diff --git a/Adeptus Titanicus 2018.gst b/Adeptus Titanicus 2018.gst
index 14f0b76..9654d2e 100644
--- a/Adeptus Titanicus 2018.gst
+++ b/Adeptus Titanicus 2018.gst
@@ -4367,23 +4367,6 @@
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@@ -6688,7 +6671,7 @@
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@@ -7412,7 +7395,7 @@
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@@ -7502,7 +7485,7 @@
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@@ -7545,7 +7528,7 @@
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@@ -7563,7 +7546,7 @@
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@@ -7617,7 +7600,7 @@
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@@ -7638,7 +7621,7 @@
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@@ -7946,7 +7929,7 @@
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@@ -7992,7 +7975,7 @@
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@@ -8011,7 +7994,7 @@
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Reveal at beginning of any round. That round all Astraman titans can merge voids, if they don't move (voluntary or involuntary)
@@ -8027,7 +8010,7 @@
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Play when an enemy titan ends it's move within 3" of an Ignatum titan during a chage. Before resolving the charge attack, the ignatum titan can make an attack using BS with a non melee weapon.
@@ -8042,7 +8025,7 @@
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+
Play during the first strategy phase. All Ignatum titans can go on first fire without making a command check.
@@ -8059,7 +8042,7 @@
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Play at start of any strategy phase. For that phase Laniaskara titans gain charge orders without having to make a command check
@@ -8073,7 +8056,7 @@
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Play in any shooting phase. Add 6" to short range characteristic of all Kulisaetai non melee weapons, if they have not moved, for this round.
@@ -8088,7 +8071,7 @@
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First round strategy phase. Choose a scale. all friendly Kulisaetai titans with the chosen scale may make an unboosted move. Then the opposing player becomes First Player. Titans moved this way may not be activated during the strategy phase.
@@ -8103,7 +8086,7 @@
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Strat phase. place 3 markers at least 10"apart. 3" from the marker blocks line of sight. Any non Tritonis player within 6" of a marker suffers -2 penalty to command check. remove markers in end phase
@@ -8118,7 +8101,7 @@
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@@ -8263,7 +8246,7 @@
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Any titan. +1 modifier to hit rolls against a target at least 25% obscured.
@@ -8278,7 +8261,7 @@
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Ordnance Weapons. Add 1 to all armour rolls. natural 1s are still a superficial hit. This is for 6 dice weapons.
@@ -8294,7 +8277,10 @@
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Any titan. Once per game in combat phase activate the blind launchers. Once activated suffer a -1 penalty to attacka made by and against this titan until the next combat phase. (But you can attack before you deploy the launchers)
@@ -8309,7 +8295,7 @@
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Any titan. Subtract 1 from armour rolls made against this titan made by weapons with the maximal fire trait (even if maximal fire is not used).
@@ -8324,7 +8310,7 @@
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Apocalypse Missile Launchers (either type). May not combine with another upgrade. After resolving an attack, may immediately make a second attack with this weapon against the same target applying a -1 modifier to hit. After resolving the attack the weapon is disabled and the upgrade is removed, even if the weapon is repaired.
@@ -8339,7 +8325,7 @@
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Apocalypse Missile Launchers (either type). May not combine with another upgrade. Against voids, each hit of a 6 counts as 2 hits.
@@ -8354,7 +8340,7 @@
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+
Any titan. First critical hit downgraded to Devastating.
@@ -8369,7 +8355,7 @@
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Ordnance Weapons. Add 1 to all armour rolls. natural 1s are still a superficial hit. This is for 12 dice weapons.
@@ -8385,7 +8371,7 @@
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@@ -8405,7 +8391,7 @@
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@@ -8423,7 +8409,7 @@
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Reveal this Stratagem in any Combat phase. Choose any piece of Blocking terrain withing 12” of a friendly Legio Infernus Titan and remove it, replacing it with an area of Difficult Terrain of roughly the same size. This stratagem can be purchased multiple times.
@@ -8438,7 +8424,7 @@
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Canis Light Maniples can only include Legio Audax Titans. Warhound Titans within this maniple do not deploy as normal. Instead, at the start of the deployment phase, after arranging Titans into squadrons, the controlling player places a number of markers equal to the number of Warhounds in this maniple. These markers can be placed anywhere on the battlefield more than 6” from the enemy deployment zone. Titans from this maniple count as deployed for the purposes of determining which player finished deploying first. When both players have finished deploying as normal, Warhounds from this maniple can be deployed anywhere within 3” of a Pack Ambush marker. Any Warhound deployed in this manner outside of the controlling player’s deployment zone must be at least 50% obscured from any enemy unit within line of sight of that Warhound. If a Warhound cannot be placed within 3” of a Pack Ambush marker in this way, they must be deployed in the controlling player’s deployment zone, following all of the normal rules.
@@ -15876,7 +15862,7 @@ Any Legio Honorum Titan that has voluntarily moved more than 4" in the Move
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Since its inception, Legio Honorum has strode ever forwards, preferring death over failure. This Stratagem can be purchased by any Legio Honorum player. Play this Stratagem during any Strategy phase. For the remainder of the phase, friendly Legio Honorum Titans do not suffer penalties to Command checks. In addition, a single Legio Honorum Titan may re-roll a failed Command check made when issuing Orders.
@@ -17751,7 +17737,7 @@ being issued an order.
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Reveal this Stratagem during the Strategy phase. Any enemy Titan or Knight Banner within 12" of a Legio Interfector Titan may not
@@ -18344,7 +18330,7 @@ destroyed by the end of the battle, the player loses 10 Victory points.
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diff --git a/Household.cat b/Household.cat
index 5e253af..b05f5f9 100644
--- a/Household.cat
+++ b/Household.cat
@@ -1,5 +1,5 @@
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@@ -29,66 +29,86 @@
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+ All Knight Banners within a Lance as part of a
+Questoris Imperialis Household force are referred
+to as Questoris Imperialis Banners and the player a
+Questoris Imperialis player.
+• A Questoris Imperialis Household force can purchase
+Stratagems available to any Knight Household and to
+Questoris Imperialis Households.
+• A Questoris Imperialis Household force can include Loyalist
+Titans of Legend as reinforcements.
+• A Questoris Imperialis Household force cannot include any
+Corrupted Titans or Renegade Knight Banners (these will be
+explored in future supplements).
+• A Questoris Imperialis Household force cannot include
+any Traitor Titans of Legend or Blackshield Titans of
+Legend as reinforcements.
+• A Questoris Imperialis Household force cannot purchase
+Stratagems specific to Questoris Mechanicus, Questoris
+Traitoris, or Questoris Oblitus Households.
+
+
+ Once per game, during the Movement phase, a single Questoris
+Imperialis Lance of the player’s choice can add 2" to their Speed
+characteristic for the remainder of that phase.
+
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@@ -96,15 +116,32 @@
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+ • All Knight Banners within a Lance as part of a Questoris Mechanicus Household force are referred to as
+Questoris Mechanicus Banners.
+• A Questoris Mechanicus Household force can purchase
+Stratagems available to any Knight Household and to
+Questoris Mechanicus Households.
+• A Questoris Mechanicus Household force can include either
+Loyalist Titans of Legend or Traitor Titans of Legend as
+reinforcements, but not both.
+• A Questoris Mechanicus Household force cannot include any Corrupted Titans or Renegade Knight Banners (explored in future supplements).
+• A Questoris Mechanicus Household Force cannot include Blackshield Titans of Legend as reinforcements (these will be
+explored in future supplements).
+• A Questoris Mechanicus Household force cannot purchase
+Stratagems specific to Questoris Imperialis, Questoris
+Traitoris, or Questoris Oblitus Households.
+
+
+ Once per game, all Banners within a single Questoris
+Mechanicus Lance can be issued a Coordinated Strike, Split
+Fire or First Fire Order without the need to make a Command
+check. Each Banner can be given a separate Order.
+
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@@ -112,16 +149,35 @@
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+ • All Knight Banners within a Lance as part of a Questoris Traitoris Household force are referred to as
+Questoris Traitoris Banners.
+• A Questoris Traitoris Household force can purchase Stratagems available to any Knight Household and to Questoris Traitoris Households.
+ • A Questoris Traitoris Household force can include Traitor
+Titans of Legend as reinforcements.
+• A Questoris Traitoris Household force can include any
+Corrupted Titans or Renegade Knight Banners (these will be
+explored in future supplements).
+• A Questoris Traitoris Household force cannot include any
+Loyalist Titans of Legend or Blackshield Titans of Legend.
+• A Questoris Traitoris Household force cannot purchase
+Stratagems available to Questoris Imperialis, Questoris
+Mechanicus, or Questoris Oblitus Households.
+
+
+ Once per game, during the Combat phase, a single Questoris
+Traitoris Banner can add 1 to the Dice value of a single
+weapon with the Melee trait of their choice for the remainder
+of the phase. All Knights in the Banner are affected by
+the rule. Only one weapon may be chosen for the entire
+Banner, and all Knights with this weapon add 1 to their Dice
+value for this weapon.
+
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@@ -129,15 +185,35 @@
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+ • All Knight Banners within a Lance as part of a
+Questoris Oblitus Household force are referred to as
+Questoris Oblitus Banners.
+• A Questoris Oblitus Household force can purchase
+Stratagems available to any Knight Household and to
+Questoris Oblitus Households.
+• A Questoris Oblitus Household force can include
+Blackshield Titans of Legend as reinforcements.
