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Contents
Army Men- Exodus (Domaine Prequel Expansion II) ....................................................... 1
Mage: ................................................................................................................................ 7
Battle Abilities: (page 8 – 18)................................................................................. 8
Elemental Abilities: (page 19 – 27) .................................................................... 19
Necromantic Abilities: (page 28 – 31) ............................................................... 28
Necromantic SUMMONED Units: .......................................................................... 32
Ranked Daimon Abilities: (page 34 – 37) ........................................................ 34
Illusionist Abilities: (page 38 – 41)..................................................................... 38
Angelic Abilities: (page 42 – 44) ......................................................................... 42
Reserves Up Front! .................................................................................................... 45
Raining Feathers: ....................................................................................................... 45
Incoming! ...................................................................................................................... 45
Hover: ............................................................................................................................. 45
Shield Wall: .................................................................................................................. 45
Tortoise Formation: ................................................................................................... 46
Shooting into Unbalanced Close Combats: ...................................................... 46
The War for Domaine (Exodus) ............................................................................ 47
Geography of Domaine (Exodus) ......................................................................... 48
Neutral Units (Exodus) ............................................................................................. 51
Corrupt Elves:.............................................................................................................. 54
Corrupt Elf HERO Units:........................................................................................... 56
Corrupt Elf CORE Units: ........................................................................................... 58
Corrupt Elf Specialist Units: ................................................................................... 61
Corrupt Elf Heavy Units: ......................................................................................... 68
Skirmishers ................................................................................................................... 70
Corrupt Elf Mercenary Units ................................................................................... 71
Corrupt Elf Allied Units: ........................................................................................... 71
Corrupt Elf Host Units: ............................................................................................. 72
Corrupt Elf Allied Hero Units: ................................................................................ 73
Corrupt Elf Allied Contingent: ............................................................................... 75
Nature Elves: ............................................................................................................... 80
Nature Elf HERO Units: ............................................................................................ 81
Nature Elf CORE Units: ............................................................................................ 83
Nature Elf Specialist Units: ..................................................................................... 88
Nature Elf Heavy Units: ........................................................................................... 94
Skirmishers ................................................................................................................... 96
Nature Elf Allied Units: ............................................................................................. 99
Nature Elf Mercenary Units: ................................................................................... 99
Nature Elf Host Units:............................................................................................... 99
Nature Elf Allied Hero Units: ................................................................................ 100
Nature Elf Allied Contingent: ............................................................................... 101
Marine Elves: ............................................................................................................. 105
Marine Elf HERO Units: .......................................................................................... 106
Marine Elf CORE Units: .......................................................................................... 109
Marine Elf Specialist Units: ................................................................................... 114
Marine Elf Heavy Units: ......................................................................................... 117
Skirmishers ................................................................................................................. 120
Marine Elf Allied Units: ........................................................................................... 123
Marine Elf Mercenary Units: ................................................................................. 123
Marine Elf Host Units: ............................................................................................. 123
Marine Elf Allied HERO Units: .............................................................................. 124
Marine Elf Allied Contingent: ............................................................................... 126
Provincial Empire: .................................................................................................... 129
Provincial Empire HERO Units: ........................................................................... 130
Provincial Imperial CORE Units: ......................................................................... 133
Provincial Imperial Specialist Units: ................................................................. 137
Provincial Imperial Heavy Units: ........................................................................ 143
Skirmishers ................................................................................................................. 145
Provincial Empire Mercenary Units: .................................................................. 148
Provincial Empire Allied Units: ............................................................................ 148
Provincial Empire Host Units: .............................................................................. 149
Ducal Camelot:.......................................................................................................... 150
Ducal Camelot HERO Units: ................................................................................. 151
Ducal Camelot CORE Units: ................................................................................. 153
Ducal Camelot Specialist Units: ......................................................................... 157
Ducal Camelot Heavy Units: ................................................................................ 163
Skirmishers ................................................................................................................. 167
Ducal Camelot Allied Units:.................................................................................. 170
Ducal Camelot Mercenary Units:........................................................................ 170
Ducal Camelot Host Units: ................................................................................... 170
Traitors: ....................................................................................................................... 171
Traitor HERO Units: ................................................................................................. 172
Traitor CORE Units: ................................................................................................. 175
Traitor Specialist Units: ......................................................................................... 189
Traitor Heavy Units: ................................................................................................ 197
Traitor Allied Units: ................................................................................................. 202
Traitor Mercenary Units: ....................................................................................... 202
Tratior Host Units: ................................................................................................... 203
Traitor Allied Contingent: ...................................................................................... 204
Traitor Ally HERO Units: ........................................................................................ 205
Traitor Allied Contingent Units: .......................................................................... 208
Rodents: ...................................................................................................................... 231
Rodent HERO Units: ................................................................................................ 232
Rodent CORE Units: ................................................................................................ 234
Rodent Specialist Units: ........................................................................................ 239
Rodent Heavy Units: ............................................................................................... 249
Skirmishers ................................................................................................................. 251
Rodent Allied Units:................................................................................................. 255
Rodent Mercenary Units:....................................................................................... 255
