From 8e008935773218bcd84e1db18c22efba6bd4b859 Mon Sep 17 00:00:00 2001
From: Kithan87 <6528722+Kithan87@users.noreply.github.com>
Date: Mon, 24 Feb 2020 18:24:00 -0800
Subject: [PATCH 1/6] migrate to BS v2.03.12
Migrate to BS v2.03.12
---
Dark Elves - 8thBRB_8thAB.cat | 15410 ++++++++++++++++----------------
1 file changed, 7545 insertions(+), 7865 deletions(-)
diff --git a/Dark Elves - 8thBRB_8thAB.cat b/Dark Elves - 8thBRB_8thAB.cat
index ee3f878..52ee026 100644
--- a/Dark Elves - 8thBRB_8thAB.cat
+++ b/Dark Elves - 8thBRB_8thAB.cat
@@ -1,8750 +1,8479 @@
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+ Infantry
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+ 2
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+ Monstrous Infantry
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+ 5
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+ 6
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+ 6+
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+ Chariot (Armour Save 6+)
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+ Dark Elves within 6" have a +1 bonus to their Leadership. All other models within 6" suffer a -1 penalty to their Leadership.
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- Dark Elves within 6" have a +1 bonus to their Leadership. All other models within 6" suffer a -1 penalty to their Leadership.
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+ Chariot (Armour Save 3+)
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+ Chariot
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+ 6
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+ 2+
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+ Cavalry
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+ 5
+ 5
+ 4
+ 4
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+ 6
+ 2
+ 9
+ 2+
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+ Cavalry
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+ 4
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+ 8
+ 5+
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+ Cavalry
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+ 5
+ 4
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+ 3
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+ 5
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+ 8
+ 5+
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+ Cavalry
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+ Unit always strikes first
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+ Re-roll Missed attacks in close combat against High Elves
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+ 4
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+ 6+
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+ Infantry
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-
-
-
-
-
+ 5
+ 4
+ 5
+ 3
+ 3
+ 1
+ 5
+ 1
+ 8
+ 6+
+
+
+ Infantry
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Unit always strikes first
-
-
-
- Re-roll Missed attacks in close combat against High Elves
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 6
+ 6
+ 4
+ 3
+ 2
+ 7
+ 3
+ 9
+
+
+
+ Infantry
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
Causes Terror
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
-
+
Unit causes Fear to Fliers
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
-
+
Unit has the strider special Rule
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
-
+
Armor Piercing
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
-
+
Unit has Magic Resistance (1)
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
-
+
Re-roll charge Distance dice
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
-
+
Unit has +1 Leadership, cannot use General inspiring presence
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
-
+
One use - may re-roll first failed leadership test
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
-
+
+1 Combat Resoltuion
-
-
-
-
-
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-
-
+
+
+
+
+
+
+
+
-
+
+1 to movement
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
-
+
All models in the unit become unbreakable (also counts for High Elf Shadow Warriors if within 12")
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
-
+
Unit has Flaming Attacks
-
-
-
-
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-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
+D3 Attacks
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
-
+
This model has the Fear special rule. In addition, all Fear tests taken by enemy units in base contact with this model must be taken with a -3 penalty to Leadership
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
-
+
This model, and all models in the same unit, have the Frenzy special rule. If they already have the Frenzy special rule, that Frenzy grants +2 attacks instead of just +1, but the unit suffers a -3 penalty to Leadership when testing not to declare a charge.
-
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-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
Unit is a lvl 2 wizard.
Knows Soulblight (Death) and Doombolt (Dark).
+1 to cast for every rank of 5 or more, max of +3.
Every cast assign a caster, miscast is D3 wounds on self (no armor saves allowed).
If targeted as a wizard, opponent may choose target.
-
-
+
4+ ward save
(except against units with the Daemon of Slaanesh special rule or models that have the Mark of Slaanesh)
-
-
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 4
+ 4
+ 4
+ 3
+ 1
+ 5
+ 2
+ 8
+
+ 4+ (excl Slaanesh)
+
+ Cavalry
+
+
+
+
+
-
-
-
-
+
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 4
+ 4
+ 4
+ 3
+ 1
+ 5
+ 3
+ 8
+
+ 4+ (excl Slaanesh)
+
+ Cavalry
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
+ 5
+ 7
+ 7
+ 4
+ 3
+ 3
+ 8
+ 4
+ 10
+ 6+
+
+
+ Infantry (Character)
-
-
-
-
-
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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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+
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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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+
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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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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
+ 5
+ 4
+ 4
+ 3
+ 3
+ 1
+ 5
+ 1
+ 8
+ 5+
+
+
+ Infantry
-
-
-
-
-
-
-
-
-
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-
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-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
+ 5
+ 4
+ 4
+ 3
+ 3
+ 1
+ 5
+ 2
+ 9
+ 5+
+
+
+ Infantry
-
-
-
-
-
-
-
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-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
+ 5
+ 5
+ 4
+ 4
+ 3
+ 1
+ 5
+ 1
+ 9
+ 5+
+
+
+ Infantry
-
-
-
-
-
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-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
+ 5
+ 5
+ 4
+ 4
+ 3
+ 1
+ 5
+ 2
+ 9
+ 5+
+
+
+ Infantry
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
+ 5
+ 3
+ 0
+ 3
+ 3
+ 1
+ 5
+ 2
+ 6
+
+
+
+ Infantry
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 7
+ 7
+ 4
+ 3
+ 3
+ 9
+ 4
+ 10
+
+
+
+ Infantry (Special Character)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
This model has the Fear special rule. In addition, all Fear tests taken by enemy units in base contact with this model must be taken with a -3 penalty to Leadership
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
+D3 Attacks
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
This model, and all models in the same unit, have the Frenzy special rule. If they already have the Frenzy special rule, that Frenzy grants +2 attacks instead of just +1, but the unit suffers a -3 penalty to Leadership when testing not to declare a charge.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
+ Dispel attempts made against spells that target Hellebron's unit receive a 4+ bonus to dispell.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
-
+ Combat
+ 10
+ If a model rolls a 1 To Hit whilst attacking in close combat, it suffers an automatic Strength 4 hit for each 1 rolled.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
+ 5
+ 7
+ 7
+ 4
+ 3
+ 3
+ 8
+ 3
+ 9
+ 4+
+
+
+ Infantry (Character)
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
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-
-
-
-
-
-
+
At the start of your turn give a friendly monster within 3" +D3 Attacks.
