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NIGHTHAUNT BATTLE TRAIT

NIGHTHAUNT
BATTLE TRAIT
NIGHTHAUNT
BATTLE TRAIT
NIGHTHAUNT
BATTLE TRAIT WAVE OF TERROR
AURA OF DREAD ETHEREAL DISCORPORATE WAVE OF TERROR TABLE
Unmodified
Effect
Charge Roll
Enemy units are terrified while Friendly NIGHTHAUNT units have You can use this command ability
they are within 3” of any friendly a ward of 6+. In addition, friendly when a friendly NIGHTHAUNT unit Shriek: Subtract 1 from hit rolls
NIGHTHAUNT units. While a unit NIGHTHAUNT units can retreat and is picked as the target of an attack in 4-7 for attacks made by that unit in
is terrified, it cannot issue or receive still charge in the same turn. Ignore th􀄂􀄂􀄂 􀄂􀄂􀄂􀄂􀄂􀄂􀄂g or combat phase. That the following combat phase.
the Inspiring Presence command. modifiers (positive and negative) unit must receive the command.
This ability has no effect on to save rolls for attacks that target That unit has a ward of 5+ instead Stun: Subtract 1 from save rolls
NIGHTHAUNT units. friendly NIGHTHAUNT units. of 6+ until the end of that phase. 8-9 for attacks made by that unit in
the following combat phase.
Petrify: The strike-last effect
10+ applies to that unit in the
following combat phase.
After a friendly NIGHTHAUNT unit finishes a
charge move, you can look up the unmodified
charge roll for the charging unit on the Wave of
Terror table above, pick l enemy unit within 1”
of that N1GHTHAUNT unit, and then apply the
relevant effect from the table to that enemy unit.
If you prefer, you can pick an effect for a lower
unmodified charge roll (e.g. if you rolled an 8,
you could choose to apply the Shriek effect
instead of the Stun effect).

NIGHTHAUNT NIGHTHAUNT NIGHTHAUNT HERO NIGHTHAUNT HERO


BATTLE TRAIT BATTLE TRAIT COMMAND TRAIT COMMAND TRAIT

FRIGHTFUL VANISHING LINGERING TERRIFYING


TOUCH PHANTASMS SPIRIT ENTITY
If the unmodified hit roll for At the end of deployment, before This general has a ward of 4+ for Enemy units are terrified if they are
an attack made by a friendly determining control of objectives, damage inflicted by mortal wounds. within 6” of this general instead of
NIGHTHAUNT unit is 6, that attack you can remove up to 3 friendly 3” for the purposes of the Aura of
wounds the target automatically NIGHTHAUNT units from the Dread battle trait (pg 58).
(do not make a wound roll). battlefield and place them to one
side to be set up in ambush as
reserve units. At the end of your
movement phase, you can set up 1 or
more of the reserve units in ambush
on the battlefield, more than 9” from
all enemy units.
NIGHTHAUNT HERO NIGHTHAUNT HERO NIGHTHAUNT HERO NIGHTHAUNT HERO
COMMAND TRAIT COMMAND TRAIT COMMAND TRAIT COMMAND TRAIT

RULER OF HATRED OF SPITEFUL CLOAKED IN


THE SPECTRAL THE LIVING SPIRIT SHADOW
HOSTS You can re-roll hit and wound At the end of the combat phase, This general cannot be picked
rolls for attacks made with melee if this general was allocated as the target of a shooting or
Once per battle, at the end of
weapons by this general that target any wounds that were not negated combat attack by more than
your movement phase, you can
an enemy unit that does not have during that phase, you can roll a 1 unit per phase.
pick 1 friendly NIGHTHAUNT
the DEATH keyword. number of dice equal to the
SUMMONABLE unit that has been
Wounds characteristic of this
destroyed. After you pick a unit that
general. For each 4+, each enemy
has been destroyed, roll a dice. On a
unit within 6” of this general
4+, a new replacement unit with half
suffers 1 mortal wound.
of the models from the unit that was
destroyed (rounding up) is added to
your army. Set up that unit wholly
within 12” of this general and more
than 3” from all enemy units.

