SoBaH Traits Compendium v3
SoBaH Traits Compendium v3
SoBaH Traits Compendium v3
Use the below formula:
((C * 5) + Traits) * (7 Q)
2
Round all fractions up.
Unless players agree otherwise no model may
have more than 3 Disadvantage traits. These
are traits that have a negative cost and can lead to
tremendous imbalances if exploited.
Base Models
Below is a list of base models for different races.
Use this as a starting point for creating new models
and races.
Race Q C Traits
Dwarf 3+ 3 Short
Move
Goblin 4+ 2
High Elf 2+ 3
Human 3+ 3
Orc 4+ 3
Wood Elf 3+ 3
Allure 3 Arcane Master 5
A Keywords:
Enemy models within 1x Short of this model must
Keywords: Personality
An Arcane Master has +1Q when casting spells.
make a Quality check on 1d6. If failed, the model
Abbot 18 has 2Q for the remainder of the turn. Arquebus 7
Keywords: Leadership, Personality Ambusher 3 Keywords: Weapon
If the attack rolls a 1, the player must roll another
die; on another 1, the Arbalest breaks and may
not be used for the remainder of the game.
Arbalest shots ignore the Heavily Armored trait.
AutoFire 3 Battle Giant/Beast 10 If the battle giant is put outofaction or killed, all
models in the howdah fall and suffer falling
Keywords: Weapon Keywords: Personality damage as per a 1x Short fall. The player owning
the gaint/beast may place the models anywhere
A model with a ranged weapon with the AutoFire This trait can only be given to models that have up to 1x Short away from the giant/beast.
trait may perform a single ranged attack or a the Huge or Gargantuan trait and have Quality no
burst attack. better than 4+. The model may have one cannon The body of an outofaction giant/beast should
or arbalest mounted on it. A model must also be be left on the battlefield as a terrain feature.
A burst attack allows additional attacks against purchased to act as the driver for the battle
other targets within 1x Short of the original target. giant/beast. Battle Giants/Beasts Falling on Models
The next target must be the closest to the original When a battle giant/beast is knockedprone, put
(including friendly models). All attacks are made The Driver outofaction, or killed, determine where it will fall
at 1C for each target beyond the first (i.e. 1C If the driver is put outofaction, the giant/beast using the random direction method. Shift the
against the second target, 2C against the third will continue to move in a random direction, rolling giant's/beast's base by one base width in that
target, etc.). 3d6 for activation. The giant/beast will attack any direction. Any Big or smaller model that is under
model, including friendly, in melee it contacts the base must make a Q roll on 1d6. If the roll is
during its movement. Any actions generated by passed, the model moves away. If the roll is
B
the activation must be used to move the failed, the model receives a C5 free hack. Big or
giant/beast first and only to attack after moving. larger models do not suffer this free hack, but are
knockedprone.
The Howdah
The battle giant/beast may carry passengers in Battle Hunger 4
Ball&Chain 4 what is called a howdah. The battle giant/beast
and passengers activate as a group (no need for Keywords:
Keywords: Weapon a Leader) using the battle giant's/beast's driver's
Quality. If combating nonflyers, passengers can Whenever a model with Battle Hunger makes an
Ballandchain models should be based on a only attack or be attacked if they have the Long activation or reaction roll on two or more dice, you
round base that is roughly the same size as the Reach trait. Passengers may shoot from the may increase the result of a single die by one.
weapon’s reach. This twohanded weapon battle giant/beast as normal.
ignores the enemy's modifier for defending an Beastmaster 8
obstacle. It also ignores the Tower Shield and all Passengers ride in/on the howdah and are
Block Traits, if any. considered in cover against ranged attacks from Keywords: Leadership, Personality
nonflying enemies.
When a model with a Balland chain fights in A Beastmaster works exactly like a Leader, but
melee, roll a differently colored die together with If the battle giant/beast is Heavily Armored, the can only affect Animals. All Animal models
the normal Combat die. If both dice roll a 1, the passengers and driver count as being Heavily immediately route when the last Beastmaster in
Ball and Chain model is knocked Prone, Armored against nonflying enemies. The the warband is removed from play. Beastmasters
regardless of what the opponent rolled. Any other passengers will also count as defending an are affected by Leaders as normal.
