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.A.a.32 [b]Tall[/b]
Line of Sight drawn to or from a model or Unit Boundary with Tall is not blocked by models of the same Height (as the model or Unit Boundary with Tall), unless the intervening model also has Tall. Remember that this also affects Cover (if a model blocks Line of Sight it contributes to Hard Cover, otherwise only to Soft Cover). The Unit Boundary of units with [s]more than[/s] half [s]of [/s]their models or more with Tall is considered to be Tall for the purpose of drawing Line of Sight to the Unit Boundary and determining if its unit benefits from Cover.
21.A.a.30 Swift Reform
During the Movement Phase, a unit containing one or more models with Swift Reform may execute a Swift Reform instead of a Reform . The unit makes a Reform with the following exceptions:
• The unit is not prohibited from shooting in the next Shooting Phase (but will still suffer the to-hit modifier for moving and shooting).
• The unit can perform an Advance Move after the Reform. For the purpose of no model being able to end its movement with its centre farther away than its Advance Rate from its starting position, measure this distance after the Reform.
• No model can end its movement (after an Advance Move) with its centre farther away than its March Rate from its starting position before the Reform.
21.A.a.26 [b]Stand Behind[/b]
The model can be placed anywhere inside its unit (its Front Facing doesn’t have to be placed as far forwards as possible and it can be placed farther backwards than that of models without Front Rank, even if [s]it[/s] the model has Front Rank). Its Front Facing cannot be placed farther forwards inside a unit than that of any model
with Front Rank but without Stand Behind. Ignore Stand Behind for models with Mismatching Bases.
21.A.a.20 Protean Magic
During Spell Selection, the Wizard must select its spells from the Learned Spell 1 of each Path it has access to, as well as the Hereditary Spell of its army. This rule overrides the Spell Selection rules for Wizard Apprentices, Adepts, and Masters.
21.A.a.18 Massive Bulk
If the model is mounted by a Character, ignore the rider’s Armour Equipment (including Armour Enchantments) and Personal Protections, unless specifically stated otherwise (such as Armour Enchantments that affect the bearer’s model).
21.A.a.14 Ghost Step
The model may choose to treat all Terrain Features as Open Terrain for movement purposes, but must follow the Unit Spacing rule upon the completion of its moves. It can never end its move inside Impassable Terrain. If this would be the case, backtrack the move to the unit’s last legal position (unless Fleeing, in which case the normal rules for “Flee Moves ”, page 50 apply).
In addition, the model automatically passes Dangerous Terrain Tests taken due to Terrain.
21.A.a.13 [b]Front Rank[/b]
Front Rank specifies where in a unit the model may be placed and how the model moves inside its unit.
[s]A model with Front Rank must always be placed as far forwards as possible in its unit. This normally means that it[/s]
[s]must be placed in the first rank unless specifically stated otherwise.[/s]
Models with and models without Front Rank must be placed inside their units so that the following
conditions are satisfied as best as possible, in decreasing priority order:
• 1st priority: The Front Facings of models without Front Rank must be placed as far backwards as
possible.
• 2nd priority: The Front Facings of models with Front Rank must be placed as far forwards as possible.
21.A.a.11 Fly (X, Y)
Units composed entirely of models with Fly may use Flying Movement during Charge Moves, Failed Charge Moves, Advance Moves, and March Moves. When a unit uses Flying Movement, substitute its models’ Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). A unit using Flying Movement ignores all Terrain Features and units during the Flying Movement, except for the Charged unit during a Charge Move.
(Rule is too long to fit, Click for complete rule)
If a unit consisting entirely of models with Feigned Flight voluntarily chooses Flee as Charge Reaction and passes its Rally Test in its next Player Turn, it does not become Shaken. The Reform after Rallying in this case does not prevent the unit from moving nor from shooting, but the unit still counts as having moved. This rule does not apply if the unit Flees involuntarily (e.g. as the result of a failed Panic Test , or if it was already Fleeing when being Charged).
21.A.a.9 Fearless
If more than half of a unit’s models are Fearless, the unit automatically passes Panic Tests and cannot declare a Flee Charge Reaction, unless already Fleeing. Models that are Fearless are also immune to the effects of Fear.
21.A.a.7 Commanding Presence
All Generals have Commanding Presence. The Discipline of all units, including Fleeing units, within 12″ of a friendly non-Fleeing model with Commanding Presence may be set to the Discipline value of that model. This ability follows the normal rules for “Values Set to a Fixed Number ”, page 15 , meaning that effects modifying the Discipline of the model with Commanding Presence are applied before setting the recipient model’s Discipline to that value; this value may then be further modified, yet any Discipline modifier, including Fear, regardless of ifs source, is only applied once for determining a model’s Discipline value.
[b]Engineer[/b]
Character for Dwarven Holds
(Click for armybook screenshot)
[color=#FF0000]-OR-[/color]
21.A.a.7 [b]Engineer [/b](X+)
Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects:
• Set the Aim of one of the War Machine’s Artillery Weapons to the value given in brackets (X+).
• You may reroll the roll on the Misfire Table .
• You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon
21.A.a.16 [b]Light Troops[/b]
A unit composed entirely of models with Light Troops applies the following rules for Advance Moves and March Moves:
• The unit may perform any number of Reforms , at any time during the move, and in any order. This does not prevent models with Light Troops from shooting this Player Turn.
• The unit can move backwards and sideways as if moving forwards (i.e. up to its Advance/March Rate, and a unit can combine backwards, sideways, and forwards movement), but cannot leave the board with any part of its Unit Boundary.
• The unit cannot perform any Wheels.
In addition:
• Units composed entirely of models with Light Troops gain March and Shoot .
• Units with more than half of their models with Light Troops always count as having 0 Full Ranks .
• Infantry Characters gain Light Troops while joined to Infantry units of the same Height with Light Troops, and lose this instance of Light Troops when leaving that unit.
UPDATED TO ERRATA VERSION 9
21.A.a.34 [b]Towering Presence[/b]
The model gains Tall and can never be joined or join a unit (unless it is a War Platform ). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6″. The Unit Boundary of units with half their models or more with Towering Presence is considered to have Towering Presence for the purpose of drawing Line of Sight to the Unit Boundary and determining if its unit benefits from Cover.
21.A.a.23 [b]Scoring[/b]
Universal Rule
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives.
Scoring can be lost during the game:
• A unit that is Fleeing loses Scoring for as long as it is Fleeing.
• An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring for the rest of the game.
• A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
• A Vanguarding model loses Scoring until the end of Game Turn 1.
21.A.a.2 [b]Battle Standard Bearer[/b] – One of a Kind
An army may only include a single Battle Standard Bearer. The model gains Rally Around the Flag and Not a Leader. If the model has the option to buy Special Items, it is allowed to buy up to two Banner Enchantments.
21.A.a.5 Chariot
The model must roll an additional D6 when taking Dangerous Terrain Tests. A model with Chariot can only be part of a unit consisting entirely of models with Chariot, unless specifically stated otherwise.