NIGHTHAUNT HERO NIGHTHAUNT HERO NIGHTHAUNT HERO NIGHTHAUNT HERO


ARTEFACTS OF POWER ARTEFACTS OF POWER ARTEFACTS OF POWER ARTEFACTS OF POWER

CLOAK OF THE PENDANT OF MIDNIGHT SHADOW’S


WAXING MOON THE FELL WIND TOME EDGE
Subtract 1 from the Subtract 1 from wound rolls WIZARD only. Once per battle, Pick 1 of the bearer’s melee
Attacks characteristic of melee for attacks made with melee if the bearer attempts to cast a spell weapons. If the unmodified wound
weapons that target the bearer weapons by enemy units while that would summon an endless roll for an attack made with that
(to a minimum of 1). they are within 3” of the bearer. spell, that spell is automatically cast weapon is 6, that attack inflicts D3
with a casting roll of 12 that cannot mortal wounds on the target and the
be modified (do not roll 2D6), and attack sequence ends (do not make
it cannot be unbound. a wound roll or save roll).
NIGHTHAUNT HERO NIGHTHAUNT HERO NIGHTHAUNT HERO NIGHTHAUNT HERO
ARTEFACTS OF POWER ARTEFACTS OF POWER ARTEFACTS OF POWER ARTEFACTS OF POWER

REAPER OF SLITTER LIGHTSHARD BEACON OF


SORROWS When you pick the bearer to fight OF THE NAGASHIZZAR
Pick 1 of the bearer’s melee
for the first time in a turn, before
the bearer makes a pile-in move, you
HARVEST MOON Once per battle, in your hero phase,
weapons. Before the bearer you can say the bearer will call the
can pick 1 enemy model within 1” of Once per battle, at the start souls of the lost to the beacon’s
attacks with that weapon, pick 1
the bearer and roll a dice. If the roll of the combat phase, you can say light. If you do so, you can return
enemy within 1” of the bearer and
is greater than that model’s Wounds the bearer will release the baleful 1 slain model to each friendly
roll 2D6. If the result is higher than
characteristic, that model is slain. gloom of the Lightshard. If you do NIGHTHAUNT SUMMONABLE
the bravery characteristic, that
so, add 1 to the Attacks characteristic unit on the battlefield.
weapon’s Rend characteristic is -3
of melee weapons used by friendly
for attacks made against that unit
NrGHTHAUNT units wholly within
until the end of that phase. That
12” of the bearer until the end of
weapon’s Rend characteristic is
that phase.
-4 if the target is terrified.

NIGHTHAUNT HERO NIGHTHAUNT HERO NIGHTHAUNT HERO NIGHTHAUNT


ARTEFACTS OF POWER ARTEFACTS OF POWER ARTEFACTS OF POWER LORE OF THE UNDERWORLDS

SOULFIRE COVETOUS WYCHLIGHT SOUL CAGE


RING FAMILIAR LANTERN Soul Cage is a spell that has a
At the end of the combat phase, you Enemy units that finish a WIZARD only. Once per battle casting value of 7 and a range of 12”.
can heal up to D6 wounds allocated pile-in move within 3” of the this WIZARD can attempt to cast If successfully cast, pick 1 enemy
to the bearer if any attacks made bearer suffer 1 mortal wound 1 additional spell that it does unit within range and visible to the
by the bearer in that phase slay an after the pile-in move is made. not know from the Lore of the caster. In addition, until your next
enemy model. Underworlds (pg 61). hero phase, the strike-last effect
applies to that unit.
NIGHTHAUNT NIGHTHAUNT NIGHTHAUNT NIGHTHAUNT
LORE OF THE UNDERWORLDS LORE OF THE UNDERWORLDS LORE OF THE UNDERWORLDS LORE OF THE UNDERWORLDS

SPIRIT DRAIN LIFESTEALER SEAL OF SHYISH SHADEMIST


Spirit Drain is a spell that Lifestealer is a spell that has a Seal of Shyish is a spell that Shademist is a spell that has a
has a casting value of 7 and a casting value of 7 and a range of 12”. has a casting value of 5 and a range casting value of 6 and a range of 12”.
range of 18”. If successfully cast, If successfully cast, pick 1 enemy of 12”. If successfully cast, If successfully cast, pick 1 friendly
pick 1 enemy unit within range and unit within range and visible to the pick 1 friendly NIGHTHAUNT unit NIGHTHAUNT unit wholly within
visible to the caster. Roll a number of caster. The target suffers D3 mortal wholly within range and visible to range and visible to the caster.
dice equal to the number of models wounds. You can heal 1 wound the caster. That unit has a ward of Subtract 1 from wound rolls for
in the target unit. For each 6, that allocated to the caster for each 5+ until your next hero phase. attacks that target that unit until
unit suffers 1 mortal wound. mortal wound that was allocated your next hero phase.
(and not negated) by this spell.