+• A Questoris Oblitus Household force cannot include
+Loyalist Titans of Legend or Traitor Titans of
+Legend as reinforcements.
+• A Questoris Oblitus Household force cannot include any
+Psi-Titan, Corrupted Titans or Renegade Knight Banners
+(these will be explored in future supplements).
+• A Questoris Oblitus Household force cannot purchase
+Stratagems available to Questor Imperialis, Questoris
+Mechanicus, or Questoris Traitoris Households.
+
+
+ Once per round, a Banner within a Questoris Oblitus Lance
+that must take a Command check to see if they become Shaken
+can choose to pass the Command check instead of rolling.
+
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- The Seneschal is a secret member of the forbidden Serpent Cult, their personality warped and their bravery increased by its dark. and disturbing rituals. When making a Command check to see if they become Shaken, all Banners within the Seneschal's Lance add 1 to the dice roll.
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- The Seneschal is drawn to the glory of the Rill and cannot resist when the opportunity presents to bring down the largest and most impressive prey. The Seneschal may issue Charge orders to Banners within their Lance without the need to make a Command check. Additionally, Banners within the Seneschal's Lance add D3" to their Speed when acting under Charge orders. However, Banners in the Seneschal's Lance cannot be issued First Fire orders.
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- The Seneschal is one of Cyprian Devine's old inner circle and doggedly adheres to their duty and the traditions of the House no matter the cost. Banners within the Seneschal's Lance can never become Shaken. However, at least one Banner within the Seneschal's Lance must be given Charge orders in every round from round 2 onwards.
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- The Seneschal is a direct descendant of the ancient Preceptor himself and holds themselves to impossibly high standards. Banners within the Seneschal's Lance may re-roll any failed Command checks.
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- The Seneschal is a veteran of many expeditions into the Kush and now few things slow them or those who fight at their side. Banners within the Seneschal's Lance treat Deadly terrain as if it were Dangerous terrain. Nore that even Banners with the Agile rule must test as if for Dangerous terrain should they move through Deadly terrain.
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- The Seneschal has killed almost every beast that walks, flies or slithers through the jungles of Kush, and knows just where to land a killing blow. Banners within the Seneschal's Lance may re-roll Hit rolls of a l when attacking an enemy unit with a Scale chat is higher than their
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- The Seneschal. is one of the famed lndarii Blade Dancers, bringing their skill to the command throne of their Knight armour. Knights within the Seneschal's Banner may re-roll any Hit roll of a 1 when using a weapon with the Melee trait
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- The Seneschal is from one of the corrupted Indarii bloodlines, carrying with them some of the madness of those ancient Knight Scions. The Seneschal may issue Charge orders to Banners within their Lance without the need to make a Command check. However, if a Banner within the Seneschal's Lance fails a Command test when being issued with any other order, it does not act on its own initiative; instead, it must act under Charge orders.
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- : The Seneschal has the honour of carrying the colours of the ancient High King of Malech, the first Knight Scion to walk the world. The Seneschal's Banner may include a Banle Standard for free . However, if the Banner is destroyed, the enemy will earn an extra D3 Victory points for claiming the Battle Standard
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- The Seneschal is often deep in their cups and views the world through a haze of Kashaii ale, slowing their reactions but inuring them to both danger and pain. When the Seneschal's Banner suffers a Direct Hit, roll a D6. On a 5 or 6, the hit is ignored. However, the Seneschal's Banner does not add 3 to the result of any of its Command checks, as described on page 38.
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- The Seneschal hails from the wild walker tribes, their connection to their surroundings allowing them to swiftly navigate the world even from the throne of a Knight. Banners within the Seneschal's Lance treat Deadly terrain as if it were Dangerous terrain. Note that even Banners with the Agile rule must test as if for Dangerous terrain should they move through Deadly terrain.
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- The Seneschal claims ancestry with the Lord of Storms, and all within their Household view them with awe and fear. When making a Command check to see if they become Shaken, all Banners within 12" of the Seneschal add 1 to the dice roll.
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- The Seneschal has spent their life in the caverns beneath the Untar Mesas and knows the importance of detailed reconnaissance to help form a plan of battle. When rolling off to determine who will seize command of the battlefield, the Seneschal's controlling player may re-roll the dice.
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- The Seneschal has worked the stone forges of the Sacristans and knows the intricacies of their Knight's armour like their own skin. Knights within the Seneschal's Banner may re-roll any Hit roll of a 1 when using a weapon with the Melee trait.
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- 3 Hardened Soul: The Seneschal's mind has entered the Great Quiet of the Kaushik, guided to a cold and unfeeling place by the ghosts of their command throne. Banners within the Seneschal's Lance can never become Shaken. However, all Knights within the Seneschal's Banner have their Speed characteristic reduced by 1".
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- The Seneschal is adept at commanding the fleets of Mamaragon in battle and is just as at home on the rolling deck of a war barge as dry land. Banners within the Seneschal's Lance may re-roll any failed Command checks.
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- The Seneschal is one of Lord Erol's offspring and is infected with their sire's insufferable arrogance and reckless overconfidence. Banners within the Seneschal's Lance can never become Shaken. However, at least one Banner within the Seneschal's Lance must be given Charge orders in every round from round 2 onwards.
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- 3 Reaver Lord: The Seneschal believes in the piratical ways of their forebears and adheres to their more flexible codes of honour and concept of allies. When making a Command check to see if they become Shaken, all Banners within the Seneschal's Lance add r to the dice roll. However, the Seneschal's Banner may not include a Battle Standard.
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- The Seneschal. fights in the style of the ancient Dervish Lords, striking like the desert wind before f al!ing back out of their enemy's grasp. The Seneschal may issue Coordinated Strike orders ro Banners within rheir Lance without the need to make a Command check. However, the Seneschal's Banner does not add 3 to the result of any of its Command checks, as described on page 38.
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- The Seneschal is from the deep desert Kharii tribes, still primitive and savage despite the rights of their blood and the gifts of the Becoming. The Seneschal may issue Charge orders to Banners within their Lance without rhe need to make a Command check. Additionally, Banners within the Senesohal's Lance add D3" to their Speed when acting under Charge orders. However, Banners in the Seneschal's Lance cannot be issued First Fire orders.
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 12"
+ 5 (3 with Lord Scion)
+ 4+
+ 3+
+ ignores
+ -
+ 4 (Grandis)
+
+
+
+
+ 1
+ 5+
+ 6+
+
+
+
+
+
+
+
+ 2
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+
+ 3+
+ 3+
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+ 9-12
+ 13-15
+ 16+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
+
-
-
- The Seneschal has earned the title Vizier of Blades by besting the finest swordsmen of the Tazkhar Steppes during the Feast of the Storm Lord. Knights within the Seneschal's Banner may re-roll any Hit roll of a I when using a weapon with rhe Melee trait.
-
-
-
-
-
-
-
-
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
-
-
-
-
- The Seneschal favours a less direct approach, using the superior speed of their Scions to avoid enemy fire and unleash devastating volleys in return. Once per game, all Banners within the Seneschal’s Lance can be issued a Coordinated Strike, Split Fire or First Fire order without the need to make a Command check. Not all Banners need to be issued an order in this way, but all Banners must be issued the same Order.
-
-
-
-
-
-
-
-
-
-
-
-
-
- The Seneschal has served Ryza honourably for centuries, kept alive by ancient technology and bearing the greatest artifice its world has to offer. The weapons carried by the Seneschal’s Banner are of a higher quality than normal. Increase the Strength value of any weapon in the Seneschal’s Banner with a starting Strength value of 4 or higher by 1, to a maximum of Strength 8.
-
-
+
-
-
-
-
-
-
- The Seneschal is blessed by the patronage of a prominent Magos of Ryza, granted their favour so long as they bring no dishonour to their name. One model in the Seneschal’s Banner may be upgraded with the Battle Standard Mark of the Omnissiah
-(see page 104) for free. This model must be part of a Questor Mechanicus Household to do so and the Household Force cannot contain another Battle Standard. However, if the Seneschal’s Banner is ever Shaken, for the remainder of the battle the Battle Standard has no effect and the Seneschal cannot benefit from the Noble Sacrifice rules (see page 38 of Adeptus Titanicus: Doom of Molech).
-
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- The Seneschal believes themselves blessed by the Omnissiah, having survived blows that would have felled others. Whenever the Seneschal’s Banner suffers Critical or Devastating Damage, roll a D6. On a 6, the damage is reduced by one level, i.e., a Critical Hit becomes a Devastating Hit, a Devastating Hit becomes a Direct Hit.
-
-
+
-
-
-
-
-
-
- The Seneschal places great value in the notion of brotherhood, forming everlasting bonds with the Knights they command. When making an attack during the Movement phase as part of a Charge order, Knights within the Seneschal’s Banner add 1 to the Dice value of the weapon they are attacking with for each additional Banner within the Seneschal’s Lance within 3" of them (measure for each Knight separately).
-
-
+
-
-
-
-
-
-
- : The Seneschal fights with precision, striking at the weakest point and overwhelming their foe. The Seneschal may issue Coordinated Strike orders to Banners within their Lance without the need to make a Command check. However, the Seneschal’s Banner does not add 3 to the result of any of its Command checks, as described on page 38 of Adeptus Titanicus: Doom of Molech.