Rodent Host Units: .................................................................................................. 256
Rodent Allied HERO Units: .................................................................................... 257
Rodent Allied Contingent: ..................................................................................... 259
Tribals: ......................................................................................................................... 267
Tribal HERO Units: ................................................................................................... 270
Tribal CORE Units: ................................................................................................... 278
Tribal Specialist Units: ........................................................................................... 290
Tribal Heavy Units: .................................................................................................. 299
Skirmishers ................................................................................................................. 308
Tribal Allied Units:.................................................................................................... 312
Tribal Mercenary Units: ......................................................................................... 312
Tribal Host Units: ..................................................................................................... 313
Tribal Orc Allied HERO Units: .............................................................................. 314
Tribal Orc Allied Contingent: ............................................................................... 316
Man-Orc Mercenary HERO Units: ....................................................................... 321
Man-Orc Mercenary Contingent: ........................................................................ 323
Tribal Orc Mercenary Contingent: ..................................................................... 327
Grim Dwarfs:.............................................................................................................. 331
Grim Dwarf HERO Units: ....................................................................................... 332
Grim Dwarf CORE Units: ....................................................................................... 334
Grim Dwarf Specialist Units:................................................................................ 338
Grim Dwarf Heavy Units: ...................................................................................... 343
Skirmishers ................................................................................................................. 349
Grim Dwarf Allied Units: ........................................................................................ 352
Grim Dwarf Mercenary Units: .............................................................................. 352
Grim Dwarf Host Units:.......................................................................................... 353
Grim Dwarf Mercenary Contingent: .................................................................. 354
Gnome Tunneller Allied HERO Units: ............................................................... 358
Gnome Tunneller Allied Contingent: ................................................................. 359
Jungle Reptiles:......................................................................................................... 362
Jungle Reptile Centaur Allied Contingent: ...................................................... 363
Jungle Reptile Centaur CORE Units: ................................................................. 363
Jungle Reptile Centaur HERO Units: ................................................................. 364
Swamp Fimir Allied HERO Units: ........................................................................ 365
Swamp Fimir Allied Contingent: ......................................................................... 367
Jungle Pygmy Allied HERO Units: ...................................................................... 370
Jungle Pygmy Allied Contingent: ....................................................................... 372
Jungle Reptile HERO Units: .................................................................................. 376
Jungle Reptile Allied Contingent: ....................................................................... 380
Skirmishers ................................................................................................................. 395
Jungle Reptile Allied Units: ................................................................................... 400
Jungle Reptile Mercenary Units: ......................................................................... 400
Jungle Reptile Host Units:..................................................................................... 401
Jungle Reptile Mercenary HERO Units: ............................................................ 402
Jungle Reptile Mercenary HERO Contingent: ................................................ 405
Hungry Dead: ............................................................................................................ 411
Hungry Dead HERO Units: .................................................................................... 413
Each Vampire Mage also has the following abilities: .................................................... 417
Hungry Dead CORE Units: .................................................................................... 418
Hungry Dead Specialist Units: ............................................................................ 425
Hungry Dead Heavy Units: ................................................................................... 429
Hungry Dead Allied Units: .................................................................................... 432
Hungry Dead Mercenary Units: .......................................................................... 432
Hungry Dead Host Units: ...................................................................................... 432
Hungry Dead Allied HERO Units: ....................................................................... 436
Hungry Dead Allied Contingent: ......................................................................... 437
Imperial Mercenaries: ............................................................................................ 444
Imperial Mercenary Allied Contingent: ............................................................ 444
Imperial Mercenary Units: .................................................................................... 447
Imperial Mercenary Contingent: ........................................................................ 448
Lazy Halflings: ........................................................................................................... 454
Lazy Halfling Allied HERO Units: ........................................................................ 455
Lazy Halfling Allied Contingent: ......................................................................... 457
Lazy Halfling Mercenary Units: ........................................................................... 460
Halfling Mercenary Contingent: .......................................................................... 461
Brawler Ogres: .......................................................................................................... 464
Brawler Ogre Allied HERO Units: ....................................................................... 465
Brawler Ogre Mercenary Contingent:............................................................... 466
Brawler Ogre Mercenary Units: .......................................................................... 470
Clumsy Giant Allied Contingent: ........................................................................ 471
Steppe Norkers:........................................................................................................ 472
Steppe Norker Mercenary HERO Units: ........................................................... 473
Steppe Norker Mercenary Contingent: ............................................................ 476
Steppe Norker Mercenary Units: ........................................................................ 479
Feudal Jin: ................................................................................................................... 480
Feudal Jin Mercenary Contingent: ..................................................................... 481
Nordic Raiders:.......................................................................................................... 487
Nordic Raider Mercenary Contingent: .............................................................. 489
Neutral Units: ............................................................................................................ 500
Neutral HERO Units:................................................................................................ 501
Swarms (All units with ‘Swarm’ in unit title): ............................................... 517
Warped Beyond Imagination: ............................................................................. 519
Elementals (any unit with ‘Elemental’) ............................................................ 525
Ranked Daimons: ..................................................................................................... 530
Angels: ......................................................................................................................... 538
Mercenary Pirates (Exodus) ................................................................................. 544
Red Indians (Exodus) ............................................................................................. 545
Desert Oranges (Exodus) ...................................................................................... 548
Mercenary Colonists (Exodus)............................................................................. 549
Merc Colonist Mercenary Units: .......................................................................... 551
Amazons (Exodus) ................................................................................................... 552
Bliss Daimons: ........................................................................................................... 555
Bliss Daimon HERO Units: .................................................................................... 557