NIGHTHAUNT PROCESSIONS PROCESSIONS PROCESSIONS


LORE OF THE UNDERWORLDS THE GRIEVING LEGION THE EMERALD HOST THE SCARLET DOOM

SPECTRAL DRAGGED INTO THE EMERALD VORTEX OF


TETHER THE GRAVE CURSE FRENZIED
Spectra] Tether is a spell Enemy units cannot retreat while After armies have been set up but VIOLENCE
that has a casting value of 4. they are within 3” of any friendly before the first battle round begins,
After a friendly SCARLET DOOM
If successfully cast, remove the GRIEVING LEGION units with you can pick up to D3+1 different
BLADEGHEIST REVENANTS unit
caster from the battlefield and set 10 or more models. enemy units on the battlefield. At
makes a charge move, you can pick
it up again on the battlefield more the end of each battle round, roll a
1 enemy unit within 1” of that unit.
than 9” from all enemy units. dice for each unit that you picked
If you do so, roll a number of dice
The caster cannotmove in the that is on the battlefield. On a 2+,
equal to the number of models from
following movement phase. that unit suffers D3 mortal wounds.
the charging unit. For each 5+, the
If that unit is a MONSTER, it suffers
target suffers 1 mortal wound.
D3+1 mortal wounds instead of D3.
NAGASH NAGASH
PROCESSIONS NAGASH SPELL SPELL
THE QUICKSILVER DEAD COMMAND ABILITY

ARTISANS OF DEATH MAGIC HAND OF DUST SOUL STEALER


HARROWING INCARNATE Hand of Dust is a spell that
has a casting value of 8 and a
Soul Stealer is a spell that has a
casting value of 6 and a range of
DEATH You can use this command ability if range of 3”. If successfully cast,
pick 1 enemy model within range
24”. If successfully cast, pick 1
enemy unit within range and visible
this unit is on the battlefield at the
Ward rolls cannot be made and visible to the caster. Then, to the caster and roll 2D6. If the roll
start of the combat phase. The unit
for wounds caused by attacks take a dice and hide it in one of is greater than that unit’s Bravery
that receives this command must be
made with melee weapons by your hands or under one of two characteristic, it suffers D3 mortal
a different friendly DEATH unit. Add
friendly QUICKSILVER DEAD appropriate containers. Your wounds. If the roll is at least double
1 to ward rolls for that unit until the
DREADSCYTHE HARRIDANS units. opponent must pick one of your that unit’s Bravery characteristic, it
end of that phase.
hands or containers. If they pick the suffers D6 mortal wounds instead.
one holding the dice, the spell has You can heal up to 1 wound that has
no effect. If they pick the empty been allocated to the caster for each
hand or container, the enemy mortal wound caused by this spell
model is slain. that is not negated.