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
+ 5
+ 9
+ 9
+ 4
+ 3
+ 2
+ 10
+ 3
+ 8
+
+
+
+ Infantry (Character)
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
+ For each unsaved Wound a character suffers a -1 to their Leadership for the rest of the game.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
-
+
-
+ Has the Killing Blow special rule
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
-
+
-
+ Receives a +1 bonus on all rolls To Wound (rolls of 1 still fail).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
+ 6
+ 5
+ 0
+ 7
+ 5
+ 5
+ 4
+ 5
+ 6
+ 4+
+
+
+ Monster
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
Enemy units that are in base contact with one or more Kharibdyss models must re-roll succesfull Leadership tests.
A unit is ummune to the effects of Abyssal Howl if the majority of its models have one or more of the following special rules: Fear, Terror and Immune to Psychology.
-
-
+
If the Kharibdyss directs all of its close combat Attacks against the same model, and all of those Atttacks hit, then the target model suffers an additional D6 Strength 7 hits.
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
+ 5
+ 6
+ 6
+ 4
+ 3
+ 2
+ 7
+ 3
+ 9
+
+
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+ If Kouran Darkhand is in a unit of Black Guard, he and all models in that unit have the Unbreakable special rule.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
+ Combat
+ +2 Strength
+
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
+ 5+ armour save
+ Each time a model makes a successful To Hit roll in close combat, the model that struck the blow immediately suffers a Strength 5 hit.
-
-
-
-
-
-
-
-
- If Kouran Darkhand is in a unit of Black Guard, he and all models in that unit have the Unbreakable special rule.
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
+ 5
+ 6
+ 6
+ 4
+ 3
+ 2
+ 7
+ 3
+ 9
+ 3+
+
+
+ Infantry (Special Character)
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+ If an enemy unit breaks from close combat that includes Lokhir Fellheart, all units taking panic test as a result of that unit breaking suffer a -1 penalty to their Leadership value for that test.
+
+
+ Unless fighting in a challange, Lokhir Fellheart can direct his close combat Attacks against any enemy character model who is fighting in the same combat - even one that he is not in base-contact with.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
+ +1
+ Regeneration, Terror
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
+ Combat
+ As user
+ Paired weapons. Any hits made re-roll any failed To-Wound roll.
-
-
-
-
-
-
-
-
- If an enemy unit breaks from close combat that includes Lokhir Fellheart, all units taking panic test as a result of that unit breaking suffer a -1 penalty to their Leadership value for that test.
-
-
-
- Unless fighting in a challange, Lokhir Fellheart can direct his close combat Attacks against any enemy character model who is fighting in the same combat - even one that he is not in base-contact with.
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
+ 5
+ 8
+ 7
+ 5
+ 4
+ 3
+ 8
+ 4
+ 10
+ 5+ & 2+ against all non-magical attacks
+
+ 2
+ Infantry (Special Character)
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+ Must be General
+All units within 12" pass all panic tests
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
+ 5+ armour save 2+ against non-magical attacks
+ If Malekith suffers an unsaved Wound from an attack that has the Killing Blow or Multiple Wounds special rules, he will only ever suffer a single Wound.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ Once per magic phase (your's and your opponent's), Malekith can add a single bonus dice to any of his failed casting or dispel attempts. Can contribute to irresistable force.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
-
+
+
+ At the start of every Close Combat phase, all enemy models in base contact must reveal their magic items. Any hits scored against a model with magic items, roll a D6; on a 4+ one random item is discarded. If a Wizard suffers one or more Wounds, roll a D6; on a 4+ the Wizard immediately loses a level.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
+
+ Grants Magic resistance (2). Any successful Dispels where Malekith is the target, the caster' unit immediately suffers D6 magical Strength 6 hits.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 7
+ 0
+ 6
+ 6
+ 6
+ 3
+ 8
+ 10
+
+
+
+ Monster
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
Breath Attack
Hits resolved at Str 4
Any unit taking a hit, must pass leadership at -3 in order to declare a charge next turn (unless immune to Psychology)
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
-
-
+
-
-
-
-
-
-
-
- Must be General
-All units within 12" pass all panic tests
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
+ 5
+ 7
+ 7
+ 4
+ 3
+ 3
+ 8
+ 4
+ 10
+ 1+
+
+
+ Cavalry (Special Character)
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
Can choose to apply at start of any turn:
Gains Frenzy
Gaines +1 WS, +1 S, +2 T, +2 I, +1 Ld
If Malus is not in base contact with an enemy, roll a D6 (1-3 fails), failure will drive Malus to attack friendly models in base contact
-
-
+
Cold Ones (including Spite) in the Unit are not afffected by Stupidity
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 7
+ 3
+ 0
+ 4
+ 4
+ 1
+ 2
+ 3
+ 4
+ -
+ -
+ -
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Re-roll failed to Wound. No armour saves allowed.
