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Rule reference

Rule texts are in English for now.

Rules version
Core actions
Hold

Stay still. May Shoot.

Advance & Shoot

Move up to 6". May Shoot.

Rush

Move up to 12". Cannot Shoot.

Charge

Move up to 12" into melee with an enemy.

Rule reference · 505
Agile
aofaofsgfgff

Moves +1" when using Advance, and +2" when using Rush/Charge.

Aircraft
aofaofsgfgff

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.

Ambush
aofaofsgfgff

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.

Ambush Aura
aof

This model and its unit get Ambush.

aofs

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.

Ambush Beacon
gfgff

Friendly units using Ambush may ignore distance restrictions from enemies if they are deployed within 6" of this model.

Ambush Re-Deployment
aofaofsgfgff

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.

Ambushing Piercing Shot
gfgff

Counts as having Ambush, and its weapons get AP(+1) when shooting on the round in which it deploys via this rule.

Angelic Blessing
aofaofs

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.

Anti-Cover
aofaofsgfgff

This weapon ignores Cover.

Anti-Cover when Shooting
gfgff

This model gets Anti-Cover on its weapons when shooting.

Anti-Regen
aofaofsgfgff

This weapon ignores Regeneration.

AP
aofaofsgfgff

Targets get -X to Defense rolls when blocking hits.

Armor
aofaofsgfgff

Counts as having Defense X+.

Artillery
aofaofsgfgff

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.

Assault
aofaofsgfgff

Counts as both a ranged weapon and a melee weapon.

Bad Shot
gfgff

This model gets -1 to hit rolls when shooting.

Badlands Hunter
gff

When this model shoots/charges enemies over 9"/6" away, unmodified results of 1 to block hits from weapons deal 1 extra wound.

Ballistic Vest
gff

When units where most models have this rule take hits, those hits count as having AP(-1), to a min. of AP(0).

Bane
aofaofsgfgff

Ignores Regeneration, and when attacking, the target must re-roll unmodified Defense results of 6.

Bane in Melee
aofaofs

This model gets Bane on its weapons in melee.

Bane in Melee Aura
aof

This model and its unit get Bane on its weapons in melee.

aofs

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.

Bane in Melee Buff
gf

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).

gff

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).

Bane Mark
aofgf

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).

gff

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).

Bane when Shooting
aofaofsgfgff

This model gets Bane on its weapons when shooting.

Bane when Shooting Aura
aof

This model and its unit get Bane on its weapons when shooting.

aofs

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.

Banner
aofgf

This model and its unit get +1 to Morale Test rolls triggered by shooting/melee.

aofsgff

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.

Battle-Hardened
aofsgff

If most models in this unit have this rule, they get +1 to Morale Test rolls when shot/charged from over 9"/6" away.

Battleborn
gfgff

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.

Berserker
gff

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).

Bestial
aofaofs

When attacking, targets must re-roll unmodified Defense results of 6 when blocking hits from this model's weapons.

Blast
aofgf

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.

aofsgff

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

Bloodborn
gfgff

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.

Bloodthirsty Fighter
aofaofs

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.

Bounding
aofaofsgfgff

When this unit is activated, you may move all models with this rule in it by up to D3+1".

Bounding Aura
aof

This model and its unit get Bounding.

aofs

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.

Brace
aofaofsgfgff

Enemies charging this unit get -X total Impact rolls, unless this unit is Fatigued.

Brace in Melee
aofaofs

This model gets Brace(1) on its weapons in melee.

Bravery Aura
aof

This model and its unit get +1 to Morale Test rolls.

aofs

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.

Bravery Buff
aofgf

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).

Brutal
aofaofsgfgff

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).

Brute Courage
aofsgff

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.

Buccaneer
aofaofs

When shooting at enemies over 9" away, this model gets +1 to hit rolls.

Caster
aofaofsgfgff

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.

Caster Group
aofgf

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.

aofsgff

This model counts as having Caster(1).

Casting Buff
aofgfgff

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).

Changebound
aofaofsgfgff

If most models in this unit have this rule, enemy units shooting/charging them from over 9"/6" away get -1 to hit rolls .

Clan Warrior
gfgff

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.

Coordinate
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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.

Counter
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May strike first with this weapon when charged, unless this unit is Fatigued.

Counter in Melee
aofaofsgfgff

This model gets Counter on its weapons in melee.

Counter in Melee Aura
aof

This model and its unit get Counter on its weapons in melee.

aofs

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.

Counter in Melee Buff
gf

Once per activation, before attacking, pick one friendly unit within 12", which gets Counter in Melee.

gff

Once per activation, before attacking, pick up to 3 friendly units within 12", which gets Counter in Melee.

Counter-Attack
aofs

May strike first when charged, unless this unit is Fatigued.

Crazed
aofs

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.

Crossing Attack
aofaofsgfgff

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.

Crossing Strike
aofaofsgfgff

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.

Cumbersome
aofgf

May only use Hold or Advance actions, but can’t shoot when moving.

Cursed Undead
aofaofs

When a unit where most models have this rule takes wounds, roll one die for each. On a 6+ it is ignored.

Cyber-Eyes
gff

When shooting at enemies over 9" away, this model gets +1 to hit rolls.

Dangerous Terrain Debuff
aofgf

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).

aofsgff

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).

Darkborn
gfgff

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".

Dash
gfgff

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".

Deadly
aofaofsgfgff

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.

Deathstrike
aofaofsgfgff

If this model is killed in melee, the attacking unit takes X hits.

Decimate
aofaofsgfgff

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.

Defense
aofaofsgfgff

This model gets +X to Defense rolls.

Defense Buff
aof

Once per activation, before attacking, pick one friendly unit within 12", which gets +1 to Defense rolls once (next time the effect would apply).