LADY OLYNDER LADY OLYNDER REIKENOR THE GRIMHAILER


SPELL SPELL AWLRACH THE DROWNER SPELL
COMMAND ABILITY
LIFTING THE VEIL GRIEF-STRICKEN PASSAGE WRAITHSTORM
At the start of your shooting phase,
you can pick 1 enemy unit within
Grief-stricken value of is 7 a spell
that range has nemy of a 18”. If THROUGH THE Wraithstorm is a spell that has a
casting value of 7 and a range of 12”.
12” ofthis unit and roll a dice. On
a 2+, that unit suffers a number of
succesfully cast, pick 1 enemy unit
within range and visible to the caster.
UNDERWORLDS If successfully cast, pick 1 enemy unit
within range and visible to the caster.
mortal wounds equal to the roll. Add Subtract 1 from hit rolls for attacks You can use this command ability at the That unit suffers D3 mortal wounds.
1 to the number of mortal wounds made by that unit and add 1 to hit start of your movement phase. If you If any models in that unit are slain
the target suffers if it is terrified. rolls for attacks made by melee do so, pick 1 friendly NIGHTHAUNT as a result of this spell, that unit
If any enemy models are slain by weapons by friendly NIGHTHAUNT unit on the battlefield that is visible to immediately suffers an additional
this ability, you can heal up to D3 units that target that unit until your this unit. That unit must receive the D3 mortal wounds.
wounds allocated to this unit for next hero phase. command. First, remove this unit from
each enemy model that was slain. the battlefield and set it up again on the
battlefield more than 9” from all enemy
units. Then, remove that friendly and
NIGHTHAUNT unit from the battlefield
and set it up again wholly within 12”
of this unit and more than 9” from all
enemy units. This counts as their move
for that movement phase.
CORE BATTALIONS CORE BATTALIONS
GUARDIAN OF SOULS THE BRIAR QUEEN
SPELL SPELL GENERAL’S HANDBOOK 22-23.1 GENERAL’S HANDBOOK 22-23.1

SPECTRAL LURE HOWLING EXPERT BOUNTY


Spectral Lure is a spell that VORTEX CONQUERORS HUNTERS
has a casting value of 6 and a
Howling Vortex is a spell that Dominant Force: Headhunters: If the target of an
range of 24”. If successfully cast,
has a casting value of 7 and a GALLETIAN VETERANS units only. attack made with a melee weapon
pick 1 friendly NIGHTHAUNT
range of 18”. If successfully cast, Each model in this battalion counts by a model in this battalion is a
SUMMONABLE unit wholly within
pick a point on the battlefield within as 3 models for the purposes of GALLETIAN VETERANS unit, add 1
range and visible to the caster. You
range and visible to the caster. contesting objectives. to the damage characteristic of that
can heal up to D6 wounds allocated
Then, roll 2D6 for each enemy unit weapon for that attack.
to that unit or, if no wounds are
within 6” of that point. If the roll is
allocated to it, you can return a
greater than that unit’s unmodified
number of slain models to that
Move characteristic, or the roll is
unit that have a combined Wounds
a double, that unit suffers 1 mortal
characteristic of D6 or less.
wound and its Move characteristic is
halved until your next hero phase.

CORE BATTALIONS CORE BATTALIONS CORE BATTALIONS CORE BATTALIONS

AOS3 CORE RULES AOS3 CORE RULES AOS3 CORE RULES AOS3 CORE RULES

WARLORD LINEBREAKER VANGUARD GRAND BATTERY


Strategists: Once per battle, when you
receive command points at the start of Expert: Once per battle, 1 unit from this Swift: Once per battle, 1 unit from this Slayers: Once per battle, 1 unit from this
your hero phase, you can receive 1 extra battalion can receive the All-out Attack battalion can receive the At the Double battalion can receive the All-out Attack
command point. or All-out Defence command without the or Forward to Victory command without or Unleash Hell command without the
command being issued and without a the command being issued and without a command being issued and without a
command point being spent. command point being spent. command point being spent.

Magnificent: When you pick


enhancements for your army (see 27.3),
you can pick 1 extra enhancement.
CORE BATTALIONS CORE BATTALIONS GRAND STRATEGIES GRAND STRATEGIES

AOS3 CORE RULES AOS3 CORE RULES NIGHTHAUNT NIGHTHAUNT

BATTLE COMMAND A SOUL FRIGHT


REGIMENT ENTOURAGE TO CLAIM OR FLIGHT
After deployment but before When the battle ends, you complete
the first battle round begins, the this grand strategy if there are no
Strategists: Once per battle, when you enemy unit with the highest enemy units within 6” of any friendly
Unified: One-drop Deployment
receive command points at the start of Wounds characteristic is marked NIGHTHAUNT units that are
(see 26.2.1)
your hero phase, you can receive 1 extra as ‘the target’. If more than 1 unit has contesting an objective.
command point. the highest Wounds characteristic,
you can choose which of those
OR units will be ‘the target’. When the
battle ends, you complete this grand
strategy if the target was destroyed
by attacks made by a friendly
Magnificent: When you pick SUMMONABLE unit.
enhancements for your army (see 27.3),
you can pick 1 extra enhancement.