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
+ 5
+ 6
+ 7
+ 5
+ 4
+ 3
+ 7
+ 3
+ 9
+ 6+
+
+
+ Infantry (Character)
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
-
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-
-
-
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-
-
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-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
-
-
+
-
-
+
+
-
-
-
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
+ 5
+ 5
+ 4
+ 3
+ 3
+ 3
+ 6
+ 3
+ 10
+
+ 4+
+ 2
+ Monstrous Cavalry (Special Character)
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Magic Weapon. Paired Weapons. Hits from this weapon have the Killing Blow special rule and are resolved at +2 Strength in the turn Morathi charges. In addition, a monster or character that suffers one or more unsaed Wounds from Heartrender and the Darksword reduces its Attacks, Strength and Toughness characteristics by one (to a minimum of 1) for each unsaved Wound. These penialties are applied at the end of the round of close combat in which the Wounds were sufferedm and last for the rmeainder of the game.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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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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-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
Magic Resistance (2)
4+ Ward Save
-
-
+
Model in base contact must pass Leadership or be reduced to WS 1 till end of phase
-
-
+
+1 to all casting rolls
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Magic Weapon. Paired Weapons. Hits from this weapon have the Killing Blow special rule and are resolved at +2 Strength in the turn Morathi charges. In addition, a monster or character that suffers one or more unsaed Wounds from Heartrender and the Darksword reduces its Attacks, Strength and Toughness characteristics by one (to a minimum of 1) for each unsaved Wound. These penialties are applied at the end of the round of close combat in which the Wounds were sufferedm and last for the rmeainder of the game.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
+
-
+
+
+
+
+
+
+ -
+ -
+ -
+ -
+ 7
+ 2
+ -
+ -
+ -
+
+
+
+ War Machine
+
+
+
-
+
Range 48"
Str 4
Armor Piercing
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
+ -
+ -
+ -
+ 4
+ 4
+ 4
+ -
+ -
+ -
+ 5+
+
+
+ Chariot
+
+
+
+
+ 9
+ 3
+ 0
+ 3
+ -
+ -
+ 4
+ 1
+ 5
+
+
+
+ -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
+ -
+ 4
+ 4
+ 3
+ -
+ -
+ 5
+ 2
+ 8
+
+
+
+ -
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
Range 24"
Str 7
Multiple wounds (D3)
-
-
+
If a monster suffers at least one unsaved Wound from this weapon, it is immeditately dragged D6"towards the firer, stopping instantly if it comes within 1""of impassable terrain or another unit. If the monster is dragged more than 3" in this manner, it suffers another Wound, with no armour saves allowed.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
+ 5
+ 5
+ 5
+ 3
+ 3
+ 1
+ 5
+ 1
+ 8
+
+
+
+ Infantry
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
+ 5
+ 5
+ 6
+ 3
+ 3
+ 1
+ 5
+ 1
+ 8
+
+
+
+ Infantry
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 10
+ 10
+ 4
+ 3
+ 2
+ 10
+ 3
+ 9
+
+
+
+ Infantry (Special Character)
+
+
+
+
+
+ Shadowblade has a 5+ ward save.
+
+
+ Shadowblade can deploy using the Hidden special rule like a Khainite Assassin. If he does so,he can change which unit he is hiding in at the start of any Movement or Close Combat phase.
+
+If an opponent has an ability that forces you to state that there are 'idden'models within a unit, you only need to say that Shadowblade is hiding within a unit, but not which unit he is currently within.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
Enchanted Item. If Shadowblade is ever slain, centre the small round template over him before removing the model as a casualty. Every model touched by the template immediately suffers a Strength 3 hit. After any damage has been resolved, remove Shadowblade as a casualty as normal.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
Enchanted Item. One use only. The Potion of Diabolical Strength can be drunk at the start of any player's Close Combat phase, after any Assassins have revealed that they are hiding in a unit.
Shadowblade has +4 Strength (to a maximum of 10) untill the end of the turn.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
For each unsaved Wound a character suffers from a model equipped with Black Lotus, that character suffers a -1 penalty to their Leadership for the rest of the game.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
A model with Dark Venom has the Killing Blow special rule.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
A Model with Manbane receives a +1 bonus on all rolls To Wound (rolls of 1 still fail).
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
- Shadowblade has a 5+ ward save.
-
+
+ 4+ Ward Save in close combat
+Every turn each unit of Sister of Slaughter chooses one enemy unit in base contact.
+That unit receives no combat result bonus for extra ranks this turn,
+and that unit cannot make Parry saves this turn.
-
- Shadowblade can deploy using the Hidden special rule like a Khainite Assassin. If he does so,he can change which unit he is hiding in at the start of any Movement or Close Combat phase.
-
-If an opponent has an ability that forces you to state that there are 'idden'models within a unit, you only need to say that Shadowblade is hiding within a unit, but not which unit he is currently within.
-
+
+ +1 to Hit and Wound if enemy unit in base contact has a higher Weapon Skill or Strength charasteristic (before modifiers for weapons)
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
+ 5
+ 6
+ 4
+ 3
+ 3
+ 1
+ 6
+ 2
+ 9
+
+
+
+ Infantry
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
+ 5
+ 6
+ 4
+ 3
+ 3
+ 1
+ 6
+ 3
+ 9
+
+
+
+ Infantry
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 4+ Ward Save in close combat
-Every turn each unit of Sister of Slaughter chooses one enemy unit in base contact.
-That unit receives no combat result bonus for extra ranks this turn,
-and that unit cannot make Parry saves this turn.
-
-
-
- +1 to Hit and Wound if enemy unit in base contact has a higher Weapon Skill or Strength charasteristic (before modifiers for weapons)
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
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-
-
-
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-
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-
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-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
+ 5
+ 4
+ 4
+ 3
+ 3
+ 2
+ 5
+ 1
+ 8
+
+
+
+ Infantry (Character)
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+ 5
+ 4
+ 4
+ 3
+ 3
+ 3
+ 5
+ 1
+ 9
+
+
+
+ Infantry (Character)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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-
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+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
+ 5
+ 6
+ 6
+ 4
+ 3
+ 2
+ 7
+ 3
+ 9
+
+
+
+ Infantry (Special Character)
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+ Tullaris Dreadbringer and all models in his unit, have the Frenzy special rule.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
Magic Weapon. Attacks from the first Draich are resolved at +2 Strength and have the Always Strikes Last special rule.