friendly models using a Ball and Chain in the obstacle against any melee attacker, including
same melee are also knocked Prone as they Flying enemies. Berserk 4
tangle up. If both dice roll a 6, the Ball and Chain
model may immediately perform another attack When a model in a howdah is knockedprone, it Keywords:
against any adjacent target or against the same falls inside the howdah unless the attack was a
target. This is cumulative with multiple attacks melee attack from a Flying model. In this case, A Berserk model will not use ranged attacks,
allowed by rules such as Duel Master or Combat the model is knocked from the howdah and takes spells, or use any abilities that work from a
Master. falling damage as per a 1x Short fall. distance. Berserk models cannot be part of a
group activation unless all models in the group
Any model moving into contact with a Ball and Enemies with the Acrobat or Clinging trait may are also Berserk. A Berserk model must always
Chainarmed model immediately receives a Free climb into the howdah, but receive a free hack roll 3d6 for activation. Whenever possible, a
Hack from him when doing so, unless the Ball and from the battle giant/beast while doing so. Berserk model must move towards the closest
Chain model is Prone, Entangled, or Transfixed. enemy model, attacking if it can.
Flying models may land inside the howdah if there
A Ball and Chain attacks at 1C in cramped is space. Fighting atop the howdah is considered If a Berserk model moves into melee contact with
situations and the model may not be part of any to be in cramped quarters. an enemy, it gets +2C on the first contact and will
group activation. not have to make any morale checks on the turn it
Leaving & Entering the Howdah contacts an enemy.
Bard 10 Models may voluntarily dismount the giant/beast
by spending one action. Friendly models can If a Berserk model fails three activation dice or
Keywords: Personality enter the howdah by spending two actions, or loses combat the model loses the Berserk trait for
only one action if they have the Flying or Clinging the remainder of the battle.
As one action, a Bard may temporarily give any trait. If a dismount or mount is attempted while
one friendly model within 1 x Medium distance the the giant/beast is in melee, the model receives a Big 3
Hero trait during that model’s next turn. Only one C3 free hack.
model may become a Hero in thisway per turn. If Keywords:
a Bard uses thispower on a model that already Prone & OutofAction Beasts
has the Hero Trait, that model receives two If the battle giant/beast is knockedprone, Big models have +1C in melee against smaller
automatic successes. Bards, like Musicians, may passengers remain in the howdah or clinging to models. All ranged attacks against Big models
perform the Drums and Pipes group action. the giant/beast, but also count as prone. They have +1C.
automatically recover from being prone when the
battle giant/beast recovers.
Blacksmith 1 Bodyguard 0 Brewmaster 1
Keywords: Campaign Keywords: Keywords: Campaign
C
in base contact with at least another member of
the Bonded group to perform thisgroup reaction.
All the members of the Bonded group perform
the same number of actions, in any order the
player prefers.
Clinging 3
Keywords:
Models with the Clinging trait can walk on walls,
ceilings, and trees. Models with Clinging fall down
when they are knockedprone in combat, but do
not receive falling damage. A model on a wall
counts as in higher elevation when attacking a
model on the ground.
Clumsy 2 Composite Bow 7 Coward 2
Keywords: Disadvantage Keywords: Weapon Keywords: Disadvantage
D
enemy, using no actions for that turn.
Danger Sense 3
Keywords:
This model cannot be ambushed.
Dashing 3 Determined 2 Distracting 15
Keywords: Keywords: Keywords: Personality
No warband may have more than one
Doppelganger.
Double Strike 10 Dragon Fire 16
Keywords: Personality, Weapon
this model is armed with a pair of weapons. this
Keywords: Personality
Dragon Fire is a ranged attack representing the
E
model can attack normally in melee combat or firebased blast from dragons and similar models.
use two actions to perform a double strike. When It uses the Long range stick, and is at 1C at 2x
performing a double strike, the model rolls 2d6 for Long and 2 at 3x Long. The attack uses the
Eager 4
combat and uses the best roll for its Combat roll. shooter’s C score, ignoring any Armor the target Keywords:
In addition, if the model rolls doubles the model may wear (unless it is Dragon Armor). The spray
adds half the number (rounded down) to its total of Dragon Fire is 1x Short stick wide; any target in this model receives +1Q while in lineofsight of its
(double 1’s do not grant a bonus). the affected area is attacked. If a dragon rolls a 1 Leader, even if this model is not in the Leader’s
when performing thisattack, it runs out of Dragon command radius. thisdoes not stack with the
If this model is disarmed, it loses one of its Fire until it spends two actions to recover. A Block Leader bonus.
weapons and may not perform a double strike trait that works versus ranged attacks may be
until the second weapon is recovered. used against the Dragon Fire, but on the roll of a Easy Target 3
1 on the Block roll, the target’s shield is destroyed.