/
GRAND STRATEGIES
Tame the Land*: When the battle ends, Survivor’s Instinct*: When the battle A Soul to Claim †: After deployment but
you complete this grand strategy if ends, you complete this grand strategy before the first battle round begins, the
you control all of the objectives on the if the model picked to be your general is enemy unit with the highest Wounds
battlefield that are wholly outside your a Galletian Champion and that model is characteristic is marked as ‘the target’. If
territory. contesting an objective wholly outside your more than 1 unit has the highest Wounds
territory. characteristic, you can choose which of
Defend What’s Ours*: When the battle those units will be ‘the target’. When the
ends, you complete this grand strategy if The Day is Ours!*: When the battle ends, battle ends, you complete this grand strategy
there are no enemy units wholly within your you complete this grand strategy if there if the target was destroyed by attacks made
territory. are more friendly Galletian Champions by a friendly SUMMONABLE unit.
from your starting army than Galletian
Take What’s Theirs*: When the battle ends, Champions from your opponent’s starting Dismantle the Brave †: After deployment
you complete this grand strategy if there army on the battlefield. but before the first battle round begins,
are more friendly than enemy units wholly
the enemy unit with the highest Bravery
within enemy territory. Fright or Flight †: When the battle ends,
characteristic is marked as ‘the target’. If
you complete this grand strategy if there
Stake a Claim*: When the battle ends, you more than 1 unit has the highest Bravery
are no enemy units within 6” of any friendly
complete this grand strategy if 3 or more characteristic, you can choose which of
NIGHTHAUNT units that are contesting an
friendly Galletian Champions are wholly those units will be ‘the target’. When
objective.
within enemy territory. the battle ends, yqu complete this grand
Feed on Terror †: When the battle ends, you strategy if the target has been slain and the
complete this grand strategy if 1 or more model chosen to be your general has not
enemy units on the battlefield are terrified. been slain.

BATTLE TACTICS
Gaining Momentum*: Pick 1 enemy unit United Offence*: Pick 1 objective controlled by One Stop, No Return †: When you reveal
on the battlefield. You complete this battle your opponent. You complete this battle tactic this battle tactic, pick 1 objective marker on
tactic if that unit is destroyed during this if you control that objective and 2 or more the battlefield that your opponent controls.
turn and you control more objectives than friendly Galletian Champion are contesting You complete this battle tactic if you control
your opponent at the end of this turn. that objective at the end of this turn. that objective marker at the end of this
turn and there is a friendly BLACK COACH
An Eye for an Eye*: You complete this Cunning Manoeuvre*: Pick 1 friendly within 3” of that objective.
battle tactic if 1 or more friendly units were Galletian Champion on the battlefield that
destroyed in the previous turn and 1 or more is more than 3” from all enemy units. You Ceaseless Nightmares †: You complete this
enemy units are destroyed during this turn. complete this battle tactic if, at the end tactic if 2 or more terrified enemy units fail
of the turn, that Galletian Champion is a battleshock test during this turn.
Desecrate their Lands*: Pick 1 terrain more than 3” from all enemy units and is
feature or faction terrain feature that is contesting an objective you control that is
partially or wholly within enemy territory. wholly outside your territory.
You complete this battle tactic if you control
that terrain feature at the end of this turn. Overwhelmed with Dread †: When you
reveal this battle tactic, pick 1 enemy unit on
This One’s Mine!* Pick 1 enemy unit on the the battlefield. You complete this tactic if
battlefield. You complete this battle tactic if that that unit is affected by the Shriek, Stun and
unit is destroyed during this turn by an attack Petrify effects of the Wave of Terror battle
made by the model picked to be your general. trait (pg 58) during this turn.
A Matter of Honour*: Pick 1 enemy Tides of Terror †: You complete this tactic if
Galletian Champion or Sworn Bodyguard unit at least 2 friendly NIGHTHAUNT units are
on the battlefield. You complete this battle within ½” of the same enemy unit at the end
tactic if that unit is destroyed during this turn of this turn.
by an attack made bya friendly Galletian
Champion or Sworn Bodyguard unit. Mass Panic †: You complete this tactic at the
end of this turn if 3 or more enemy units on
Lead the Assault*: You complete this the battlefield are terrified.
battle tactic if at least 2 of the objectives
you control are in enemy territory and are Death by a Thousand Cuts †: You complete
each contested by any friendly Galletian this tactic if an enemy HERO or MONSTER
Champion. is destroyed by attacks made by a friendly
CHAINRASPS or SPIRIT HOST unit during
this turn.