To Wound rolls of 5 or 6 made with the First Draich benefit from the Killing Blow special rule.
-
-
-
-
-
-
-
-
-
- Tullaris Dreadbringer and all models in his unit, have the Frenzy special rule.
-
-
-
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
+ 6
+ 4
+ 4
+ 5
+ 5
+ 5
+ 2
+ 3+*
+ 6
+
+
+
+ Monster
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+ A War Hydra has three Attacks, +1 for each remaining Wound.
+
+
+ If this model is alive at the end of your turn, roll a number of D6 equal to the difference between the War Hydra's starting number of Wounds and its current number of Wounds. For each roll of a 4+, the War Hydra immediately recovers a single Wound lost earlier in the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
A War Hydra with this upgrade can make a shooting attack with the following profile:
Range: 8"
Strength: *
Special rules: Flaming Attacks, Multiple shots*
* equal to remaining Wounds.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
-
+
A War Hydra with this upgrade has a Strength 4 Breath weapon with the Flaming Attacks special rule.
-
-
-
-
-
-
-
-
-
-
-
-
-
- A War Hydra has three Attacks, +1 for each remaining Wound.
-
-
-
- If this model is alive at the end of your turn, roll a number of D6 equal to the difference between the War Hydra's starting number of Wounds and its current number of Wounds. For each roll of a 4+, the War Hydra immediately recovers a single Wound lost earlier in the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
+ 5
+ 4
+ 4
+ 3
+ 3
+ 1
+ 6
+ 1
+ 8
+
+
+
+ Infantry
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
+ 5
+ 4
+ 4
+ 3
+ 3
+ 1
+ 6
+ 2
+ 8
+
+
+
+ Infantry
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
Breath Attack
Hits resolved at Str 4
Any unit taking a hit, must pass leadership at -3 in order to declare a charge next turn (unless immune to Psychology)
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
Innate bound augment spell (level 3) that targets a single unit within 12" The target gains the Frenzy special rule until the start of the Cauldron of Blood's next Magic phase. If the target already has the Frenzy special rule, that Frenzy grants +2 Attacks to every model in the unit instead of just +1.
Not cumulative with Witchbrew.
-
-
+
Friendly models with the Murderous Prowess special rule in units within 6" re-roll all failed To Wound rolls.
-
-
+
4 + Ward save.
Witch Elves, Hags, Death Hags (including Hellebron) in the same unit or mounted on it have a 5+ ward save, and all other models in the unit have a 6+ ward save.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ 4
+ 4
+ 3
+ -
+ -
+ 6
+ 1
+ -
+
+
+
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
+ 5
+ 4
+ 4
+ 3
+ 3
+ 1
+ 5
+ 1
+ 8
+
+
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Rider test Leadership or both gain Frenzy.
+If the rider is slain, Manticore affected by "Raaargh!" Monster Reaction Result, with no roll.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
Scaly Skin 4+
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
-
+
+D3 Attacks.
Opponent receives +1 To Hit in close combat.
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ -
+ -
+ 4
+ 4
+ 4
+ -
+ -
+ -
+ 5+
+
+
+ Chariot
+
+
+
+
+ 9
+ 3
+ 0
+ 3
+ -
+ -
+ 4
+ 1
+ 5
+
+
+
+ -
+
+
+
-
- Rider test Leadership or both gain Frenzy.
-If the rider is slain, Manticore affected by "Raaargh!" Monster Reaction Result, with no roll.
-
-
+
+
+ Unit always strikes first
+
+
+ Re-roll Missed attacks in close combat against High Elves
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
+ -
+ 4
+ 4
+ 3
+ -
+ -
+ 5
+ 2
+ 8
+
+
+
+ -
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
Range 24"
Str 7
Multiple wounds (D3)
-
-
+
If a monster suffers at least one unsaved Wound from this weapon, it is immeditately dragged D6"towards the firer, stopping instantly if it comes within 1""of impassable terrain or another unit. If the monster is dragged more than 3" in this manner, it suffers another Wound, with no armour saves allowed.
-
-
-
-
-
-
-
-
-
-
-
-
- Unit always strikes first
-
-
-
- Re-roll Missed attacks in close combat against High Elves
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
+ One use only. Before casting a spell. Add 2 Powerdice to roll for spell (use atleast 1 dice from powerdice pool).
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ One use only. Dispel spell if no IF.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ One use only. Instead of dispel. Target gets 4+ Ward Save against cast spell.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ +1 to channeling.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ One use only. Can increase dispel result with another +D6. Can contribute to IF dispel.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ One use only. Can re-roll result on miscast table.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ One use only. Declare use at start of your magic phase. If bearer's spell is dispelled the enemy wizard suffers a wound (no armour save) on a 5+.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ One use only. Add +D6 dice to the power pool, also D3 wounds on the bearer (no armour save).
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ One use only. Can increase cast result with another +D6. Can contribute to IF dispel.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ One use only. A Power Scroll can be used when the Wizard makes a casting attempt. During that casting attempt, the casting value of the spell is halved. You cannot choose to boost a spell when using the Power Scroll.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ One use only. Instead of dispel. Enemy wizard rolls D6 if higher then his wizard level he transforms in a toad. No channel, no casting, no items work, stats reduced to 1 (except W). Controlling player rolls D6 at start of each magic phase, on a 4+ transformation ends.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ One use only. Instead of dispel. After spell cast add number of power dice used as dispel dice (limit of 12).
