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ÅSKLANDERS

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Path of the Favoured
The model can make one more Supporting Attack than normal from the second rank and when it fights in a Duel it
gains +1 Discipline until the end of the Melee Phase. Units with one or more models with Path of the Favoured
cannot add Rank Bonus to their Combat Score.

Battle Fever
Units consisting entirely of models with Battle Fever must reroll any natural rolls of ‘1’ when rolling for Charge
Range.

Armoury
Hell-Forged Armour
Follows the rules for Plate Armour (can be enchanted as if it was a Plate Armour) . The wearer gains Fearless. If
more than half of a unit’s models have Hell-Forged Armour, the unit must reroll failed Break Tests.

Hereditary Spell 
Casting Value  Range  Type  Duration  Effect 

H  Frostbite 
⟨5+⟩ ⟨Augment⟩ The target ⟨gains +1⟩ {suffers ­1} Armour.
18”  Lasts One Turn 
{5+}  {Hex} 

Special Equipment
Weapon Enchantments  Armour Enchantment 
Bjargfylli  85 pts  Gunagr's Armour  60 pts 
Spear  enchantment.  Attacks  made  with  this  weapon  Cannot be taken by models with Towering Presence.  
gains  Divine  Attacks,  Lightning  Reflexes,  Lethal  Strike,  Suit  of  Armour  enchantment.  The bearer gains Fearless 
and Magical Attacks.  and can never be wounded on better than 4+. 

Eyratöki  100 pts  Artefacts 


Hand  Weapon  enchantment.  Attacks  made  with  this 
Norn's Bones  40 pts 
weapon  gains  Magical  Attacks,  +1  Armour  Penetration, 
and wound automatically.  Wizards only.
The Wizard may swap any of its Learned Spells for
Symbol of Slaughter 35 pts any other Learned Spell in the same Path and/or the
Hand Weapon and Paired Weapons enchantment. Hereditary Spell. This rule overrides the Spell
When using this weapon the wielder gains +2 Attack Selection rules connected to being Wizard Apprentice,
Value and +2 Agility and suffers -2 Offensive Skill and Adept or Master.
-2 Defensive Skill. Attacks made with this Weapon
gain Magical Attacks. Harp of Bragi  45 pts 
The  range  of  the  bearer’s  Commanding  Presence  or 
Banner Enchantments  Rally Around the Flag is always 18”.  
Raven Banner 
20 pts 
Bearer’s unit gains Fear. 

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XXI.1.A Weapon Enchantments

Titanic Might 70 pts Hero’s Heart 50 pts


Melee Weapon enchantment. Hand Weapon and Paired Weapons enchantment.
Attacks made with this enchanted weapon gain +3 The wielder of this enchanted weapon gains +1 At-
Strength and Magical Attacks. tack Value when using it. Attacks made with this en-
chanted weapon gain Magical Attacks and always
Blessed Inscriptions 65 pts have at least Strength 5 and at least Armour Penetra-
Melee Weapon enchantment. tion 3.
Attacks made with this enchanted weapon gain Di-
vine Attacks and failed to-wound rolls must be Supernatural Dexterity 40 pts
rerolled. Melee Weapon enchantment.
The wielder of this enchanted weapon gains +2 Of-
King Slayer 60 pts fensive Skill and +2 Agility while using it, and attacks
Melee Weapon enchantment. made with it gain Magical Attacks.
The wielder of the enchanted weapon gains +X
Strength, +X Armour Penetration, +X Attack Value Touch of Greatness 40 pts
andMagical Attacks when attacking with it, where Melee Weapon enchantment.
X is equal to the number of enemy Characters in base Attacks made with this enchanted weapon gain +1
contact with the wielder’s unit. This bonus is calcu- Strength, +1 Armour Penetration and Magical At-
lated and effective at the Initiative Step when such tacks.
attacks are made. Strength modifiers from this weapon (combining
both mundane and Weapon Enchantment modifiers)
Shield Breaker 55 pts cannot exceed +2 (but can exceed +2 through modi-
Melee Weapon enchantment. fiers from other sources, such as spells).
Attacks made with this enchanted weapon gain +6
Armour Penetration, Magical Attacks, and can never Cleansing Light 20 pts
wound on to-wound rolls better than 3+. Melee Weapon enchantment.
At the start of each Round of Combat, the wielder
may choose to give attacks made with this enchanted
weapon Flaming Attacks and Magical Attacks.