*GHB22-23.2

Nighthaunt Battletome
SPELLS
MYSTIC SHIELD ARCANE BOLT GRINDING TEETH OF GALLET*
Mystic Shield is a spell that has a casting Arcane Bolt is a spell that has a casting value Grinding Teeth of Gallet is a spell that has
value of 5 and a range of 12”. If successfully of 5 and a range of 12”. If successfully cast, at a casting value of 6 and a range of 12”. If
cast, pick 1 friendly unit wholly within range the start of any 1 phase before your next hero successfully cast, pick 1 objective within range
and visible to the caster. Add 1 to save rolls phase, you can pick 1 enemy unit within range and visible to the caster. Then, roll a dice for
for attacks that target that unit until your next and visible to the caster. That unit suffers 1 each unit within 6” of that objective. On a 4+,
hero phase. mortal wound. If that unit is within 3” of the that unit suffers D6 mortal wounds.
caster, it suffers D3 mortal wounds instead of 1.

PRAYERS HEROIC ACTIONS


BLESS Heroic Leadership: Pick 1 friendly heRo and roll a dice. Add 2
Bless is a prayer that has an answer value of 4 and a range of 12”. to the roll if your general has been slain. On a 4+, you receive 1
If answered, pick 1 friendly unit wholly within range and visible to the chanter. command point that can only be spent during that turn to allow
Until the start of your next hero phase, that unit has a ward of 6+. that heRo to issue a command.
Heroic Willpower: Pick 1 friendly heRo that is not a Wizard. If it
SMITE is the enemy hero phase, that heRo can attempt to unbind 1 spell
Smite is a prayer that has an answer value of 2 and a range of 48”. If in that phase as if they were a WiZaRD. If it is your hero phase,
answered, pick 1 enemy Priest within range and visible to the chanter. That that heRo can attempt to dispel 1 endless spell in that phase as if
enemy Priest suffers 1 mortal wound. If the chanting roll was 6 or more, that they were a WiZaRD (you can still only attempt to unbind or dispel
enemy Priest suffers D3 mortal wounds instead of 1 the same spell or endless spell once in the same phase).
Heroic Recovery: Pick 1 friendly heRo that is more than 3” from
all enemy units and make a heroic recovery roll by rolling 2D6. If
the roll is less than or equal to that heRo’s Bravery characteristic,
COMMAND ABILITES you can heal up to D3 wounds allocated to that heRo.

