ from Steadfast (instead of only on 4+).
If most models in this unit have Sturdy, they always get +1 to Defense rolls from Sturdy (instead of only when shot/charged from over 9"/6" away).
This model and its unit get Enhanced Sturdy.
This model's unit and up to 2 friendly units picked before the start of the game get Enhanced Sturdy. If this model is killed, picked models that are deployed lose the rule.
If this model has Targeting Visor, it always gets +1 to hit rolls from Targeting Visor (instead of only when shooting over 9" away).
If most models in this unit have Tenacious, they always get +1 to Defense rolls from Tenacious (instead of only when shot/charged from over 9"/6" away).
This model's unit and up to 2 friendly units picked before the start of the game get Enhanced Tenacious. If this model is killed, picked models that are deployed lose the rule.
If most models in this unit have Vale Oath, they stops being Shaken on rolls of 3+ from Vale Oath (instead of only on 4+).
This model and its unit get Enhanced Vale Oath.
This model's unit and up to 2 friendly units picked before the start of the game get Enhanced Vale Oath. If this model is killed, picked models that are deployed lose the rule.
If most models in this unit have Valiant, they always get +1 to Morale Test rolls from Valiant (instead of only when shot/charged from over 9"/6" away).
If this model has Versatile Attack, it always gets either AP(+1) or +1 to hit rolls from Versatile Attack (instead of only when shooting/charging enemies over 9"/6" away).
If this model has Vicious, enemies taking hits from it must re-roll successful unmodified Defense results of 5-6 from Vicious (instead of only results of 6).
If this model has Versatile Attack, it always gets either AP(+1) or +1 to hit rolls from Versatile Attack (instead of only when shooting/charging enemies over 9"/6" away).
This model and its unit get Enhanced Vinci Tech.
This model's unit and up to 2 friendly units picked before the start of the game get Enhanced Vinci Tech. If this model is killed, picked models that are deployed lose the rule.
If this model has Violent, enemies always take wounds on unmodified results of 1 to block from Violent (instead of only when shooting/charging enemies over 9"/6" away).
If this model has Warbound, enemies always take wounds on unmodified results of 1 to block from Warbound (instead of only when shooting/charging enemies over 9"/6" away).
This model and its unit get Enhanced Warbound.
This model's unit and up to 2 friendly units picked before the start of the game get Enhanced Warbound. If this model is killed, picked models that are deployed lose the rule.
If most models in this unit have Warden, hits they take count as having AP(-2) from Warden (instead of only AP(-1)).
This model and its unit get Enhanced Warden.
This model's unit and up to 2 friendly units picked before the start of the game get Enhanced Warden. If this model is killed, picked models that are deployed lose the rule.
If most models in this unit have Warding, they always ignore shooting/charging wounds on rolls of 6+ from Warding (instead of only when shot/charged from over 9"/6" away).
If this model has Versatile Attack, it always gets either AP(+1) or +1 to hit rolls from Versatile Attack (instead of only when shooting/charging enemies over 9"/6" away).
If this model has Wave-Step, it may move by up to 2D3" from Wave-Step (instead of only D3").
This model and its unit get Enhanced Wave-Step.
This model's unit and up to 2 friendly units picked before the start of the game get Enhanced Wave-Step. If this model is killed, picked models that are deployed lose the rule.
If most models in this unit have Wild Veil, enemy units shooting/charging it get -8"/-4" range to a min. of 6" from Wild Veil (instead of only -4"/-2").
This model and its unit get Enhanced Wild Veil.
This model's unit and up to 2 friendly units picked before the start of the game get Enhanced Wild Veil. If this model is killed, picked models that are deployed lose the rule.
If this model has Wolfborn, it may move by up to 2D3" from Wolfborn (instead of only D3").
If most models in this unit have this rule, as long as they haven't moved during this round, enemy units shooting at them from over 12” away get -1 to hit rolls.
Once per activation, before attacking, pick one friendly unit within 12", which gets Entrenched once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 friendly units within 12", which gets Entrenched once (next time the effect would apply).
Once per activation, before attacking, you may place this model anywhere fully within 6" of its position. If you do, this model moves -6" when using Advance, and -6" when using Rush/Charge until the end of that activation.
Enemies get -1 to hit rolls when attacking units where most models have this rule.
This model and its unit get Evasive.
This model's unit and up to 2 friendly units picked before the start of the game get Evasive. If this model is killed, picked models that are deployed lose the rule.
When this unit is activated, pick one effect: until the end of the activation, when shooting/charging enemies over 9"/6" away, all models with this rule in it either get AP(+1) or get +1 to hit rolls.
If this unit is within 24" of another friendly unit with this rule that has a Hero in it, then that Hero may use special rules that allow it to pick friendly units within 12" (except for spells) on this unit as if it was in range.
If this unit is within 24" of another friendly unit with this rule that is within 6" of a friendly Hero, then that Hero may use special rules that allow it to pick friendly units within 12" (except for spells) on this unit as if it was in range.
This model gets +4"/+2" range when shooting/charging.
After this model is deployed, it may be placed anywhere fully within 9" of its position, over 9" away from non-Vanguard enemy units.
Moves +2” when using Advance, and +4” when using Rush/Charge.
This model and its unit moves +2" when using Advance actions and +4" when using Rush/Charge actions.
This model's unit and up to 2 friendly units picked before the start of the game moves +2" when using Advance actions and +4" when using Rush/Charge actions. If this model is killed, picked models that are deployed lose the rule.
Once per activation, before attacking, pick one enemy unit within 18" in line of sight, which must take a Morale Test. If failed, it becomes Fatigued.
When in melee with this model, enemies count as having taken +X wounds when checking who won.
When a unit where most models have this rule fails a Morale Test, roll one die. On a 4+ it counts as passed instead.
This model and its unit get Fearless.
This model's unit and up to 2 friendly units picked before the start of the game get Fearless. If this model is killed, picked models that are deployed lose the rule.