Defense Debuff
aofgf

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).

aofsgff

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).

Defensive Frenzy
aofaofsgfgff

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.

Defensive Growth
gfgff

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.

Delayed Action
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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).

Demolish
aofaofsgfgff

Ignores Cover, and when attacking units with most models within 1" of terrain, this weapon gets AP(+1).

Destroyer
aofaofs

When this model shoots/charges enemies over 9"/6" away, unmodified results of 1 to block hits from weapons deal 1 extra wound.

Destructive
aofaofsgfgff

When attacking units with more than half of their total size or Tough value (for single-model units), those hits get AP(+1).

Devout
gfgff

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).

Difficult Terrain Debuff
aofgf

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).

Disintegrate
aofgf

Ignores Regeneration, and when attacking units where most models have Tough(3) or higher, this weapon gets AP(+2).

aofsgff

Ignores Regeneration, and when attacking units where most models have Tough(9) or higher, this weapon gets AP(+2).

Dodge
aofaofsgfgff

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.

Drakesworn
aofaofs

After this model is deployed, it may be placed anywhere fully within 9" of its position, over 9" away from non-Vanguard enemy units.

Empyrean Spirit
aofaofs

If most models in this unit have this rule, enemy units shooting/charging them from over 9"/6" away get -1 to hit rolls .

Enhanced Agile
aofaofsgfgff

If this model has Agile, it moves +2" on Advance and +4" on Rush/Charge from Agile (instead of only +1" and +2").

Enhanced Angelic Blessing
aofaofs

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).

Enhanced Angelic Blessing Buff
aof

Once per activation, before attacking, pick one friendly unit within 12", which gets Enhanced Angelic Blessing once (next time the effect would apply).

aofs

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).

Enhanced Badlands Hunter
gff

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).

Enhanced Ballistic Vest
gff

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)).

Enhanced Berserker
gff

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).

Enhanced Bestial
aofaofs

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).

Enhanced Bestial Aura
aof

This model and its unit get Enhanced Bestial.

aofs

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.

Enhanced Bloodborn
gfgff

If this model has Bloodborn, it gets extra attacks on successful unmodified hit results of 5-6 from Bloodborn (instead of only on 6).

Enhanced Brutal
aofaofsgfgff

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).

Enhanced Brutal Aura
aof

This model and its unit Enhanced Brutal.

aofs

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.

Enhanced Buccaneer
aofaofs

If this model has Buccaneer, it always gets +1 to hit rolls from Buccaneer (instead of only when shooting over 9" away).

Enhanced Buccaneer Aura
aof

This model and its unit get Enhanced Buccaneer.

aofs

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.

Enhanced Changebound
aofaofsgfgff

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).

Enhanced Changebound Aura
aof

This model and its unit get Enhanced Changebound.

aofs

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.

Enhanced Clan Warrior
gfgff

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).

Enhanced Crazed
aofs

If this model has Crazed, it gets extra attacks on successful unmodified hit results of 5-6 from Crazed (instead of only on 6).

Enhanced Crazed Aura
aofs

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.

Enhanced Cursed Undead
aofaofs

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+).

Enhanced Cursed Undead Buff
aof

Once per activation, before attacking, pick one friendly unit within 12", which gets Enhanced Cursed Undead once (next time the effect would apply).

aofs

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).

Enhanced Cyber-Eyes
gff

If this model has Cyber-Eyes, it always gets +1 to hit rolls from Cyber-Eyes (instead of only when shooting over 9" away).

Enhanced Darkborn
gfgff

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").

Enhanced Destroyer
aofaofs

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).

Enhanced Destroyer Aura
aof

This model and its unit get Enhanced Destroyer.

aofs

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.

Enhanced Devout
gfgff

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).

Enhanced Empyrean Spirit
aofaofs

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).

Enhanced Empyrean Spirit Aura
aof

This model and its unit get Enhanced Empyrean Spirit.

aofs

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.

Enhanced Exotic Gear
aofs

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).

Enhanced Exotic Gear Aura
aofs

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.

Enhanced Extra Reach
aofaofsgfgff

If this model has Extra Reach, it gets +8"/+4" range when shooting/charging from Extra Reach (instead of only +4"/+2").

Enhanced Ferocious
aofaofsgfgff

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).

Enhanced Ferocious Aura
aof

This model and its unit Enhanced Ferocious.

aofs

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.

Enhanced Fortified
aofaofsgfgff

If most models in this unit have Fortified, hits they take count as having AP(-2) from Fortified (instead of only AP(-1)).

Enhanced Gloom-Mist
aofs

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).

Enhanced Gloom-Mist Aura
aofs

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.

Enhanced Guarded
aofaofsgfgff

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).

Enhanced Guardian
aofsgfgff

If most models in this unit have Guardian, hits they take count as having AP(-2) from Guardian (instead of only AP(-1)).

Enhanced Guardian Aura
aofs

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.

Enhanced Guerrilla
gfgff

If most models in this unit have Guerrilla, they may move by up to 6" from Guerrilla (instead of only 3").

Enhanced Harassing
aofaofsgfgff

If most models in this unit have Harassing, they may move by up to 6" from Harassing (instead of only 3").

Enhanced Harassing Aura
aof

This model and its unit get Enhanced Harassing.

aofs

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.

Enhanced Havocbound
aofaofsgfgff

If this model has Havocbound, it always gets AP(+1) from Havocbound (instead of only when shooting/charging enemies over 9"/6" away).

Enhanced Havocbound Aura
aof

This model and its unit get Enhanced Havocbound.

aofs

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.

Enhanced Highborn
aofaofsgfgff

If this model has Highborn, it gets +8"/+4" range when shooting/charging from Highborn (instead of only +4"/+2").