A model with double strike cannot take any other Keywords: Disadvantage
traits that grant multiple attacks (e.g. Combat Dragon Fire will automatically destroy a Wall of
Master, ComboHit, etc.). Ice. All ranged attacks against this model have +1C.
Keywords: Keywords: Weapon
When this model goes outofaction, roll 1d6. On
a 4,5, or 6 the model explodes and any model,
including friendly, within 1x Short receives a C2
Flail melee attacks ignore the target’s Block,
Expert Block, Parry, and Expert Parry traits. G
free hack. Roll separately for each model. Flurry of Blows 7
Keywords: Personality Gang 3
F
Keywords:
Once per game, this model can spend one action
to deliver one melee attack to all adjacent thistrait may only be given to models with a
enemies. Roll separately for each enemy. While maximum of 4+ Quality and 2 Combat. Models
performing thisattack, the model’s Combat score with Gang may perform group activations (except
is not affected by outnumbering. for concentrated fire) without the presence of a
Fanatic 4
Leader. Gang models still benefit from Leader
Keywords: Flying 10 and Gregarious bonuses.
Foresters do not have restricted movement while
moving through woods or a Wall of Wood.
Giantslayer 3 Hand Grenade 7 HardHide 6
Keywords: Keywords: Weapon Keywords:
H Shot Trait applies. Attacking discharges the If this model is beaten in combat by only one
weapon. Reloading the Handgun takes two point, treat the combat as a draw.
actions. A model may not reload while in baseto
base contact with an opponent, or while This model has 2Q when swimming and
Transfixed, Blind, or Entangled. Prone models climbing.
Hammering Blow 7 may reload as normal. The handgun may not be
fired in the same turn it is reloaded. Use a small Heavy Weapon 4
Keywords: Weapon die to mark a figure with a discharged weapon.
Keywords: Weapon
When this model rolls a 6 during a melee attack If an attack from a handgun rolls a 1, the player
and wins the combat it adds +2 to its total. If this must roll another die; on another 1, the handgun When this model rolls a 6 on a power attack and
model rolls a 1 during a melee attack, an adjacent explodes and the shooter receives a C2 attack wins the combat treat the result as an outof
foe chosen by the opponent may perform a free from the explosion. action result regardless of what the target rolled.
hack that is resolved before the Hammering Blow
attack. Shooting gives away the model's position, Hero 15
negating the Stealth Trait.
Keywords: Personality
A Personality may be armed with up to 6 loaded
When activating, a hero always receives one
handguns (provided he pays the point cost for
automatic success. Heroes automatically pass all
each). The model carries them in a double
Quality tests done on a single die. Heroes may
bandolier or the like. In any case, the model may
not automatically pass reaction rolls.
fire only one handgun per turn.
Huge 5 Immovable Stance 3 Increased Spell Memory 5
Keywords: Keywords: Martial, Personality Keywords: Personality
I
actions (there is no need for the friendly model to
Models with C1 or C0 may not take this Trait. roll activation dice). The target model may not
have already been activated that turn and the
Impetus 7 model cannot “store” the actions (it must use
them immediately on its activation).
Immobile 9 Keywords:
This cannot be used as a reaction.
Keywords: Disadvantage This model may increase one of its movements
once per turn to the next largest movement as Inspiring Presence 13
This model cannot move. long as it ends its movement in melee with an
enemy. This model has +1C if it attacks the Keywords: Personality
Immortal 20 engaged model during that turn.
Every time the model puts a foe with a point cost
Keywords: Personality equal or greater than his own OutofAction or
Inconvenient 5 Gruesomely Kills him, the model gains one
When an Immortal model dies, roll 3d6 for the Keywords: Presence token. Keep track of tokens with a small
model’s Quality at the start of each of its owning die next to the model’s base. At any time, the
player’s turn. On 3 successes, the dead model is A player spends points on this model as usual and model may spend a token to do one of the
reborn in its deployment zone. The controlling may choose to place it in his/her opponent’s following:
player decides the exact spot where the reborn warband rather than his/her own (at no points
model appears. An Immortal model only yields cost to the opponent). The model becomes part 1. Perform a rousing speech. This counts as a
victory points, and only has to roll on its respective of the opponent’s warband for the entirety of the Leader issuing a Regroup group move order to
Survival Table if it is not on the battlefield at the scenario, and one model in that warband any friends within 1x Medium; the figures must
time the battle ends. The death of an Immortal (nominated by the owning player) gains the regroup around the model with Inspiring
model (even if temporary) still affects its warband Protect trait for the Inconvenient model, for 0 Presence.
for morale purposes. An Immortal model slain by points. Only one Inconvenient model may be
a gruesome kill cannot return to a battle. given to an opponent in any scenario. 2. Let a friend within 1x Medium reroll a single
failed Reaction die.