Each Bliss Daimon unit has ALL of these Abilities: ...................................................... 558
Bliss Daimon CORE Units: .................................................................................... 560
Corrupt Elf ‘Bliss’ Units: ......................................................................................... 563
Bliss Daimon Specialist Units: ............................................................................. 568
Bliss Daimon Heavy Units: ................................................................................... 573
Bliss Daimon Allied Units: ..................................................................................... 575
Bliss Daimon Mercenary Units: ........................................................................... 575
Bliss Daimon Host Units: ....................................................................................... 576
Bliss Daimon Warband Type I: ........................................................................... 578
Bliss Daimon Warband Type II: ......................................................................... 579
Ranked Daimon Allied Contingent: ................................................................... 580
Illusion Daimons: ..................................................................................................... 581
Illusion Daimon HERO Units: ............................................................................... 583
Each Illusion Daimon unit has ALL of these Abilities: .................................................. 584
Illusion Daimon CORE Units: ............................................................................... 586
Illusion Daimon Specialist Units: ....................................................................... 590
Illusion Daimon Heavy Units: .............................................................................. 596
Illusion Daimon Allied Units: ............................................................................... 600
Illusion Daimon Warband: .................................................................................... 601
Illusion Daimon Unbound Host Contingent: .................................................. 603
Ranked Daimon Allied Contingent: ................................................................... 604
Illusion Daimon Host Units: ................................................................................. 605
Disease Daimons: .................................................................................................... 637
Disease Daimon HERO Units: .............................................................................. 639
Each Disease Daimon unit has ALL of these Abilities: ................................................. 640
Disease Daimon CORE Units: .............................................................................. 642
Disease Daimon Specialist Units: ...................................................................... 646
Disease Daimon Heavy Units: ............................................................................. 650
Disease Daimon Allied Units: .............................................................................. 655
Disease Daimon Warband: ................................................................................... 656
Disease Daimon Unbound Host Contingent: ................................................. 659
Ranked Daimon Allied Contingent: ................................................................... 660
Disease Daimon Host Units: ................................................................................ 661
Gore Daimons: .......................................................................................................... 676
Gore Daimon HERO Units: .................................................................................... 678
Each Gore Daimon unit has ALL of these Abilities: ...................................................... 679
Gore Daimon CORE Units: .................................................................................... 682
‘Gore’ Kobolds (all units with ‘Gore Kobold’ in title):................................. 688
Gore Daimon Specialist Units: ............................................................................ 692
Gore Daimon Heavy Units: ................................................................................... 704
Gore Daimon Allied Units: .................................................................................... 710
Gore Daimon Host Units: ...................................................................................... 711
Gore Daimon Warband Type I: ........................................................................... 713
Gore Daimon Warband Type II: ......................................................................... 715
Ranked Daimon Allied Contingent: ................................................................... 717
Hungry Dead Allied Hero Units: ......................................................................... 718
Hungry Dead Allied Contingent Units: ............................................................. 719
Nomad ‘Gore’ Minos Allied Contingent Units: ............................................... 721
Rodent Daimons: ...................................................................................................... 722
Each Greater Rodent Daimon has ALL of these Abilities:............................................. 724
Classical Mercenary HERO Units: ....................................................................... 729
Classical Mercenary Contingent: ........................................................................ 731
Hungry Halfling HERO Units: ............................................................................... 748
Hungry Halfling Contingent: ................................................................................ 750
Hungry Halfling Host Units: ................................................................................. 758
Nature Elf Kindred: .................................................................................................. 759
Nordic Raider Saga HERO Units: ........................................................................ 763
Nordic Raider Saga: ................................................................................................ 764
Nordic Saga Host Units: ........................................................................................ 775
Steppe Cossack HERO Units:............................................................................... 784
Steppe Cossack Contingent: ................................................................................ 785
Steppe Cossack Allied Units: ............................................................................... 791
Steppe Cossack Host Units: ................................................................................. 792
Witch Hunter Warband HERO Units: ................................................................ 797
Witch Hunter Warband Contingent:.................................................................. 800
Mage: A unit with ‘Mage’ in their description (including
Necromancers and Shamans) will have an amount of Energy
in their unit description, e.g. Energy = 10 or 3D6, meaning in
that example you could roll 3D6 and have from 3 – 18 Energy
or just choose 10 Energy as a safer bet.
Hurry Up, You Lot! (8 Energy) = The Caster and any unit/s
they are attached to gain Double Move, Double Initiative (up
to a maximum of I10) and Double Attacks (so A1 becomes
A2, A2 becomes A4). Caster cannot Rest or use any other
abilities while holding the zone in place. Roll a D6 to determine
how long it lasts: 1-2 = 1 Turn, 3-4 = 2 Turns, 5-6 = 3 Turns.
I Want That One! That One! And That One! (12 Energy) =
Target an enemy unit anywhere on the battlefield and roll a
2D6 against your opponent. If you win and you targeted a
‘Mage’ they now have 0 Energy and you now have all of their
remaining Energy. If you chose a ‘Spirits’ unit, they are
destroyed. If you chose a Hungry Dead unit, they crumble
(but not any Characters inside the unit). An Elemental can be
destroyed in this way too.
Down They Go! (12 Energy) = Creates a ‘3D6’ long and ‘1’
wide Fissure in the battlefield. Units with 5+ or 6+ Armour
Saves will only escape falling into the Fissure on a 6. Other
units will prevent falling into it on a 4+. Any Building or
structure on top of the Fissure are destroyed, as are any units
which fall into it.
Fire Tail (4 Energy) = Creates a Fire Tail ‘1’ wide behind the
caster and stretches as far Caster’s Movement this turn and
last until the beginning of his next turn. Any unit, including
Flyers, take a S3 Hit (Magical, Fire Attacks, S4 against
units Weak Against Fire) if moving into or through it.
Raise the Hungry Dead (10 Energy) = Can only be cast within
a Cemetery, Crypt, Graveyard, Tomb etc. Summons 6D6
Animated Skeletons, 6D6 Animated Zombies, 3D6 Starving
Ghouls or D6 Hungry Mummies.
Choose from:
Choose from:
Hover: Units from Army Men: Exodus with the ‘Flyers’ rule
automatically ignore ‘Raining Feathers’ AND Incoming! If
they choose to leave a Close Combat, they can Move up to
their maximum Move to do so and must still land ‘1’ away
from enemy models.
Cougar: USA
Pack Wolf: Arabia, Europe, Common in USA
Wolf: Norse Lands, Russia Steppe
Eternal Rivalry:
Hates Marine Elf, Coastal Elf, Elven Navy, Nature Elf and Fay
Elf units of all kinds (Crazed so must move toward the Elves
as fast as possible and Charge them if in range, Does NOT
need to do this if Corrupt Elves are in a Defended Obstacle or
manning a barricade of any kind). Also gains +1 to CCR
rolls when fighting these Elves listed above and +1 to
Hit against them in Close Combat.
Dino Beast:
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific)
Corrupt Elf Rider with Blade and Shield: 22pts, Moves ‘9’
T3, W2, S3, I6, A1, 4+ Armour Save, Cavalry, Hits on 2+ in
Close Combat
Eternal Rivalry:
Hates Marine Elf, Coastal Elf Elven Navy, Nature Elf and Fay
Elf units of all kinds (Crazed so must move toward the Elves
as fast as possible and Charge them if in range, Does NOT
need to do this if Corrupt Elves are in a Defended Obstacle or
manning a barricade of any kind), Also gains +1 to CCR
rolls when fighting these Elves listed above and +1 to
Hit against them in Close Combat.
Corrupt Temple Elf with Twin Blades: 11pts
T3, W1, S3, I6, A4, 5+ Numb Save, Crazed, Dauntless, Hits
on a 3+ by Default in CC (includes +1 to Hit Bonus), +1 to
Wound in Close Combat (1 still fails), Slaughter Them!
