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When attacking with hand-to-hand Fight Attacks, this Unit may choose one of its available melee weapon options for an individual round of hand-to-hand attacks.
The Unit can deploy outside the friendly Deployment Zone greater than 15" from any enemy Unit.
When Charging or Countercharging, a Berserk Unit does not need to take a Unit Activation Test. In addition, a Berserk Unit always fights with double its Fight Attacks. A Unit loses its Berserk Talent benefits for the remainder of the Game when it loses a hand-to-hand Fight, becomes Frozen, or Flees for any reason.
A Magic User with this Talent can re-roll one failed Casting Attempt and one failed Dispelling Attempt per Game.
Burdened Units suffer -1 to their React Data Point. Burdened Units can never be moved against their will by Magic or Weapons of any type.
Whenever a Unit with Cause Fear wins a Hand-To-Hand Fight, add 1 additional Unit Brave Status Marker to the losing Unit before it takes its Brave Test for losing the combat. Units that have any of the following Talents are immune to Cause Fear: Cause Fear, Dreadful, Terror.
If a warband contains a unit with the Coastal Raider talent, during the Pre-Battle setup, immediately after Placing Terrain, the player with Coastal Raider designates either the right or left, short board edge of the battlefield and places a 6-inch wide area of water terrain running the entire length of the board edge., If both players control units with the Coastal Raider talent, randomize who chooses the placement of the water terrain.
Any Friendly Heroic Unit with this Talent that has not yet received a Unit Activation Die in a Game Turn can attempt to perform a Stop Fleeing Unit Action on behalf of a nearby friendly Fleeing Unit if that Unit is within 10" of the Heroic Figure.
If a Friendly Unit is Charged, another Friendly Unit within 5" with the Communal Spirit Talent can be given an unused Unit Activation Die to add their Shoot Attacks to the Charge Throw of the Charged Unit. A Unit can never have more assigned Unit Activation Dice than X.
If a Friendly Unit is Charged, another Friendly Unit within 5" with the Communal Spirit Talent can be given an unused Unit Activation Die to add their Shoot Attacks to the Charge Throw of the Charged Unit. A Unit can never have more than 1 assigned Unit Activation Die.
If a Friendly Unit is Charged, another Friendly Unit within 5" with the Communal Spirit Talent can be given an unused Unit Activation Die to add their Shoot Attacks to the Charge Throw of the Charged Unit. A Unit can never have more than 2 assigned Unit Activation Dice.
A Force may include any number of Crux Units where X matches the General's Force type. If X does not match the General's Force type a force may only include 1 Crux Unit. Units that do not match the General's Force type do not benefit from any of the General's Brave-based bonuses such as Commanding Presence or Follow.
Ignore all bonuses to the Unit's Save Data Point from wearing armor.
Units with the Disdain Talent automatically pass the first Brave Test they are required to take in the Game, regardless of the reasons for having to take the Brave Test. One use only.
Enemy Units that target a Unit with the Dodge Talent deduct 1 from any Shoot Attacks if the targeted Unit has already moved this turn. This is true only if the Unit has made a Move, Charge, Countercharge, or March Unit Action this turn.
The target Unit must make a Move up to 2x its Movement directly closer to the attacking Unit and at least 1" away from any other Unit. The direction of this move is chosen by the Attacker. The Unit can pass through Difficult Landscape Areas without any Movement penalty.
Units with the Dreadful Talent negatively affect most enemy Units trying to target them: Shoot Attacks against Dreadful Units are at -1 Shoot Value. Hand-To-Hand Fight Attacks against Dreadful Units are at -1 Fight Value. Any non-Dreadful Unit that loses a Hand-To-Hand Fight with a Dreadful Unit suffers an additional -1 on its required Brave Test.
A Unit with the Eagle-Eye Talent can re-roll one missed Shoot Attack each time the Unit performs a Shoot Unit Action.
Familiar Units are automatically destroyed if the Magic User they accompany is destroyed or Flees. Familiars can be sacrificed by the Magic User they accompany for a one-time, free re-roll. Only one Familiar may be sacrificed per Game Turn by the Magic User they accompany.
Units with the Fierce Talent can reroll all failed rolls to Hit in its first Hand-To-Hand Fight of the Game.
At the beginning of each round, roll a D6. On a 1, the fire is extinguished and removed. On a 2+ move the Fire Landscape Marker that distance in inches in a random direction. If the Fire Landscape Marker contacts a Unit, the Unit takes D3 Fire Shoot Attacks.
When a Unit with the First Strike Talent Charges or Countercharges, it always Attacks and Wounds the Charged Unit before the opponent attacks back. Enemy minis destroyed in this way do not get a chance to attack back.