When this model shoots/charges enemies over 9"/6" away, unmodified result of 6 to hit deal 1 extra hit (only the original hit counts as a 6 for special rules).
May move through units and terrain, and ignores the effects of Difficult and Dangerous terrain.
May move through units and terrain, and ignores the effects of Difficult and Dangerous terrain it doesn’t start its move in.This unit automatically passes jumping rolls.
When units where most models have this rule take hits, those hits count as having AP(-1), to a min. of AP(0).
This model and its unit get Fortified.
This model's unit and up to 2 friendly units picked before the start of the game get Fortified. If this model is killed, picked models that are deployed lose the rule.
If most models in this unit have this rule, place one token on it at the beginning of each round if it's on the table and isn't Shaken, up to a max. of four tokens. For every two tokens, enemies attacking this unit get AP(-1) to a min. of AP(0).
For each unmodified result of 6 to hit, those hits get AP(+2).
When attacking units where most models have Defense 5+ to Defense 6+, the target must re-roll successful unmodified Defense results of 5-6.
When charging, unmodified result of 6 to hit deal 1 extra hit (only the original hit counts as a 6 for special rules).
This model and its unit get Furious.
This model's unit and up to 2 friendly units picked before the start of the game get Furious. If this model is killed, picked models that are deployed lose the rule.
Once per activation, before attacking, pick one friendly unit within 12", which gets Furious once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 friendly units within 12", which gets Furious once (next time the effect would apply).
Once per activation, before attacking, pick one enemy unit within 18" in line of sight, which friendly units gets Furious against once (next time the effect would apply).
If most models in this unit have this rule, enemy units shooting/charging them from over 9"/6" away get -1 to hit rolls .
This model gets +1 to hit rolls in melee.
This model gets +1 to hit rolls when shooting.
Once per activation, before attacking, pick one friendly unit within 12", which gets +1 to Morale Test rolls triggered by shooting/melee once (next time the effect would apply).
Once per activation, before attacking, pick one friendly unit within 12", which moves +1" when using move actions once (next time the effect would apply).
This model gets AP(+2) when attacking.
If a unit where most models have this rule has most of them within 1" of terrain, they get +1 to Defense rolls.
This model and its unit get Grounded Defense.
This model's unit and up to 2 friendly units picked before the start of the game get Grounded Defense. If this model is killed, picked models that are deployed lose the rule.
If a unit where most models have this rule has most of them within 1" of terrain, enemies get -1 to hit rolls when attacking them.
If most models in this unit are within 1" of terrain, this model gets +1 to hit rolls when attacking.
This model's unit and up to 2 friendly units picked before the start of the game get Grounded Precision. If this model is killed, picked models that are deployed lose the rule.
If a unit where most models have this rule has most of them within 1" of terrain, when they take wounds roll one die per wound, and on a 5+ it is ignored.
This model and its unit get Grounded Protection.
This model's unit and up to 2 friendly units picked before the start of the game get Grounded Protection. If this model is killed, picked models that are deployed lose the rule.
If most models in this unit are within 1" of terrain when activated, this model may move +2" on Advance, and +4" on Rush/Charge during this activation.
If most models in this unit have this rule, they get +1 to Defense rolls when shot/charged from over 9"/6" away.
Once per activation, before attacking, pick one friendly unit within 12", which gets Guarded once (next time the effect would apply).
When units where most models have this rule take hits, those hits count as having AP(-1), to a min. of AP(0).
Once per round, this model may move by up to 3" after shooting or being in melee.
Once per round, this model may move by up to 3" after shooting or being in melee.
When this model shoots/charges enemies over 9"/6" away, its weapons get AP(+1).
Gets AP(4), but on unmodified results of 1 to hit this model takes one wound, or X wounds if this weapon has the Blast(X)/Deadly(X) rule.
Counts as having Impact(X) with hits that have AP(1).
Heroes with up to Tough(6) may deploy as part of one multi-model unit without another Hero, but must use the unit’s Defense until all other models have been killed. The Hero’s unit, and units within 6” of friendly Heroes with Tough(9) or higher, may use the Hero’s Quality for Morale Tests as long as the Hero isn’t Shaken.
Units within 6” of friendly Heroes may use the Hero’s Quality for Morale Tests as long as the Hero isn’t Shaken.
This model gets +4"/+2" range when shooting/charging.
Once per round, this model may move by up to 3" after shooting or being in melee.
Once per round, this model may move by up to 3" after being in melee.
This model and its unit get Hit & Run Fighter.
This model's unit and up to 2 friendly units picked before the start of the game get Hit & Run Fighter. If this model is killed, picked models that are deployed lose the rule.
Once per round, this model may move by up to 3" after shooting.
This model and its unit get Hit & Run Shooter.
This model's unit and up to 2 friendly units picked before the start of the game get Hit & Run Shooter. If this model is killed, picked models that are deployed lose the rule.
If most models in this unit have this rule, they get +1 to Morale Test rolls when shot/charged from over 9"/6" away.
If most models in this unit have this rule, they get +1 to Morale Test rolls when shot/charged from over 9"/6" away.
If a unit where most models have this rule is Shaken at the beginning of the round, roll one die. On a 4+, it stops being Shaken.
May only use Hold actions.
When charging, before either unit attacks, roll X dice, unless this unit is Fatigued. For each 2+ the target takes 1 hit.
Gets -1 to hit when attacking.
This model gets +6" range on its weapons when shooting.
This model and its unit get +6" range on its weapons when shooting.
This model's unit and up to 2 friendly units picked before the start of the game get +6" range on its weapons when shooting. If this model is killed, picked models that are deployed lose the rule.
Once per activation, before attacking, pick one friendly unit within 12", which gets +6" range on its weapons when shooting once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 friendly units within 12", which gets +6" range on its weapons when shooting once (next time the effect would apply).