(Deals 2 automatic Hits when they win a Close Combat, rather
than 1 automatic Hit under the Crush Them! Rules), +1 to
Saves (included above)
Nature Elf War Boar Pack: 16pts per War Boar, Moves ‘9’
T4, W1, S3, I3, A1, 5+ Armour Save, Hits on a 3+ by Default
in CC, Cavalry, Boorish (Suffers -1 to CCR rolls), Tusker
Charge (I6 S5 -3 to Armour Saves on Charge ONLY)
Nature Elf Warhound Pack: 4pts per Warhound, Moves ‘9’
T3, W1, S3, I4, A1, No Save, Hits on a 4+ by Default in CC,
Cavalry, Warhounds have ‘Bite Attacks’
Nature Elf Wild Cat Pack: 21pts per Wild Cat, Moves ‘9’
T3, W1, S4, I3, A2, No Save, Hits on a 3+ by Default in CC
and -1 to Armour Saves in CC, Cavalry, If a Wild Cat unit
charges a unit which is I3 or less, it gets Double Attacks on
the initial Charge (so A2 base + 1 = A3, so becomes A6). Half
of a Wild Cat’s Attacks are ‘Bite Attacks’ (e.g. if A6, 3 Attacks
are ‘Bite’)
Spiky War Troll with Ironfist and Blade: 70pts, Move ‘9’
T4, W3, S5, I1, A3, 5+ Armour Save, 4+ Numb Save, Hits on
a 3+ by Default in CC, -3 to Armour Saves in CC, They Rule
with Iron Fists (Does NOT suffer from Brainless rule),
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific), Acid Reflux (Instead
of Attacking, War Trolls can Spew Acid, dealing a S5 Hit which
Ignores Armour Saves), Weak Against Fire (Fire Attacks are
S5 against Snow Trolls and they Ignore their Numb Saves),
Crazed, Dauntless
(Cannot be Hired by the following armies: Grim Dwarfs,
Nature Elves, Marine Elves and Coastal Elves)
Enraged Traitor Centaur with 2H Axe: 35pts
Moves ‘9’- T4, W2, S6, I0, A2, 4+ Armour Save, Hits on a 4+
by Default in CC, -3 to Armour Saves in CC, Cavalry,
Drunken Rampage (Will Charge any unit, including friendly
units, if no enemy units are within Charge range in the Close
Combat Phase), Crazed, Terrific (Enemy units suffer -1 to
Hit against them in Close Combat unless: Dauntless or
Terrific), Hates Marine Elves, Coastal Elves, Corrupt Elves,
Elven Navy, Elven Pirates, Nature Elves and Fay Elves
Rivalry:
Traitor Kobold units suffering from Rivalry must roll a D6 at
the start of each of your Player turns, if they are within Charge
reach of any Tribals unit (or ‘Gore’ Kobolds or Steppe Norkers
or Green Horde including Red Horde etc.). On a 6 they will
charge this unit, ideally the closest unit. If there are 2 units
within the same distance, roll a D6 to work out which (1-3 is
unit A, 4-6 is unit B) or 3 units in same distance (1-2 is unit
A, 3-4 is unit B and 5-6 is unit C). After the Close Combat is
resolved, neither side can suffer a CCR roll. Rivalry does NOT
apply if the unit which could be tested on a D6 for it has a
Grim Dwarf or Mountain Dwarf unit or units in sight, or there
is an enemy unit or units within ‘12’ of the unit. This means
that Grim Dwarfs or Mountain Dwarfs could be hiding behind
a stone wall and thus out of sight, which could result in a
Traitor Kobold unit charging a friendly unit. Rivalry does NOT
apply if there are any enemy units within ‘12’.
Traitor Ally HERO Units:
Limit of 1 Dominator Dwarf Mage (Battle)
Limit of 1 Dominator Dwarf Mage (Necromantic)
Limit of 1 Dominator Dwarf Mage (Ranked Daimon)
Limit of 1 Armoured Traitor Mage Lord (Battle)
Limit of 1 Armoured Traitor Mage Lord (Elemental)
Limit of 1 Armoured Traitor Mage Lord (Necromantic)
Limit of 1 Armoured Traitor Mage Lord (Ranked Daimon)
Limit of 1 Armoured Traitor Mage Lord (Illusionist)
After these hits are dealt, the Frothing Rodent Monks continue
to move in the direction they were pushed, at a randomly
determined distance of ‘2D6’ per turn. If they roll a double on
the 2D6 after being released (e.g. 2 and 2 or 4 and 4) they
are exhausted and collapse, they are removed. They can be
targeted by Shooting and the enemy unit can split their fire
between Frothing Rodent Monks on the field as they see fit. If
they contact another enemy unit, they will deal D6 S3 (S4)
Hits which are Magical and Ignore Armour Saves and
cannot be Charged, and Reflex Shots (Grenades can be used
as Reflex Shots) will hit them on a 6 only without exception.
If a Frothing Rodent Monk ever contacts a static terrain piece
such as a Wood, Building or over an Obstacle like a Hedge or
a Wall, they will damage it before being removed (D6 S3
Magical Hits).
After these hits are dealt, the Frothing Rodent Monks continue
to move in the direction they were pushed, at a randomly
determined distance of ‘2D6’ per turn. If they roll a double on
the 2D6 after being released (e.g. 2 and 2 or 4 and 4) they
are exhausted and collapse, they are removed. They can be
targeted by Shooting and the enemy unit can split their fire
between Frothing Rodent Monks on the field as they see fit. If
they contact another enemy unit, they will deal D6 S3 (S4)
Hits which are Magical and Ignore Armour Saves and
cannot be Charged, and Reflex Shots (Grenades can be used
as Reflex Shots) will hit them on a 6 only without exception.
If a Frothing Rodent Monk ever contacts a static terrain piece
such as a Wood, Building or over an Obstacle like a Hedge or
a Wall, they will damage it before being removed (D6 S3
Magical Hits).
T3, W1, S5, I0, A0, 5+ Dodge Save, Frothing Loonies: The
3 Frothing Tribal Kobold ‘Death Balls’ are released from their
Tribal Kobold unit when an enemy unit approaches within ‘8’
at any time, even when Charging or if Charged by an enemy
unit, and each ‘Death Ball’ deals D6 S5 hits which Ignore
Armour and Numb Saves.
After these hits are dealt, the 3 Frothing Tribal Kobold ‘Death
Balls’ continue to move in the direction they were pushed, at
a randomly determined distance of 2D6 per turn. If they roll
a double on the 2D6 after being released (e.g. 2 and 2 or 4
and 4) they are exhausted and collapse, they are removed.