Enhanced Highborn Aura
aof

This model and its unit get Enhanced Highborn.

aofs

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.

Enhanced Hit & Run
aofaofsgfgff

If most models in this unit have Hit & Run, they may move by up to 6" from Hit & Run (instead of only 3").

Enhanced Hive Bond
gfgff

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).

Enhanced Hold the Line
aofaofsgfgff

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).

Enhanced Hold the Line Buff
aof

Once per activation, before attacking, pick one friendly unit within 12", which gets Enhanced Hold the Line once (next time the effect would apply).

aofs

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).

Enhanced Infected
gfgff

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).

Enhanced Knightborn
gfgff

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).

Enhanced Lucky
aofaofs

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).

Enhanced Lucky Aura
aof

This model and its unit get Enhanced Lucky.

aofs

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.

Enhanced Lustbound
aofaofsgfgff

If this model has Lustbound, it moves +2" on Advance and +4" on Rush/Charge from Lustbound (instead of only +1" and +2").

Enhanced Lustbound Aura
aof

This model and its unit get Enhanced Lustbound.

aofs

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.

Enhanced Machine-Fog
gfgff

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).

Enhanced Mischievous
aofaofsgfgff

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).

Enhanced Mischievous Aura
aof

This model and its unit get Enhanced Mischievous.

aofs

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.

Enhanced Nimble
aofaofsgfgff

If this model has Nimble, it may move by up to 2D3" from Nimble (instead of only D3").

Enhanced Ossified
aofaofs

If most models in this unit have Ossified, hits they take count as having AP(-2) from Ossified (instead of only AP(-1)).

Enhanced Ossified Aura
aof

This model and its unit get Enhanced Ossified.

aofs

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.

Enhanced Piercing Warrior
aofaofsgfgff

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).

Enhanced Plaguebound
aofaofsgfgff

If most models in this unit have Plaguebound, they ignore wounds on rolls of 5-6 from Plaguebound (instead of only on 6+).

Enhanced Plaguebound Aura
aof

This model and its unit get Enhanced Plaguebound.

aofs

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.

Enhanced Precision Marksman
aofaofsgfgff

If this model has Precision Marksman, it always gets +1 to hit rolls from Precision Marksman (instead of only when shooting over 9" away).

Enhanced Predator
aofaofsgfgff

If this model has Predator, it gets extra attacks on successful unmodified hit results of 5-6 from Predator (instead of only on 6).

Enhanced Primal
aofaofsgfgff

If this model has Primal, it gets extra attacks on successful unmodified hit results of 5-6 from Primal (instead of only on 6).

Enhanced Primal Buff
aofgf

Once per activation, before attacking, pick one friendly unit within 12", which gets Enhanced Primal once (next time the effect would apply).

aofsgff

Once per activation, before attacking, pick up to 3 friendly units within 12", which gets Enhanced Primal once (next time the effect would apply).

Enhanced Protected
aofaofsgfgff

If most models in this unit have Protected, they ignore wounds on rolls of 5-6 from Protected (instead of only on 6+).

Enhanced Psychotic
gff

If this model has Psychotic, it gets extra attacks on successful unmodified hit results of 5-6 from Psychotic (instead of only on 6).

Enhanced Raider
aofs

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).

Enhanced Raider Aura
aofs

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.

Enhanced Rapid Blink
gfgff

If this model has Rapid Blink, it may move by up to 2D3" from Rapid Blink (instead of only D3").

Enhanced Royal Legion
aofaofs

If this model has Royal Legion, it gets +8"/+4" range when shooting/charging from Royal Legion (instead of only +4"/+2").

Enhanced Royal Legion Aura
aof

This model and its unit get Enhanced Royal Legion.

aofs

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.

Enhanced Royal Warrior
aofaofs

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).

Enhanced Royal Warrior Aura
aof

This model and its unit get Enhanced Royal Warrior.

aofs

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.

Enhanced Runner
aofsgff

If this model has Runner, it moves +2" on Advance and +4" on Rush/Charge from Runner (instead of only +1" and +2").

Enhanced Runner Aura
aofs

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.

Enhanced Safety Gear
gff

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).

Enhanced Savage
aofs

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).

Enhanced Savage Aura
aofs

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.

Enhanced Scrapper
gfgff

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).

Enhanced Screened
aofaofsgfgff

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).

Enhanced Scurry
aofaofsgfgff

If this model has Scurry, it moves +2" on Advance and +4" on Rush/Charge from Scurry (instead of only +1" and +2").

Enhanced Scurry Aura
aof

This model and its unit get Enhanced Scurry.

aofs

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.

Enhanced Self-Repair
gfgff

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+).

Enhanced Self-Repair Buff
gf

Once per activation, before attacking, pick one friendly unit within 12", which gets Enhanced Self-Repair once (next time the effect would apply).

Enhanced Shadow Operative
gff

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").

Enhanced Shadowborn
aofaofsgfgff

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").

Enhanced Shadowborn Aura
aof

This model and its unit get Enhanced Shadowborn.

aofs

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.

Enhanced Shadowborn Buff
gf

Once per activation, before attacking, pick one friendly unit within 12", which gets Enhanced Shadowborn once (next time the effect would apply).

gff

Once per activation, before attacking, pick up to 3 friendly units within 12", which gets Enhanced Shadowborn once (next time the effect would apply).

Enhanced Shrouded
aofaofsgfgff

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").

Enhanced Steadfast
aofaofs

If most models in this unit have Steadfast, they stops being Shaken on rolls of 3+ from Steadfast (instead of only on 4+).

Enhanced Sturdy
aofaofsgfgff

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).