-
-
+
@@ -980,119 +1409,166 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- The Seneschal can trace their line back to Mars itself and will honour that legacy until their dying breath. As long as the Seneschal is on the battlefield, the Seneschal’s Banner cannot be Shaken. In addition, Banners within the Seneschal’s Lance may be issued First Fire orders without the need to make a Command check.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 12"
+ 5 (3 with Lord Scion)
+ 4+
+ 3+
+ ignores
+ -
+ 4 (Grandis)
+
+
+
+
+ 1
+ 5+
+ 6+
+
+
+
+
+
+
+
+ 2
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+
+ 3+
+ 3+
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+ 9-12
+ 13-15
+ 16+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
- The Seneschal wields deadly weapons forged during the Dark Age of Technology and advocates caution lest they fall into the hands of their enemy. Models in the Seneschal’s Banner increase the Dice value of any weapon without the Melee trait by 1. However, Banners within the Seneschal’s Lance may not be issued Full Stride or Charge orders.
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
-
-
-
-
- The Seneschal has seen all they love burnt to ash and is now a husk of their former self, existing only because duty demands it. When the Seneschal’s Banner suffers a Direct Hit, roll a D6. On a 5 or 6, the hit is ignored. However, the Seneschal’s Banner does not add 3 to the result of any of its Command checks, as described on page 38 of Adeptus Titanicus: Doom of Molech
-
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- The Seneschal cares not for the weakness of mercy and revels in the cries of fear and the shedding of blood. When making an attack during the Movement phase as part of a Charge order, Knights within the Seneschal’s Banner may re-roll Hit rolls of a 1.
-
-
+
-
-
-
-
-
-
- The Seneschal possesses a dread reputation, striking fear into the hearts of any that oppose them. At the end of the Movement phase, enemy Knight Banners within 6" of the Seneschal’s Banner must check to see if they are Shaken, as if one or more Knights within their Banner had been destroyed.
-
-
+
-
-
-
-
-
-
- The Seneschal controls their warriors through terror, knowing they will not break if they fear their commander more than their enemy. Banners within the Seneschal’s Lance cannot be Shaken while the Seneschal is on the battlefield. However, the Seneschal’s Banner does not add 3 to the result of any of its Command checks, as described on page 38 of Adeptus Titanicus: Doom of Molech.
-
-
+
@@ -1100,119 +1576,166 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 12"
+ 5 (3 with Lord Scion)
+ 4+
+ 3+
+ ignores
+ -
+ 4 (Grandis)
+
+
+
+
+ 1
+ 5+
+ 6+
+
+
+
+
+
+
+
+ 2
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+
+ 3+
+ 3+
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+ 9-12
+ 13-15
+ 16+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
-
-
-
-
-
- The Seneschal is a snake, concealing their loyalties until betrayal will deliver the deadliest of blows. During the Movement phase of the first round, so long as the Seneschal is on the battlefield, Banners within the Seneschal’s Lance can not be targeted by an enemy attack as long as they have not been activated yet that phase.
-
-
-
-
-
-
-
-
+
+
-
+
-
-
- The Seneschal believes a fair fight is one already lost and seeks victory through any means. Models within the Seneschal’s Banner add 1 to their Armour rolls when making attacks against enemy units while within that unit’s Side or Rear arc, in addition to any other modifiers.
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
-
-
-
-
- : The Seneschal wields misdirection like a weapon, never revealing their plan until the last possible moment. At the start of the Strategy phase of the first round, Banners within the Seneschal’s Lance may be redeployed. These redeployed units can be placed anywhere that they would normally be allowed to deploy by the mission being played.
-
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- A foul change has gripped the Seneschal, for they feel neither pain nor joy, driven only by a burning need to conquer in the name of the Warmaster. As long as the Seneschal is on the battlefield, the Seneschal’s Banner cannot be Shaken. In addition, reduce the Strength value of any attack made against the Seneschal’s Banner by 1, to a minimum of 1. However, the Seneschal’s Banner does not add 3 to the result of any of its Command checks, as described on page 38 of Adeptus Titanicus: Doom of Molech
-
-
+
-
-
-
-
-
-
- The joints of the Seneschal’s armour weep foul fluids, each drop rusting armour and decaying flesh. Any unit, friend or foe, within 2" of the Seneschal’s Banner when it is activated in the Combat phase suffers D3 S4 hits. Titans suffer these hits to their Legs. House Oroborn units are not affected by this rule. However, the Seneschal’s Banner may not include a Battle Standard.
-
-
+
-
-
-
-
-
-
- 3 Last of their Line: The Seneschal has so far staved off the worst of the corruption rooted within their Household and seeks an honourable death before they too are consumed. As long as the Seneschal is on the battlefield, Banners within the Seneschal’s Lance may be issued Charge orders without the need to make a Command check. However, at least one Banner within the Seneschal’s Lance must be given Charge orders in every round from round 2 onwards if possible.
-
-
+
@@ -1220,239 +1743,387 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 12"
+ 5 (3 with Lord Scion)
+ 4+
+ 3+
+ ignores
+ -
+ 4 (Grandis)
+
+
+
+
+ 1
+ 5+
+ 6+
+
+
+
+
+
+
+
+ 2
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+
+ 3+
+ 3+
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+ 9-12
+ 13-15
+ 16+
+
+
+
+
+
+ If the Banner contains one or more Cerastus Knight Lancers, improve the Banner's Ion Shield save roll by 1
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
+
+
-
+
-
-
- The Seneschal’s armour is fitted with a strange piece of archaeotech that generates a shadowy field which mimics the atmosphere of Dark Haven. For the duration of the first round, attacks made against the Seneschal’s Banner suffer a -2 modifier to Hit.
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
-
-
-
-
- The Seneschal is a master of warfare, hiding their plans from their foe until the time is right. After both players have finished deploying their forces but before rolling to determine the first player, Banners in the Seneschal’s Lance may be redeployed, following all deployment rules as normal.
-
-
+
-
-
-
-
-
-
- The Seneschal has instilled a measure of autonomy within their subordinates, allowing them to act independently upon the battlefield. Banners in the Seneschal’s Lance do not have to maintain Lance coherency (see Adeptus Titanicus: Doom of Molech, page 35) and as such suffer no penalties from being outside Lance coherency. However, during the Strategy phase, any Banner from the Seneschal’s Lance that has not maintained Lance coherency cannot be issued orders via Lance Orders
-
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- The Seneschal and their retinue have survived countless horrors, refusing to fall no matter their injuries. Whenever a model from the Seneschal’s Banner would be destroyed due to a weapon attack, roll a D6. On a 6+, the model is not removed and the effects of the Hit are discarded. Whenever the Seneschal would be removed as a result of a targeted attack, the Seneschal is saved by the sacrifice of one of its Knights on a 4+ instead of a 6 (see page 38 of Doom of Molech).
-
-
+
-
-
-
-
-
-
- The Seneschal has made oaths of allegiance and will honour them until their dying breath. Whenever a model from the Seneschal’s Banner is destroyed, they may immediately make an attack with one of their weapons. If a model is destroyed due to a weapon attack that dealt more than one Hit, resolve all these Hits first before resolving any weapon attacks from destroyed Knights.
-
-
+
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 10"
+ 6 (4 with Lord Scion)
+ 4+
+ 3+
+ ignores
+ -
+ 3 (Grandis)
+
+
+
+
+ 1
+ 5+
+ 6+
+
+
+
+
+
+
+
+ 2
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+
+ 4+
+ 3+
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+ 9-12
+ 13-15
+ 16+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
- The Seneschal is an awe-inspiring figure within the House whose example all Knight Scions strive to follow. Friendly Banners with at least one model within 3" of a model from the Seneschal’s Banner cannot be Shaken (this does not affect the Seneschal’s Banner). This Personal Trait has no effect if the Seneschal’s Banner is Shaken.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
+
+
-
+
-
-
- Though loyal to the Imperium, the Seneschal believes all should rule over their own actions to achieve true greatness. If a Banner within the Seneschal’s Lance fails a Command check when an Order is issued to it in the Issue Order step of the Strategy phase, orders can still be issued this phase. Command checks must still be made for other Banners. Any Banner that fails a Command check cannot subsequently be issued an order via Lance Orders.
-
-
-
-
-
-
-
-
+
+
-
+
-
-
- The Seneschal believes no cause is truly lost while a single Knight Scion remains upon the field. When making a Command check to see if they become Shaken, all Banners within 12" of the Seneschal add 1 to the result. In addition, the Seneschal’s Banner can never be Shaken.
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
-
-
-
-
- The Seneschal was there when their supposed allies brought betrayal in place of friendship and holds a burning hatred for the Traitor forces. The Seneschal may issue Charge orders to Banners within their Lance without the need to make a Command check. However, if a Banner within the Seneschal’s Lance fails a Command test when being issued with any other order, it does not act on its own initiative; instead it must act under Charge orders.
-
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- The Seneschal holds unshakeable faith in the rites and rituals performed by their ancestors, believing they are the key to victory against all odds. In the first round of the game, the Seneschal’s Lance may choose to forgo their activation in the Combat phase – in essence doing nothing for that phase but counting as one of the House Mordred player’s activations. If they do so, Banners in the Seneschal’s Lance can be issued orders during the second round of the game without the need to make a Command check.