They can be targeted by Shooting and the enemy unit can
split their fire between ‘Death Balls’ on the field as they see
fit. If they contact another enemy unit, they will deal their D6
S5 hits as above and cannot be Charged, and Reflex Shots
(Grenades can be used as Reflex Shots) will hit them on a 6
only without exception. If a Frothing Tribal Kobold ‘Death Ball’
ever contacts a static terrain piece such as a Wood, Building
or over an Obstacle like a Hedge or a Wall, they will damage
it before being removed (D6 S5 Hits).
Tribal Troll: 65pts, Move ‘9’
T4, W3, S5, I1, A3, No Save, Hits on a 4+ by Default in CC, -
4 to Armour Saves in CC, Brainless (Roll a 2D6 at the start
of each of your Player turns for this unit, on a 5+ they are
Being Brainless. If in Close Combat half of the models stop
fighting but odd models will fight on a 4+ in your Close
Combat phase; if NOT in Close Combat roll a D6, on a 4+ they
just stand there. On a 1-3 they Move forward ‘4’ and will
Charge ANYTHING in the way, including friendly and enemy
units and terrain. While Being Brainless, they are Dauntless),
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific), Acid Reflux (Instead
of Attacking, Tribal Trolls can Spew Acid, dealing a S5 Hit and
3 Wounds if unsaved, Ignores Armour Saves and Magic
Saves), Hold Still! (Instead of Attacking, Tribal Trolls can
thump a model with their Club, +2 to Hit, S7, -6 to Armour
Saves, deals 3 Wounds if unsaved), Chest Drummers (Trolls
in Armour cannot Rejuvenate)
Rivalry:
Tribal Orc units suffering from Rivalry must roll a D6 at the
start of each of your Player turns, if they are within Charge
reach of any Tribals unit (or Nomad Norkers, Traitor Kobolds,
‘Gore’ Kobolds, ‘Illusion’ Kobolds or Green Horde. On a 6 they
will charge this unit, ideally the closest unit. If there are 2
units within the same distance, roll a D6 to work out which
(1-3 is unit A, 4-6 is unit B) or 3 units in same distance (1-2
is unit A, 3-4 is unit B and 5-6 is unit C). After the Close
Combat is resolved, neither side can suffer a CCR roll.
Tribal Orc Rebel with Blade: 5.5pts
T4, W1, S3, I2, A1, No Save, Rivalry, Hits on a 4+ by Default
in CC
Grudge:
Grim Dwarf units bearing a Grudge must roll a D6 at the start
of each of your Player turns, if they are within Charge reach
of any unit from the Marine Elves, Coastal Elves, Corrupt
Elves, Elven Navy, Elven Pirates, Nature Elves or Fay Elves.
On a 6 they will charge this unit, ideally the closest unit. If
there are 2 units within the same distance, roll a D6 to work
out which (1-3 is unit A, 4-6 is unit B) or 3 units in same
distance (1-2 is unit A, 3-4 is unit B and 5-6 is unit C). After
the Close Combat is resolved, neither side can suffer a CCR
roll. The Grudge does NOT apply if the unit which could be
tested on a D6 for it has a Tribal, Green Horde, Traitor Kobold
or Steppe Norker unit or units in sight, or there is an enemy
unit or units within ‘12’ of the Grim Dwarf unit.
Slow:
All Grim Dwarf units have this rule (Except for Skirmishers)
and move like they are ALWAYS moving in Terrain and can
pick the highest of 2D6 when Moving and Charging. Any
exceptions to this rule will be included in the model’s statistics
Splash Out! When the Flying Machine loses its last Wound at
any time, roll a D6. On a 5+ it Splashes Out! and all models
within ‘3’ of the Flying Machine suffer a S6 -3 to Armour Saves
Hit.
Skirmishers (Can move freely through friendly models and
units, Moves through terrain freely without being slowed down
and needing to roll the best of 2D6 or 3D6 but still cannot
move through Movement Blocking Terrain like Castle Walls or
Towers but can go around).
Grudge:
Grim Dwarf units bearing a Grudge must roll a D6 at the start
of each of your Player turns, if they are within Charge reach
of any unit from the Marine Elves, Coastal Elves, Corrupt
Elves, Elven Navy, Elven Pirates, Nature Elves or Fay Elves.
On a 6 they will charge this unit, ideally the closest unit. If
there are 2 units within the same distance, roll a D6 to work
out which (1-3 is unit A, 4-6 is unit B) or 3 units in same
distance (1-2 is unit A, 3-4 is unit B and 5-6 is unit C). After
the Close Combat is resolved, neither side can suffer a CCR
roll. The Grudge does NOT apply if the unit which could be
tested on a D6 for it has a Tribal, Green Horde, Traitor Kobold
or Steppe Norker unit or units in sight, or there is an enemy
unit or units within ‘12’ of the Grim Dwarf unit.
Slow:
All Grim Dwarf units have this rule (Except for Skirmishers)
and move like they are ALWAYS moving in Terrain and can
pick the highest of 2D6 when Moving and Charging. Any
exceptions to this rule will be included in the model’s statistics
Slow:
All Gnome units have this rule and move like they are ALWAYS
moving in Terrain and can pick the highest of 2D6 when
Moving and Charging. Any exceptions to this rule will be
included in the model’s statistics.
Gnome Tunneller with Blade: 5pts
T2, W1, S3, I3, A1, No Save, Hits on a 3+ by Default in CC,
Slow, Hates Tribals, Steppe Norker, Traitor Kobold and
Green Horde units of all kinds (Crazed so must move toward
their hated foe as fast as possible and Charge them if in range,
Does NOT need to do this if Tunneller Gnomes are in a
Defended Obstacle or manning a barricade of any kind). Also
gains +1 to CCR rolls when fighting these armies listed
above and +1 to Hit against them in Close Combat.
Jungle Dwellers:
Jungle Pygmy units can move through Woods and Jungles
without penalty
Jungle Pygmy with Blade and Shield: 3.5pts
T2, W1, S2, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
Terrific:
All Hungry Dead units are Terrific so enemy units suffer -1 to
Hit against them in Close Combat unless: Dauntless or Terrific
Shaky:
Hungry Dead units which are beaten in Close Combat suffer
from being Shaky so roll D6 for the unit. On a 1 they become
Shaken Place a marker next to the unit. If they get another
‘Shaken’ result, the unit is destroyed. On a 2 they become
Weakened (Unable to move or do anything this Turn and
suffers -1 to Hit in Close Combat if already in Close Combat).