Enhanced Sturdy Aura
aof

This model and its unit get Enhanced Sturdy.

aofs

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.

Enhanced Targeting Visor
gfgff

If this model has Targeting Visor, it always gets +1 to hit rolls from Targeting Visor (instead of only when shooting over 9" away).

Enhanced Tenacious
aofs

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).

Enhanced Tenacious Aura
aofs

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.

Enhanced Vale Oath
aofaofs

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+).

Enhanced Vale Oath Aura
aof

This model and its unit get Enhanced Vale Oath.

aofs

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.

Enhanced Valiant
aofaofsgfgff

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).

Enhanced Versatile Warrior
aofaofsgfgff

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).

Enhanced Vicious
aofaofsgfgff

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).

Enhanced Vinci Tech
aofaofs

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).

Enhanced Vinci Tech Aura
aof

This model and its unit get Enhanced Vinci Tech.

aofs

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.

Enhanced Violent
aofaofsgfgff

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).

Enhanced Warbound
aofaofsgfgff

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).

Enhanced Warbound Aura
aof

This model and its unit get Enhanced Warbound.

aofs

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.

Enhanced Warden
aofaofs

If most models in this unit have Warden, hits they take count as having AP(-2) from Warden (instead of only AP(-1)).

Enhanced Warden Aura
aof

This model and its unit get Enhanced Warden.

aofs

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.

Enhanced Warding
aofaofsgfgff

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).

Enhanced Watchborn
gfgff

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).

Enhanced Wave-Step
aofaofs

If this model has Wave-Step, it may move by up to 2D3" from Wave-Step (instead of only D3").

Enhanced Wave-Step Aura
aof

This model and its unit get Enhanced Wave-Step.

aofs

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.

Enhanced Wild Veil
aofaofs

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").

Enhanced Wild Veil Aura
aof

This model and its unit get Enhanced Wild Veil.

aofs

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.

Enhanced Wolfborn
gfgff

If this model has Wolfborn, it may move by up to 2D3" from Wolfborn (instead of only D3").

Entrenched
gfgff

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.

Entrenched Buff
gf

Once per activation, before attacking, pick one friendly unit within 12", which gets Entrenched once (next time the effect would apply).

gff

Once per activation, before attacking, pick up to 3 friendly units within 12", which gets Entrenched once (next time the effect would apply).

Ethereal
aofaofs

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.

Evasive
aofaofsgfgff

Enemies get -1 to hit rolls when attacking units where most models have this rule.

Evasive Aura
aof

This model and its unit get Evasive.

aofs

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.

Exotic Gear
aofs

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.

Extended Buff Range
aofgf

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.

aofsgff

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.

Extra Reach
aofaofsgfgff

This model gets +4"/+2" range when shooting/charging.

Fanatic
gfgff

After this model is deployed, it may be placed anywhere fully within 9" of its position, over 9" away from non-Vanguard enemy units.

Fast
aofaofsgfgff

Moves +2” when using Advance, and +4” when using Rush/Charge.

Fast Aura
aof

This model and its unit moves +2" when using Advance actions and +4" when using Rush/Charge actions.

aofs

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.

Fatigue Debuff
aofgf

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.

Fear
aofaofsgfgff

When in melee with this model, enemies count as having taken +X wounds when checking who won.

Fearless
aofaofsgfgff

When a unit where most models have this rule fails a Morale Test, roll one die. On a 4+ it counts as passed instead.

Fearless Aura
aof

This model and its unit get Fearless.

aofs

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.

Ferocious
aofaofsgfgff

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).

Flying
aofgf

May move through units and terrain, and ignores the effects of Difficult and Dangerous terrain.

aofsgff

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.

Fortified
aofaofsgfgff

When units where most models have this rule take hits, those hits count as having AP(-1), to a min. of AP(0).

Fortified Aura
aof

This model and its unit get Fortified.

aofs

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.

Fortified Growth
aofaofsgfgff

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).

Fracture
aofaofsgfgff

For each unmodified result of 6 to hit, those hits get AP(+2).

Fragment
aofaofsgfgff

When attacking units where most models have Defense 5+ to Defense 6+, the target must re-roll successful unmodified Defense results of 5-6.

Furious
aofaofsgfgff

When charging, unmodified result of 6 to hit deal 1 extra hit (only the original hit counts as a 6 for special rules).

Furious Aura
aof

This model and its unit get Furious.

aofs

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.

Furious Buff
aofgf

Once per activation, before attacking, pick one friendly unit within 12", which gets Furious once (next time the effect would apply).

aofs

Once per activation, before attacking, pick up to 3 friendly units within 12", which gets Furious once (next time the effect would apply).

Furious Mark
aofgf

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).

Gloom-Mist
aofs

If most models in this unit have this rule, enemy units shooting/charging them from over 9"/6" away get -1 to hit rolls .

Good Fighter
aofaofs

This model gets +1 to hit rolls in melee.

Good Shot
aofaofsgfgff

This model gets +1 to hit rolls when shooting.

Great Banner
aof

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).

Great Musician
aof

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).

Great Sergeant
aof

This model gets AP(+2) when attacking.

Grounded Defense
aofaofsgfgff

If a unit where most models have this rule has most of them within 1" of terrain, they get +1 to Defense rolls.

Grounded Defense Aura
aof

This model and its unit get Grounded Defense.

aofs

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.

Grounded Evasion
aofsgfgff

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.

Grounded Precision
aofsgfgff

If most models in this unit are within 1" of terrain, this model gets +1 to hit rolls when attacking.

Grounded Precision Aura
aofs

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.

Grounded Protection
aofaofs

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.

Grounded Protection Aura
aof

This model and its unit get Grounded Protection.

aofs

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.