Contents 100 Model Rules Summaries


XXI.1.B Armour Enchantments

Death Cheater 90 pts Ghostly Guard 40 pts


Suits of Armour enchantment. Heavy Armour and Plate Armour enchantment.
The wearer gains Regeneration (4+) and +1 Ar- The wearer gains +2 Armour. This Armour Enchant-
mour. ment cannot be used against Magical Attacks.

Destiny’s Call 70 pts Basalt Infusion 35 pts


Standard Size models only. Suits of Armour enchantment.
The wearer gains +1 Armour and Fireproof.
Suits of Armour enchantment.
The wearer gains Aegis (4+) and its Armour is set
to 3 and cannot be improved beyond this. Alchemist’s Alloy 15 pts
Suits of Armour enchantment.
The wearer gains +1 Armour and suffers -2 Offensive
Essence of Mithril 65 pts
Skill.
Standard Size models only.
Suits of Armour enchantment. Willow’s Ward 15 pts
The wearer gains +5 Armour, to a maximum of 5. Models on foot only.
Shield enchantment.
Dusk Forged 50 pts
While using this Shield, the bearer cannot use Parry,
Shield enchantment.
gains +1 Armour, and Impact Hits distributed to-
The bearer may choose to reroll its failed Armour
wards the bearer always have Armour Penetration
Saves while using this Shield. If it does, it cannot take
0.
Aegis or Regeneration saves.

XXI.1.C Banner Enchantments

Rending Banner 70 pts Flaming Standard 35 pts


0-3 per Army 0-3 per Army
Close Combat Attacks from R&F models in a unit with One use only. May be activated at the start of a Round
one or more Rending Banners gain +1 Armour Pene- of Combat or before shooting with the bearer’s unit.
tration. The bearer’s unit gains Flaming Attacks. If acti-
vated when Engaged in Combat, effects lasts until
Banner of Speed 50 pts the bearer’s unit is no longer Engaged in Combat. If
0-3 per Army activated before Shooting with the bearer’s unit, this
effect lasts until end of the phase.
A unit with one or more Banners of Speed gains +1
Advance Rate and +2 March Rate.
Banner of the Relentless Company 30 pts
0-3 per Army
Stalker’s Standard 50 pts
0-3 per Army One use only. May be activated during the control-
ling player’s Movement Phase. All Infantry models in
The bearer’s unit gains Strider. the bearer’s unit always have March Rate 15″, until
the end of the Player Turn. Only a single Banner of
Aether Icon 35 pts the Relentless Company may be activated during the
0-3 per Army same Phase.
The bearer’s unit gains Magic Resistance (1).
Legion Standard 25 pts
0-3 per Army
Banner of Discipline 35 pts
0-3 per Army The bearer’s unit increases the maximum of its Rank
Bonus by +1 (normally this means the unit can add
The bearer’s unit may reroll failed Panic Tests and up to 4 Full Ranks to its Combat Score, or up to 5 Full
Decimated Tests. If the Battle Standard Bearer or Ranks if two Standards of Formation are in the same
the General is part of the bearer’s unit, it automati- unit).
cally passes all its Panic Tests and Decimated Tests
instead.

Contents 101 Model Rules Summaries


XXI.1.D Artefacts

Crown of the Wizard King 80 pts Ranger’s Boots 45 pts


Cannot be taken by Wizards. Standard size models on foot only.
During Spell Selection, randomise a magic Path (from The bearer gains Strider and, unless using Flying
all Paths in The 9th Age: Fantasy Battles - Paths of Movement, gains +2 Advance Rate up to a maximum
Magic). The bearer is a Wizard Apprentice using of 10, and +4 March Rate up to a maximum of 20.
the randomised Path. It cannot choose the Heredi-
tary Spell. Magical Heirloom 40 pts
Dominant.
Book of Arcane Power 70 pts
A Wizard with this Artefact knows the Hereditary
Dominant.
Spell in addition to its other spells.
A Wizard with this Artefact gains a +1 modifier to its
casting rolls. Sceptre of Power 40 pts
Dominant.
Crown of Autocracy 70 pts
One use only. A Wizard with this Artefact may add
The bearer gains +1 Discipline. This modifier cannot
a single Magic Dice from its Dice Pool to one of its
be used to increase the bearer’s Discipline above 10.
casting rolls or dispel rolls, after seeing the casting
If taken by the General, the opponent doubles the Vic-
or dispel roll (note that casting rolls cannot exceed
tory Points bonus for killing this General (normally
the limit of max 5 Magic Dice.)
+400 instead of +200).