On a 3 they become Drained (Roll a D6 for each model in the
unit, on a 4+ they are destroyed). On a 4 they become Brittle
(Roll a D6 for each model in the unit, on a 5+ they are
destroyed). On a 5 they become Invigorated (They make
double their Attacks in Close Combat this round, they can also
Shoot twice this Turn and Move at double distance, rounding
up, so Move ‘6’ = Move ’12’, if moving through terrain, double
the result of the highest D6). On a 6 they become
Invulnerable (All casualties for the unit suffered this Turn
are returned to the unit immediately. The unit is also
completely immune to all damage this Turn)
Shaky:
Hungry Dead units which are beaten in Close Combat suffer
from being Shaky so roll D6 for the unit. On a 1 they become
Shaken Place a marker next to the unit. If they get another
‘Shaken’ result, the unit is destroyed. On a 2 they become
Weakened (Unable to move or do anything this Turn and
suffers -1 to Hit in Close Combat if already in Close Combat).
On a 3 they become Drained (Roll a D6 for each model in the
unit, on a 4+ they are destroyed). On a 4 they become Brittle
(Roll a D6 for each model in the unit, on a 5+ they are
destroyed). On a 5 they become Invigorated (They make
double their Attacks in Close Combat this round, they can also
Shoot twice this Turn and Move at double distance, rounding
up, so Move ‘6’ = Move ’12’, if moving through terrain, double
the result of the highest D6). On a 6 they become
Invulnerable (All casualties for the unit suffered this Turn
are returned to the unit immediately. The unit is also
completely immune to all damage this Turn)
Slow:
All Lazy Halfling units have this rule (Except for Lazy Halfling
Scouts) and move like they are ALWAYS moving in Terrain
and can pick the highest of 2D6 when Moving and Charging.
Any exceptions to this rule will be included in the model’s
statistics
Woodsmen:
Lazy Halfling units can move through Woods without penalty
Lazy Halfling Allied HERO Units:
Limit of 1 Lazy Halfling Mage (Battle Abilities)
Limit of 1 Lazy Halfling Mage (Elemental Abilities)
Limit of 1 Lazy Halfling Mage (Necromantic Abilities)
Limit of 1 Lazy Halfling Mage (Angelic Abilities)
Terrific:
All Brawler Ogre units are Terrific so enemy units suffer -1 to
Hit against them in Close Combat unless: Dauntless or Terrific
Rivalry:
ALL Nordic units suffer from Rivalry and must roll a D6 at the
start of each of your Player turns, if they are within Charge
reach of any Nordic Raider unit (or Death Knights or Traitors).
On a 6 they will charge this unit, ideally the closest unit. If
there are 2 units within the same distance, roll a D6 to work
out which (1-3 is unit A, 4-6 is unit B) or 3 units in same
distance (1-2 is unit A, 3-4 is unit B and 5-6 is unit C). After
the Close Combat is resolved, neither side can suffer a CCR
roll. Rivalry does NOT apply if the unit which could be tested
on a D6 for it has an enemy unit or units within ‘12’ of the
unit. This means that enemy units could be hiding behind a
stone wall and thus out of sight, which could result in a Nordic
unit charging a friendly unit. Rivalry does NOT apply if there
are any enemy units within ‘12’.
Nordic Dwarfs (all units with ‘Nordic Dwarf’ in title):
Hates Tribals, Steppe Norkers, Green Horde units of all kinds
and any ‘Kobold’ unit (Crazed so must move toward their
hated foe as fast as possible and Charge them if in range,
Does NOT need to do this if Nordic Dwarfs are in a Defended
Obstacle or manning a barricade of any kind). Also gains +1
to CCR rolls when fighting these armies/units listed
above and +1 to Hit against them in Close Combat.
Grudge:
Nordic Dwarf units bearing a Grudge must roll a D6 at the
start of each of your Player turns, if they are within Charge
reach of any unit from the Marine Elves, Coastal Elves,
Corrupt Elves, Elven Navy, Elven Pirates, Nature Elves or Fay
Elves. On a 6 they will charge this unit, ideally the closest
unit. If there are 2 units within the same distance, roll a D6
to work out which (1-3 is unit A, 4-6 is unit B) or 3 units in
same distance (1-2 is unit A, 3-4 is unit B and 5-6 is unit C).
After the Close Combat is resolved, neither side can suffer a
CCR roll. The Grudge does NOT apply if the unit which could
be tested on a D6 for it has a Tribals, Green Horde, Steppe
Norker or any ‘Kobold’ unit/s in sight, or there is an enemy
unit or units within ‘12’ of the unit.