-
-
+
-
-
-
-
-
-
- Each victory the Seneschal achieves is immortalised upon their standard to inspire all who look upon it. If the Seneschal’s Banner contains a Battle Standard, and the Knight carrying the Battle Standard is part of the Banner, friendly Banners within 12" of the Seneschal’s Banner cannot be Shaken
-
-
-
-
-
-
-
-
-
-
-
-
-
- The field of battle is the Seneschal’s true home and the only place they feel alive. When acting under Charge orders during the Movement phase, one Knight per Banner within the Seneschal’s Lance may add D3 to the Dice value of a single weapon
-
-
+
@@ -1460,453 +2131,994 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 10"
+ 6 (4 with Lord Scion)
+ 4+
+ 3+
+ ignores
+ -
+ 3 (Grandis)
+
+
+
+
+ 1
+ 5+
+ 6+
+
+
+
+
+
+
+
+ 2
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+
+ 4+
+ 3+
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+ 9-12
+ 13-15
+ 16+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
-
-
-
-
-
- The Seneschal is secretive and reserved by nature, surrounded by a web of lies that conceals their true identity. If the Seneschal is destroyed, the player may choose a friendly Banner of the same type as the Seneschal’s Banner to designate as the new Seneschal’s Banner. One model of your choice within that Banner is designated as the Seneschal, replacing the Lord Scion or High Scion if one is present. The Banner follows all rules for containing a Seneschal’s Banner but has no Knightly Quality. Only the Lance designated as the Seneschal’s Lance during battlegroup selection counts for the purpose of determining Victory points and other scenario effects, however the new Banner counts as the Seneschal’s Banner for the same purpose. When choosing Stratagems, the presence of the Seneschal does not add additional Stratagem points.
-
-
-
-
-
-
-
-
+
+
-
+
-
-
- The Seneschal is trusted with ancient technology designed to enhance the weaponry of its bearer and must be preserved no matter the cost. Knights within the Seneschal’s Banner may re-roll any Armour rolls of a 1 for any attacks they make with a weapon without the Melee trait. However, the Seneschal’s Banner cannot be issued Charge orders.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
- The Seneschal is a favoured child of Xana II and has access to advanced modifications for their suits, a display of favouritism that displeases other Scions. When the Seneschal’s Banner suffers a Direct Hit, roll a D6. On the roll of a 5 or 6, the hit is ignored. However, the Seneschal’s Banner does not add 3 to the result of any of its Command checks, as described on page 38 of Adeptus Titanicus: Doom of Molech.
-
-
-
-
-
-
-
-
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
-
-
-
-
- The Seneschal is infamous for the brutal efficiency with which they destroy their foes. Knights in the Seneschal’s Banner may re-roll Armour rolls of a 1 for attacks made with a Melee weapon if they are issued a Charge order. However, the Seneschal’s Banner cannot be issued Coordinated Strike orders.
-
-
+
-
-
-
-
-
-
- The Seneschal becomes little more than a frothing madman during battle, throwing aside rational behaviour in search of a kill. The Seneschal may issue Charge orders to Banners within their Lance without the need to make a Command check. However, if a Banner within the Seneschal’s Lance fails a Command test when being issued with any other order, it does not act on its own initiative; instead it must act under Charge orders.
-
-
+
-
-
-
-
-
-
- The Seneschal revels in fighting up close and rains blow after blow upon their opponents with no thought to their own safety. For each Hit roll of 6 made by the Seneschal’s banner when attacking with a Melee weapon, it causes 2 hits rather than 1. However, add 1 to the Armour roll for attacks made with a Melee weapon against the Seneschal’s banner.
-
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
- The Seneschal has foreverstood as a true servantof the Omnissiah, the quality of their wargear reflectiveof their high standards. During the Damage Control phase, roll a D6 for each Knight within the Seneschal’s Banner. For each 6+ that is rolled, the Banner recovers one lost Structure point. This cannot bring back a Knight that has already been destroyed. If the Seneschal’s Banner has the Blessed Autosimulacra rule, add 1 to the result of all rolls made as part of the Blessed Autosimulacra rule instead.
-
-
+
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 10"
+ 6 (4 with Lord Scion)
+ 4+
+ 3+
+ ignores
+ -
+ 3 (Grandis)
+
+
+
+
+ 1
+ 5+
+ 6+
+
+
+
+
+
+
+
+ 2
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+
+ 4+
+ 3+
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+ 9-12
+ 13-15
+ 16+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
- The Seneschal has served first Phaeton and then Atar-Median honourably for centuries, kept alive by ancient technology and bearing the greatest artifice its world has tooffer. The weapons carried by the Seneschal’s Banner are of higher quality than normal. Increase the Strength value of any weapon in the Seneschal’s Banner with a starting Strength value of 4 or higher by 1, to a maximum of Strength 8.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
- The Seneschal favours a less direct approach, using the superior speed of their Scions to avoid enemy fire and unleash devastating volleys in return. Once per game, all Banners within the Seneschal’s Lance can be issued a Coordinated Strike, Split Fire or First Fire order without the need to make a Command check. Not all Banners need to be issued an Order in this way, but all Banners must be issued the same Order.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
-
-
-
-
- The Seneschal is remembered as an efficient conqueror who has commanded the fall of dozens of empires. The Seneschal’s Banner cannot be Shaken. In addition, Banners within the Seneschal’s Lance add 2 to the result of any Command check made when testing to see if the Knight Banner is Shaken
-
-
+
-
-
-
-
-
-
- : The Seneschal has yet to be matched in single combat, possessing skill capable of felling any who oppose them. Knights within the Seneschal’s Lance may re-roll any Hit rolls of a 1 when making an attack with a weapon with the Melee trait.
-
-
+
-
-
-
-
-
-
- The Seneschal is a master hunter, capable of remaining hidden from their prey until they are ready to strike. Attacks made against the Seneschal’s Banner suffer a -2 to all Hit rolls if all models in the Banner are more than 18" away from the attacking unit or a -1 modifier if all units in the Banner are at least 12" away from
-
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- The Seneschal has overseen the fall of entire worlds, feeling truly alive only when crushing all before them. Models within the Seneschal’s Banner add 1 to the result of all Armour rolls for attacks made against a target of a Scale at least 6 higher than themselves.
-
-
+
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 10"
+ 6 (4 with Lord Scion)
+ 4+
+ 3+
+ ignores
+ -
+ 3 (Grandis)
+
+
+
+
+ 1
+ 5+
+ 6+
+
+
+
+
+
+
+
+ 2
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+
+ 4+
+ 3+
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+ 9-12
+ 13-15
+ 16+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
- The Seneschal revels in fighting up close and rains blow after blow upon their opponents with no thought to their own safety. For each Hit roll of 6 made by the Seneschal’s Banner when attacking with a weapon with the Melee trait, it causes 2 hits rather than 1. However, add 1 to the result of all Armour rolls for attacks made with a weapon with the Melee trait against the Seneschal’s
-
-
-
-
-
-
-
-
+
+
-
+
-
-
- The Seneschal has a reputation for their skill in urban warfare, able to stalk the streets and strike before anyone knows they are there. For the duration of the first round, attacks made against a Banner within the Seneschal’s Lance suffer a
--2 modifier to the Hit roll if the target model is at least 25% obscured, rather than the usual -1.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
+
+
-
+
-
-
- A veteran of war, the Seneschal has strode dozens of battlefields and nothing will stop them from achieving victory. As long as the Seneschal is on the battlefield, the Seneschal’s Banner cannot be Shaken.
-
-
-
-
-
-
-
-
+
+
-
+
-
-
- A rot has taken hold within the Seneschal, changing their very being into a creature seemingly immune to pain. Whenever the Seneschal’s Banner suffers Critical or Devastating Damage, roll a D6. On a 6, the damage is reduced by one level, i.e., a Critical Hit becomes Devastating Hit, a Devastating Hit becomes a Direct Hit.
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
-
-
-
-
- The Seneschal has never met a foe they cannot kill, laying waste to some of the greatest champions of civilisations across the galaxy. Knights within the Seneschal’s Banner may re-roll Armour rolls of a 1 when making an attack during the Movement phase as part of a Charge
-
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
- I : Familiar since childhood to both their inherited duty and the unquestioning respect of others, the Seneschal is a skilled, if unpopular, commander. The Seneschal may issue Full Stride orders to Banners within their Lance without the need to make a Command check. However, deduct I from the results of any Command checks to see if any Banner within the Seneschal's Lance becomes Shaken.
-
-
-
+
-
-
-
-
-
-
- Many years of commanding impetuous young Knights has taught the Seneschal great patience. They exude a calm that belies their righteous fury. When making a Command check to see if they become Shaken, all Banners within 12" of the Seneschal add I to the dice roll.
-
-
-
+
-
-
-
-
-
-
- The Seneschal is young an.d new to such high command. They are eager to be proven worthy, but are hotheaded and prone to bravado. The Seneschal may issue Charge orders to Banners within their Lance without the need to make a Command check.
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 10"
+ 6 (4 with Lord Scion)
+ 4+
+ 3+
+ ignores
+ -
+ 3 (Grandis)
+
+
+
+
+ 1
+ 5+
+ 6+
+
+
+
+
+
+
+
+ 2
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+
+ 4+
+ 3+
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+ 9-12
+ 13-15
+ 16+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
-
-
-
-
- The Seneschal has lived their life with little responsibility, their days spent hunting and perfecting their martial skills rather than their skill as a leader. Any Banner within 12" of the Seneschal's Banner may re-roll results of a I when making a Ballistic Skill check. However, the Seneschal's Banner does not add 3 to the result of any of its Command checks, as described earlier on this page.
-
-
+
-
-
-
-
-
-
- The Seneschal has recently returned to their Household from the Great Crusade, where they have learned the value of individual acts of valour. The Seneschal may issue Split Fire orders to Banners within their Lance without the need to make a Command check.