Once per activation, before attacking, pick one enemy unit within 18" in line of sight, which friendly units get +6" range on their weapons when shooting against once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 enemy units within 18" in line of sight, which friendly units get +6" range on their weapons when shooting against once (next time the effect would apply).
When using Hold actions and shooting, may target enemies that are not in line of sight as if in line of sight, and ignores Cover from Sight Blockers.
Once per activation, before attacking, pick one enemy unit within 18" in line of sight, which friendly units gets Indirect on their weapons against once (next time the effect would apply).
This model and its unit get Indirect on its weapons when shooting.
This model's unit and up to 2 friendly units picked before the start of the game get Indirect on its weapons when shooting. If this model is killed, picked models that are deployed lose the rule.
When this model shoots/charges enemies over 9"/6" away, unmodified results of 1 to block hits from weapons deal 1 extra wound.
Counts as having Ambush, but may be deployed anywhere over 3" away from enemy unit.
Counts as having Infiltrate, and gets +1 to hit rolls in melee on the round in which it deploys via this rule.
Once per game, if all models in this unit have this rule, it may be activated even if it had already activated this round (stops being Fatigued when activated again). Only up to one third of the units in the army with this rule at the beginning of the game (rounding up) may use it in a single round.
When this model is activated, if it is able to shoot/charge an enemy unit, then it must immediately attack the closest valid target and gets +1 to hit rolls for that attack.
When a unit where most models have this rule takes wounds, roll one die for each. If the wound was from a spell, then it is ignored on a 2+. If the wound was not from a spell, and the unit was shot/charged from over 9"/6" away, then it is ignored on a 6+ instead.
When attacking, the target must re-roll unmodified Defense results of 6.
May only be used once per game.
When this model shoots/charges enemies over 9"/6" away, unmodified result of 6 to hit deal 1 extra hit (only the original hit counts as a 6 for special rules).
Moves +1" when using Advance, and +2" when using Rush/Charge.
If most models in this unit have this rule, enemy units shooting/charging them from over 9"/6" away get -1 to hit rolls .
Once per game, if all models in this unit have this rule, it may be activated even if it had already activated this round (stops being Fatigued when activated again). Only up to one third of the units in the army with this rule at the beginning of the game (rounding up) may use it in a single round.
Enemies get -1 to hit rolls in melee when attacking units where most models have this rule.
This model and its unit get Melee Evasion.
This model's unit and up to 2 friendly units picked before the start of the game get Melee Evasion. If this model is killed, picked models that are deployed lose the rule.
Once per activation, before attacking, pick one friendly unit within 12", which gets Melee Evasion once (next time the effect would apply).
When a unit where most models have this rule is targeted by an enemy unit for charging, that enemy unit gets -2" range to a min. of 6".
This model and its unit get Melee Shrouding.
This model's unit and up to 2 friendly units picked before the start of the game get Melee Shrouding. If this model is killed, picked models that are deployed lose the rule.
When charging, this model's weapons get AP(+2) if most models in the target have Tough(3) or higher.
When charging, this model's weapons get AP(+2) if most models in the target have Tough(9) or higher.
This model and its unit get Melee Slayer.
This model's unit and up to 2 friendly units picked before the start of the game get Melee Slayer. If this model is killed, picked models that are deployed lose the rule.
Once per activation, before attacking, pick one friendly model within 3" with Tough, and remove D3 wounds from it.
Once per activation, before attacking, pick one enemy unit within 18" in line of sight, which must take a Morale Test. If failed you may move it by up to 6" in a straight line in any direction. Units may only be moved once per round in this way.
Once per activation, before attacking, pick up to 3 enemy units within 18" in line of sight, which must take a Morale Test. If failed you may move it by up to 6" in a straight line in any direction. Units may only be moved once per round in this way.
When attacking, targets must re-roll unmodified Defense results of 6 when blocking hits from this model's weapons.
Once per activation, before attacking, pick one enemy unit within 18" in line of sight, which gets -1 to Morale Test rolls once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 enemy units within 18" in line of sight, which gets -1 to Morale Test rolls once (next time the effect would apply).
This model and its unit moves +1" when using move actions.
This model's unit and up to 2 friendly units picked before the start of the game moves +1" when using move actions. If this model is killed, picked models that are deployed lose the rule.
When this unit is activated, you may move all models with this rule in it by up to D3".
When a unit where most models have this rule fails a Morale Test that causes it to be Shaken or Routed, the test counts as passed instead. Then, roll as many dice as the number of wounds it would take to fully destroy it, and for each result of 1-3 the unit takes one wound, which can't be ignored.
This model and its unit get No Retreat.
This model's unit and up to 2 friendly units picked before the start of the game get No Retreat. If this model is killed, picked models that are deployed lose the rule.
Once per activation, before attacking, pick one friendly unit within 12", which gets No Retreat once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 friendly units within 12", which gets No Retreat once (next time the effect would apply).
Ignores Regeneration, and when attacking units where most models have Tough(3) or higher, the target must re-roll successful unmodified Defense results of 5-6.
Ignores Regeneration, and when attacking units where most models have Tough(9) or higher, the target must re-roll successful unmodified Defense results of 5-6.
When units where most models have this rule take hits, those hits count as having AP(-1), to a min. of AP(0).
When this unit takes hits in melee, roll X dice per model with this rule in it, up to as many dice as hits taken. For each 6+ one hit is ignored (defender picks which).
Ignores all positive Defense modifiers on the target, and when attacking units over half of this weapon's range away, this weapon gets AP(+1).
This model gets AP(+1) on its weapons when charging.
This model and its unit get Piercing Charge.
This model's unit and up to 2 friendly units picked before the start of the game get Piercing Charge. If this model is killed, picked models that are deployed lose the rule.
Once per activation, before attacking, pick one friendly unit within 12", which gets Piercing Charge once (next time the effect would apply).
Once per activation, before attacking, pick one enemy unit within 18" in line of sight, which loses AP(1) on its weapons when attacking once (next time the effect would apply).