Grounded Speed
aofaofs

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.

Guarded
aofaofsgfgff

If most models in this unit have this rule, they get +1 to Defense rolls when shot/charged from over 9"/6" away.

Guarded Buff
gf

Once per activation, before attacking, pick one friendly unit within 12", which gets Guarded once (next time the effect would apply).

Guardian
aofsgfgff

When units where most models have this rule take hits, those hits count as having AP(-1), to a min. of AP(0).

Guerrilla
gfgff

Once per round, this model may move by up to 3" after shooting or being in melee.

Harassing
aofaofsgfgff

Once per round, this model may move by up to 3" after shooting or being in melee.

Havocbound
aofaofsgfgff

When this model shoots/charges enemies over 9"/6" away, its weapons get AP(+1).

Hazardous
aofaofsgfgff

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.

Heavy Impact
aofaofsgfgff

Counts as having Impact(X) with hits that have AP(1).

Hero
aofgf

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.

aofsgff

Units within 6” of friendly Heroes may use the Hero’s Quality for Morale Tests as long as the Hero isn’t Shaken.

Highborn
aofaofsgfgff

This model gets +4"/+2" range when shooting/charging.

Hit & Run
aofaofsgfgff

Once per round, this model may move by up to 3" after shooting or being in melee.

Hit & Run Fighter
aofaofsgfgff

Once per round, this model may move by up to 3" after being in melee.

Hit & Run Fighter Aura
aof

This model and its unit get Hit & Run Fighter.

aofs

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.

Hit & Run Shooter
aofaofsgfgff

Once per round, this model may move by up to 3" after shooting.

Hit & Run Shooter Aura
aof

This model and its unit get Hit & Run Shooter.

aofs

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.

Hive Bond
gfgff

If most models in this unit have this rule, they get +1 to Morale Test rolls when shot/charged from over 9"/6" away.

Hold the Line
aofaofsgfgff

If most models in this unit have this rule, they get +1 to Morale Test rolls when shot/charged from over 9"/6" away.

Honor Code
gf

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.

Immobile
aofaofsgfgff

May only use Hold actions.

Impact
aofaofsgfgff

When charging, before either unit attacks, roll X dice, unless this unit is Fatigued. For each 2+ the target takes 1 hit.

Imprecise
aofaofsgfgff

Gets -1 to hit when attacking.

Increased Shooting Range
aofaofsgfgff

This model gets +6" range on its weapons when shooting.

Increased Shooting Range Aura
aof

This model and its unit get +6" range on its weapons when shooting.

aofs

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.

Increased Shooting Range Buff
gf

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).

gff

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).

Increased Shooting Range Mark
aofgf

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).

gff

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).

Indirect
aofaofsgfgff

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.

Indirect Mark
aofgf

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).

Indirect when Shooting Aura
aof

This model and its unit get Indirect on its weapons when shooting.

aofs

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.

Infected
gfgff

When this model shoots/charges enemies over 9"/6" away, unmodified results of 1 to block hits from weapons deal 1 extra wound.

Infiltrate
aofaofsgfgff

Counts as having Ambush, but may be deployed anywhere over 3" away from enemy unit.

Infiltrating Precision Strike
gfgff

Counts as having Infiltrate, and gets +1 to hit rolls in melee on the round in which it deploys via this rule.

Inquisitorial Agent
gfgff

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.

Instinctive
aofaofsgfgff

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.

Knightborn
gfgff

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.

Lacerate
aofaofsgfgff

When attacking, the target must re-roll unmodified Defense results of 6.

Limited
aofaofsgfgff

May only be used once per game.

Lucky
aofaofs

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).

Lustbound
aofaofsgfgff

Moves +1" when using Advance, and +2" when using Rush/Charge.

Machine-Fog
gfgff

If most models in this unit have this rule, enemy units shooting/charging them from over 9"/6" away get -1 to hit rolls .

Martial Prowess
gfgff

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.

Melee Evasion
aofaofsgfgff

Enemies get -1 to hit rolls in melee when attacking units where most models have this rule.

Melee Evasion Aura
aof

This model and its unit get Melee Evasion.

aofs

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.

Melee Evasion Buff
aof

Once per activation, before attacking, pick one friendly unit within 12", which gets Melee Evasion once (next time the effect would apply).

Melee Shrouding
aofaofsgfgff

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".

Melee Shrouding Aura
aof

This model and its unit get Melee Shrouding.

aofs

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.

Melee Slayer
aofgf

When charging, this model's weapons get AP(+2) if most models in the target have Tough(3) or higher.

aofsgff

When charging, this model's weapons get AP(+2) if most models in the target have Tough(9) or higher.

Melee Slayer Aura
aof

This model and its unit get Melee Slayer.

aofs

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.

Mend
aofaofsgfgff

Once per activation, before attacking, pick one friendly model within 3" with Tough, and remove D3 wounds from it.

Mind Control
aofgf

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.

aofsgff

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.

Mischievous
aofaofsgfgff

When attacking, targets must re-roll unmodified Defense results of 6 when blocking hits from this model's weapons.

Morale Debuff
aofgf

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).

aofsgff

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).

Musician
aofgf

This model and its unit moves +1" when using move actions.

aofsgff

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.

Nimble
aofaofsgfgff

When this unit is activated, you may move all models with this rule in it by up to D3".

No Retreat
aofaofsgfgff

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.

No Retreat Aura
aof

This model and its unit get No Retreat.

aofs

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.

No Retreat Buff
gf

Once per activation, before attacking, pick one friendly unit within 12", which gets No Retreat once (next time the effect would apply).

gff

Once per activation, before attacking, pick up to 3 friendly units within 12", which gets No Retreat once (next time the effect would apply).