-
-
+
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 10"
+ 6 (4 with Lord Scion)
+ 4+
+ 3+
+ ignores
+ -
+ 3 (Grandis)
+
+
+
+
+ 1
+ 5+
+ 6+
+
+
+
+
+
+
+
+ 2
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+
+ 4+
+ 3+
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+ 9-12
+ 13-15
+ 16+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
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+
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+
+
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+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
- Despite their seniority, the Seneschal belongs to an ill-favoured bloodline. Though their grip on command is weak, their ability is beyond compare. The Seneschal may issue Coordinated Strike orders to Banners within their Lance without the need to make a Command check. However, the Seneschal's Banner does not add 3 to the result of any of its Command checks, as described earlier on this page.
-
-
+
+
+
+
+
+
+
+
+
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+
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+
@@ -1915,4220 +3127,3474 @@
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 10"
+ 6 (4 with Lord Scion)
+ 4+
+ 3+
+ ignores
+ -
+ 3 (Grandis)
+
+
+
+
+ 1
+ 5+
+ 6+
+
+
+
+
+
+
+
+ 2
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+
+ 4+
+ 3+
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+ 9-12
+ 13-15
+ 16+
+
+
+
-
+
-
-
+
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+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 10"
+ 6 (4 with Lord Scion)
+ 4+
+ 3+
+ ignores
+ -
+ 3 (Grandis)
+
+
+
+
+ 1
+ 5+
+ 6+
+
+
+
+
+
+
+
+ 2
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+
+ 4+
+ 3+
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+ 9-12
+ 13-15
+ 16+
+
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-
+
-
-
-
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-
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 10"
+ 6 (4 with Lord Scion)
+ 4+
+ 3+
+ ignores
+ -
+ 3 (Grandis)
+
+
+
+
+ 1
+ 5+
+ 6+
+
+
+
+
+
+
+
+ 2
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+
+ 4+
+ 3+
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+ 9-12
+ 13-15
+ 16+
+
+
+
-
+
+
-
-
-
-
+
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+
+
+
+
+
+
+
+
+
+
+
+
+ 10"
+ 6 (4 with Lord Scion)
+ 4+
+ 3+
+ ignores
+ -
+ 3 (Grandis)
+
+
+
+
+ 1
+ 5+
+ 6+
+
+
+
+
+
+
+
+ 2
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+
+ 4+
+ 3+
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+ 9-12
+ 13-15
+ 16+
+
+
+
-
+
+
-
-
+
+
+
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+
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+
+
+
+
+
+
+
+
+
+
+ 10"
+ 6 (4 with Lord Scion)
+ 4+
+ 3+
+ ignores
+ -
+ 3 (Grandis)
+
+
+
+
+ 1
+ 5+
+ 6+
+
+
+
+
+
+
+
+ 2
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+
+ 4+
+ 3+
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+ 9-12
+ 13-15
+ 16+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 10"
+ 6 (4 with Lord Scion)
+ 4+
+ 3+
+ ignores
+ -
+ 3 (Grandis)
+
+
+
+
+ 1
+ 5+
+ 6+
+
+
+
+
+
+
+
+ 2
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+
+ 4+
+ 3+
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+ 9-12
+ 13-15
+ 16+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
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+
+
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+
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+
+
+
+
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+
+
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+
+
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+
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+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 10"
+ 6 (4 with Lord Scion)
+ 4+
+ 3+
+ ignores
+ -
+ 3 (Grandis)
+
+
+
+
+ 1
+ 5+
+ 6+
+
+
+
+
+
+
+
+ 2
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+
+ 4+
+ 3+
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+ 9-12
+ 13-15
+ 16+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
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+
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+
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+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 10"
+ 6 (4 with Lord Scion)
+ 4+
+ 3+
+ ignores
+ -
+ 3 (Grandis)
+
+
+
+
+ 1
+ 5+
+ 6+
+
+
+
+
+
+
+
+ 2
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+
+ 4+
+ 3+
+ 4+
+ 5+
+ 6+
+
+
+
+
+
+ 9-12
+ 13-15
+ 16+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal is a secret member of the forbidden Serpent Cult, their personality warped and their bravery increased by its dark. and disturbing rituals. When making a Command check to see if they become Shaken, all Banners within the Seneschal's Lance add 1 to the dice roll.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal is drawn to the glory of the Rill and cannot resist when the opportunity presents to bring down the largest and most impressive prey. The Seneschal may issue Charge orders to Banners within their Lance without the need to make a Command check. Additionally, Banners within the Seneschal's Lance add D3" to their Speed when acting under Charge orders. However, Banners in the Seneschal's Lance cannot be issued First Fire orders.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal is one of Cyprian Devine's old inner circle and doggedly adheres to their duty and the traditions of the House no matter the cost. Banners within the Seneschal's Lance can never become Shaken. However, at least one Banner within the Seneschal's Lance must be given Charge orders in every round from round 2 onwards.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal is a direct descendant of the ancient Preceptor himself and holds themselves to impossibly high standards. Banners within the Seneschal's Lance may re-roll any failed Command checks.
+
+
+
+
+
+
+
+
+
+
+ The Seneschal is a veteran of many expeditions into the Kush and now few things slow them or those who fight at their side. Banners within the Seneschal's Lance treat Deadly terrain as if it were Dangerous terrain. Nore that even Banners with the Agile rule must test as if for Dangerous terrain should they move through Deadly terrain.
+
+
+
+
+
+
+
+
+
+
+ The Seneschal has killed almost every beast that walks, flies or slithers through the jungles of Kush, and knows just where to land a killing blow. Banners within the Seneschal's Lance may re-roll Hit rolls of a l when attacking an enemy unit with a Scale chat is higher than their
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal. is one of the famed lndarii Blade Dancers, bringing their skill to the command throne of their Knight armour. Knights within the Seneschal's Banner may re-roll any Hit roll of a 1 when using a weapon with the Melee trait
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal is from one of the corrupted Indarii bloodlines, carrying with them some of the madness of those ancient Knight Scions. The Seneschal may issue Charge orders to Banners within their Lance without the need to make a Command check. However, if a Banner within the Seneschal's Lance fails a Command test when being issued with any other order, it does not act on its own initiative; instead, it must act under Charge orders.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ : The Seneschal has the honour of carrying the colours of the ancient High King of Malech, the first Knight Scion to walk the world. The Seneschal's Banner may include a Banle Standard for free . However, if the Banner is destroyed, the enemy will earn an extra D3 Victory points for claiming the Battle Standard
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal is often deep in their cups and views the world through a haze of Kashaii ale, slowing their reactions but inuring them to both danger and pain. When the Seneschal's Banner suffers a Direct Hit, roll a D6. On a 5 or 6, the hit is ignored. However, the Seneschal's Banner does not add 3 to the result of any of its Command checks, as described on page 38.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal hails from the wild walker tribes, their connection to their surroundings allowing them to swiftly navigate the world even from the throne of a Knight. Banners within the Seneschal's Lance treat Deadly terrain as if it were Dangerous terrain. Note that even Banners with the Agile rule must test as if for Dangerous terrain should they move through Deadly terrain.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal claims ancestry with the Lord of Storms, and all within their Household view them with awe and fear. When making a Command check to see if they become Shaken, all Banners within 12" of the Seneschal add 1 to the dice roll.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal has spent their life in the caverns beneath the Untar Mesas and knows the importance of detailed reconnaissance to help form a plan of battle. When rolling off to determine who will seize command of the battlefield, the Seneschal's controlling player may re-roll the dice.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal has worked the stone forges of the Sacristans and knows the intricacies of their Knight's armour like their own skin. Knights within the Seneschal's Banner may re-roll any Hit roll of a 1 when using a weapon with the Melee trait.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3 Hardened Soul: The Seneschal's mind has entered the Great Quiet of the Kaushik, guided to a cold and unfeeling place by the ghosts of their command throne. Banners within the Seneschal's Lance can never become Shaken. However, all Knights within the Seneschal's Banner have their Speed characteristic reduced by 1".