Once per game, when this unit attacks, you may use this rule so that the weapons of all models with this rule in it get AP(+1).
This model gets AP(+1) on its weapons in melee.
This model and its unit get AP(+1) on its weapons in melee.
This model's unit and up to 2 friendly units picked before the start of the game get AP(+1) on its weapons in melee. If this model is killed, picked models that are deployed lose the rule.
Once per activation, before attacking, pick one enemy unit within 18" in line of sight, which friendly units gets AP(+1) on their weapons in melee against once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 enemy units within 18" in line of sight, which friendly units gets AP(+1) on their weapons in melee against once (next time the effect would apply).
Place one token on this unit when it fully destroys an enemy unit, up to a max. of two tokens. For each token all models with this rule in this unit get AP(+1) on their weapons when attacking until the end of the game.
Place one token on this unit at the beginning of each round if it's on the table and isn't Shaken, up to a max. of four tokens. For every two tokens, models with this rule in this unit get AP(+1) on their weapons.
When shooting at enemies over 9" away, this model's weapons get AP(+1).
This model and its unit get Piercing Marksman.
This model's unit and up to 2 friendly units picked before the start of the game get Piercing Marksman. If this model is killed, picked models that are deployed lose the rule.
This model and its unit get AP(+1) on its weapons when shooting.
This model's unit and up to 2 friendly units picked before the start of the game get AP(+1) on its weapons when shooting. If this model is killed, picked models that are deployed lose the rule.
Once per activation, before attacking, pick up to 3 enemy units within 18" in line of sight, which friendly units gets AP(+1) on their weapons when shooting against once (next time the effect would apply).
Once per activation, before attacking, pick one enemy unit within 18" in line of sight, which friendly units gets AP(+1) on their weapons when shooting against once (next time the effect would apply).
Once per activation, before attacking, pick one enemy unit within 30" and in line of sight of this model and roll one die, on a 4+ place a token on it. When attacking, friendly units may remove tokens from their target before rolling to block to get +AP(X) on their weapons, where X is the number of removed tokens.
Once per game, during this model's activation, before attacking, place X tokens on one enemy unit within 24" and in line of sight, or one token on X enemy units within 24" and in line of sight. When attacking, friendly units may remove one token from their target before rolling to block to get AP(+1) on their weapons.
Once per game, during this model's activation, before attacking, pick X enemy units within 18" and in line of sight of it, and place one token on them. Friendly units get AP(+1) on their weapons when attacking them.
When this model shoots/charges enemies over 9"/6" away, its weapons get AP(+1).
When a unit where most models have this rule takes wounds, roll one die for each. On a 6+ it is ignored.
Gets +1 to hit when attacking.
Once per activation, before attacking, pick one friendly unit within 12", which gets +1 to hit rolls when attacking once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 friendly units within 12", which gets +1 to hit rolls when attacking once (next time the effect would apply).
This model gets +1 to hit rolls when charging.
This model and its unit get +1 to hit rolls when charging.
This model's unit and up to 2 friendly units picked before the start of the game get +1 to hit rolls when charging. If this model is killed, picked models that are deployed lose the rule.
Once per activation, before attacking, pick one enemy unit within 18" in line of sight, which gets -1 to hit rolls when attacking once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 enemy units within 18" in line of sight, which gets -1 to hit rolls when attacking once (next time the effect would apply).
Once per game, when this unit attacks, you may use this rule so that all models with this rule in it get +1 to hit rolls.
This model gets +1 to hit rolls in melee.
This model and its unit get +1 to hit rolls in melee.
This model's unit and up to 2 friendly units picked before the start of the game get +1 to hit rolls in melee. If this model is killed, picked models that are deployed lose the rule.
Once per activation, before attacking, pick one friendly unit within 12", which gets +1 to hit rolls in melee once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 friendly units within 12", which gets +1 to hit rolls in melee once (next time the effect would apply).
Once per activation, before attacking, pick one enemy unit within 18" in line of sight, which friendly units get +1 to hit rolls in melee against once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 enemy units within 18" in line of sight, which friendly units get +1 to hit rolls in melee against once (next time the effect would apply).
Place one token on this unit when it fully destroys an enemy unit, up to a max. of two tokens. For each token all models with this rule in this unit get +1 to hit rolls until the end of the game.
Place one token on this unit at the beginning of each round if it's on the table and isn't Shaken, up to a max. of four tokens. For every two tokens, models with this rule in this unit get +1 to hit rolls.
When shooting at enemies over 9" away, this model gets +1 to hit rolls.
This model and its unit get +1 to hit rolls when shooting.
This model's unit and up to 2 friendly units picked before the start of the game get +1 to hit rolls when shooting. If this model is killed, picked models that are deployed lose the rule.
Once per activation, before attacking, pick one friendly unit within 12", which gets +1 to hit rolls when shooting once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 friendly units within 12", which gets +1 to hit rolls when shooting once (next time the effect would apply).
Once per activation, before attacking, pick one enemy unit within 18" in line of sight, which friendly units get +1 to hit rolls when shooting against once (next time the effect would apply).
Once per activation, before attacking, pick one enemy unit within 30" and in line of sight of this model and roll one die, on a 4+ place a token on it. Friendly units may remove tokens from their target before rolling to hit to get +X to hit rolls when attacking, where X is the number of removed tokens.
Once per game, during this model's activation, before attacking, place X tokens on one enemy unit within 24" and in line of sight, or one token on X enemy units within 24" and in line of sight. When attacking, friendly units may remove one token from their target before rolling to hit to get +1 to hit rolls.
Once per game, during this model's activation, before attacking, pick X enemy units within 18" and in line of sight of it, and place one token on them. Friendly units get +1 to hit rolls when attacking them.
For each unmodified roll of 6 to hit when attacking, this model may roll +1 attack with that weapon. This rule doesn’t apply to newly generated attacks.
For each unmodified roll of 6 to hit in melee, this model may roll +1 attack with that weapon. This rule doesn’t apply to newly generated attacks.