RALLY FRIENDLY & ENEMY HERO PHASE Thier Finest Hour: Pick 1 friendly heRo. Add 1 to wound rolls for
You can use this command ability at the start of the hero phase. The unit attacks made by that heRo until the end of that turn, and add 1
that receives the command must be more than 3” from all enemy units. to save rolls for attacks that target that heRo until the end of that
Roll 1 dice for each slain model from that unit. For each 6, you can return turn. You cannot carry out this heroic action with the same heRo
1 slain model to that unit. You can only return models to that unit that more than once in the same battle.
have a combined Wounds characteristic of 10 or less. For example, if the
unit that received the command has a Wounds characteristic of 2, you can Strike at the Opening*: Pick 1 friendly Galletian Champion
within 3” of an enemy unit. That heRo can fight if it has not
return a maximum of 5 models to that unit. already fought in that phase. However, that heRo cannot fight
again in that phase and the strike-last effect applies to that heRo
AT THE DOUBLE FRIENDLY MOVEMENT PHASE until the end of the turn.
You can use this command ability after you declare that a friendly unit will run.
Lead by Example*: Pick 1 friendly Galletian Champion that has
That unit must receive the command. The run roll is not made for that unit.
a Sworn Bodyguard unit (pg 14) and that has just carried out the
Instead, 6” is added to that unit’s Move characteristic in that phase. The unit is
‘Strike at the Opening’ heroic action. If that Sworn Bodyguard unit
still considered to have run. is wholly within 6” of that Galletian Champion and within 3” of
an enemy unit, that Sworn Bodyguard unit can fight if it has not
REDEPLOY ENEMY MOVEMENT PHASE already fought in that phase. However, that unit cannot fight again
You can use this command ability in the enemy movement phase after in that phase and the strike-last effect applies to that unit until the
an enemy unit finishes a normal move, run or retreat. The unit that end of the turn.
receives the command must be within 9” of that enemy unit and more
than 3” from all enemy units. You can make a D6” move with the unit that
receives the command, but it must finish the move more than 3” from all
enemy units and cannot shoot later in the turn. MONSTROUS RAMPAGES
Roar: Pick 1 enemy unit within 3” of this model and roll a dice. On
FORWARD TO VICTORY FRIENDLY CHARGE PHASE a 3+, that unit cannot issue or receive commands in the following
You can use this command ability after you make a charge roll for a combat phase.
friendly unit. That unit must receive the command. You can re-roll the
charge roll for that unit. Stomp: Pick 1 enemy unit within 3” of this model that is not a
monsteR and roll a dice. On a 2+, that unit suffers D3 mortal
wounds.
UNLEASH HELL ENEMY CHARGE PHASE
You can use this command ability after an enemy unit finishes a charge Titanic Duel: Pick 1 enemy monsteR within 3” of this model.
move. The unit that receives the command must be within 6” of that enemy Add 1 to hit rolls for attacks made by this model that target that
unit and more than 3” from all other enemy units. Models in the unit that enemy Monster until the end of the following combat phase.
receives the command that are within 6” of the target unit can shoot in
that phase, but when they do so, you must subtract 1 from hit rolls for their Smash to Rubble: Pick 1 faction terrain feature or defensible
terrain feature within 3” of this model and roll a dice. On a 3+, the
attacks and they can only target the unit that made the charge move. terrain feature is demolished if it was defensible (see 17.2.3), and
the scenery rules on its warscroll cannot be used for the rest of the
ALL-OUT ATTACK FRIENDLY SHOOTING / COMBAT PHASE battle if it was a faction terrain feature.
You can use this command ability when you pick a friendly unit to shoot in
your shooting phase or fight in the combat phase. That unit must receive
the command. Add 1 to hit rolls for attacks made by that unit until the end
of that phase. MYSTERIOUS TERRAIN
1. Damned: In your hero phase, you can pick 1 friendly unit within
ALL-OUT DEFENCE ENEMY SHOOTING / COMBAT PHASE
1” of any terrain features with this rule. That unit suffers D3 mortal
You can use this command ability when a friendly unit is picked as the wounds but you can add 1 to hit rolls for attacks made by that unit
target of an attack in the shooting or combat phase. That unit must receive until your next hero phase.
the command. Add 1 to save rolls for attacks that target that unit until the
end of that phase. 2. Arcane: Add 1 to casting, dispelling and unbinding rolls for models
while they are within 1” of any terrain features with this rule.
NO RETREAT, NO SURRENDER* FRIENDLY COMBAT PHASE
3. Inspiring: Add 1 to the Bravery characteristic of units while
You can use this command ability at the start of the combat phase.
they are wholly within 1” of any terrain features with this rule.
The unit that receives the command must be a friendly unit that is not a
h eRo or monsteR , that did not charge in the same turn, and that is within 4. Deadly: Each time a unit is set up or finishes a normal move
3” of an enemy unit. That unit cannot make pile-in moves in that phase, within 1” of any terrain features with this rule, roll a dice. On a 1,
but add 1 to the Attacks characteristic of melee weapons used by that that unit suffers D3 mortal wounds.
unit until the end of that phase (excluding those of its mounts, if it has
any). 5. Mystical: Add 1 to chanting and banishment rolls for models
while they are within 1” of any terrain features with this rule. In
addition, models have a 6+ ward while they are within 1” of any
INSPIRING PRESENCE FRIENDLY & ENEMY BATTLESHOCK PHASE terrain features with this rule.
You can use this command ability at the start of the battleshock phase.
The unit that receives the command does not have to take battleshock 6. Sinister: Subtract 1 from the Bravery characteristic of units while
tests in that phase. they are wholly within 1” of any terrain features with this rule.

*GHB22-23.2

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