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal is adept at commanding the fleets of Mamaragon in battle and is just as at home on the rolling deck of a war barge as dry land. Banners within the Seneschal's Lance may re-roll any failed Command checks.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal is one of Lord Erol's offspring and is infected with their sire's insufferable arrogance and reckless overconfidence. Banners within the Seneschal's Lance can never become Shaken. However, at least one Banner within the Seneschal's Lance must be given Charge orders in every round from round 2 onwards.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3 Reaver Lord: The Seneschal believes in the piratical ways of their forebears and adheres to their more flexible codes of honour and concept of allies. When making a Command check to see if they become Shaken, all Banners within the Seneschal's Lance add r to the dice roll. However, the Seneschal's Banner may not include a Battle Standard.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal. fights in the style of the ancient Dervish Lords, striking like the desert wind before f al!ing back out of their enemy's grasp. The Seneschal may issue Coordinated Strike orders ro Banners within rheir Lance without the need to make a Command check. However, the Seneschal's Banner does not add 3 to the result of any of its Command checks, as described on page 38.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal is from the deep desert Kharii tribes, still primitive and savage despite the rights of their blood and the gifts of the Becoming. The Seneschal may issue Charge orders to Banners within their Lance without rhe need to make a Command check. Additionally, Banners within the Senesohal's Lance add D3" to their Speed when acting under Charge orders. However, Banners in the Seneschal's Lance cannot be issued First Fire orders.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal has earned the title Vizier of Blades by besting the finest swordsmen of the Tazkhar Steppes during the Feast of the Storm Lord. Knights within the Seneschal's Banner may re-roll any Hit roll of a I when using a weapon with rhe Melee trait.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal favours a less direct approach, using the superior speed of their Scions to avoid enemy fire and unleash devastating volleys in return. Once per game, all Banners within the Seneschal’s Lance can be issued a Coordinated Strike, Split Fire or First Fire order without the need to make a Command check. Not all Banners need to be issued an order in this way, but all Banners must be issued the same Order.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal has served Ryza honourably for centuries, kept alive by ancient technology and bearing the greatest artifice its world has to offer. The weapons carried by the Seneschal’s Banner are of a higher quality than normal. Increase the Strength value of any weapon in the Seneschal’s Banner with a starting Strength value of 4 or higher by 1, to a maximum of Strength 8.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal is blessed by the patronage of a prominent Magos of Ryza, granted their favour so long as they bring no dishonour to their name. One model in the Seneschal’s Banner may be upgraded with the Battle Standard Mark of the Omnissiah
+(see page 104) for free. This model must be part of a Questor Mechanicus Household to do so and the Household Force cannot contain another Battle Standard. However, if the Seneschal’s Banner is ever Shaken, for the remainder of the battle the Battle Standard has no effect and the Seneschal cannot benefit from the Noble Sacrifice rules (see page 38 of Adeptus Titanicus: Doom of Molech).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal believes themselves blessed by the Omnissiah, having survived blows that would have felled others. Whenever the Seneschal’s Banner suffers Critical or Devastating Damage, roll a D6. On a 6, the damage is reduced by one level, i.e., a Critical Hit becomes a Devastating Hit, a Devastating Hit becomes a Direct Hit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal places great value in the notion of brotherhood, forming everlasting bonds with the Knights they command. When making an attack during the Movement phase as part of a Charge order, Knights within the Seneschal’s Banner add 1 to the Dice value of the weapon they are attacking with for each additional Banner within the Seneschal’s Lance within 3" of them (measure for each Knight separately).
+
+
+
+
+
+
+
+
+
+
+
+
+
+ : The Seneschal fights with precision, striking at the weakest point and overwhelming their foe. The Seneschal may issue Coordinated Strike orders to Banners within their Lance without the need to make a Command check. However, the Seneschal’s Banner does not add 3 to the result of any of its Command checks, as described on page 38 of Adeptus Titanicus: Doom of Molech.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal can trace their line back to Mars itself and will honour that legacy until their dying breath. As long as the Seneschal is on the battlefield, the Seneschal’s Banner cannot be Shaken. In addition, Banners within the Seneschal’s Lance may be issued First Fire orders without the need to make a Command check.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal wields deadly weapons forged during the Dark Age of Technology and advocates caution lest they fall into the hands of their enemy. Models in the Seneschal’s Banner increase the Dice value of any weapon without the Melee trait by 1. However, Banners within the Seneschal’s Lance may not be issued Full Stride or Charge orders.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal has seen all they love burnt to ash and is now a husk of their former self, existing only because duty demands it. When the Seneschal’s Banner suffers a Direct Hit, roll a D6. On a 5 or 6, the hit is ignored. However, the Seneschal’s Banner does not add 3 to the result of any of its Command checks, as described on page 38 of Adeptus Titanicus: Doom of Molech
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal cares not for the weakness of mercy and revels in the cries of fear and the shedding of blood. When making an attack during the Movement phase as part of a Charge order, Knights within the Seneschal’s Banner may re-roll Hit rolls of a 1.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal possesses a dread reputation, striking fear into the hearts of any that oppose them. At the end of the Movement phase, enemy Knight Banners within 6" of the Seneschal’s Banner must check to see if they are Shaken, as if one or more Knights within their Banner had been destroyed.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal controls their warriors through terror, knowing they will not break if they fear their commander more than their enemy. Banners within the Seneschal’s Lance cannot be Shaken while the Seneschal is on the battlefield. However, the Seneschal’s Banner does not add 3 to the result of any of its Command checks, as described on page 38 of Adeptus Titanicus: Doom of Molech.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal is a snake, concealing their loyalties until betrayal will deliver the deadliest of blows. During the Movement phase of the first round, so long as the Seneschal is on the battlefield, Banners within the Seneschal’s Lance can not be targeted by an enemy attack as long as they have not been activated yet that phase.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal believes a fair fight is one already lost and seeks victory through any means. Models within the Seneschal’s Banner add 1 to their Armour rolls when making attacks against enemy units while within that unit’s Side or Rear arc, in addition to any other modifiers.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ : The Seneschal wields misdirection like a weapon, never revealing their plan until the last possible moment. At the start of the Strategy phase of the first round, Banners within the Seneschal’s Lance may be redeployed. These redeployed units can be placed anywhere that they would normally be allowed to deploy by the mission being played.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A foul change has gripped the Seneschal, for they feel neither pain nor joy, driven only by a burning need to conquer in the name of the Warmaster. As long as the Seneschal is on the battlefield, the Seneschal’s Banner cannot be Shaken. In addition, reduce the Strength value of any attack made against the Seneschal’s Banner by 1, to a minimum of 1. However, the Seneschal’s Banner does not add 3 to the result of any of its Command checks, as described on page 38 of Adeptus Titanicus: Doom of Molech
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The joints of the Seneschal’s armour weep foul fluids, each drop rusting armour and decaying flesh. Any unit, friend or foe, within 2" of the Seneschal’s Banner when it is activated in the Combat phase suffers D3 S4 hits. Titans suffer these hits to their Legs. House Oroborn units are not affected by this rule. However, the Seneschal’s Banner may not include a Battle Standard.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3 Last of their Line: The Seneschal has so far staved off the worst of the corruption rooted within their Household and seeks an honourable death before they too are consumed. As long as the Seneschal is on the battlefield, Banners within the Seneschal’s Lance may be issued Charge orders without the need to make a Command check. However, at least one Banner within the Seneschal’s Lance must be given Charge orders in every round from round 2 onwards if possible.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal’s armour is fitted with a strange piece of archaeotech that generates a shadowy field which mimics the atmosphere of Dark Haven. For the duration of the first round, attacks made against the Seneschal’s Banner suffer a -2 modifier to Hit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal is a master of warfare, hiding their plans from their foe until the time is right. After both players have finished deploying their forces but before rolling to determine the first player, Banners in the Seneschal’s Lance may be redeployed, following all deployment rules as normal.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal has instilled a measure of autonomy within their subordinates, allowing them to act independently upon the battlefield. Banners in the Seneschal’s Lance do not have to maintain Lance coherency (see Adeptus Titanicus: Doom of Molech, page 35) and as such suffer no penalties from being outside Lance coherency. However, during the Strategy phase, any Banner from the Seneschal’s Lance that has not maintained Lance coherency cannot be issued orders via Lance Orders
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+ The Seneschal and their retinue have survived countless horrors, refusing to fall no matter their injuries. Whenever a model from the Seneschal’s Banner would be destroyed due to a weapon attack, roll a D6. On a 6+, the model is not removed and the effects of the Hit are discarded. Whenever the Seneschal would be removed as a result of a targeted attack, the Seneschal is saved by the sacrifice of one of its Knights on a 4+ instead of a 6 (see page 38 of Doom of Molech).
+
+
+
+
+
+
+
+
+
+
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+
+
+ The Seneschal has made oaths of allegiance and will honour them until their dying breath. Whenever a model from the Seneschal’s Banner is destroyed, they may immediately make an attack with one of their weapons. If a model is destroyed due to a weapon attack that dealt more than one Hit, resolve all these Hits first before resolving any weapon attacks from destroyed Knights.
+
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+
+
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+
+
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+
+
+
+ The Seneschal is an awe-inspiring figure within the House whose example all Knight Scions strive to follow. Friendly Banners with at least one model within 3" of a model from the Seneschal’s Banner cannot be Shaken (this does not affect the Seneschal’s Banner). This Personal Trait has no effect if the Seneschal’s Banner is Shaken.
+
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+ Though loyal to the Imperium, the Seneschal believes all should rule over their own actions to achieve true greatness. If a Banner within the Seneschal’s Lance fails a Command check when an Order is issued to it in the Issue Order step of the Strategy phase, orders can still be issued this phase. Command checks must still be made for other Banners. Any Banner that fails a Command check cannot subsequently be issued an order via Lance Orders.
+
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+ The Seneschal believes no cause is truly lost while a single Knight Scion remains upon the field. When making a Command check to see if they become Shaken, all Banners within 12" of the Seneschal add 1 to the result. In addition, the Seneschal’s Banner can never be Shaken.
+
+
+
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+
+
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+
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+
+
+ The Seneschal was there when their supposed allies brought betrayal in place of friendship and holds a burning hatred for the Traitor forces. The Seneschal may issue Charge orders to Banners within their Lance without the need to make a Command check. However, if a Banner within the Seneschal’s Lance fails a Command test when being issued with any other order, it does not act on its own initiative; instead it must act under Charge orders.
+
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+
+ The Seneschal holds unshakeable faith in the rites and rituals performed by their ancestors, believing they are the key to victory against all odds. In the first round of the game, the Seneschal’s Lance may choose to forgo their activation in the Combat phase – in essence doing nothing for that phase but counting as one of the House Mordred player’s activations. If they do so, Banners in the Seneschal’s Lance can be issued orders during the second round of the game without the need to make a Command check.