Talisman of the Void 40 pts


Obsidian Rock 60 pts
The bearer gains Channel (1).
The bearer gains Magic Resistance (2).

Dragon Staff 30 pts


Rod of Battle 60 pts pts
The bearer gains Breath Attack (Strength 3, Armour
The bearer can cast a Bound Spell, Power Level (4/8):
Penetration 0, Flaming Attacks).
Type: Augment. Range 12″. Duration: Lasts One
Turn.
The target gains +1 to hit with its Close Combat At- Crystal Ball 25 pts
tacks. One use only. May be activated at the start of your
Magic Phase. During this Phase, directly after draw-
ing a Flux Card, you may choose to draw a new card
Binding Scroll 55 pts
which you must use instead. Shuffle the former card
One use only. May be activated at the start of a
into the deck.
Magic Phase. When activated, pick an enemy model
and choose one of its spells (including Attribute and
Bound Spells). The chosen model cannot cast the Potion of Strength 25 pts
chosen spell during this Magic Phase. Cannot be taken by models with Towering Presence.
One use only. May be activated at the start of any
Essence of a Free Mind 55 pts Phase or Round of Combat. Until the end of the Player
Dominant. Turn the bearer gains Crush Attack.
A Wizard with this Artefact may select up to two Paths
on its Army List instead of one (from the ones nor- Dragonfire Gem 20 pts
mally available to it). Select which of the two Paths The bearer gains Fireproof.
to use during Spell Selection.
Lucky Charm 10 pts
Lightning Vambraces 50 pts One use only. May be activated when the bearer’s
The bearer can cast a Bound Spell, Power Level (4/8): model fails an Armour Save. This failed Armour Save
Type: Hex, Missile, Damage. Range 24″. Duration: In- may be rerolled.
stant. The target suffers 2D6 hits with Strength 3 and
Armour Penetration 0. Potion of Swiftness 10 pts
One use only. May be activated at the start of any
Talisman of Shielding 50 pts Phase or Round of Combat. Until the end of the Player
The bearer gains Aegis (5+). Turn, the bearer gains +3 Agility, to a maximum of
10.

Contents 102 Model Rules Summaries


Army Organisation

Characters  Core  Special  Legendary


Max. 40%  Min. 25%  No limit  Beasts Max. 30% 

Army List
CHARACTERS (max 40%) 

Size:  Standard 
Seidhkennar  Type:  Infantry 
135  pts  Single model  Base:  25x25mm 

Global  Adv  Mar  Dis  Model Rules

4”  8”  8  Battle Fever, Wizard Apprentice 


Defense  HP  Def  Res  AS  Spe 

3  3  4  ­  ­     
Offense  Att  Off  Str  AP  Agi 

1  3  3  0  3 
Magic Options  pts  Options pts 
Wizard Adept  75  Special Equipment up to 150 
Wizard Master  225  Light Armour 5 
Paired Weapons 5 
Can be mounted on a Dark Chariot* 60 

Witchcraft  Shamanism  Thaumaturgy 

14
Åsklander Chief Size
Type
Standard
Infantry
140 pts single model Base 25x25 mm

A mount marked with (LB) counts towards Legendary Beasts. Additionally, the mount and its rider count
towards Characters
Global Adv Mar Dis Model Rules
″ ″
4 8 8 Battle Fever
Defense HP Def Res AS Spe

3 5 4 5+ - Heavy Armour
Offense Att Off Str AP Agi

3 5 5 1 5 Deeds not Words

Model Rules Mounts Options pts


Deeds not Words: Attack Attribute. Shadow Chaser 80
The model part gains Battle Focus when in a unit that War Dais 100
has R&F models with Battle Fever. Dark Chariot 150
Options pts Chimera (LB) 210
One choice only: Unbroken Chimera (LB) 435
Light Lance 5
Paired Weapons 5
Great Weapon 10
Spear 5
Shield 5
Throwing Weapons (4+) 5
Battle Standard Bearer 50
Special Equipment up to 100
If General up to 150
d

pts
Additional Options
85  Jarl: Universal Rule 
Jarl (General only) 
50  The  Barbarian  Chief  gains  +1  Discipline,  +2  Attack 
Longship Raid (0-2 choice/Army) 
Value,  and  may  take  Special  Equipment  for 
Replace Heavy Armour with
an additional 50 pts. 
Shield and Berserker's Bear Pelt 85 