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ One use only. Instead of Dispel. Roll a dice for every dice used to cast the spell. The casting wizard takes a wound for every 5+, no armour saves.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ +1 to cast and dispel
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ +1 bonus on attempts to dispel
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ Once per spell casting attempt, after rolling power dice but before dispel attempts, can sacrifice a model. then roll a D6. On a 4+ the sorceress may roll an additional die. If it fails another attempt can be made.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ Whenever the bearer suffers a miscast, the Gem of Spite inflicts a single Strength 6 hit on every enemy wizard within 12". Each time a wound is caused by the Gem of Spite, your opponent can discard a dice from his despel pool. If they do so, the wound caused by Gem of Spite is negated.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ Bearer is able to choose the first spell, from Dark Magic only.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
+ One use only. Drink at start of any player's turn. +3 I until end of turn
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ One use only. Drink at start of any player's turn. Gain Immune to Psychology(BRB-71) and Devastating Charge(BRB-68) until end of turn.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ Bearer + unit he is with have 6+ WardSave against war machine weapons.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ Models in base contact (friends and foes) must re-roll successful Ward Saves.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ One use only. Drink at the start of any player's turn. +3 T until end of turn.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ One use only. Drink at the start of any player's turn. +3 S until end of turn.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ Cause Terror (BRB-78). Other models cannot use his Ld.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ Bound Spell: Power Level 3. Fireball spell (BRB-492)
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ Flying creatures (and their riders) must re-roll succesfull rolls to hit against the bearer (and the unit he is with) in close combat.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ One use only at start of controlling player's turn. Recover D6 Wounds.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ Stubborn (BRB-76)
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ Fly rule (BRB-70), cannot join units.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ place a Watchtower Building in your deployment zone before army deployment.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ As lvl 2 Wizard with random chosen Battle Magic lore. Stupidity (BRB-76).
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ One use. Remainder of the turn the model has S6, T6 and a Strength 2 Breath Weapon (no armor saves allowed)
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ 3+ ward save against shooting and spells. Furthermore, in the first round of any close combat, the wearer of the Cloak of Twilight has both the Killing Blow and Multiple wounds (D3) special rules.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
+ -2
+ Higher Saving Throw modifier then normal
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
+ -1
+ One use only. The first hit suffered by the bearer is discounted on a roll of 2+
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
+ -1
+ The wearer has a WardSave (2+) against flaming attacks
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
+ 5+
+ Grants the wearer 6+ WardSave
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
+ -1
+ Magic Resistance (1) (BRB-72)
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
+ -1
+ The bearer has a 1+ ArmourSave against shooting attacks
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
+ 6+
+ Enemies suffer a -1 to hit penalty in close combat
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
+ -1
+ At the start of each Close Combat phase, choose an enemy character in base contact with the bearer or his unit. That character must immediately take a Leadership test. If the test is failed, the character cannot make attacks and is hit automatically.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
+ 5+
+ Grants the wearer WardSave (5+)
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
+ 2+ ArmourSave no improvement
+
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
+ -1
+ Any succesfull roll to wound made against the wearer of the Trickster's Helm must be re-rolled.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
+ 5+
+ Grants the wearer WardSave (4+)
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
+ +1 Combat Resolution.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ Fear (BRB-69) in models with Fly.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ One use only. Can re-roll it's first failed Ld test.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ Flaming Attacks (BRB-69).
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ +1 Ld, but cannot use Generals Inspiring Presence.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ Magic Resistance (1) (BRB-72).
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ +1M
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ Armour Piercing (BRB-67)
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ Strider (BRB-76)
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ Terror (BRB-78)
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ Can re-roll charge distance dice.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
-
+
-
+ All models in unit have Unbreakable, As do Alith Anar, any Shadow Warriors, and any Shadow Walkers (from HE) if unit is within 12" of Banner.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
+ Combat
+ As user
+ +1 to hit
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
-
+ Combat
+ As user
+ +1A
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
-
+ Combat
+ '+1
+
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
-
+ Combat
+ As user
+ Armour Piercing (BRB-67)
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
-
+ Combat
+ As user
+ Fear (BRB-69)
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
-
+ Combat
+ As user
+ Stupidity (BRB-76) for a Monster or Character that suffers an unsaved wound for the rest of the game.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
-
+ Combat
+ As user
+ Monster or Character that suffers an unsaved wound loses 1A (to min of 1)
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
-
+ Combat
+ As user
+ wound on 5+ unless they would normally need a lower result.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
-
+ Combat
+ As user
+ I10
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
-
+ Combat
+ As user
+ Frenzy (can never loose it) (BRB-70)
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
-
+ Combat
+ As user
+ Always Strikes First (BRB-66)
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
-
+ Combat
+ As user
+ Wizard looses randomly one spell for each unsaved wound.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
-
+ Combat
+ '+1*
+ +1S and +1A for every enemy character in base contact.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
-
+ Combat
+ As user
+ Paired Weapons (FAQ'ed)(BRB-501). WS 10.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
-
+ Combat
+ As user
+ +2A
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
-
+ Combat
+ '+2
+
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
-
+ Combat
+ As user
+ no Armour Saves allowed
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
-
+ Combat
+ As user
+ +3A
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
-
+ Combat
+ '+3
+
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
-
+ Combat
+ As user
+ Attacks wound automaticly. Any model that suffers one or more unsaved wounds by the Chillblade must immediately pass a Toughness test or suffer -3 to it's Attacks charasteric (to a minimum of 1) until the end of the following close combat fase.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
-
-
+ Combat
+ As user
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
+ WardSave (6+)
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ One use only. Re-roll a single failed armour save.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ Ward Save (5+) against wounds caused in close combat by models with Fly rule.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ WardSave (2+) against Flaming Attacks.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ Regeneration (6+) (BRB-74).