+
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+ Each victory the Seneschal achieves is immortalised upon their standard to inspire all who look upon it. If the Seneschal’s Banner contains a Battle Standard, and the Knight carrying the Battle Standard is part of the Banner, friendly Banners within 12" of the Seneschal’s Banner cannot be Shaken
+
+
+
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+
+
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+
+
+ The field of battle is the Seneschal’s true home and the only place they feel alive. When acting under Charge orders during the Movement phase, one Knight per Banner within the Seneschal’s Lance may add D3 to the Dice value of a single weapon
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
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+
+
+ The Seneschal is secretive and reserved by nature, surrounded by a web of lies that conceals their true identity. If the Seneschal is destroyed, the player may choose a friendly Banner of the same type as the Seneschal’s Banner to designate as the new Seneschal’s Banner. One model of your choice within that Banner is designated as the Seneschal, replacing the Lord Scion or High Scion if one is present. The Banner follows all rules for containing a Seneschal’s Banner but has no Knightly Quality. Only the Lance designated as the Seneschal’s Lance during battlegroup selection counts for the purpose of determining Victory points and other scenario effects, however the new Banner counts as the Seneschal’s Banner for the same purpose. When choosing Stratagems, the presence of the Seneschal does not add additional Stratagem points.
+
+
+
+
+
+
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+
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+
+
+ The Seneschal is trusted with ancient technology designed to enhance the weaponry of its bearer and must be preserved no matter the cost. Knights within the Seneschal’s Banner may re-roll any Armour rolls of a 1 for any attacks they make with a weapon without the Melee trait. However, the Seneschal’s Banner cannot be issued Charge orders.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Seneschal is a favoured child of Xana II and has access to advanced modifications for their suits, a display of favouritism that displeases other Scions. When the Seneschal’s Banner suffers a Direct Hit, roll a D6. On the roll of a 5 or 6, the hit is ignored. However, the Seneschal’s Banner does not add 3 to the result of any of its Command checks, as described on page 38 of Adeptus Titanicus: Doom of Molech.
+
+
+
+
+
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+
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+
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+
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+
+
+ The Seneschal is infamous for the brutal efficiency with which they destroy their foes. Knights in the Seneschal’s Banner may re-roll Armour rolls of a 1 for attacks made with a Melee weapon if they are issued a Charge order. However, the Seneschal’s Banner cannot be issued Coordinated Strike orders.
+
+
+
+
+
+
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+
+
+
+
+
+
+ The Seneschal becomes little more than a frothing madman during battle, throwing aside rational behaviour in search of a kill. The Seneschal may issue Charge orders to Banners within their Lance without the need to make a Command check. However, if a Banner within the Seneschal’s Lance fails a Command test when being issued with any other order, it does not act on its own initiative; instead it must act under Charge orders.
+
+
+
+
+
+
+
+
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+
+
+ The Seneschal revels in fighting up close and rains blow after blow upon their opponents with no thought to their own safety. For each Hit roll of 6 made by the Seneschal’s banner when attacking with a Melee weapon, it causes 2 hits rather than 1. However, add 1 to the Armour roll for attacks made with a Melee weapon against the Seneschal’s banner.
+
+
+
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+
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+ The Seneschal has foreverstood as a true servantof the Omnissiah, the quality of their wargear reflectiveof their high standards. During the Damage Control phase, roll a D6 for each Knight within the Seneschal’s Banner. For each 6+ that is rolled, the Banner recovers one lost Structure point. This cannot bring back a Knight that has already been destroyed. If the Seneschal’s Banner has the Blessed Autosimulacra rule, add 1 to the result of all rolls made as part of the Blessed Autosimulacra rule instead.
+
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+
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+
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+
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+
+
+ The Seneschal has served first Phaeton and then Atar-Median honourably for centuries, kept alive by ancient technology and bearing the greatest artifice its world has tooffer. The weapons carried by the Seneschal’s Banner are of higher quality than normal. Increase the Strength value of any weapon in the Seneschal’s Banner with a starting Strength value of 4 or higher by 1, to a maximum of Strength 8.
+
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+
+ The Seneschal favours a less direct approach, using the superior speed of their Scions to avoid enemy fire and unleash devastating volleys in return. Once per game, all Banners within the Seneschal’s Lance can be issued a Coordinated Strike, Split Fire or First Fire order without the need to make a Command check. Not all Banners need to be issued an Order in this way, but all Banners must be issued the same Order.
+
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- 12"
- 5 (3 with Lord Scion)
- 4+
- 3+
- ignores
- -
- 4 (Grandis)
-
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- 1
- 5+
- 6+
-
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- 2
- 4+
- 5+
- 6+
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- 3+
- 3+
- 4+
- 5+
- 6+
-
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- 9-12
- 13-15
- 16+
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+
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+
+ The Seneschal is remembered as an efficient conqueror who has commanded the fall of dozens of empires. The Seneschal’s Banner cannot be Shaken. In addition, Banners within the Seneschal’s Lance add 2 to the result of any Command check made when testing to see if the Knight Banner is Shaken
+
+
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- 12"
- 5 (3 with Lord Scion)
- 4+
- 3+
- ignores
- -
- 4 (Grandis)
-
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-
- 1
- 5+
- 6+
-
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- 2
- 4+
- 5+
- 6+
-
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-
- 3+
- 3+
- 4+
- 5+
- 6+
-
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-
- 9-12
- 13-15
- 16+
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+
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+
+ : The Seneschal has yet to be matched in single combat, possessing skill capable of felling any who oppose them. Knights within the Seneschal’s Lance may re-roll any Hit rolls of a 1 when making an attack with a weapon with the Melee trait.
+
+
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- 12"
- 5 (3 with Lord Scion)
- 4+
- 3+
- ignores
- -
- 4 (Grandis)
-
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-
- 1
- 5+
- 6+
-
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- 2
- 4+
- 5+
- 6+
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- 3+
- 3+
- 4+
- 5+
- 6+
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- 9-12
- 13-15
- 16+
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+
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+
+
+ The Seneschal is a master hunter, capable of remaining hidden from their prey until they are ready to strike. Attacks made against the Seneschal’s Banner suffer a -2 to all Hit rolls if all models in the Banner are more than 18" away from the attacking unit or a -1 modifier if all units in the Banner are at least 12" away from
+
+
-
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-
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- 12"
- 5 (3 with Lord Scion)
- 4+
- 3+
- ignores
- -
- 4 (Grandis)
-
-
-
-
- 1
- 5+
- 6+
-
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- 2
- 4+
- 5+
- 6+
-
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- 3+
- 3+
- 4+
- 5+
- 6+
-
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-
- 9-12
- 13-15
- 16+
-
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-
+
+
+
+
+
+
+
+
+
+
-
- If the Banner contains one or more Cerastus Knight Lancers, improve the Banner's Ion Shield save roll by 1
+
+ The Seneschal has overseen the fall of entire worlds, feeling truly alive only when crushing all before them. Models within the Seneschal’s Banner add 1 to the result of all Armour rolls for attacks made against a target of a Scale at least 6 higher than themselves.
-
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- 10"
- 6 (4 with Lord Scion)
- 4+
- 3+
- ignores
- -
- 3 (Grandis)
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- 1
- 5+
- 6+
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- 2
- 4+
- 5+
- 6+
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- 4+
- 3+
- 4+
- 5+
- 6+
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- 9-12
- 13-15
- 16+
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+
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+
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+
+
+ The Seneschal revels in fighting up close and rains blow after blow upon their opponents with no thought to their own safety. For each Hit roll of 6 made by the Seneschal’s Banner when attacking with a weapon with the Melee trait, it causes 2 hits rather than 1. However, add 1 to the result of all Armour rolls for attacks made with a weapon with the Melee trait against the Seneschal’s
+
+
-
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- 10"
- 6 (4 with Lord Scion)
- 4+
- 3+
- ignores
- -
- 3 (Grandis)
-
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-
- 1
- 5+
- 6+
-
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- 2
- 4+
- 5+
- 6+
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- 4+
- 3+
- 4+
- 5+
- 6+
-
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- 9-12
- 13-15
- 16+
-
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+
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+
+
+ The Seneschal has a reputation for their skill in urban warfare, able to stalk the streets and strike before anyone knows they are there. For the duration of the first round, attacks made against a Banner within the Seneschal’s Lance suffer a
+-2 modifier to the Hit roll if the target model is at least 25% obscured, rather than the usual -1.
+
+
-
+
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+
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- 10"
- 6 (4 with Lord Scion)
- 4+
- 3+
- ignores
- -
- 3 (Grandis)
-
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- 1
- 5+
- 6+
-
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- 2
- 4+
- 5+
- 6+
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- 4+
- 3+
- 4+
- 5+
- 6+
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- 9-12
- 13-15
- 16+
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+ A veteran of war, the Seneschal has strode dozens of battlefields and nothing will stop them from achieving victory. As long as the Seneschal is on the battlefield, the Seneschal’s Banner cannot be Shaken.
+
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+ A rot has taken hold within the Seneschal, changing their very being into a creature seemingly immune to pain. Whenever the Seneschal’s Banner suffers Critical or Devastating Damage, roll a D6. On a 6, the damage is reduced by one level, i.e., a Critical Hit becomes Devastating Hit, a Devastating Hit becomes a Direct Hit.
+
+
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+
+ The Seneschal has never met a foe they cannot kill, laying waste to some of the greatest champions of civilisations across the galaxy. Knights within the Seneschal’s Banner may re-roll Armour rolls of a 1 when making an attack during the Movement phase as part of a Charge
+
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- 10"
- 6 (4 with Lord Scion)
- 4+
- 3+
- ignores
- -
- 3 (Grandis)
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- 5+
- 6+
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- 9-12
- 13-15
- 16+
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+ I : Familiar since childhood to both their inherited duty and the unquestioning respect of others, the Seneschal is a skilled, if unpopular, commander. The Seneschal may issue Full Stride orders to Banners within their Lance without the need to make a Command check. However, deduct I from the results of any Command checks to see if any Banner within the Seneschal's Lance becomes Shaken.