Longship Raid: Universal Rule 


The  model  gains  Ambush. During step 8 of the Pre-Game 
Sequence  nominate  a  unit  of  Barbarians,  Huskarls,  or 
Berserker's Bear Pelt: Armour. *Models on foot only. Berserkers,  that  is  no  more  than  25  models.  This  unit 
Follows the rules for Light Armour. In addition, at the start  gains Ambush and the model with Longship Raid must be 
of  any  of  your  Player Turns all models with Bear Pelt in a  deployed  within  this  unit.  Units  using  Longship  Raid  to 
unit  may  choose  to  lose  its  Shield  and  gain  Frenzy,  Ambush  gain  +2  modifier  to  the  dice  roll  to  see  if  they 
Fearless,  Battle Focus,  Lightning Reflexes,  and  +1 enter  the  Battlefield,  and  all  units  using  Longship  Raid 
Strength. Effects lasts for the remainder of the game.  must arrive from the same Board Edge. 

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CHARACTER MOUNTS
SizeLarge
Dark Chariot Type Construct
0-3 Mounts/Army Base 50x100 mm

Global Adv Mar Dis Model Rules

8″ 8″ C Swiftstride
Defense HP Def Res AS Spe

4 C 5 6+ - Mount’s Protection (1)


Offense Att Off Str AP Agi

Horse (2) 1 3 4 0 3 Harnessed


Chassis 5 2 Impact Hits (D6+1), Inanimate
d

SizeStandard
War Dais Type Infantry
Base 50x50 mm

Global Adv Mar Dis Model Rules

4″ 8″ C Tall
Defense HP Def Res AS Spe

4 C C 5+ - Mount’s Protection (2)


Offense Att Off Str AP Agi

4 5 4 1 4 Harnessed
d

Size Standard
Shadow Chaser Type Cavalry
Base 25x50 mm

Global Adv Mar Dis Model Rules


″ ″
10 20 C Light Troops
Defense HP Def Res AS Spe

C C C 6+ - Mount’s Protection (1)


Offense Att Off Str AP Agi

1 3 3 0 4 Harnessed
d

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Size Large
Chimera Type Cavalry
0-2 Mounts/Army Base 50x100 mm

This mount and its rider count towards Characters. Additionally, this mount counts towards Legendary Beasts.

Global Adv Mar Dis Model Rules


″ ″
8 20 C Fear, Towering Presence
Defense HP Def Res AS Spe

4 C 5 - -
Offense Att Off Str AP Agi

4 4 5 2 4 Harnessed

Options pts Optional Model Rules


Wings 50 Wings: Universal Rule.
The model has its March Rate set to 16″ and gains
Fly (8″ , 16″ ).
d

Size Gigantic
Unbroken Chimera Type Beast
0-2 Mounts/Army Base 100x150 mm

This mount and its rider count towards Characters. Additionally, this mount counts towards Legendary Beasts.

Global Adv Mar Dis Model Rules


″ ″
7 14 C
Defense HP Def Res AS Spe

7 3 6 3+ - Innate Defence (3), Mount’s Protection (1)


Offense Att Off Str AP Agi

6 3 6 3 3 Harnessed

Options pts Optional Model Rules


Additional Limbs 70 Additional Limbs: Universal Rule.
The model loses Mount’s Protection (1) and has its
March Rate set to 20″ .
d

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CORE (min. 25%)
Åsklanders Type
Standard
Size
Infantry
150 pts + 12 pts/extra model 15-40 models Base 25x25 mm

Global Adv Mar Dis Model Rules

4″ 8″ 8 Battle Fever, Scoring


Defense HP Def Res AS Spe

1 4 3 5+ - Light Armour, Shield


Offense Att Off Str AP Agi

1 4 4 0 3

Options pts Command Group Options pts


Replace its Shield with (one choice only): Champion 20
Spear and Shield 2/model Musician 20
Paired Weapons 1/model Standard Bearer 20
Great Weapon 3/model - May take a Banner Enchantment up to 50
Throwing Weapons (5+)* 3/model
Bow (4+) (0-60 Models per Army) 1/ model
d