Units that have the Fly Talent can Move over all Landscape and Unit types in the game. Flying Units can only attack non-flying Units in a Hand-To-Hand Fight by landing to attack on the ground. Flying Units never receive cover bonuses and can be targeted with Shoot or Magic Missile Attacks at any time.
When a Heroic Figure with the Follow Talent is assigned a Unit Activation Die, and that Unit performs either a Move or March Unit Action, then up to 3 friendly Units within 5″ of the Unit before the Unit Activation Die is assigned, can also perform that assigned action. This is a Free Unit Action for the Units that Follow.
When an Enemy Flying Unit is Grounded, the following steps are followed: If it already has an assigned Unit Activation Die, then that Unit becomes Frozen. If the Unit has not been assigned a Unit Activation Die, then the opponent selects a Unit Activation Die from the Enemy's Unit Activation Dice Pool and assigns it to the Unit. That Unit becomes Frozen.
When a Mini is wounded, instead of removing it from the Unit, add a Wound Token and the corresponding Unit Brave Status Marker to the Unit. At the end of the Game Turn, remove a Mini from the Unit for each assigned Wound Token. If, at any point, the number of Wound Tokens equals or exceeds the number of models in the Unit, immediately remove the Unit.
After a round of combat in which this Unit Charged, and after all end-of-combat steps have been taken, and if both Units would remain engaged in combat, this Unit may immediately take one Move action, disengaging from combat as a Free Action. Limit once per Game Turn.
The unit can deploy outside your Deployment Zone greater than 15" from any enemy Unit. In addition, if you do not deploy this Unit during the Deployment phase in Game Turn One, starting Game Turn Two this Unit may Infiltrate and arrive from any table edge more than 15" from all Enemy Units. This counts as a Move Action (Single Unit Action).
A Unit with the Inherent Spell Talent may only cast the spells X inherent to it. The Unit casts Inherent Spells as a Magic User Level 1 but is not considered to be a Magic User. The Unit cannot cast any other spells that may be available to its Force and cannot attempt to dispel.
Units with the Living Dead Talent do not need to take a Brave Test when they lose a Hand-To-Hand Fight or are brought to below 50% of their Unit's starting number of Minis from Shoot attacks. Living Dead Units collect Unit Brave Status Markers as normal from Shoot Hits and Wounds suffered in Hand-To-Hand Fights. Living Dead Units are immune to Toxic Attacks and the Terror and Dreadful Talents.
When making a Fight or Shoot or Save action, the unit may re-roll one failed result.
If a Unit with the Maddened Charge Talent performs a Charge or Countercharge Action into a Hand-To-Hand Fight, then each mini in that Unit gains an extra Fight Attack in the initial Attack dice roll.
All Magic Users will have a Magic Level. This is the level of expertise of the Magic User. Magic Levels range from 1 to 3 but can be brought up to even higher Levels depending on various Unit Talents or Force-specific bonuses. A Magic User can only know one Magic Spell per its Magic Level.
This unit is a Magic User with expertise level 1. Can know 1 Magic Spell and attempt to cast it once per Unit Activation.
This unit is a Magic User with expertise level 2. Can know 2 Magic Spells and attempt to cast them once per Unit Activation.
This unit is a Magic User with expertise level 3. Can know 3 Magic Spells and attempt to cast them once per Unit Activation.
Enemy Units performing Shoot Actions against a Massive Unit will always be able to draw Line of Sight to their target and benefit from +1 to their Shoot Value. Other Massive Units can block Line of Sight if they are between the shooting Unit and the Massive Unit, even if it is a friendly Massive Unit intervening with the Shoot Action.
For each unsaved Wound this weapon inflicts, it causes an additional, automatic Hit. This is repeated a maximum number of times equal to X.
For each unsaved Wound this weapon inflicts, it causes an additional, automatic Hit. This is repeated a maximum of 1 time.
For each unsaved Wound this weapon inflicts, it causes an additional, automatic Hit. This is repeated a maximum of 2 times.
For each unsaved Wound this weapon inflicts, it causes an additional, automatic Hit. This is repeated a maximum of 3 times.
When this Unit is assigned a March Unit Action, it can move up to 3 times its standard Move Data Point.
A Unit with the Regeneration Talent always re-rolls Failed Save dice rolls. Remember that you can never re-roll a re-roll.
The effects of a Spell with the Remains In Play Talent will stay active until: - The Spell is successfully Dispelled by an Enemy Magic User. An Enemy Magic User may attempt to Dispel a Remains in Play Spell when the casting Matic User successfully casts the spell or during the enemy's own Unit Activation where they can choose to dispel the Remains in Play Spell using it's Casting Value as stated on its description., - The friendly Magic User that cast the Remains in Play Spell casts another Remains in Play spell., The friendly Magic User that cast the Remains in Play spell is removed from the table for any reason., The same Remains in Play spell can never be active more than once at a time., No Unit may be affected by more than one Remains in Play Spell.