For each unmodified roll of 6 to hit when shooting, this model may roll +1 attack with that weapon. This rule doesn’t apply to newly generated attacks.
For each unmodified roll of 6 to hit when attacking, this model may roll +1 attack with that weapon. This rule doesn’t apply to newly generated attacks.
When units where most models have this rule take hits, those hits count as having AP(-1), to a min. of AP(0).
When a unit where most models have this rule takes wounds, roll one die for each. On a 6+ it is ignored.
Once per game, when this unit takes wounds and most of its models have this rule, you may use this rule and roll one die per wound, and on a 5+ it is ignored.
This model's unit and up to 2 friendly units picked before the start of the game get Protection Feat. If this model is killed, picked models that are deployed lose the rule.
For each unmodified roll of 6 to hit when attacking, this model may roll +1 attack with that weapon. This rule doesn’t apply to newly generated attacks.
Ignores Regeneration, and when attacking units where most models have Defense 2+ to Defense 3+, this weapon gets AP(+2).
When attacking units that are Shaken or Fatigued, this weapon gets AP(+2).
Moves +2" when using Advance, and +2" when using Rush/Charge.
This model may shoot after using Rush actions.
This model and its unit get Quick Shot.
This model's unit and up to 2 friendly units picked before the start of the game get Quick Shot. If this model is killed, picked models that are deployed lose the rule.
Once per activation, before attacking, pick one enemy unit within 18" in line of sight, which friendly units gets Quick Shot against once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 enemy units within 18" in line of sight, which friendly units gets Quick Shot against once (next time the effect would apply).
This model may always target enemies that are not in line of sight when shooting with Indirect weapons (instead of only when using Hold actions).
When attacking, targets must re-roll unmodified Defense results of 6 when blocking hits from this model's weapons.
When a unit where most models have this rule is targeted by an enemy unit for shooting, that enemy unit gets -4" range to a min. of 6".
This model and its unit get Ranged Shrouding.
This model's unit and up to 2 friendly units picked before the start of the game get Ranged Shrouding. If this model is killed, picked models that are deployed lose the rule.
When using Hold actions and shooting, this model's weapons get AP(+2) if most models in the target have Tough(3) or higher.
When using Hold actions and shooting, this model's weapons get AP(+2) if most models in the target have Tough(9) or higher.
This model and its unit get Ranged Slayer.
This model's unit and up to 2 friendly units picked before the start of the game get Ranged Slayer. If this model is killed, picked models that are deployed lose the rule.
This model moves +4" when using Advance actions.
This model and its unit get Rapid Advance.
This model's unit and up to 2 friendly units picked before the start of the game get Rapid Advance. If this model is killed, picked models that are deployed lose the rule.
Once per activation, before attacking, pick one friendly unit within 12", which gets Rapid Advance once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 friendly units within 12", which gets Rapid Advance once (next time the effect would apply).
Counts as having Ambush, but may be deployed at the start of any round, including the first.
When this unit is activated, you may move all models with this rule in it by up to D3".
This model moves +4" when using Charge actions.
This model and its unit moves +4" when using Charge actions.
This model's unit and up to 2 friendly units picked before the start of the game moves +4" when using Charge actions. If this model is killed, picked models that are deployed lose the rule.
Once per activation, before attacking, pick one enemy unit within 18" in line of sight, which friendly units gets Rapid Charge against once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 enemy units within 18" in line of sight, which friendly units gets Rapid Charge against once (next time the effect would apply).
This model moves +6" when using Rush actions.
This model and its unit get Rapid Rush.
This model's unit and up to 2 friendly units picked before the start of the game get Rapid Rush. If this model is killed, picked models that are deployed lose the rule.
Once per activation, before attacking, pick one friendly unit within 12", which gets Rapid Rush once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 friendly units within 12", which gets Rapid Rush once (next time the effect would apply).
Once per round, when it’s this model’s turn to strike in melee, roll X dice before attacking, unless this unit is Fatigued. For each 6+ the target takes one wound.
This model and its unit get Ravage(+1).
This model's unit and up to 2 friendly units picked before the start of the game get Ravage(+1). If this model is killed, picked models that are deployed lose the rule.
After all other units are deployed (excluding units that were set aside), you may remove up to two friendly units from the table and deploy them again. Players alternate in placing Re-Deployment units, starting with the player that activates next.
When a unit where all models have this rule is activated, roll as many dice as the max. number of models/wounds it could restore. For each 5+ you may restore one model/wound. Note that new models may only be restored if they can be placed in coherency with non-restored models.
This model and its unit get Reanimation.
This model's unit and up to 2 friendly units picked before the start of the game get Reanimation. If this model is killed, picked models that are deployed lose the rule.
When attacking units that are Shaken or Fatigued, the target must re-roll successful unmodified Defense results of 5-6.
When a unit where most models have this rule is activated, you may roll one die. On a 2+ their weapons get AP(+1) when attacking until the end of the round, but on a 1 enemy units get AP(+1) on their weapons when attacking them instead.
This model and its unit get Reckless Piercing.
This model's unit and up to 2 friendly units picked before the start of the game get Reckless Piercing. If this model is killed, picked models that are deployed lose the rule.
When a unit where most models have this rule takes wounds, roll one die for each. On a 5+ it is ignored.
This model and its unit get Regeneration.
This model's unit and up to 2 friendly units picked before the start of the game get Regeneration. If this model is killed, picked models that are deployed lose the rule.
Once per activation, before attacking, pick one friendly unit within 12", which gets Regeneration once (next time the effect would apply).
Place one token on this model when it ignores a wound. Once per round, when it’s this model’s turn to strike in melee, roll as many dice as tokens on it before attacking, unless this unit is Fatigued. For each 4+ the target takes one wound.
