Abilities
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Tactical Gambit
Once per Battleround, Start of your Round
You cannot use this ability if you went second in the previous battle round and chose to go first in the current battle round.
EFFECT: Pick 1 battle tactic that you have not yet attempted. You can attempt to complete that battle tactic this turn.
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Activate place of power
Start of Any Turn
DECLARE: Pick a friendly HERO within 3” of any PLACES OF POWER to use this ability
EFFECT: Roll a dice. On a 1, inflict D3 mortal damage on that hero. on a 2+ if that hero is a wizard or priest, add 1 to casting rolls or chanting rolls this turn. If that hero is not a wizard or priest they can use the "unbind" or "banish manifestation" ability this turn as if they had WIZARD(1)
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Rally (1 cp)
Any hero Phase
DECLARE: Pick a friendly unit that is not in combat to use this ability
EFFECT: Make 6 RALLY ROLLS of D6. For each 4+, you receive 1 RALLY POINT. Rally points can be spent in the following ways: For each rally point spent HEAL(1) that unit, Spend a number of rally points equal to the Health characteristic of tha tunit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
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Musician
Passive
EFFECT: While this unit contains any musicians, if it uses the RALLY command, you can make one additional RALLY ROLL of D6
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UNBIND
Reaction Opponent declared a Spell Ability
USED BY: A friendly WIZARD within 30” of the enemy WIZARD casting the spell
EFFECT: Make an UNBINDING ROLL of 2d6 if the role exceeds the CASTING ROLL for the spell, then the spell is UNBOUND and its effect is not resolved.
This reaction cannot be used more than once per casting roll.
KEYWORDS: UNBIND
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BANISH MANIFESTATION
Your Hero Phase
DECLARE: Pick a friendly WIZARD or PRIEST to use this ability, pick a manifestation within 30” of them to be the target. Then make a BANISHMENT ROLL of 2d6.
EFFECT: If the BANISHMENT ROLL equals or exceeds the BANISHMENT VALUE listed on the manifestation’s warscroll, It is BANISHED and removed from play. You cannot pick the same manifestation as the target of this ability more than once per turn.
KEYWORDS: BANISH
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MAGICAL INTERVENTION (1 cp)
Enemy Hero Phase
DECLARE: Pick a friendly WIZARD or PRIEST to use this ability
EFFECT: That friendly unit can use a SPELL or PRAYER ability (as appropriate) as if it were your hero phase. If you do so, subtract 1 from CASTING ROLLS or CHANTING ROLLS made as part of that ability.
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Normal Move
Your Movement Phase
DECLARE: Pick a friendly unit that is not in combat during any part of that move.
EFFECT: That unit can move a distance up to its move characteristic. That unit CANNOT move into combat during any part of that move.
KEYWORDS: CORE, MOVE
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run
Your Movement Phase
DECLARE: Pick a friendly unit that is NOT IN COMBAT during any part of that move.
EFFECT: That unit can move a distance up to its Move characteristic added to the RUN ROLL. That unit CANNOT move into combat during any part of that move.
KEYWORDS: CORE, MOVE, RUN
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retreat
Your Movement Phase
DECLARE: Pick a friendly unit that is in combat during any part of that move.
EFFECT: Inflict D3 MORTAL DAMAGE on that unit. That unit can move a distance up to its move characteristic. That unit can move through combat range of any enemy units but CANNOT end that move within an enemy unit’s combat range.
KEYWORDS: CORE, MOVE, RETREAT
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At the double (1 cp)
You declared a Run ability
EFFECT: Do not make a run roll as part of that Run ability. Instead, add 6” to that unit’s move characteristic to determine the distance each model in that unit can move as part of that Run ability.
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Redeploy (1 cp)
Enemy Movement Phase
DECLARE: Pick a friendly unit that is not in combat to use this ability.
EFFECT: Each model in that unit can move up to D6”. That move cannot pass through or end within the combat range of an enemy unit.
KEYWORDS: MOVE, RUN
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fly
Passive
EFFECT: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.
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Shoot
Your Shooting Phase
DECLARE: Pick a friendly unit that has not used a RUN or RETREAT ability this turn to use this ability. Then, pick one or more enemy unit as the target(s) of that units attacks.
EFFECT: Resolve shooting attacks against the target unit(s)
KEYWORDS: CORE, ATTACK, SHOOT
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Covering Fire (1 cp)
Enemy Shooting Phase
DECLARE: Pick a friendly unit that is not in combat to use this ability.
EFFECT: Resolve shooting attacks for that unit, but all of the attacks must target the nearest visible enemy unit and you must subtract 1 from the hit rolls for those attacks.
KEYWORDS: SHOOT, ATTACK
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All-out attack (1 cp)
Reaction: You declared an Attack
USED BY: The unit using that ATTACK ability.
EFFECT: Add 1 to hit rolls for attacks made as part of that ATTACK ability. This also affects weapons that have the COMPANION ability.
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All-out defence (1 cp)
Reaction: Oponnent declared an Attack
USED BY: A unit targeted by that ATTACK ability.
EFFECT: add 1 to save rolls for that unit in this phase.
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Champion
Passive
EFFECT: Add 1 to the Attacks characteristic of weapons used by champions in this unit.
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Guarded hero
passive
EFFECT: If this HERO is within the combat range of a friendly unit that is not a HERO 1) Subtract 1 from hit rolls of shooting attacks that target this HERO. 2) If this HERO is INFANTRY, they cannot be picked as the target of shooting attacks made by units more than 12" from them.
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Ward save
Passive
EFFECT: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.
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Charge
Your Charge Phase
DECLARE: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability, then make a charge roll of 2D6.
EFFECT: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of enemy units and must end that move within 1⁄2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDS: CORE, MOVE, CHARGE
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Forward to victory (1 cp)
Reaction: You declared a charge
USED BY: the unit using that CHARGE ability.
EFFECT: You can re-roll the charge roll
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Counter charge (2 cp)
Enemy Charge Phase
DECLARE: Pick a friendly unit that is not in combat to use this ability.
EFFECT: That unit can use a CHARGE ability as if it were your charge phase.
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Fight
Any Combat Phase
DECLARE: Pick a friendly unit that is in combat or that charged this turn to use this ability. That unit can make a pile-in move (See 15.4). Then, if that unit is in combat you must pick one or more enemy units as the target(s) of that unit’s attacks (See 16.0).
EFFECT: Resolve combat attacks against the target unit(s)
KEYWORDS: CORE, ATTACK, FIGHT
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All-out attack (1 cp)
Reaction: You declared an Attack
USED BY: The unit using that ATTACK ability.
EFFECT: Add 1 to hit rolls for attacks made as part of that ATTACK ability. This also affects weapons that have the COMPANION ability.
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All-out defence (1 cp)
Reaction: Oponnent declared an Attack
USED BY: A unit targeted by that ATTACK ability.
EFFECT: add 1 to save rolls for that unit in this phase.
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Ward save
Passive
EFFECT: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.
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Standard Bearer
Passive
EFFECT: While this unit contains any standard bearers, add 1 to this units control score.
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Power through (1 cp)
End of Any Turn
DECLARE: Pick a friendly unit that charged this turn to use this ability, then you must pick an enemy unit in combat with it to be the target. The target must have a lower HEALTH characteristic than the unit using this ability.
EFFECT: Inflict D3 mortal damage on the target. Then, the unit using this ability can move a distance up to its move characteristic. It can pass through and end that move within the combat ranges of enemy units that were in combat with it at the start of the move, but not those of other enemy units. It does not have to end the move in combat.