To pick up a draggable item, press the space bar.
While dragging, use the arrow keys to move the item.
Press space again to drop the item in its new position, or press escape to cancel.
Mercenaries
To pick up a draggable item, press the space bar.
While dragging, use the arrow keys to move the item.
Press space again to drop the item in its new position, or press escape to cancel.
Dogs
Guard Dog
Guard Dog
2
To pick up a draggable item, press the space bar.
While dragging, use the arrow keys to move the item.
Press space again to drop the item in its new position, or press escape to cancel.
Modifiers
Trench Merchant Trade
From now on, in the Quartermaster Step, you can purchase Glory Items costing 5 or less.
Black Network Contact
From now on, in the Quartermaster Step, you can purchase Glory Items costing 8 or less.
Sample of Holy DNA
Observer
When you Activate the model, before you carry out any ACTIONS you can remove 1
Blood Marker
or
Infection Marker
from the model and replace it with a
Blessing Marker
.
Apply Golgotha Tektites
Reinforced Armour (Observer)
Reinforced Armour (Observer)
Pick up to two suits of your Warband’s Armour and note on your Warband Roster that they have been treated with Golgotha Tektites. Suits of Armour treated with Golgotha Tektites gain the NEGATE
Battlekit: An Observer always has Standard Armour, a Combat Helmet, a Gas Mask, a Medi-kit, and a Polearm.
Ranged Weapons
Submachine Gun
2
Grenades
Holy Grenade
2
Melee Weapons
Trench Polearm
Shotel (Manually Added)
1
Shotel (Manually Added)
1
Halberd-Gun (Manually Added)
1
Bayonet
2
Armour
Standard Armour
Reinforced Armour
40
Shields
No shields equipped
Equipment
Gas Mask
Combat Helmet
Medi-Kit
Horn of Joshua
9
Saint's Reliquary
Holy Smoke (Manually Added)
1
Incendiary Ammunition
15
Blessed Icon
15
Trench Dog (Guard Dog)
2
Battlefield Title (Manually Added)
1
Anti-Tank Hammer
Knighthood (Manually Added)
1
Alchemical Ammunition (Manually Added)
1
Book of Battle Prayers (Manually Added)
1
Campaign Play
Experience
Battle Scars
Advancements
ParryAdd
-1 Dice
to Success Rolls for Melee Attacks that target a model with this Skill.
AthleticAdd
+1 Dice
to
Risky Success
rolls for a model with this Skill when it Climbs, Jumps or makes a Diving Charge, and add
-1 Injury Dice
to Injury Rolls if it Falls.
Warrior's PrayerA model with this Skill can take a Warrior’s Prayer
Action
. If it does so, take a
Risky Success
Roll for the model. If the roll is a Failure, nothing happens and the model’s Activation ends. If the roll is a Success or Critical Success, the model has the
Fear
Keyword until the end of the Turn, and you can remove up to 1
Blood Marker
from the model.
Strength of SamsonAdd
+1 Injury Dice
to rolls for Melee Attacks made by a model with this Skill. In addition, a model with this Skill has the
Strong
keyword.
Surgical StrikeOnce per Activation, when you make an Injury Roll for a Melee Attack made by a model with this Skill, you can say that the roll has the
Ignore Armour
Keyword.
ChampionAfter a model with this Skill makes a Melee Attack, it can immediately make a second Melee Attack. Add
-1 Dice
to the roll for the second attack.
DragonslayerWhen you make an Injury Roll for a Melee Attack made by a model with this Skill, you can change the roll of one the D6s used for the Injury Roll to a 6.
Injuries
Chest Wound
Elite Injuries Chart #16
Add
+1 Injury Dice
to Injury Rolls for attacks that target this model.
Minor Wound
Elite Injuries Chart #35
This model cannot be used in the next game.
Fighter Status
Active
Fighter Rank
Elite
Notes & Lore
Notes
No Notes
Lore
No Lore
Abilities
Lightning Speed: When an Observer takes a Fight
Action
, they can make 2 Melee Attacks with their Polearm, one after the other.
Temporal Fuge: Add
-1 Dice
to rolls for Ranged Attacks and Melee Attacks that target an Observer.
Eye of God: You can re-roll failed Success Rolls and
Risky Success
Rolls for an Observer. If you do so and any of the re-rolled dice show a 1, then the roll is treated as a Failure, the Observer is taken Down and 1
Blood Marker
is placed next to them, and their Activation immediately ends.
Voice of God: An Observer can take a Voice of God
Action
. If they do so, take a
Risky Success
Roll for the Observer. If the roll is a Failure, the Observer’s Activation ends. If the roll is a Success or Critical Success, pick 1 model (friend or foe), anywhere on the battlefield, that has not been Activated this Turn. The Observer’s Activation then ends, and the other model’s Activation immediately begins.
Battlekit: A Sultanate Assassin can have any Battlekit from the
Iron Sultanate
Armoury
Ranged Weapons
Sniper Rifle
2
Grenades
Holy Grenade
2
Melee Weapons
Assassin's Dagger (Manually Added)
1
Assassin's Dagger (Manually Added)
1
Armour
Reinforced Armour
40
Shields
Holy Icon Shield
2
Equipment
Faithful Saint's Skull
Gas Mask
5
Angelic Instrument
15
Cloak of Alamut (Manually Added)
1
Takwin Anqa Bird (Manually Added)
1
Wind Amulet (Manually Added)
1
Combat Helmet (Manually Added)
1
Binoculars (Manually Added)
1
Campaign Play
Experience
Battle Scars
Advancements
Close Quarter CombatAdd
+1 Dice
and
+1 Injury Dice
to rolls for Melee Attacks made by a model with this Skill if it is in contact with a terrain piece.
AssassinateAdd
+1 Dice
to rolls for attacks made by a model with this Skill if the target has not yet been Activated this Turn.
Sharp EyesRanged Attacks made by a model with this Skill have the
Ignore
LONG RANGE Keyword.
Far Shot
Add 6" to the Range of the following Weapons when they are used by a model that has this Skill:
Any Weapon with the
Pistol
Keyword.
Any Weapon which has the word “Rifle” as part of its name (i.e. a Bolt Action Rifle, Assault Rifle etc).
Any Jezzail or Arquebus.
HunterRanged Attacks made by a model with this Skill have the
Ignore
COVER Keyword.
Melee ProficiencyAdd
+1 Dice
to the Melee Characteristic of a model with this Skill.
Injuries
No Injuries
Fighter Status
Active
Fighter Rank
Elite
Notes & Lore
Notes
No Notes
Lore
No Lore
Abilities
Time Slip: If your opponent fails their Success Roll for an attack targeting an Assassin, you can say the Assassin will slip into a moment in the future. If you do so, you can redeploy it anywhere within 6" of its original location (measured from the centre of its base to the centre of its base), and more than 1" away from any enemy models. Note that if the Assassin starts within 1" of an enemy model, this is not treated as a Retreat, so the enemy model cannot make a Melee Attack before the Assassin makes the time slip.
Temporal Assassin: After determining the Charge Bonus for an Assassin that has not already carried out a Fight
Action
in its Activation, you can say that the Assassin will split itself through time. If you do so, choose two different enemy models that the Assassin can reach with its Charge, move the Assassin to within 1" of one of the enemy models you picked as normal, and then make a Melee Attack with the enemy model as the target. After resolving the Melee Attack, you can immediately redeploy the Assassin to within 1" of the other model that you picked, and then make a second Melee Attack with the other enemy model as the target. The Assassin must use the same Melee Weapon for both attacks, and cannot take a Fight