* 0-40 Models/Army

Size Standard
Warhounds Type Beast
100 pts + 10 pts/extra model 5-15 models 0-4 Units/Army Base 25x50 mm

Global Adv Mar Dis Model Rules


″ ″
8 16 5 Insignificant, Release the Hounds
Defense HP Def Res AS Spe

1 3 3 - -
Offense Att Off Str AP Agi

1 3 3 0 4

Optional Model Rules


Release the Hounds: Universal Rule.
During their owner’s first Player Turn, the models gain +8” March Rate and Devastating Charge (+1 Att, +1 Off,
+1 Str, +1 AP).
d

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SPECIAL (no limit)

Åsklander Horsemen Size


Type
Standard
Cavalry
130 pts + 25 pts/extra model 5-15 models 0-4 Units/Army Base 25x50 mm

maximum of two units of 8 or more models may count towards Core.

Global Adv Mar Dis Model Rules


″ ″
8 16 8 Battle Fever, Scoring
Defense HP Def Res AS Spe

1 4 3 4+ - Heavy Armour, Mount’s Protection (1)


Offense Att Off Str AP Agi

Barbarian Horseman 1 4 4 0 3
Black Steed 1 3 4 0 3 Harnessed

Options pts Command Group Options pts


Shield 2/model Champion 20
One choice only: Musician 20
Paired Weapons 1/model Standard Bearer 20
Light Lance 2/model - May take a Banner Enchantment up to 50
Great Weapon 3/model
d

SizeStandard
Flayers Type Cavalry
140 pts + 25 pts/extra model 5-10 models 0-4 Units/Army Base 25x50 mm

Global Adv Mar Dis Model Rules


″ ″
10 20 8 Battle Fever, Light Troops, Strider
Defense HP Def Res AS Spe

1 4 3 6+ - Mount’s Protection (1)


Offense Att Off Str AP Agi

Flayer 1 4 4 0 4
Shadow Chaser 1 3 3 0 4 Harnessed

Options pts Optional Model Rules


Shield 2/model Skinning Lash: Special Attack.
One choice only: A unit with at least one model with Skinning Lash can
Bow (4+) 1/model make a Sweeping Attack against a single unengaged
Throwing Weapons (5+) 4/model enemy unit when passing within 1″ (it does not need
Skinning Lash* 10/model to and cannot move through or over that unit). The
* 0-15 Models/Army enemy unit suffers 1 hit with Strength 4 and Armour
Penetration 0 for each model with Skinning Lash in
Command Group Options pts the unit. A unit that loses one or more Health Points
Champion 20 due to the Skinning Lash Sweeping Attack suffers -1
Musician 20 Discipline until the end of its next Player Turn.
d

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Size Standard
Warriors Type Infantry
270 pts + 25 pts/extra model 10­12 models  0­2 Units/Army  Base 25x25 mm

Global Adv Mar Dis Model Rules

4″ 8″ 8 Path of the Favoured, Scoring


Defense HP Def Res AS Spe

1 5 4 3+ - Hell-Forged Armour, Shield


Offense Att Off Str AP Agi

2 5 4 1 4

Options pts Command Group Options pts


One choice only: Champion 20
Paired Weapons 2/model Musician 20
Great Weapon 4/model Standard Bearer 20
Halberd 7/model - May take a Banner Enchantment up to 50
d

Wargs Size: Large 


Type: Beast 
220 pts + 80 pts/model  2-6 models 0­2 Units/Army  Base: 50x50mm 
Global Adv Mar Dis Model Rules

9” 18” 6 Fear, Strider (Forest), Vanguard 


Defense HP Def Res AS Spe

4 4 4 ­ ­  
Offense Att Off Str AP Agi

4 4 5 2 4
Wargs are not mere pet wolves, trained to attack on command. They are born of Ullr's fury, impervious to the rigours of 
a mountain winter, tougher and sometimes larger than a horse. A single warg can down a giant elk if it catches it 
unawares, and a pack is a serious danger even to well-armed travelers. You are never free of the warg's nose. It will track 
you for days if it deems you a worthy prize. If you are fierce enough, you can steal the pups and harness this fury 
yourself: but be sure to serve Ullr well, or you'll be a meal for the beast soon enough. 