Obliterate
aofgf

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.

aofsgff

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.

Ossified
aofaofs

When units where most models have this rule take hits, those hits count as having AP(-1), to a min. of AP(0).

Parry
aofaofsgfgff

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).

Pierce
aofaofsgfgff

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).

Piercing Charge
aofaofsgfgff

This model gets AP(+1) on its weapons when charging.

Piercing Charge Aura
aof

This model and its unit get Piercing Charge.

aofs

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.

Piercing Charge Buff
aof

Once per activation, before attacking, pick one friendly unit within 12", which gets Piercing Charge once (next time the effect would apply).

Piercing Debuff
gf

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).

Piercing Feat
aofaofs

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).

Piercing Fighter
aofaofs

This model gets AP(+1) on its weapons in melee.

Piercing Fighter Aura
aof

This model and its unit get AP(+1) on its weapons in melee.

aofs

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.

Piercing Fighting Mark
aof

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).

gff

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).

Piercing Frenzy
aofaofsgfgff

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.

Piercing Growth
gfgff

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.

Piercing Marksman
aofaofsgfgff

When shooting at enemies over 9" away, this model's weapons get AP(+1).

Piercing Marksman Aura
aof

This model and its unit get Piercing Marksman.

aofs

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.

Piercing Shooter Aura
aof

This model and its unit get AP(+1) on its weapons when shooting.

aofs

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.

Piercing Shooting Mark
aofs

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).

gf

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).

Piercing Spotter
aofaofsgfgff

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.

Piercing Tag
aofaofsgfgff

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.

Piercing Target
aofaofsgfgff

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.

Piercing Warrior
aofaofsgfgff

When this model shoots/charges enemies over 9"/6" away, its weapons get AP(+1).

Plaguebound
aofaofsgfgff

When a unit where most models have this rule takes wounds, roll one die for each. On a 6+ it is ignored.

Precise
aofaofsgfgff

Gets +1 to hit when attacking.

Precision Attacks Buff
aofgf

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).

aofsgff

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).

Precision Charge
aofaofsgfgff

This model gets +1 to hit rolls when charging.

Precision Charge Aura
aof

This model and its unit get +1 to hit rolls when charging.

aofs

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.

Precision Debuff
aofgf

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).

aofsgff

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).

Precision Feat
aofaofs

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.

Precision Fighter
gfgff

This model gets +1 to hit rolls in melee.

Precision Fighter Aura
aof

This model and its unit get +1 to hit rolls in melee.

aofs

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.

Precision Fighter Buff
aofgf

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).

aofs

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).

Precision Fighting Mark
aofgf

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).

aofs

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).

Precision Frenzy
aofaofsgfgff

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.

Precision Growth
aofaofsgfgff

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.

Precision Marksman
aofaofsgfgff

When shooting at enemies over 9" away, this model gets +1 to hit rolls.

Precision Shooter Aura
aof

This model and its unit get +1 to hit rolls when shooting.

aofs

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.

Precision Shooter Buff
aofgf

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).

aofsgff

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).

Precision Shooting Mark
aofgf

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).

Precision Spotter
aofaofsgfgff

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.

Precision Tag
aofaofsgfgff

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.

Precision Target
aofaofsgfgff

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.

Predator
aofaofsgfgff

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.

Predator Fighter
aof

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.

Predator Shooter
gfgff

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.

Primal
aofaofsgfgff

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.

Primeborn
gfgff

When units where most models have this rule take hits, those hits count as having AP(-1), to a min. of AP(0).

Protected
aofaofsgfgff

When a unit where most models have this rule takes wounds, roll one die for each. On a 6+ it is ignored.

Protection Feat
aofaofsgfgff

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.

Protection Feat Aura
aofs

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.

Psychotic
gff

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.

Puncture
aofaofsgfgff

Ignores Regeneration, and when attacking units where most models have Defense 2+ to Defense 3+, this weapon gets AP(+2).

Purge
aofaofsgfgff

When attacking units that are Shaken or Fatigued, this weapon gets AP(+2).

Quick
aofaofsgfgff

Moves +2" when using Advance, and +2" when using Rush/Charge.

Quick Shot
aofaofsgfgff

This model may shoot after using Rush actions.

Quick Shot Aura
aof

This model and its unit get Quick Shot.

aofs

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.

Quick Shot Mark
aofgf

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).

aofs

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).

Quick Throw
aofaofsgfgff

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).

Raider
aofs

When attacking, targets must re-roll unmodified Defense results of 6 when blocking hits from this model's weapons.

Ranged Shrouding
aofaofsgfgff

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".

Ranged Shrouding Aura
aof

This model and its unit get Ranged Shrouding.

aofs

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.

Ranged Slayer
aofgf

When using Hold actions and shooting, this model's weapons get AP(+2) if most models in the target have Tough(3) or higher.

aofsgff

When using Hold actions and shooting, this model's weapons get AP(+2) if most models in the target have Tough(9) or higher.

Ranged Slayer Aura
aof

This model and its unit get Ranged Slayer.

aofs

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.

Rapid Advance
aofaofsgfgff

This model moves +4" when using Advance actions.

Rapid Advance Aura
aof

This model and its unit get Rapid Advance.

aofs

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.

Rapid Advance Buff
gf

Once per activation, before attacking, pick one friendly unit within 12", which gets Rapid Advance once (next time the effect would apply).

gff

Once per activation, before attacking, pick up to 3 friendly units within 12", which gets Rapid Advance once (next time the effect would apply).

Rapid Ambush
gfgff

Counts as having Ambush, but may be deployed at the start of any round, including the first.

Rapid Blink
gfgff

When this unit is activated, you may move all models with this rule in it by up to D3".

