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H ,E K H 135 S C T * 135
Unit Type Ht Sp Me Ra De US Att Ne Unit Type Ht Sp Me Ra De US Att Ne
Hero (Cavalry) 3 9 3+ - 5+ 0 5 13/15 Cavalry 3 10 4+ 4+ 4+ 1 7 11/13

Special Rules: Crushing Strength (1), Elite (Melee), Individual, Inspiring, Mighty Special Rules: Deathroot Arrows, Elite (Ranged), Nimble, Shortbows: 18", Steady
Aim
Keywords: Elf
Keywords: Elf

F S R 120
Unit Type Ht Sp Me Ra De US Att Ne S C T * 135
Large Infantry 3 6 4+ - 5+ 2 9 -/14 Unit Type Ht Sp Me Ra De US Att Ne
Cavalry 3 10 4+ 4+ 4+ 1 7 11/13
Special Rules: Crushing Strength (1), Pathfinder, Scout, Shambling
Special Rules: Deathroot Arrows, Elite (Ranged), Nimble, Shortbows: 18", Steady
Keywords: Verdant Aim
Keywords: Elf

F S R 120
Unit Type Ht Sp Me Ra De US Att Ne
Large Infantry 3 6 4+ - 5+ 2 9 -/14
S C R * 235
Unit Type Ht Sp Me Ra De US Att Ne
Special Rules: Crushing Strength (1), Pathfinder, Scout, Shambling Cavalry 3 9 3+ - 5+ 3 16 14/16

Keywords: Verdant Special Rules: Elite (Melee), Thunderous Charge (2)


Keywords: Elf
Artefact: Maccwar's Potion of the Caterpillar

H ,F W 115
Unit Type Ht Sp Me Ra De US Att Ne
Hero (Large Infantry),
3 6 3+ - 5+ 1 3 11/13
Spellcaster: 0 S C R * 230
Unit Type Ht Sp Me Ra De US Att Ne
Special Rules: Crushing Strength (2), Nimble, Pathfinder, Scout Cavalry 3 9 3+ - 5+ 3 16 14/16
Spells: Surge (4)
Special Rules: Elite (Melee), Thunderous Charge (2)
Keywords: Verdant
Keywords: Elf
Artefact: Lute of Insatiable Darkness
Artefact: Sir Jesse's Boots of Striding

K A R 120
Unit Type Ht Sp Me Ra De US Att Ne
Infantry 2 5 5+ 5+ 4+ 2 10 14/16 Crushing Strength (n)
All hits caused by Melee attacks from this unit have a +(n) modifier when rolling
Special Rules: Bows: 24", Elite (Ranged) to damage.
Keywords: Elf, Kindred
For example: when rolling to damage with a Melee attack that has Crushing
Strength (1), a roll of 4 would become a roll of 5.

Deathroot Arrows
K A R 120 Once per game, when the unit rolls to damage with a ranged weapon, you may
Unit Type Ht Sp Me Ra De US Att Ne choose to reroll up to 3 dice that score a natural, unmodified 1. The unit's
Infantry 2 5 5+ 5+ 4+ 2 10 14/16
Deathroot Arrows are then destroyed and cannot be used again for the remainder
of the game.
Special Rules: Bows: 24", Elite (Ranged)
Elite
Keywords: Elf, Kindred Whenever the unit rolls to hit, it must re-roll all dice that score a natural,
unmodified 1.

Individual
This rule is explained on page 34 of the rulebook.

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Inspiring Lute of Insatiable Darkness


If this unit, or any Friendly Core unit within 6" of this unit, suffers a Rout result, The unit gains the Bane Chant (2) spell.
the opponent must re-roll that Nerve test. The second result stands.
Maccwar's Potion of the Caterpillar
Note that a unit may also have a qualifier for its Inspiring rule. In this case the This unit gains the Pathfinder special rule.
unit will only Inspire itself and the unit(s) specified.
Sir Jesse's Boots of Striding
Mighty Once per game, this unit gains the Strider special rule until the end of the Turn.
Individuals with the Mighty special rule are no longer Yielding.

Nimble
The unit can make a single extra pivot of up to 90 degrees around its centre while
executing any Movement order, including a Charge. It cannot make this extra
pivot when ordered to Halt.

When Disordered by a unit in Melee with either the Phalanx or Ensnare special
rule, this unit loses the Nimble special rule until the end of its following Turn.

Pathfinder
The unit suffers no movement penalties for Difficult Terrain, simply treating it as
Open Terrain in the Movement phase.

Pathfinder units are not Hindered when making a Charge through Difficult
Terrain.

Scout
The unit can make a single At the Double or Advance order after set-up is
finished but before the first Turn of the first Round begins. If moving At the
Double as part of this order, the unit treats Obstacles and Difficult Terrain as
Open Terrain during the Scout movement. If both armies have units with this
rule, both players roll a single die each. The highest scorer decides who begins to
move one of their Scout units first, then the players alternate until all Scout units
have been moved. Players then roll to determine who takes the first Turn in
Round one as normal.

Shambling
The unit cannot be given an At the Double Movement order, except when
carrying out a Scout move.

Steady Aim
The unit does not suffer from the -1 Moving modifier when making Ranged
attacks.

Thunderous Charge (n)


All Melee hits inflicted by this unit have a +(n) modifier when rolling to damage.
This bonus is in addition to the unit's Crushing Strength (if any). However, the
unit loses this bonus when Disordered and reduces this bonus by one when
Hindered (to a minimum of zero).

Surge
Range: 12" | Targets: Friendly (Shambling only)
For each hit, the target friendly Shambling unit moves straight forward a full
inch (stopping just out of contact from Friendly units and Blocking Terrain). If
applicable, the Fly special rule is not in effect for this movement.

If this movement brings it into contact with an Enemy unit, treat this as a
successful Charge against the enemy facing that has been contacted. However,
the charged unit will not take any Nerve tests for any damage it might have taken
in the previous Ranged phase.

If, and only if, the surged unit contacts a corner of the Enemy unit and not the
edge, determine which arc of the target unit the Leader Point of the surging unit
is in before it moves and align to that side to attack.

If two Enemy units are contacted at the same time, the attacking player may
choose which unit is being charged.

If the Surge move took the unit over an Obstacle or through Difficult Terrain,
then it will be Hindered in the ensuing combat as normal.

This spell has no effect on units with Speed 0.

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