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Huskarls   Size:  Standard 
Type:  Infantry 
200  pts + 20  pts/model  15-40 models Base:  25x25mm 
Global  Adv  Mar  Dis  Model Rules

4”  8”  8  Battle Fever, Bodyguard (Åsklander Chief), Scoring 


Defense  HP  Def  Res  AS  Spe 

1  5  3  4+  ­    Heavy Armour, Shield, As One 


Offense  Att  Off  Str  AP  Agi 

1  4  4  1  4 
Options pts  Model Rules
Throwing Weapons (4+) 4/model  As One : Defensive Trait. 
One choice only  If the unit has at least 2 Full ranks and a majority of its 
Spear  3/model  models have Shields and As One, all models of Standard 
Replace Shield with Great Weapon  2/model  Size in the unit gains +1 Armour against Ranged Attacks 
Command Group Options pts  and in the first Round of Combat. 
Champion  20 
Musician  20 
Standard Bearer  20 
- May take Banner Enchantment up to 100 
No  one  can  become  a  jarl  without  the  support  of  the  huscarls,  and  new  jarls  are  often  elected  from  their number, for they 
are  not  only bodyguards but a warrior elite. Seasoned fighters, their wisdom and ruthlessness in matters of war and raiding 
is rarely matched by younger warriors and chiefs. 

Berserkers Size:  Standard 


Type:  Infantry 
150 pts + 18 pts/model  8­25 models  0­3 Units/Army  Base:  25x25mm 
Global  Adv  Mar  Dis  Model Rules 

4”  8”  8  Battle Fever, Light Troops, Swiftstride 


Defense  HP  Def  Res  AS  Spe 

1  3  4  5+  ­    Berserker's Bear Pelt , Shield 


Offense  Att  Off  Str  AP  Agi 

1  4  4  1  4 
Options Pts  Model Rules
One choice only:  Berserker's Bear Pelt : Armour. 
Paired Weapons  3/model  Follows  the  rules  for  Light  Armour.  In addition, at the start 
Great Weapon  4/model  of  any  of  your  Player  Turns  all  models  with  Bear  Pelt  in  a 
Spear  2/model unit  may  choose  to  lose  its  Shield  and  gain  Frenzy , 
Command Group Options pts  Fearless ,  Battle  Focus ,  Lightning  Reflexes ,  and  +1 
Champion  20  Strength . Effects lasts for the remainder of the game. 
Musician  20 
Gnashing  teeth,  crazed howling, deranged biting of shields ­ a ferocious blur of axes, bleeding steel, and bear pelts: these are 
the  berserkers  of  Vigi.  He  asked  of  them  to  be  the  nightmare of the elven enemy, and they became as such. They do not fear 
death, nor defeat, for their only purpose is killing elves. 

15
Size: Large 
Trolls    110 pts 0­3 Units per 
Type: Infantry 
1  model, may add up to 9  models 64 pts/model Army 
Base: 40x40mm

Global  Adv  Mar  Dis  Model Rules 

6”  12”  4  Fear, Fearless, Stupid 

Defensive  HP  Def  Res  AS  Spe 

3  3  4  ­  4+  Regeneration (4+) 

Offensive  Att  Off  Str  AP  Agi 

Troll  3  3  5  2  1  Troll Belch 

Must  take one of the following Troll Types: 


Common Troll  (free)  Cave Troll  (14 pts/model)  Bridge Troll (11 pts/model) 
The model gains Magic Resistance (3)  The model gains Distracting and 
and Innate Defence (3) . Strider (Water) . 
Stupid: Universal Rule. 
At  the  start  of  each  friendly  Player  Turn,  each  unengaged  non-fleeing  unit  with  one  or  more  models  with  Stupid  must 
take  a  Discipline  Test.  If  the  test  is  failed,  all  models  in  the  unit  become  Shaken  until  the  end of the Player Turn, and in 
the  Movement  Phase,  directly  after  Rallying  Fleeing  units,  the  unit  must  move  D6"  directly  forward, stopping 1" before 
Impassible Terrain or other units. 

Troll Belch: Special Attack. 
At  the  model  part’s  Initiative  Step,  it  may  choose  to  not  perform its Close Combat Attacks and instead choose an enemy 
that  the  attacking  model  would  be  able  to  attack  with  Close  Combat  Attacks.  This  unit  suffers  a  hit,  which  is  resolved 
with Strength 5 and Armour Penetration 10. 

Ice Troll (6 pts/model)  


Attacks with Flaming Attacks must reroll successful to-wound rolls against the model. 
Trolls are hardy creatures: so much so, that it is rumoured neither man nor nature can kill them. The beasts that inhabit the
frozen lands are no exception. As grotesque, greedy and ill­tempered as their southern cousins, their tough, icy hide emits a
palpable aura of cold so fierce it has even been known to extinguish fire.