Rapid Charge
aofaofsgfgff

This model moves +4" when using Charge actions.

Rapid Charge Aura
aof

This model and its unit moves +4" when using Charge actions.

aofs

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.

Rapid Charge Mark
aof

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).

gff

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).

Rapid Rush
aofaofsgfgff

This model moves +6" when using Rush actions.

Rapid Rush Aura
aof

This model and its unit get Rapid Rush.

aofs

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.

Rapid Rush Buff
aofgf

Once per activation, before attacking, pick one friendly unit within 12", which gets Rapid Rush once (next time the effect would apply).

aofsgff

Once per activation, before attacking, pick up to 3 friendly units within 12", which gets Rapid Rush once (next time the effect would apply).

Ravage
aofaofsgfgff

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.

Ravage Aura
aof

This model and its unit get Ravage(+1).

aofs

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.

Re-Deployment
aofaofsgfgff

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.

Reanimation
aofaofsgfgff

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.

Reanimation Aura
aof

This model and its unit get Reanimation.

aofs

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.

Reap
aofaofsgfgff

When attacking units that are Shaken or Fatigued, the target must re-roll successful unmodified Defense results of 5-6.

Reckless Piercing
aofaofs

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.

Reckless Piercing Aura
aof

This model and its unit get Reckless Piercing.

aofs

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.

Regeneration
aofaofsgfgff

When a unit where most models have this rule takes wounds, roll one die for each. On a 5+ it is ignored.

Regeneration Aura
aof

This model and its unit get Regeneration.

aofs

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.

Regeneration Buff
aofgf

Once per activation, before attacking, pick one friendly unit within 12", which gets Regeneration once (next time the effect would apply).

Regenerative Strength
aofgf

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.

Reinforcement
aofaofsgfgff

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.

Relentless
aofaofsgfgff

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).

Relentless Aura
aof

This model and its unit get Relentless.

aofs

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.

Relentless Mark
aofgf

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).

aofs

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).

Reliable
aofaofsgfgff

Attacks at Quality 2+.

Reliable when Shooting
aofs

This model gets Reliable on its weapons when shooting.

Rending
aofaofsgfgff

Ignores Regeneration, and for each unmodified result of 6 to hit, those hits get AP(+4).

Rending in Melee
aofaofsgfgff

This model gets Rending on its weapons in melee.

Rending in Melee Aura
aof

This model and its unit get Rending on its weapons in melee.

aofs

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.

Rending Mark
aofgf

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).

Rending when Shooting Aura
aof

This model and its unit get Rending on its weapons when shooting.

aofs

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.

Repel Ambushers
aofaofsgfgff

Enemy units using Ambush must be set up over 12" away from this model's unit.

Retaliate
aofaofsgfgff

When this model takes wounds in melee, the attacker takes X hits per wound taken.

Retreating Strike
aofaofs

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.

Royal Legion
aofaofs

This model gets +4"/+2" range when shooting/charging.

Royal Warrior
aofaofs

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.

Runner
aofsgff

Moves +1" when using Advance, and +2" when using Rush/Charge.

Safety Gear
gff

If most models in this unit have this rule, they get +1 to Defense rolls when shot/charged from over 9"/6" away.

Savage
aofs

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).

Scourge
aofaofsgfgff

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.

Scout
aofaofsgfgff

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.

Scout Aura
aof

This model and its unit get Scout.

aofs

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.

Scrapper
gfgff

When attacking, targets must re-roll unmodified Defense results of 6 when blocking hits from this model's weapons.

Screened
aofaofsgfgff

If most models in this unit have this rule, enemy units shooting/charging them from over 9"/6" away get -1 to hit rolls .

Scurry
aofaofsgfgff

Moves +1" when using Advance, and +2" when using Rush/Charge.

Self-Destruct
gfgff

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.

Self-Repair
gfgff

When a unit where most models have this rule takes wounds, roll one die for each. On a 6+ it is ignored.

Sergeant
aofaofsgfgff

This model gets AP(+1) when attacking.

Shadow Operative
gff

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".

Shadowborn
aofaofsgfgff

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".

Shatter
aofaofsgfgff

For each unmodified result of 6 to hit, those hits get AP(+3).

Shielded
aofaofsgfgff

Units where most models have this rule get +1 to Defense rolls against hits that are not from spells.

Shielded Aura
aof

This model and its unit get Shielded.

aofs

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.

Shred
aofaofsgfgff

For each unmodified result of 1 to block hits, this weapon deals 1 extra wound.

Shred in Melee
gf

This model gets Shred on its weapons in melee.

Shred in Melee Aura
aof

This model and its unit get Shred on its weapons in melee.

aofs

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.

Shred Mark
aofgf

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).

Shred when Shooting
gf

This model gets Shred on its weapons when shooting.

Shred when Shooting Aura
aof

This model and its unit get Shred on its weapons when shooting.

aofs

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.

Shrouded
aofaofsgfgff

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".

Slayer
aofgf

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.

aofsgff

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.

Slayer Mark
aofgf

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).

aofsgff

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).

Slow
aofaofsgfgff

Moves -2” when using Advance, and -4” when using Rush/Charge.

Smash
aofaofsgfgff

When attacking units over half of this weapon's range away, the target must re-roll unmodified Defense results of 6.

Spawn
aofaofsgfgff

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.

Speed Buff
gf

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).

Speed Debuff
aofaofsgf

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).

Speed Feat
aofaofsgfgff

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.

Speed Feat Aura
aof

This model and its unit get Speed Feat.

aofs

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.

Spell Accumulator
aofaofsgfgff

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.

Spell Amplifier
aofaofsgfgff

Gets +1 to casting rolls.

Spell Conduit
aofaofsgfgff

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.