Using a Shoot Action, a Unit with the Set Fire Talent can place a Fire Landscape Feature within 1" of this unit. A Fire Landscape Feature is 3" in diameter. Once placed, this Landscape Feature follows the rules of Fire Behavior in subsequent turns.
Before assigning this Unit a Unit Activation Die, the Unit may switch its physical form, replacing the Minis and their associated Data Points with the appropriate version.
Units with the Shieldwall Talent can use a Move Action to form a Shieldwall. Once the Unit is in the Shieldwall formation, the Unit is at a -1 to its React Data Point, cannot perform a March Unit Action, but gains defensive bonuses: -1 from enemy Shooting and those shots are at -1 Strength, and +1 to their Save Data Point in Hand-To-Hand combat.
As an action, a Unit with the Spy Talent can designate a single Unit within 20" as its target and marks the target with a Spy token. A Unit with the Spy Talent can only have a single Spy target. If a new Unit is targeted, the original Spy token is removed. A Unit with a Spy token cannot benefit from Cover or Stealth. Additionally, friendly Units shooting at the target do not suffer a -1 penalty for long range.
If a Unit Activation roll fails, a Unit with the Stampede Talent will immediately turn to face any desired direction chosen by the friendly player and Move 2D6 in a straight line in that direction. The Unit will go through all Minis (friend or foe) that are in its path, and "bounce" to the back of the last Unit it touches. Units that the stampeding Unit goes through suffer D3 automatic Shoot Hits and are assigned a Unit Brave Status Marker.
Any successful Shooting Hits against Units with the majority of its models within 1" of a Landscape Feature must be re-rolled.
Add one model of X to a friendly existing Unit of X on the Battlefield. If no friendly Unit of X exists, place a new friendly Unit of X and assign an On Alert action to that Unit with a new Unit Activation Die. If the existing Unit of X has reached its Unit Maximum, create a new Unit.
This unit can move through water terrain without any reduction in its speed. This Unit can be deployed in water.
Units taking any Brave-based Tests that are within 15" of a Unit with the Terror Talent do not remove any Unit Brave Status Markers if they pass their Brave Test. No exceptions. This can even negate the benefits of a Regroup Unit Action. If at any time a Fleeing Unit comes within 5' of a Unit with Terror Talent, the Fleeing Unit is immediately destroyed.
When casting spells, a unit with this Talent may measure range and line of effect from any friendly totem marker on the battlefield.
An individual mini with the Toughened can reroll X failed Save rolls in a Game Turn. Only a single failed Save roll can be rerolled per Wound event. This reroll can be used no matter the source of the possible damage – shooting, Magic, Hand-To-Hand combat, etc.
An individual mini with the Toughened can reroll 1 failed Save roll in a Game Turn. Only a single failed Save roll can be rerolled per Wound event. This reroll can be used no matter the source of the possible damage – shooting, Magic, Hand-To-Hand combat, etc.
An individual mini with the Toughened can reroll 2 failed Save rolls in a Game Turn. Only a single failed Save roll can be rerolled per Wound event. This reroll can be used no matter the source of the possible damage – shooting, Magic, Hand-To-Hand combat, etc.
An individual mini with the Toughened can reroll 3 failed Save rolls in a Game Turn. Only a single failed Save roll can be rerolled per Wound event. This reroll can be used no matter the source of the possible damage – shooting, Magic, Hand-To-Hand combat, etc.
Any Unit that successfully Hits an Enemy with a Shoot or Fight Action gains one additional Hit.
When this Unit Charges or Countercharges, add an additional D3 to the Strength of its Hand-To-Hand Attacks on the Game Turn in which it Charged or Countercharged.
If a Vengeful Unit Charges or Countercharges and wins the first round of combat in a Hand-To-Hand Fight then: If the targeted enemy Unit flees, then the attacking Vengeful Unit must pursue the losing Unit with its consolidation Move. If the targeted enemy Unit does not flee, then the Vengeful Unit makes another round of attacks just as if it had received an Attack Unit Action.
Any die roll to Hit of a natural 1 made in any Hand-To-Hand Fight assigns a Unit Brave Status Marker on the Vicious Unit's opponent regardless if Wounds were successfully saved or not.
Units with this keyword are designed for travel over water terrain only. They possess a carrying capacity that indicates how many individual warriors they can transport. While embarked on a watercraft, a unit gains the Swim keyword and suffers a -1 penalty to Shoot or Fight rolls. An empty Watercraft Unit can be destroyed.
Units with the Woodsmen Talent treat all Difficult Landscape as if it were Open Landscape. In addition, Woodsmen Units are at an additional -1 to Shoot while in a Difficult Landscape. For example, Woodsmen Units would be at -2 in a Difficult Landscape instead of -1.