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ Magic Resistance (1) (BRB-72)
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ One use only. Ward Save (4+) against first wound suffered.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ Re-roll failed armour saves.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ Magic Resistance (2) (BRB-72)
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ WardSave (5+)
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ Magic Resistance (3) (BRB-72)
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ WardSave (4+)
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ Bearer has Magis Resistance (3). In addition enemy Wizards attempting to cast or target spell on units within 6" of bearer will suffer miscast on double 1's as well as double 6. Miscasts from double 1's do not benefit from irresistible force.
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
-
+
-
+ Bearer gets 4+ ward. Succeful ward saves during challange inflicts 1 wound agaisnt opponent with no armour save.
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
-
+
A model with this spwcial rule cannot be your army General. Furthermore, other units can never use his Leadership valie.
-
-
+
Unit always strikes first
If the unit's Initiative is equal to or higher than the enemy's, he can re-roll failed misses when striking in close combat.
-
-
+
Unit always strikes first
If the unit's Initiative is equal to or higher than the enemy's, he can re-roll failed misses when striking in close combat.
-
-
+
At the start of each Close Combat phase, before challnges are issued, enemy models in base contact with this model must pass an Initiative test or suffer a Strength 4 hit with the Killing Blow special rule. This is a magical attack.
-
-
+
Magical shooting attack with the Bloodwrack Stare profile
-
-
+
A model with this speical rule has the Hatred special rule. In addition, its Hatred applies in every round of close combat, not just the first.
-
-
+
Vanguard deployment rule
Free Reform
Characters without Fast Cavalry remove this effect from the unit
Feigned Flight
Fire on the March
-
-
+
At the start of each Close Combat round, a unit that is in base contact with one or more enemy models that cause Fear must take a Leadership test, before any blows are struck.
-
-
+
All flyers have the Swiftstride special rule.
Movement begins and ends on the ground and moves up to 10".
Only entire units that can both walk and fly can do both.
@@ -8753,262 +8482,213 @@ Units can perform a Flying March of up to 20".
Flyers always move on the ground when they flee or pursue, but still benefit from Swiftstride.
Flying Cavalry are treated as Fast Cavalry with the Fly special rule.
-
-
+
To represent their fighting fury and lack of self-preservation instincts, Frenzied troops have the Extra Attack and Immune to Psychology special rules.
-
-
+
Re-roll Missed attacks during the first round of close combat against High Elves
-
-
+
Re-roll Missed attacks during the first round of close combat against High Elves
-
-
+
Models with tis special rule add +1 to all attempts to cast spells from the Lore of Dark Magic
-
-
+
Hides in infantry units (but not Harpies) - write down which unit before the battle
Cannot be harded until revealed (unless unit is killed)
May be revealed at the start of either player's Cloe Combat phase.
Place him in the front rank
-
-
+
Automatically passes all Panic, Fear and Terror tests.
-
-
+
D6 Hits on charge resolved first in close combat at the strength of the model, with hits distributed as if they were shooting attacks, and any unsaved wounds do count towards combat results.
-
-
+
On a turn in which it charges, a Dark Pegasus; close combat attacks are resolved at +1 Strength.
-
-
+
Rolls of 6 to wound in close combat automatically slays the opponent regardless of the number of wounds, no armour saves allowed.
Only effective against infantry, cavalry and war beasts.
-
-
+
Cannot claim cover modifiers for obstacles.
If General or Battle Standard Bearer is a Large Target (or is mounted on one), then the range of their respective Inspiring Presence and Hold Your Ground! abilities is increased from 12"to 18.
-
-
+
At the end of each of your turns, roll a D6 for each of your characters that is in a unit of Witch Elves (do not roll for Khainite Assassins, Shadowblade, Death Hags or Hellebron - they'e learnt how to survive in such company). On a score of 4+, nothing happens. On a score of 3 or less, that characters immediately suffers D6 Strength 3 hits as the Witch Elves lose all control and turn on their ally.
-
-
+
Bonus to ward save against spells.
E.g. a 4+ becomes a 3+
-
-
+
Bonus to ward save against spells.
E.g. a 5+ becomes a 3+
-
-
+
Bonus to ward save against spells.
E.g. a 6+ becomes a 3+
-
-
+
Have the Stomp and Swiftstride special rule.
Needs only 3 units to form ranks and 6 to form a horde.
-
-
+
Models with this special rule (but not their mounts) re-roll all To Wound rolls of a 1 when making close combat attacks.
-
-
+
Attacks wound automatically on a to-hit roll of 6.
-
-
+
Armour save of 3+
-
-
+
Armour save of 4+
-
-
+
Scouts are set up after all other non-Scout units from both armies have been deployed. they can be set up either in their controlling player' deployment zone, or anywhere on the battlefield more than 12"away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first.
-
-
+
If this model fights in a challange or kills an enemy character, and is alive, he (and all models in his unit) gain the Unbreakable special rule untill the end of the turn.
-
-
-
-
-
+
+
Stubborn units are always steadfast, whether or not they have more ranks than their enemy. If a character joins a Stubborn unit, he gains the Stubborn special rule as long as he is part of that unit. If a Stubborn character joins a unit, that unit is Stubborn whilst he remains amongst its ranks.
-
-
-
-
-
+
+
When charging uses 3D6 and discard the lowest result and add to their move value.
When fleeing and pursuing, use 3D6 and discard the lowest result.
-
-
-
-
-
+
+
A model riding a cold one reseives an armour save bonus of +2, rather than the usual +1 for cavalry mounts.
-
-
+
If all models in a unit have the Unbreakable special rule then the unit is Immune to Psychology
-
-
+
The model has no steeds but uses its own Movement value and can march, join units as if it were a character (but must be placed in the centre front rank).