+
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- 10"
- 6 (4 with Lord Scion)
- 4+
- 3+
- ignores
- -
- 3 (Grandis)
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- 5+
- 6+
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- 4+
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- 9-12
- 13-15
- 16+
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+
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+ Many years of commanding impetuous young Knights has taught the Seneschal great patience. They exude a calm that belies their righteous fury. When making a Command check to see if they become Shaken, all Banners within 12" of the Seneschal add I to the dice roll.
+
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- 10"
- 6 (4 with Lord Scion)
- 4+
- 3+
- ignores
- -
- 3 (Grandis)
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- 1
- 5+
- 6+
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- 4+
- 5+
- 6+
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- 4+
- 3+
- 4+
- 5+
- 6+
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- 9-12
- 13-15
- 16+
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+
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+
+ The Seneschal is young an.d new to such high command. They are eager to be proven worthy, but are hotheaded and prone to bravado. The Seneschal may issue Charge orders to Banners within their Lance without the need to make a Command check.
+
+
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- 10"
- 6 (4 with Lord Scion)
- 4+
- 3+
- ignores
- -
- 3 (Grandis)
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- 1
- 5+
- 6+
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- 4+
- 5+
- 6+
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- 4+
- 3+
- 4+
- 5+
- 6+
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- 9-12
- 13-15
- 16+
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+
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+
+ The Seneschal has lived their life with little responsibility, their days spent hunting and perfecting their martial skills rather than their skill as a leader. Any Banner within 12" of the Seneschal's Banner may re-roll results of a I when making a Ballistic Skill check. However, the Seneschal's Banner does not add 3 to the result of any of its Command checks, as described earlier on this page.
+
+
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- 10"
- 6 (4 with Lord Scion)
- 4+
- 3+
- ignores
- -
- 3 (Grandis)
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- 1
- 5+
- 6+
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- 2
- 4+
- 5+
- 6+
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- 4+
- 3+
- 4+
- 5+
- 6+
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- 9-12
- 13-15
- 16+
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+
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+
+ The Seneschal has recently returned to their Household from the Great Crusade, where they have learned the value of individual acts of valour. The Seneschal may issue Split Fire orders to Banners within their Lance without the need to make a Command check.
+
+
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- 10"
- 6 (4 with Lord Scion)
- 4+
- 3+
- ignores
- -
- 3 (Grandis)
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- 1
- 5+
- 6+
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- 2
- 4+
- 5+
- 6+
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- 4+
- 3+
- 4+
- 5+
- 6+
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- 9-12
- 13-15
- 16+
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+
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+
+
+ Despite their seniority, the Seneschal belongs to an ill-favoured bloodline. Though their grip on command is weak, their ability is beyond compare. The Seneschal may issue Coordinated Strike orders to Banners within their Lance without the need to make a Command check. However, the Seneschal's Banner does not add 3 to the result of any of its Command checks, as described earlier on this page.
+
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- 10"
- 6 (4 with Lord Scion)
- 4+
- 3+
- ignores
- -
- 3 (Grandis)
-
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- 1
- 5+
- 6+
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- 2
- 4+
- 5+
- 6+
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- 4+
- 3+
- 4+
- 5+
- 6+
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- 9-12
- 13-15
- 16+
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+
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+
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+
+
+ : The Seneschal is a talented strategist,
+having won many battles during the Great Crusade
+through daring plans and brilliant tactics.
+If the Seneschal’s Lance benefits from the Valorous
+Charge ability, Banners within the Lance add 4" to their
+Speed characteristic instead of 2".
+
+
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+
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+
+
+
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+
+
+ A renowned hunter, the Seneschal has turned their talents in the woods and wilds of their home world to the task of stalking traitors to the Imperium, wherever they might be found. Attacks targeting the Seneschal’s Banner suffer an additional -1 penalty to their Hit rolls while the Banner is in cover, i.e., a Banner with at least 25% cover would be -2 to hit, while a Banner with at least 50% cover would be -3 to hit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The deaths of loved ones and honoured
+friends has left the Seneschal bitter and broken, hoping to
+salve the pain of loss with the blood of their enemies, or
+should that fail, their own life. Once per game, the Seneschal’s Banner can choose to activate a second time during the Combat phase. If they do, the Banner immediately suffers a Critical Hit,
+ignoring ion shields.
+
+
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+
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+
+
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+
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- 10"
- 6 (4 with Lord Scion)
- 4+
- 3+
- ignores
- -
- 3 (Grandis)
-
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- 1
- 5+
- 6+
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- 2
- 4+
- 5+
- 6+
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- 4+
- 3+
- 4+
- 5+
- 6+
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- 9-12
- 13-15
- 16+
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+
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+
+ Betrayal has forever scarred the
+Seneschal, forcing them to kill members of their own
+Household when they made the choice to turn against them
+in support of their chosen liege. Once per round, when the Seneschal’s Banner suffers
+damage, one damaging Armour roll can be reduced by
+one level, i.e., a Critical Hit becomes a Devastating Hit,
+a Devastating Hit becomes a Direct Hit, while a Direct
+Hit becomes a Superficial Hit.
+
+
+
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+
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- 10"
- 6 (4 with Lord Scion)
- 4+
- 3+
- ignores
- -
- 3 (Grandis)
-
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-
- 1
- 5+
- 6+
-
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- 2
- 4+
- 5+
- 6+
-
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- 4+
- 3+
- 4+
- 5+
- 6+
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- 13-15
- 16+
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+ The Seneschal is a rare Scion of Mars,
+having trained in the use of Knight armours under the
+forge lords of the Red Planet, skills they now bring to the
+liberation of the Imperium or in support of the Warmaster. The weapons carried by the Seneschal’s Banner are
+of higher quality than normal. Increase the Strength
+value of any weapon in the Seneschal’s Banner with
+a starting Strength value of 4 or higher by 1, to a
+maximum of Strength 8.
+
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+ The Seneschal and their ancestors have
+forever remained faithful to their Forge World and will
+never stray, no matter the path they are led down.
+Once per game, the Seneschal’s Knight Household can
+reuse a Stratagem that cost 2 or fewer Stratagem points
+and has been used earlier in the battle. The Seneschal
+must be on the battlefield to use this ability. If the
+Stratagem is one that can be used more than once (i.e., Artillery Bombardment), it may instead be used twice
+in one phase by the Questoris Mechanicus player.
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- 10"
- 6 (4 with Lord Scion)
- 4+
- 3+
- ignores
- -
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- 5+
- 6+
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- 4+
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- 6+
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- 9-12
- 13-15
- 16+
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+ The Seneschal craves the darkness
+of night and fights expertly within its comforting shroud, to the point that they lead their banners into battle in the
+stygian hours, the better to despatch their enemies.
+Weapons targeting Banners within the Seneschal’s
+Lance reduce any positive Acc modifiers gained from a
+weapon’s range by 1, to a minimum of 0.
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+ Where once sense and honour guided
+the Seneschal, now the sound of guns and the roar of the
+chainblade bring only screaming madness and homicidal
+impulse, the lord transformed by battle into a beast.
+Once per game, at the start of any Strategy phase, the
+Seneschal’s Banner may work themselves into a Battle
+Madness. When they do, for the remainder of the game, reduce the Ballistic Skill of the Seneschal’s Banner by
+1 (to a minimum of 6+) and its Command value by 4
+(to a minimum of 10+). However, increase their Speed
+characteristic by 3".
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+ The Warmaster favours the Seneschal
+and their Household, providing them with a greater portion
+of his armies’ ordnance, and the soldiers with which to use it.
+Once per game, the Seneschal’s Banner can load
+Improved Ordnance. When it does, until the end of the
+round, all weapons without the Melee trait carried by
+the Seneschal’s Banner gain the Ordnance trait. If they
+already have the Ordnance trait then they may re-roll
+any Armour rolls that fail to cause damag
+
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- 10"
- 6 (4 with Lord Scion)
- 4+
- 3+
- ignores
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- 5+
- 6+
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- 4+
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- 3+
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- 9-12
- 13-15
- 16+
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+ Countless great beasts lie broken at the feet
+of the Seneschal, each one brought low by a skilled giant
+killer, as adept at felling xenos monsters as they are at
+bringing down Legio Titans.
+Banners within the Seneschal’s Lance ignore the
+penalty for making Targeted attacks against enemy
+units with a Scale of 8 or higher. This ability cannot be
+used in conjunction with Coordinated Strikes.
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+ Centuries of isolation have turned the
+Seneschal and their people to making alliances with alien
+empires and xenos lords, the Scions trading in forbidden
+technologies to augment their war machines.
+The Seneschal’s Banner can re-roll failed ion shield
+saves. In addition, their ion shield saves cannot be
+reduced to less than 6+ by the Strength of a hit.
+
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+
+ The Seneschal is an infamous exile from a
+great Knight Household, having fled their home world with
+their closest retainers to set up a splinter kingdom on another
+continent or even another world. Lances in the Seneschal’s Knight Household can be
+made up of Freeblades. Freeblades may only be issued
+Coordinated Strike orders if all Knights in a Banner
+are armed with the same weapons and must follow all
+other rules for Lance composition (e.g., must have two
+Banners of the same type in a Lance)
+
+
@@ -6137,36 +6603,27 @@
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