When a unit where all models have this rule is Shaken, you may remove it from the table as destroyed. At the beginning of the next round after a unit where all models have this rule is destroyed, after Ambushers have been deployed, you may place a new copy of it fully within 9" of any table edge, over 9" away from enemy units. Units that deploy via Reinforcement can’t seize or contest objectives on the round they deploy, and this rule doesn’t apply to the new copy of the unit.
When this model shoots at enemies over 9” away, unmodified result of 6 to hit deal 1 extra hit (only the original hit counts as a 6 for special rules).
This model and its unit get Relentless.
This model's unit and up to 2 friendly units picked before the start of the game get Relentless. If this model is killed, picked models that are deployed lose the rule.
Once per activation, before attacking, pick one enemy unit within 18" in line of sight, which friendly units gets Relentless against once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 enemy units within 18" in line of sight, which friendly units gets Relentless against once (next time the effect would apply).
Attacks at Quality 2+.
This model gets Reliable on its weapons when shooting.
Ignores Regeneration, and for each unmodified result of 6 to hit, those hits get AP(+4).
This model gets Rending on its weapons in melee.
This model and its unit get Rending on its weapons in melee.
This model's unit and up to 2 friendly units picked before the start of the game get Rending on its weapons in melee. If this model is killed, picked models that are deployed lose the rule.
Once per activation, before attacking, pick one enemy unit within 18" in line of sight, which friendly units gets Rending on their weapons against once (next time the effect would apply).
This model and its unit get Rending on its weapons when shooting.
This model's unit and up to 2 friendly units picked before the start of the game get Rending on its weapons when shooting. If this model is killed, picked models that are deployed lose the rule.
Enemy units using Ambush must be set up over 12" away from this model's unit.
When this model takes wounds in melee, the attacker takes X hits per wound taken.
Once per round, when this unit ends its move within 3" of enemy units after being in melee, pick one of them and roll X dice for each model with this rule in this unit. For each 6+ the target takes one wound.
This model gets +4"/+2" range when shooting/charging.
For each unmodified roll of 6 to hit when attacking, this model may roll +1 attack with that weapon. This rule doesn’t apply to newly generated attacks.
Moves +1" when using Advance, and +2" when using Rush/Charge.
If most models in this unit have this rule, they get +1 to Defense rolls when shot/charged from over 9"/6" away.
When this model shoots/charges enemies over 9"/6" away, unmodified result of 6 to hit deal 1 extra hit (only the original hit counts as a 6 for special rules).
For each unmodified result of 1 to block hits, enemies count as having taken 2 extra wounds when checking who won melee, or if shooting wounds would trigger Morale Tests.
May be set aside before deployment. After all other units are deployed, may be deployed anywhere fully within 9” of their deployment zone, over 9” away from non-Scout enemy units. Players alternate in placing Scout units, starting with the player that activates next.
This model and its unit get Scout.
This model's unit and up to 2 friendly units picked before the start of the game get Scout. If this model is killed, picked models that are deployed lose the rule.
When attacking, targets must re-roll unmodified Defense results of 6 when blocking hits from this model's weapons.
If most models in this unit have this rule, enemy units shooting/charging them from over 9"/6" away get -1 to hit rolls .
Moves +1" when using Advance, and +2" when using Rush/Charge.
If this model is killed in melee, the attacking unit takes X hits. If this model survives melee, after both sides have finished attacking, it is immediately killed, and the enemy unit takes X hits.
When a unit where most models have this rule takes wounds, roll one die for each. On a 6+ it is ignored.
This model gets AP(+1) when attacking.
When a unit where most models have this rule is targeted by an enemy unit for shooting/charging, that enemy unit gets -4"/-2" range to a min. of 6".
When a unit where most models have this rule is targeted by an enemy unit for shooting/charging, that enemy unit gets -4"/-2" range to a min. of 6".
For each unmodified result of 6 to hit, those hits get AP(+3).
Units where most models have this rule get +1 to Defense rolls against hits that are not from spells.
This model and its unit get Shielded.
This model's unit and up to 2 friendly units picked before the start of the game get Shielded. If this model is killed, picked models that are deployed lose the rule.
For each unmodified result of 1 to block hits, this weapon deals 1 extra wound.
This model gets Shred on its weapons in melee.
This model and its unit get Shred on its weapons in melee.
This model's unit and up to 2 friendly units picked before the start of the game get Shred on its weapons in melee. If this model is killed, picked models that are deployed lose the rule.
Once per activation, before attacking, pick one enemy unit within 18" in line of sight, which friendly units gets Shred on their weapons when attacking against once (next time the effect would apply).
This model gets Shred on its weapons when shooting.
This model and its unit get Shred on its weapons when shooting.
This model's unit and up to 2 friendly units picked before the start of the game get Shred on its weapons when shooting. If this model is killed, picked models that are deployed lose the rule.
When a unit where most models have this rule is targeted by an enemy unit for shooting/charging, that enemy unit gets -4"/-2" range to a min. of 6".
When using Hold actions and shooting, or when charging, this model's weapons get AP(+2) if most models in the target have Tough(3) or higher.
When using Hold actions and shooting, or when charging, this model's weapons get AP(+2) if most models in the target have Tough(9) or higher.
Once per activation, before attacking, pick one enemy unit within 18" in line of sight, which friendly units gets Slayer against once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 enemy units within 18" in line of sight, which friendly units gets Slayer against once (next time the effect would apply).
Moves -2” when using Advance, and -4” when using Rush/Charge.
When attacking units over half of this weapon's range away, the target must re-roll unmodified Defense results of 6.
Once per game, when this model is activated, you may place a new unit of X fully within 6" of it. Units placed via Spawn can’t seize or contest objectives on the round they are placed.
Once per activation, before attacking, pick one friendly unit within 12", which moves +2" when using Advance actions and +4" when using Rush/Charge actions once (next time the effect would apply).
Once per activation, before attacking, pick one enemy model within 18" in line of sight, which moves -2" when using Advance actions and -4" when using Rush/Charge actions once (next time the effect would apply).
