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19.A.a Height
Standard size models have no additional model rules.
5 is the Minimum number of models required to form Full Rank
1 is the Maximum number of Supporting Attacks
1 is the Number of D6 rolled when performing Dangerous Terrain Tests
19.A.a Height
Large size models have Stomp Attacks (1)
3 is the Minimum number of models required to form Full Rank
3 is the Maximum number of Supporting Attacks
2 is the Number of D6 rolled when performing Dangerous Terrain Tests
19.A.a Height
Gigantic size models have Fear, Massive Bulk, Stomp Attacks (1D6), Terror, and Towering Presence.
1 is the Minimum number of models required to form Full Rank
5 is the Maximum number of Supporting Attacks
3 is the Number of D6 rolled when performing Dangerous Terrain Tests
3.C.d Interactions with Round Bases
Units are considered in base contact with a model on a round base if their Unit Boundaries are in contact.
Models are considered to be in base contact with a model on a round base if all of the following conditions are met:
• Their units are in base contact.
• The Unit Boundary of the model on a round base is directly in front of them.
• There aren’t any models in between them.
21.A.a.42 Wizard Adept
The Wizard gains Channel (1) and selects its spells as described below:
9.G.b Wizard Adept
• Knows 2 different spells
• Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army
21.G.b.11 Inanimate – Close Combat
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
21.G.b.9 Harnessed – Close Combat
Model parts with Harnessed cannot make Supporting Attacks and cannot use weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate ). A model with at least one model part with Harnessed is considered to be mounted.
19.A.c [b]Models on Foot and Mounted Models[/b]
Certain spells and rules affect models on foot and mounted models differently.
Models that don’t include any model parts with [lexicon]Harnessed[/lexicon] are considered to be on foot.
Models with at least one model part with Harnessed are considered to be mounted.
Special equipment and Magical Items (such as Helms), special rules, certain spells, and other rules can further alter a model's Armour Save (up to a maximum total of +6).
A model part can only use one instance of Innate Defence (use the best available).
- Innate Defence (6+): +1
- Innate Defence (5+): +2
- Innate Defence (4+): +3
and so on.
7.G[b] Armour Saves[/b]
If one or more wounds are inflicted, the player whose unit is being wounded now has a chance to save the wound(s) if the wounded models have any Armour. To make an Armour Save roll, roll a D6 for each wound. The following formula determines the needed roll to disregard the wound:
7 − (Armour of the defender) + (Armour Penetration of the attack)
A natural roll of ‘1’ will always fail.
If the Armour Save is passed the wound is disregarded.
See table 3 below for the different possible results of the formula.
Armour minus AP Needed roll to disregard the wound
0 or less No save possible
1 6+
2 5+
3 4+
4 3+
5 or 6 2+
[b]21.F.c.4 Volley Gun[/b]
The number of shots fired by a Volley Gun is a random number. When rolling for the number of shots for a Volley Gun attack, if a single natural ‘6’ is rolled (after any reroll), this attack suffers a −1 to-hit modifier; instead, if two or more natural ‘6’ are rolled, the attack fails and the Volley Gun Misfires: roll on the Misfire Table (table 12 , page 93 ) and apply the corresponding result.
Artillery weapon.
Flame Throwers do not roll to hit. Instead, roll a D6 (this is not considered a to-hit roll). On a natural roll of '1', it Misfires: roll on the Misfire Table with a -1 modifier and apply the corresponding result. On any other natural result the attack is successful, use the rules for Penetrating with the following exception: add D3 hits per rank (or file) instead of 1, to a maximum number of hits per rank (or file) equal to the number of models in that rank (or file). Some Flame Throwers have a higher Strength and/or additional Special Rules stated in curly brackets (such as Strength 4{5}, {Multiple Wounds (D3)}). If so, use the Strength and Special Rules inside such brackets when shooting at a target within short range.
21.H [b]Special Attacks[/b]
A model part with Special Attacks can make a special type of attack specified by the corresponding rules. Attacks made using Special Attacks cannot be affected by weapons or Attack Attributes, unless specifically stated otherwise.
21.H.a List of Special Attacks
21.H.a.1 Breath Attack (X)
21.H.a.2 Grind Attacks (X)
21.H.a.3 Impact Hits (X)
21.H.a.4 Stomp Attacks (X)
21.H.a.5 Sweeping Attack
(Click for a Lexicon Linked version)