Spell Drain
aofgfgff

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.

Spell Resistance
aofaofsgfgff

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.

Spell Resistance Aura
aof

This model and its unit get Spell Resistance.

aofs

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.

Split
aofaofsgfgff

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.

Steadfast
aofaofsgfgff

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.

Steadfast Aura
aof

This model and its unit get Steadfast.

aofs

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.

Stealth
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When units where most models have this rule are shot from over 9" away, enemy units get -1 to hit rolls.

Stealth Aura
aof

This model and its unit get Stealth.

aofs

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.

Stealth Buff
aofgf

Once per activation, before attacking, pick one friendly unit within 12", which gets Stealth once (next time the effect would apply).

gff

Once per activation, before attacking, pick up to 3 friendly units within 12", which gets Stealth once (next time the effect would apply).

Strider
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May ignore the effects of Difficult terrain.

aofsgff

May ignore the effects of Difficult terrain. This unit halves the number of dice it rolls when jumping (rounding up).

Strider Aura
aof

This model and its unit get Strider.

aofs

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.

Sturdy
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If most models in this unit have this rule, they get +1 to Defense rolls when shot/charged from over 9"/6" away.

Surge
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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).

Surge Mark
aof

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).

gff

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).

Surge when Shooting Aura
aofs

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.

Surprise Attack
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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).

Swift
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This model may ignore the Slow rule.

Swift Aura
aof

This model and its unit get Swift.

aofs

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.

Swift Buff
gf

Once per activation, before attacking, pick one friendly unit within 12", which gets Swift once (next time the effect would apply).

Takedown
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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.

Takedown Shot
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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.

Takedown Strike
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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.

Takedown when Shooting
aof

This model gets Takedown on its weapons when shooting.

Targeting Visor
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When shooting at enemies over 9" away, this model gets +1 to hit rolls.

Teleport
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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.

Teleport Aura
aof

This model and its unit get Teleport.

aofs

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.

Tenacious
aofs

If most models in this unit have this rule, they get +1 to Defense rolls when shot/charged from over 9"/6" away.

Thrust
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When charging, gets +1 to hit rolls and AP(+1) in melee.

Thrust in Melee
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This model gets Thrust on its weapons in melee.

Thrust in Melee Aura
aof

This model and its unit get Thrust on its weapons in melee.

aofs

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.

Thrust in Melee Buff
gf

Once per activation, before attacking, pick one friendly unit within 12", which gets Thrust in Melee once (next time the effect would apply).

gff

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).

Tough
aofgf

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).

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Once a model has taken as many wounds as its Tough value, it is killed (remove from play).

Transport
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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.

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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.

Traversal
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May move through friendly and enemy units.

Union Assault
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After this model is deployed, it may be placed anywhere fully within 9" of its position, over 9" away from non-Vanguard enemy units.

Unique Hero
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Counts as having Hero, and this model may only be taken once per army.

Unmovable
aof

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.

Unpredictable
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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.

Unpredictable Fighter
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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.

Unpredictable Fighter Aura
aof

This model and its unit get Unpredictable Fighter.

aofs

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.

Unpredictable Fighter Mark
aofgf

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).

aofs

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).

Unpredictable Shooter
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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.

Unpredictable Shooter Aura
aof

This model and its unit get Unpredictable Shooter.

aofs

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.

Unpredictable Shooter Mark
gf

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).

Unstoppable
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This weapon ignores Regeneration, and ignores all negative modifiers which are not from this model's special rules.

Unstoppable in Melee
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This model gets Unstoppable on its weapons in melee.

Unstoppable in Melee Aura
aof

This model and its unit get Unstoppable on its weapons in melee.

aofs

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.

Unstoppable Mark
aofgf

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).

Unstoppable when Shooting
gfgff

This model gets Unstoppable on its weapons when shooting.

Unstoppable when Shooting Aura
aof

This model and its unit get Unstoppable on its weapons when shooting.

aofs

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.

Unwieldy
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Strikes last when charging.

Unwieldy Debuff
aofgf

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).

gff

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).

Vale Oath
aofaofs

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.

Valiant
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If most models in this unit have this rule, they get +1 to Morale Test rolls when shot/charged from over 9"/6" away.

Vanguard
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After this model is deployed, it may be placed anywhere fully within 9" of its position, over 9" away from non-Vanguard enemy units.

Vengeance
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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.

Versatile Defense
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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.

Versatile Defense Aura
aof

This model and its unit get Versatile Defense.

aofs

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.

Versatile Expert
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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.

Versatile Reach
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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.

Versatile Warrior
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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.

Versatile Warrior Aura
aof

This model and its unit get Versatile Warrior.

aofs

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.

Versatile Warrior Buff
aof

Once per activation, before attacking, pick one friendly unit within 12", which gets Versatile Warrior once (next time the effect would apply).

aofs

Once per activation, before attacking, pick up to 3 friendly units within 12", which gets Versatile Warrior once (next time the effect would apply).

Vicious
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When attacking, targets must re-roll unmodified Defense results of 6 when blocking hits from this model's weapons.

Vinci Tech
aofaofs

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.

Violent
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When this model shoots/charges enemies over 9"/6" away, unmodified results of 1 to block hits from weapons deal 1 extra wound.

Warbound
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When this model shoots/charges enemies over 9"/6" away, unmodified results of 1 to block hits from weapons deal 1 extra wound.

Warden
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When units where most models have this rule take hits, those hits count as having AP(-1), to a min. of AP(0).

Warding
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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.

Watchborn
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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.

Wave-Step
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When this unit is activated, you may move all models with this rule in it by up to D3".

Wild Veil
aofaofs

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".

Wolfborn
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When this unit is activated, you may move all models with this rule in it by up to D3".