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KoW Abyss (HTML)
KoW Abyss (HTML)
[3E Primary, 1500+ Roster pts] ({Evil} Forces of the Abyss) [20 US, 1,635 pts]
Rules: Fury
Profile: A: Abyssal Ghouls (20) Regiment
Rules: Regeneration
Profile: A: Abyssal Guard (20) Regiment
A: Abyssal Guard (20) Regiment Inf Abyssal Regeneration (5+) 5 3+ - 5+ 12 -/16 3 2 KoW3 p345
Regeneration (5+),
A: Flamebearers* Abyssal, KoW3
Inf <Firebolts: 18", Piercing 5 5+ 4+ 3+ 10 13/15 2 2
(20) Regiment Flamebound p346
(1), Steady Aim>
D: Imps* (03) Regiment Swa Imp Fury, Vicious:(Melee) 5 5+ - 3+ 12 10/12 1 1 KoW3 p346
Selection Rules
Brutal: When testing Nerve of an Enemy unit in Melee with 1 or more of your Brutal units, add the highest Brutal (n) value to the total rolled. If no value
is specified, the unit has Brutal (1). Not usable with Dread; the attacker must choose which to use. (KoW3 p35)
Cloak of Death: After this unit has completed its Movement order, all Enemy units within 6" take an immediate 1 damage. Units can only be damaged
by 1 source of Cloak of Death per Turn. No Nerve test is required from this damage. (KoW3 p36)
Crushing Strength: All Melee hits landed by this unit have a +(n) modifier when rolling to damage. (KoW3 p36)
Fly: This unit can move over, and pivot while over, anything, as long as its entire move ends clear of any units or Blocking Terrain. It does not suffer
Hindered Charges for moving over Difficult Terrain or Obstacles, unless it ends the move within or touching them. While Disordered, it cannot use Fly.
If a unit with Fly has Nimble, then that is also lost while Disordered. (KoW3 p36)
Fury: While Wavering, this unit may still declare a Counter Charge. (KoW3 p36)
Inspiring: If this unit, or any Friendly Core unit within 6" is Routed, the opponent must re-roll that Nerve test, according to name or keyword qualifiers.
The second result stands. (KoW3 p37)
Nimble: This unit can make a single extra pivot of up to 90 degrees during any Movement order except a Halt. When Disordered by a unit in Melee
with Phalanx or Ensnare, it loses Nimble until the end of its following Turn. (KoW3 p37)
Piercing: All hits caused by Ranged attacks from this unit have a +(n) modifier when rolling to damage. (KoW3 p37)
Regeneration: When this unit receives a Movement order, before doing anything else, roll a number of dice equal to the damage on the unit. For every
result of (n) or higher, it immediately removes 1 damage previously suffered. (KoW3 p37)
Steady Aim: This unit does not suffer from the -1 Moving modifier when making Ranged attacks. (KoW3 p38)
Strider: This unit's Charge is not Hindered when charging through, or ending its Charge on, Difficult Terrain or Obstacles. (KoW3 p38)
Thunderous Charge: All Melee hits from this unit have a +(n) modifier when rolling to damage, in addition to any Crushing Strength. This bonus is lost
when this unit is Disordered and is reduced by 1 when it is Hindered (to a minimum of 0). (KoW3 p38)
Vicious: Whenever this unit rolls to damage, it must re-roll all dice that score a natural, unmodified 1. (KoW3 p38)
~Fireball: RANGE: 12" || TARGETS: Enemy || MODIFIERS: Hits on 5+ against units in Cover or with Stealthy || EFFECT: Roll to damage as normal.
(KoW3 p54)