Model Rules 23 OC OM GC GM C S DA BN
 

Size:  Gigantic 
Jötunn  Type:  Infantry 
Single model  0­1 unit/Army 
475 pts  Base:  75x100mm 

Global  Adv  Mar  Dis  Model Rules 

6”  12”  9  Stubborn, Freezing Mist 


Defense  HP  Def  Res  AS  Spe 

7  3  7  4+  ­    Innate Defence (3) 


Offense  Att  Off  Str  AP  Agi 

3  3  7  3  1 
Model Rules 
Freezing Mist : Universal Rule. 
Attacks with Flaming Attacks must reroll successful to-wound rolls against the model. 
All enemy units in base contact with the Jötunn suffers: 
● -3 Agility to a minimum of 1.
● -1 Armour to a minimum of 0.
● -1 Armour Penetration to a minimum of 0.
Walk  upon  a  mountainous  road,  and  you  may  find  yourself  in  the  vicinity  of  one  of  the  mightiest  creatures  to  inhabit  the 
earth ­ a jötunn. 
The  first  you  will  know  is  the  drop  in  temperature;  your  skin  will burn and your bones freeze, until you can barely crawl. A 
mist of freezing air will rise around you. 
The  next  sign  is  the  ground  shuddering;  the  very  mountain  appears  to  split,  until  blue­grey  flesh  resolves  from  blue­grey 
rock. 
Last, eyes open. Vast eyes, with a red hue, taking moments to focus upon the tiny creatures before it. 
If  you  are  fortunate,  you  will  be  accompanied  by  a  seidhkennar,  who  can  fathom  the  landslide  rumbling  that  passes  for 
language  between  them.  If  you are truly blessed, your guide can settle that mountain back to sleep, before the mighty being 
decides to crush those who disturb its slumber. 
Returning  to  cold  stone's  embrace,  it  might  be  years  before  the  jötunn  rises  again,  but  time  seems  to  matter  little  to their 
kind.  I  simply  pray  I  am  never  the  cause  of  their  ire,  or  have  reason  to  defend  against  them  ­  castle  walls  can  only  do  so 
much! 
My Time in the North ­ Lionel Bethune, Baron of Equitaine 

17
Size Gigantic
Marauding Giant Type Infantry
280 pts single model 0-3 Units/Army Base 50x75 mm

Global Adv Mar Dis Model Rules

7″ 14″ 8 Giant See, Giant Do


Defense HP Def Res AS Spe

7 3 5 6+ - Innate Defence (1)


Offense Att Off Str AP Agi

5 3 5 2 3 Rage

Model Rules Options pts


Giant See, Giant do: Universal Rule. One choice only:
The model gains Battle Fever. Giant Club 30 d

Rage: Universal Rule. Colossal Cleaver 30


For each Health Point the model currently has below Tribal Warspear 70
7, it gains +1 Attack Value.
d

Giant Club - Melee Weapon


Attacks with Giant Club gain +1 Strength and +1 Armour Penetration.

Colossal Cleaver - Melee Weapon


The wielder gains +1 Attack Value. Attacks with Colossal Cleaver gain +1 Armour Penetration, and Battle Focus.
The wielder must Pursue and Overrun whenever possible.

Tribal Warspear - Melee Weapon


Attacks with Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence). Charging
enemy units in base contact with the wielder suffer -1 Agility. The wielder follows the rules for War Platforms
with the following exception: it can only join Infantry units that include at least one R&F Barbarian Infantry
model.
A Marauding Giant wielding a Tribal Warspear may join Infantry units that include at least one Åsklander or Huskarl model. 

Size: Gigantic 
Kraken   375 pts 0­3 Units per 
Type: Beast 
single model  Army 
Base: 50x100mm 

Global  Adv  Mar  Dis  Model Rules 

6”  12”  8  Strider (Water)

Defensive  HP  Def  Res  AS  Spe 

5  5  5  4+  ­  Innate Defence (3), Distracting, Hard Target 

Offensive  Att  Off  Str  AP  Agi 

Kraken  4  5  7  4  3  Multiple Wounds (D3), Poison Attacks

AMR HS AO SE QRS 20 Ch Mo Co Sp Lb

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