Nordic Raider Mercenary Contingent:
Limit of 80 Nordic Raiders with Swords and Shields
Limit of 80 Armoured Nordic Raiders with Swords and Shields
Limit of 80 Nordic Raiders with 2H Axes and Shields
Limit of 80 Armoured Nordic Raiders with 2H Axes and Shields
Limit of 80 Nordic Raiders with Spears and Shields
Limit of 80 Armoured Nordic Raiders with Spears and Shields
Limit of 30 Nordic Raiders with Throwing Axes and Shields
Limit of 30 Armoured Nordic Raiders with Throwing Axes and
Shields
Limit of 30 Nordic Raiders with Throwing Spears and Shields
Limit of 30 Armoured Nordic Raiders with Throwing Spears
and Shields
Limit of 30 Nordic Raiders with Composite Bows and Shields
Limit of 30 Armoured Nordic Raiders with Composite Bows
and Shields
Limit of 20 Nordic Berserkers with Axes
Limit of 20 Nordic Berserkers with Axes and Shields
Limit of 20 Nordic Berserkers with Twin Axes
Limit of 20 Nordic Berserkers with 2H Axes
Limit of 10 Nordic Shapeshifters (Weres) with Axes
Limit of 10 Nordic Shapeshifters (Weres) with Twin Axes
Limit of 10 Nordic Shapeshifters (Weres) with Axes & Shields
Limit of 10 Nordic Shapeshifters (Weres) with 2H Axes
Limit of 50 Nordic Dwarf Raiders with Axes
Limit of 50 Nordic Dwarf Raiders with Axes and Swords
Limit of 50 Nordic Dwarf Raiders with Axes and Shields
Limit of 50 Nordic Dwarf Raiders with 2H Axes
Limit of 50 Nordic Dwarf Raiders with Spears
Limit of 50 Nordic Dwarf Raiders with Spears and Shields
Limit of 10 Nordic Dwarf Berserkers with Axes
Limit of 10 Nordic Dwarf Berserkers with Axes and Shields
Limit of 10 Nordic Dwarf Berserkers with Twin Axes
Limit of 10 Nordic Dwarf Berserkers with 2H Axes
Limit of 10 Dauntless Nordic Dwarfs with Swords
Limit of 10 Dauntless Nordic Dwarfs with Swords and Shields
Limit of 10 Dauntless Nordic Dwarfs with Twin Swords
Limit of 10 Dauntless Nordic Dwarfs with 2H Axes
Limit of 10 Armoured Dauntless Nordic Dwarfs with Swords
Limit of 10 Armoured Dauntless Nordic Dwarfs with Axes and
Shields
Limit of 10 Armoured Dauntless Nordic Dwarfs with Twin Axes
Limit of 10 Armoured Dauntless Nordic Dwarfs with 2H Axes
No Limit on Mammoths (Howdah and 10 Norse Raiders)
Nordic Raider with Sword and Shield: 6pts
T3, W1, S3, I3, A1, 6+ Armour Save, Hits on a 4+ by Default
in CC
Bear: 20pts
T4, W2, S4, I3, A2, No Save, Hits on a 4+ by Default in CC, -
1 to Armour Saves in CC, Terrific (Enemy units suffer -1 to
Hit against them in Close Combat unless: Dauntless or
Terrific), Weak Against Spears
Boar: 6pts
Moves ‘9’- T3, W1, S3, I3, A1, 5+ Armour Save, Hits on a 4+
by Default in CC, Cavalry, Boorish (Suffers -1 to CCR rolls,
as does any unit which rides a Boar)
Cave Dino Beast: 22pts
Moves ‘9’- T4, W2, S4, I1, A2, 5+ Armour Save, Hits on a 4+
by Default in CC, -3 to Armour Saves in CC, Cavalry, Crazed,
They will NOT attack Aztec Dinosaur or Jungle Reptile units,
Pirate Elf Knights or Aztec Geckos on Horned Beasts, Dino
Beast Terrific (Enemy units suffer a -1 to Hit against them
penalty in Close Combat unless: Dauntless or Terrific), Half of
a Dino Beast’s Attacks are ‘Bite Attacks’, rounding up (so A3
means 2 ‘Bites’), Foul Smell (enemy units suffer -1 to Hit
against them in Close Combat
The Bell Tolls For Thee: Ranked Daimon units ignore ALL
Saves against Angelic units and units with ‘Spirits’ rule
Ranked Greater Daimon: 750pts, Energy = 10 or roll 3D6
Moves ‘10’- T7, W10, S9, I10, A10, 3+ Armour Save, Hits on
a 2+ by Default in CC (+5 Bonus to Hit), -6 to Armour Saves
in CC, Magical Attacks, Flyers (Can Move ‘0’ to ’32’), Big
‘Un (Enemy units get +1 to Hit against this unit in Shooting
and Reflex Shots), Terrific (Enemy units suffer -1 to Hit
against them in Close Combat unless: Dauntless or Terrific),
Weak against Spears, Dauntless unless beaten in CC by a
Greater Daimon of any kind or an Arch-Angel, Shaky,
Imbued With Power (ALL Battle and Daimon Abilities cost
0 Energy) Spirits: Close Combat & Shooting Attacks will only
Wound them on a 6 but Electric, Fire and Magical attacks will
affect them normally, Mutation 1: Crazed and Dauntless,
+1 to Hit in Close Combat (included above), +1 to Wound in
Close Combat (1 still fails) and +1 to Armour Saves (included
above), Slaughter Them! (Deals 2 automatic Hits when they
win a Close Combat, rather than 1 automatic Hit under the
Crush Them! Rules), Mutation 2: +3 to Armour Saves
(included above), Mutation 3: +2 to Strength (included
above)
Choose from:
Choose from:
NOTE: All Amazon units are (Exodus) and their stats reflect it
Dance of Death:
Bliss Daimons also become Dauntless when fighting any unit
with ‘Gore’ in its title and gain Double Attacks (e.g. A2 + 1
for Charge = A3x2, so becomes A6) and Slaughter Them!
(Deals 2 automatic Hits when they win a Close Combat, rather
than 1 automatic Hit under the Crush Them! Rules)
Bliss Daimon HERO Units:
Limit of 12 Greater Bliss Daimons (Bliss Daimon Abilities)
Choose from:
Eternal Rivalry:
Hates Marine Elf, Coastal Elf, Elven Navy, Nature Elf and Fay
Elf units of all kinds (Crazed so must move toward the Elves
as fast as possible and Charge them if in range, Does NOT
need to do this if Corrupt ‘Bliss’ Elves are in a Defended
Obstacle or manning a barricade of any kind). Also gains +1
to CCR rolls when fighting these Elves listed above and
+1 to Hit against them in Close Combat.
The Bell Tolls For Thee: Ranked Daimon units ignore ALL
Saves against Angelic units and units with ‘Spirits’ rule
Fiery Conflagration:
Illusion Daimons also become Dauntless when fighting any
unit with ‘Disease’ in its title and gain Double Attacks (e.g.
A2 + 1 for Charge = A3x2, so becomes A6) and Slaughter
Them! (Deals 2 automatic Hits when they win a Close
Combat, rather than 1 automatic Hit under the Crush Them!
Rules)
Illusion Daimon HERO Units:
Limit of 18 Greater Illusion Daimons (Illusion Daimon
Abilities)
Choose from:
Magic Shield: All Units with ‘Illusion’ in their unit title within
‘12’ of the Altar of Illusion gain a further +1 to CCR rolls and
+2 to their Dodge Saves (maximum of 1+ but a 1 still fails)
Monolith of Illusion: 0pts
Monoliths cannot be attacked and have no unit stats.
Testament to Victory: *They are created as a reminder of
each Illusion Daimon victory on a battlefield (e.g. Granada in
Spain). So if you won 3 battles in Granada, then you have a
Limit of 3 Monoliths of Illusion. Imbued with Power: Any
Illusion Thrall ‘Mage’ or Illusion Daimon unit within ‘12’ of a
Monolith of Illusion gains +D6 Energy at the beginning of each
Magic Phase.