Only one model with this special rule can join each unit.
-
-
+
-
-
-
+ 12"
+ 4
+ Killing Blow, Multiple Shots (4)
-
-
+
-
-
-
+ 12"
+ 3
+ Multiple Shots (4), Quick to Fire*, Requires Two Hands *No hit penalty for moving and firing or firing at long range.
-
-
+
-
-
-
+ Combat
+ +2
+ Requires Two Hands, Always Strikes Last
-
-
+
-
-
-
+ Combat
+ +1
+ Requires Two Hands (BRB-75)
-
-
+
-
-
-
+ Combat
+ As user
+ None
-
-
+
-
-
+ 5+
+
-
-
+
-
-
-
+ Combat
+ +2*
+ A lance is only used in a turn in which the user charged into combat.
-
-
+
-
-
+ 6+
+
-
-
+
-
-
-
+ 24"
+ 3
+ Armour Piercing, Multiple Shots (2)
-
-
+
-
-
-
+ 12"
+ 3
+ Multiple Shots (2), Quick to Fire* * No to hit penalty for moving and firing or firing at long range.
-
-
+
-
-
-
+ Combat
+ +1*
+ Adds +1 to the D6 Hits Impact Special rule
-
-
+
-
-
+ 5+
+ Scaly Skin (5+)
-
-
+
-
-
+ 6+
+
-
-
+
-
-
-
+ Combat
+ +1*
+ Only used in the first round of combat if the wielder charged
-
-
+
-
-
-
+ 6"
+ As user
+ Quick to fire
-
-
+
-
-
-
+ Combat
+ As user
+ Extra Attack
-
\ No newline at end of file
From ac8668a7279708099d476a99d96ccc10b7f8eb36 Mon Sep 17 00:00:00 2001
From: Kithan87 <6528722+Kithan87@users.noreply.github.com>
Date: Mon, 24 Feb 2020 18:38:51 -0800
Subject: [PATCH 2/6] Update Dark Elves - 8thBRB_8thAB.cat
Fixed #183 by updating description text within Cauldron of Blood
---
Dark Elves - 8thBRB_8thAB.cat | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/Dark Elves - 8thBRB_8thAB.cat b/Dark Elves - 8thBRB_8thAB.cat
index 52ee026..59764de 100644
--- a/Dark Elves - 8thBRB_8thAB.cat
+++ b/Dark Elves - 8thBRB_8thAB.cat
@@ -6395,7 +6395,7 @@ Any unit taking a hit, must pass leadership at -3 in order to declare a charge n
Not cumulative with Witchbrew.
- Friendly models with the Murderous Prowess special rule in units within 6" re-roll all failed To Wound rolls.
+ Friendly models with the Murderous Prowess special rule in units within 6" of the Cauldron of Blood re-roll all failed To Wound rolls
4 + Ward save.
From 91af20ca2ed8d1254fd62b2ec84ef8d4caad0064 Mon Sep 17 00:00:00 2001
From: Kithan87 <6528722+Kithan87@users.noreply.github.com>
Date: Mon, 24 Feb 2020 18:52:27 -0800
Subject: [PATCH 3/6] Dark Steed profile added to units
Added Dark Steed profile to Doomfire Warlocks and Dark Riders. Also applied profile to Dark Steed Link
---
Dark Elves - 8thBRB_8thAB.cat | 33 ++++++++++++++++++++++++++-------
1 file changed, 26 insertions(+), 7 deletions(-)
diff --git a/Dark Elves - 8thBRB_8thAB.cat b/Dark Elves - 8thBRB_8thAB.cat
index 59764de..3c36e93 100644
--- a/Dark Elves - 8thBRB_8thAB.cat
+++ b/Dark Elves - 8thBRB_8thAB.cat
@@ -1682,13 +1682,6 @@ If targeted as a wizard, opponent may choose target.
-
-
-
-
-
-
-
@@ -1727,6 +1720,13 @@ If targeted as a wizard, opponent may choose target.
+
+
+
+
+
+
+
@@ -6616,6 +6616,25 @@ Witch Elves, Hags, Death Hags (including Hellebron) in the same unit or mounted
+
+
+
+ 9
+ 3
+ 0
+ 3
+ -
+ -
+ 4
+ 1
+ 5
+
+
+
+ -
+
+
+
From 9bf1a261e52b46503149e0460955637e5982bbe8 Mon Sep 17 00:00:00 2001
From: Kithan87 <6528722+Kithan87@users.noreply.github.com>
Date: Mon, 24 Feb 2020 18:57:43 -0800
Subject: [PATCH 4/6] Dreadlord mount cost update
Updated Dreadlord mount costs
---
Dark Elves - 8thBRB_8thAB.cat | 8 ++++++--
1 file changed, 6 insertions(+), 2 deletions(-)
diff --git a/Dark Elves - 8thBRB_8thAB.cat b/Dark Elves - 8thBRB_8thAB.cat
index 3c36e93..d5121b6 100644
--- a/Dark Elves - 8thBRB_8thAB.cat
+++ b/Dark Elves - 8thBRB_8thAB.cat
@@ -1950,11 +1950,15 @@ If targeted as a wizard, opponent may choose target.