Once per game, when this unit moves, you may use this rule so that all models with this rule in it move +2" when using Advance actions and +4" when using Rush/Charge actions.
This model and its unit get Speed Feat.
This model's unit and up to 2 friendly units picked before the start of the game get Speed Feat. If this model is killed, picked models that are deployed lose the rule.
Gets X accumulator tokens at the start of each round, but can’t hold more than 6 tokens at once. Casters from other friendly units within 12" may spend this model's accumulator tokens as if they were their own spell tokens. Friendly casters may only use this rule if this unit isn't Shaken.
Gets +1 to casting rolls.
Casters within 12" that are from other friendly units may cast spells as if they were in this model's position, and get +1 to casting rolls when doing so. Friendly casters may only use this rule if this unit isn't Shaken.
Once per activation, before attacking, pick one enemy model within 18" in line of sight, which must take a Morale Test. If failed, it loses 2 spell tokens.
When a unit where most models have this rule takes wounds, roll one die for each. If the wound was from a spell, then it is ignored on a 2+. If the wound was not from a spell, then it is ignored on a 6+ instead.
This model and its unit get Spell Resistance.
This model's unit and up to 2 friendly units picked before the start of the game get Spell Resistance. If this model is killed, picked models that are deployed lose the rule.
When this unit is fully destroyed, you may place a new unit of X fully within 6" of it before removing the last model. Units placed via Split can’t seize or contest objectives on the round they are placed.
If a unit where most models have this rule is Shaken at the beginning of the round, roll one die. On a 4+, it stops being Shaken.
This model and its unit get Steadfast.
This model's unit and up to 2 friendly units picked before the start of the game get Steadfast. If this model is killed, picked models that are deployed lose the rule.
When units where most models have this rule are shot from over 9" away, enemy units get -1 to hit rolls.
This model and its unit get Stealth.
This model's unit and up to 2 friendly units picked before the start of the game get Stealth. If this model is killed, picked models that are deployed lose the rule.
Once per activation, before attacking, pick one friendly unit within 12", which gets Stealth once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 friendly units within 12", which gets Stealth once (next time the effect would apply).
May ignore the effects of Difficult terrain.
May ignore the effects of Difficult terrain. This unit halves the number of dice it rolls when jumping (rounding up).
This model and its unit get Strider.
This model's unit and up to 2 friendly units picked before the start of the game get Strider. If this model is killed, picked models that are deployed lose the rule.
If most models in this unit have this rule, they get +1 to Defense rolls when shot/charged from over 9"/6" away.
For each unmodified result of 6 to hit, this weapon deals 1 extra hit (only the original hit counts as a 6 for special rules).
Once per activation, before attacking, pick one enemy unit within 18" in line of sight, which friendly units gets Surge on their weapons when attacking against once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 enemy units within 18" in line of sight, which friendly units gets Surge on their weapons when attacking against once (next time the effect would apply).
This model's unit and up to 2 friendly units picked before the start of the game get Surge on its weapons when shooting. If this model is killed, picked models that are deployed lose the rule.
Counts as having Infiltrate. The first time this unit is activated, pick one enemy unit within 6" in line of sight, and roll X dice. For each 2+ it takes one hit with AP(1).
This model may ignore the Slow rule.
This model and its unit get Swift.
This model's unit and up to 2 friendly units picked before the start of the game get Swift. If this model is killed, picked models that are deployed lose the rule.
Once per activation, before attacking, pick one friendly unit within 12", which gets Swift once (next time the effect would apply).
This model may pick any model in the target unit as its individual target for this weapon's attacks, which is resolved as if it was a unit of [1]. Takedown attacks must be resolved before other weapons.
Once per game, when this model shoots, it may make X extra attacks against the target at Quality 2+ with AP(2), Deadly(3), and Takedown.
Once per game, when it's this model's turn to strike in melee, it may make X attacks at Quality 2+ with AP(2), Deadly(3), and Takedown.
This model gets Takedown on its weapons when shooting.
When shooting at enemies over 9" away, this model gets +1 to hit rolls.
Once per activation, before attacking, you may place this model anywhere fully within 3" of its position when using Advance/Charge actions, or fully within 6" of its position when using Rush actions.
This model and its unit get Teleport.
This model's unit and up to 2 friendly units picked before the start of the game get Teleport. If this model is killed, picked models that are deployed lose the rule.
If most models in this unit have this rule, they get +1 to Defense rolls when shot/charged from over 9"/6" away.
When charging, gets +1 to hit rolls and AP(+1) in melee.
This model gets Thrust on its weapons in melee.
This model and its unit get Thrust on its weapons in melee.
This model's unit and up to 2 friendly units picked before the start of the game get Thrust on its weapons in melee. If this model is killed, picked models that are deployed lose the rule.
Once per activation, before attacking, pick one friendly unit within 12", which gets Thrust in Melee once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 friendly units within 12", which gets Thrust in Melee once (next time the effect would apply).
This model must take X wounds before being killed. If a model with Tough joins a unit without it, then it is removed last when the unit takes wounds. You must continue to put wounds on the Tough model with most wounds in the unit until it is killed, before starting to put them on the next Tough model (Heroes must be assigned wounds last, even if already wounded).
Once a model has taken as many wounds as its Tough value, it is killed (remove from play).
May transport up to X friendly models or Heroes with up to Tough(6), and non-Heroes with up to Tough(3) which occupy 3 spaces each. Transports may deploy with units inside, and units may enter/exit by using any move action, getting within 2” to enter, and staying fully within 6” when exiting. Units inside/outside transports may not target other units that are outside/inside, but may target the transport itself. When a transport is destroyed, units inside must take a Dangerous Terrain Test, are Shaken, and must be placed fully within 6” of the transport before it’s removed.