The Bell Tolls For Thee: Ranked Daimon units ignore ALL
Saves against Angelic units and units with ‘Spirits’ rule
Choose from:
Lord of the Flies: All Units with ‘Disease’ in their unit title
within ‘12’ of the Altar of Disease gain a further +1 to CCR
rolls. Also, all ‘Disease’ units on the battlefields now gain the
Shoo Fly! rule if they did not have it already, causing enemy
units to suffer from a -1 to Hit penalty against them in Close
Combat
Monolith of Disease: 0pts
Monoliths cannot be attacked and have no unit stats.
Testament to Victory: *They are created as a reminder of
each Disease Daimon victory on a battlefield (e.g. Granada in
Spain). So if you won 3 battles in Granada, then you have a
Limit of 3 Monoliths of Disease. Imbued with Power: Any
Disease Daimon unit within ‘12’ of a Monolith of Disease gains
+D6 Energy at the beginning of each Magic Phase. Shoo Fly,
Don’t Bother Me: All enemy units within ‘12’ now suffer -2
to Hit in Close Combat against Disease Daimon units with
‘Shoo Fly!’ rule
The Bell Tolls For Thee: Ranked Daimon units ignore ALL
Saves against Angelic units and units with ‘Spirits’ rule
Killjoys:
Gore Daimons also become Dauntless when fighting any unit
with ‘Bliss’ in its title and gain Double Attacks (e.g. A2 + 1
for Charge = A3x2, so becomes A6) and Slaughter Them!
(Deals 2 automatic Hits when they win a Close Combat, rather
than 1 automatic Hit under the Crush Them! Rules)
Gore Daimon HERO Units:
Limit of 16 Greater Gore Daimons (Gore Daimon Abilities)
Choose from:
Rivalry:
‘Gore’ Kobold units suffering from Rivalry must roll a D6 at
the start of each of your Player turns, if they are within Charge
reach of any Tribals unit (or Steppe Norkers or Traitor Kobolds
or Green Horde including Red Horde etc.). On a 6 they will
charge this unit, ideally the closest unit. If there are 2 units
within the same distance, roll a D6 to work out which (1-3 is
unit A, 4-6 is unit B) or 3 units in same distance (1-2 is unit
A, 3-4 is unit B and 5-6 is unit C). After the Close Combat is
resolved, neither side can suffer a CCR roll. Rivalry does NOT
apply if the unit which could be tested on a D6 for it has a
Grim Dwarf or Mountain Dwarf unit or units in sight, or there
is an enemy unit or units within ‘12’ of the unit. This means
that Grim Dwarfs or Mountain Dwarfs could be hiding behind
a stone wall and thus out of sight, which could result in a
‘Gore’ Kobold unit charging a friendly unit. Rivalry does NOT
apply if there are any enemy units within ‘12’.
‘Gore’ Kobold with Club: 3pts
T3, W1, S4, I2, A1, 3+ Armour Save, Hits on a 4+ by Default
in CC, Rivalry, Hates Gnomes and Dwarfs, Afraid of Elves,
Mutation 1: Crazed and Dauntless, +1 to Hit in Close
Combat (included above), +1 to Wound in Close Combat (1
still fails) and +1 to Armour Saves (included above),
Slaughter Them!, Magical Attacks, Chaotic, Mutation 2:
+1 to Armour Saves (included above)
Crush, Kill and Destroy: All Units with ‘Gore’ in their unit
title within ‘12’ of the Altar of Gore gain a further +3 to CCR
rolls
Gore Daimon Handler with Whip: 75pts
T3, W1, S4, I6, A3, 6+ Dodge Save, -1 to Armour Saves, Hits
on a 2+ by Default in CC (+1 to Hit Bonus), Magical Attacks,
Dauntless, Spirits, Armed with Whips (Can attack within ‘3’
of friendly models in CC), Energy = D6
The Bell Tolls For Thee: Ranked Daimon units ignore ALL
Saves against Angelic units and units with ‘Spirits’ rule
Terrific:
All Hungry Dead units are Terrific so enemy units suffer -1 to
Hit against them in Close Combat unless: Dauntless or Terrific
Shaky:
Hungry Dead units which are beaten in Close Combat suffer
from being Shaky so roll D6 for the unit. On a 1 they become
Shaken Place a marker next to the unit. If they get another
‘Shaken’ result, the unit is destroyed. On a 2 they become
Weakened (Unable to move or do anything this Turn and
suffers -1 to Hit in Close Combat if already in Close Combat).
On a 3 they become Drained (Roll a D6 for each model in the
unit, on a 4+ they are destroyed). On a 4 they become Brittle
(Roll a D6 for each model in the unit, on a 5+ they are
destroyed). On a 5 they become Invigorated (They make
double their Attacks in Close Combat this round, they can also
Shoot twice this Turn and Move at double distance, rounding
up, so Move ‘6’ = Move ’12’, if moving through terrain, double
the result of the highest D6). On a 6 they become
Invulnerable (All casualties for the unit suffered this Turn
are returned to the unit immediately. The unit is also
completely immune to all damage this Turn)
Choose from:
Woodsmen:
Hungry Halfling units can move through Woods without
penalty
Hungry Great Eagle Rider: 87pts, Moves ‘10’
T4, W4, S5, I5, A2, 4+ Dodge Save, Flyer (Can Move up to
‘24’), -2 to Armour Saves, Hits on a 2+ by Default in CC (+2
to Hit Bonus), Weak against Spears, Hungry Halfling Rider
is equipped with Spear and Shield and S3 I6 A1 in Close
Combat, Hits on a 4+ by Default in CC, Hungry Halfling Rider
is S4 -1 to Armour Saves on Charge
T2, W1, S5, I0, A0, 5+ Dodge Save, Kitchen’s Closed! The
3 Crazed Halfling Cooks are released from their Hungry
Halfling Food Wagon Guard unit when an enemy unit
approaches within ‘8’ at any time, even when Charging or if
Charged by an enemy unit, and each Crazed Cook deals D6
S5 hits which Ignore Armour and Numb Saves.
Counter-Charge:
When a unit with this rule is Charged at any time, but is NOT
in Close Combat already, the unit will gain +1 Attack each and
+1 Initiative as is normal for a Charge as they launch a
counter-attack.