-
+
+
+
+
+
-
+
From 523d2857629934925aa630347d843ad437aa5fdf Mon Sep 17 00:00:00 2001
From: Kithan87 <6528722+Kithan87@users.noreply.github.com>
Date: Mon, 24 Feb 2020 19:06:02 -0800
Subject: [PATCH 5/6] Update Dark Elves - 8thBRB_8thAB.cat
Updated profiles for dark steed and cold ones to link profile instead of to upgrade option
---
Dark Elves - 8thBRB_8thAB.cat | 81 ++++++++++++++++++++++++-----------
1 file changed, 57 insertions(+), 24 deletions(-)
diff --git a/Dark Elves - 8thBRB_8thAB.cat b/Dark Elves - 8thBRB_8thAB.cat
index d5121b6..7f8f6a2 100644
--- a/Dark Elves - 8thBRB_8thAB.cat
+++ b/Dark Elves - 8thBRB_8thAB.cat
@@ -776,6 +776,7 @@
+
@@ -864,9 +865,6 @@
-
-
-
@@ -880,6 +878,7 @@
+
@@ -1032,13 +1031,6 @@
-
-
-
-
-
-
-
@@ -1049,6 +1041,7 @@
+
@@ -1179,13 +1172,6 @@
-
-
-
-
-
-
-
@@ -1654,6 +1640,7 @@ If targeted as a wizard, opponent may choose target.
+
@@ -1720,13 +1707,6 @@ If targeted as a wizard, opponent may choose target.
-
-
-
-
-
-
-
@@ -6455,6 +6435,25 @@ Witch Elves, Hags, Death Hags (including Hellebron) in the same unit or mounted
+
+
+
+ 7
+ 3
+ 0
+ 4
+ 4
+ 1
+ 2
+ 2
+ 3
+ -
+ -
+ -
+ -
+
+
+
@@ -8713,5 +8712,39 @@ Only one model with this special rule can join each unit.
Extra Attack
+
+
+ 7
+ 3
+ 0
+ 4
+ 4
+ 1
+ 2
+ 2
+ 3
+ -
+ -
+ -
+ -
+
+
+
+
+ 9
+ 3
+ 0
+ 3
+ -
+ -
+ 4
+ 1
+ 5
+
+
+
+ -
+
+
\ No newline at end of file
From 60c1f2cdc4e2b838ac0c39f19377049c98e5e599 Mon Sep 17 00:00:00 2001
From: Kithan87 <6528722+Kithan87@users.noreply.github.com>
Date: Mon, 24 Feb 2020 21:50:50 -0800
Subject: [PATCH 6/6] Update profiles and description for 8th edition
Updated multiple profiles to be inlined with 8th edition book. Updated descriptions to align with 8th edition book and not 7th
---
Dark Elves - 8thBRB_8thAB.cat | 68 ++++++++++++++++++++---------------
1 file changed, 39 insertions(+), 29 deletions(-)
diff --git a/Dark Elves - 8thBRB_8thAB.cat b/Dark Elves - 8thBRB_8thAB.cat
index 7f8f6a2..fc71f01 100644
--- a/Dark Elves - 8thBRB_8thAB.cat
+++ b/Dark Elves - 8thBRB_8thAB.cat
@@ -1,5 +1,5 @@
-
+
@@ -149,7 +149,7 @@
4
3
3
- 2
+ 1
6
2
9
@@ -403,7 +403,7 @@
4
3
3
- 2
+ 1
5
2
8
@@ -2041,7 +2041,7 @@ If targeted as a wizard, opponent may choose target.
1
5
2
- 9
+ 8
5+
@@ -2733,7 +2733,7 @@ A unit is ummune to the effects of Abyssal Howl if the majority of its models ha
5
- 6
+ 9
6
4
3
@@ -2859,6 +2859,9 @@ A unit is ummune to the effects of Abyssal Howl if the majority of its models ha
+
+
+
@@ -3130,9 +3133,9 @@ All units within 12" pass all panic tests
6
6
3
- 8
- 10
-
+ 6
+ 8
+
Monster
@@ -3160,7 +3163,6 @@ Any unit taking a hit, must pass leadership at -3 in order to declare a charge n
-
@@ -3198,11 +3200,11 @@ Any unit taking a hit, must pass leadership at -3 in order to declare a charge n
- Can choose to apply at start of any turn:
+ Can choose to apply at start of any friendly Movement phase, once released it cannot be bound back during the battle:
-Gains Frenzy
-Gaines +1 WS, +1 S, +2 T, +2 I, +1 Ld
-If Malus is not in base contact with an enemy, roll a D6 (1-3 fails), failure will drive Malus to attack friendly models in base contact
+Gains Frenzy (+1 A and Immune to Psychology)
+Gains +1 WS, +1 S, +1 T, +1 I, +1 Ld
+Each time Malus makes a To Hit roll of 1, a friendly model in base contact (of your choice) suffer an automatic hit at Malus's Stength that must be re-rolled if it fails to Wound
Cold Ones (including Spite) in the Unit are not afffected by Stupidity
@@ -3305,10 +3307,10 @@ If Malus is not in base contact with an enemy, roll a D6 (1-3 fails), failure wi
5
6
- 7
- 5
- 4
- 3
+ 6
+ 4
+ 3
+ 2
7
3
9
@@ -3608,16 +3610,16 @@ If Malus is not in base contact with an enemy, roll a D6 (1-3 fails), failure wi
-
-
-
-
-
-
-
-
-
-
+ 8
+ 4
+ 0
+ 4
+ 4
+ 3
+ 4
+ 3
+ 6
+
@@ -4541,6 +4543,9 @@ and that unit cannot make Parry saves this turn.
+
+
+
@@ -8602,6 +8607,11 @@ When fleeing and pursuing, use 3D6 and discard the lowest result.
The model has no steeds but uses its own Movement value and can march, join units as if it were a character (but must be placed in the centre front rank).
Only one model with this special rule can join each unit.
+
+ Special regenerate saving throw after it has failed any armour save instead of a ward save
+Roll a D6, 1-3 wound affects normally, 4-6 the wound is discounted
+Flaming Attacks cannot be regenerated
+
@@ -8735,8 +8745,8 @@ Only one model with this special rule can join each unit.
3
0
3
- -
- -
+ 3
+ 1
4
1
5