May transport up to X friendly models with Tough(3) or Heroes with up to Tough(18), and non-Heroes with up to Tough(9) which occupy 3 spaces each. Transports may deploy with units inside, and units may enter/exit by using any move action, getting within 2” to enter, and staying fully within 6” when exiting. Units inside/outside transports may not target other units that are outside/inside, but may target the transport itself. When a transport is destroyed, units inside must take a Dangerous Terrain Test, are Shaken, and must be placed fully within 6” of the transport before it’s removed.
May move through friendly and enemy units.
After this model is deployed, it may be placed anywhere fully within 9" of its position, over 9" away from non-Vanguard enemy units.
Counts as having Hero, and this model may only be taken once per army.
If a unit where most models have this rule is Shaken at the beginning of the round, roll one die. On a 4+, it stops being Shaken.
When attacking, roll one die and apply one effect to all models with this rule: on a 1-3 they get AP(+1), and on a 4-6 they get +1 to hit rolls instead.
When in melee, roll one die and apply one effect to all models with this rule: on a 1-3 they get AP(+1), and on a 4-6 they get +1 to hit rolls instead.
This model and its unit get Unpredictable Fighter.
This model's unit and up to 2 friendly units picked before the start of the game get Unpredictable Fighter. If this model is killed, picked models that are deployed lose the rule.
Once per activation, before attacking, pick one enemy unit within 18" in line of sight, which friendly units gets Unpredictable Fighter against once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 enemy units within 18" in line of sight, which friendly units gets Unpredictable Fighter against once (next time the effect would apply).
When shooting, roll one die and apply one effect to all models with this rule: on a 1-3 they get AP(+1), and on a 4-6 they get +1 to hit rolls instead.
This model and its unit get Unpredictable Shooter.
This model's unit and up to 2 friendly units picked before the start of the game get Unpredictable Shooter. If this model is killed, picked models that are deployed lose the rule.
Once per activation, before attacking, pick one enemy unit within 18" in line of sight, which friendly units gets Unpredictable Shooter against once (next time the effect would apply).
This weapon ignores Regeneration, and ignores all negative modifiers which are not from this model's special rules.
This model gets Unstoppable on its weapons in melee.
This model and its unit get Unstoppable on its weapons in melee.
This model's unit and up to 2 friendly units picked before the start of the game get Unstoppable on its weapons in melee. If this model is killed, picked models that are deployed lose the rule.
Once per activation, before attacking, pick one enemy unit within 18" in line of sight, which friendly units gets Unstoppable on their weapons against once (next time the effect would apply).
This model gets Unstoppable on its weapons when shooting.
This model and its unit get Unstoppable on its weapons when shooting.
This model's unit and up to 2 friendly units picked before the start of the game get Unstoppable on its weapons when shooting. If this model is killed, picked models that are deployed lose the rule.
Strikes last when charging.
Once per activation, before attacking, pick one enemy unit within 18" in line of sight, which gets Unwieldy on its weapons in melee once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 enemy units within 18" in line of sight, which gets Unwieldy on its weapons in melee once (next time the effect would apply).
If a unit where most models have this rule is Shaken at the beginning of the round, roll one die. On a 4+, it stops being Shaken.
If most models in this unit have this rule, they get +1 to Morale Test rolls when shot/charged from over 9"/6" away.
After this model is deployed, it may be placed anywhere fully within 9" of its position, over 9" away from non-Vanguard enemy units.
When this unit is fully destroyed, place as many Vengeance tokens on the unit that destroyed it as models with this rule in this unit at the beginning of the game. Friendly units get +X to hit rolls when attacking that unit, where X is the number of tokens on it.
When a unit where most models have this rule is shot/charged from over 9"/6" away, pick one effect: the unit either gets +1 to Defense rolls, or enemy units get -1 to hit rolls against it. Note that you may pick a different effect each time the unit is attacked.
This model and its unit get Versatile Defense.
This model's unit and up to 2 friendly units picked before the start of the game get Versatile Defense. If this model is killed, picked models that are deployed lose the rule.
When this unit is activated, pick one effect: until the end of the activation all models with this rule in this unit either get AP(+1) when attacking, or get +1 to hit rolls when attacking.
When this unit is activated, pick one effect: until the end of the activation, all models with this rule in this unit either get +4" range when shooting or move +2" when charging.
When this unit is activated, pick one effect: until the end of the activation, when shooting/charging enemies over 9"/6" away, all models with this rule in it either get AP(+1) or get +1 to hit rolls.
This model and its unit get Versatile Warrior.
This model's unit and up to 2 friendly units picked before the start of the game get Versatile Warrior. If this model is killed, picked models that are deployed lose the rule.
Once per activation, before attacking, pick one friendly unit within 12", which gets Versatile Warrior once (next time the effect would apply).
Once per activation, before attacking, pick up to 3 friendly units within 12", which gets Versatile Warrior once (next time the effect would apply).
When attacking, targets must re-roll unmodified Defense results of 6 when blocking hits from this model's weapons.
When this unit is activated, pick one effect: until the end of the activation, when shooting/charging enemies over 9"/6" away, all models with this rule in it either get AP(+1) or get +1 to hit rolls.
When this model shoots/charges enemies over 9"/6" away, unmodified results of 1 to block hits from weapons deal 1 extra wound.
When this model shoots/charges enemies over 9"/6" away, unmodified results of 1 to block hits from weapons deal 1 extra wound.
When units where most models have this rule take hits, those hits count as having AP(-1), to a min. of AP(0).
When a unit where most models have this rule takes wounds, roll one die for each. If the wound was from a spell, then it is ignored on a 2+. If the wound was not from a spell, and the unit was shot/charged from over 9"/6" away, then it is ignored on a 6+ instead.
When this unit is activated, pick one effect: until the end of the activation, when shooting/charging enemies over 9"/6" away, all models with this rule in it either get AP(+1) or get +1 to hit rolls.
When this unit is activated, you may move all models with this rule in it by up to D3".
When a unit where most models have this rule is targeted by an enemy unit for shooting/charging, that enemy unit gets -4"/-2" range to a min. of 6".
When this unit is activated, you may move all models with this rule in it by up to D3".