Incorporeal 14
Using Presence tokens does not require an
Keywords: Personality action, but the model may not spend more than
one Presence token per turn. Presence tokens
All nonmagical attacks are at 2C against this are retained in campaigns.
model. This model may not inflict any combat
effect worse than a recoil result in melee or with Irrelevant 2
nonmagical ranged attacks. This model may
move freely through obstacles, walls, and Keywords: Disadvantage
enemies as if they did not exist, ignoring terrain
restrictions. Blessed terrain, churches and This model counts as 0 models for the purposes
temples of good gods, magic circles of protection of outnumbering and may be ignored for the
and the bodies of saints, angels, and avatars of purposes of ranged targeting priority.
good gods are treated as normal obstacles.
Incorporeal Undead fight each other as normal.
Leader 15 Longbow 7
J, K Keywords: Leadership, Personality
Any friendly model within Long distance from a
Keywords: Weapon
Models smaller than mansized (goblins, dwarves,
Leader has its activation, reaction, and morale gnomes, etc.) cannot use longbows. A longbow
rols increased by one. A Leader can also issue has long range and ignores the target’s Heavily
Javelin 2 group commands to models within 1x Long. Armored rule if the target is within 1x Short.
Keywords: Weapon Issuing a group command ends the Leader’s turn Longbows have +1C at 1x Long, +0C at 2x Long,
so make sure it is always the last thing it does. and 2C at 3x Long.
A javelin is a short ranged weapon, and it may be
thrown as a free action at the end of a movement When a Leader dies, though, all friendly models If a 1 is rolled when attacking with a longbow, the
that brings the attacker closer to the target. If a 1 must make a Morale roll. The effects of multiple bowstring snaps and will require two actions to
is rolled when throwing a javelin, the model has Leaders are not cumulative. replace. The wielder is assumed to have enough
run out of javelins and cannot use this trait for the arrows for the entire battle.
remainder of the game. Only one javelin attack A Leader’s bonus does not apply to itself or other
can be made per turn. The model may still models with a Leadership trait. The Leader’s Long Move 10
perform an attack as a regular action. bonus does not count if the Leader is lying on the
ground or if the model cannot see the Leader Keywords:
Jet Burst 3 (enemy models do not obstruct this lineofsight).
This model uses the Long measuring stick for
Keywords: Leafsight 2 movement.
L
When this model is moving through a wooded Long Reach weapon.
area it receives one free short movement that it
may perform at the end of its activation. This Long Reach weapons are clumsy to be used in
applies even if the model is not in the wooded cramped situations (battlements, dungeon
area for its entire turn. corridor, tunnel, opening in a room, thick forest)
where the length of the weapon interferes with
Laborer 3 Legendary Shot 15 the model's movements. In such situations, use of
Keywords: Campaign a Long Reach weapon is at 1. Models that attack
Keywords: Personality an unengaged model with Long Reach lose any
Laborers work after battle and bring back extra Mounted and height bonuses.
This model can perform one ranged attacker per
money to their warband. Each Laborer in a
action. It can mix aimed shots and regular ranged A model can help outnumber a foe by using the
warband yields an extra 1 gold coin after each
attacks as it sees fit. Use normal targeting Long Reach trait over the shoulder of a friend.
battle. Personalities may not be Laborers.
restrictions. This is not allowed if the friend is larger than the
model. The maximum outnumbering modifier on
Lead from the Front 14 The target of any ranged attack is decided based a single figure that can be caused by Long Reach
Keywords: Leadership, Personality on the previous attack. In other words, a is 3.
Legendary shot with three actions may fire at one
If this model can form a group with up to four enemy and if it kills it may make the remaining Low Kick 3
other models they can all roll for activation as shots against other targets.
though a group order was issued, using the Keywords: Martial
lowest Quality in the group. All models in the If this model is in a concentrated fire action,
group (excluding this model) have +1Q. If at any ignore this trait. When this model moves into base contact with a
moment a model in the group is in melee with an knockedprone model, it can perform a free hack
opponent while this model is not, the +1Q bonus Lethal 3 against the model. Only one Low Kick can be
is lost until this model engages an opponent in performed per turn.
Keywords:
melee (Long Reach counts).
Lucky 5
Lethal models kill an opponent of a certain type,
Bonuses from this model do not stack with other
race, or category just by beating them in combat Keywords: Personality
Leadership traits.
(no need to double the score).
This model may reroll any single die once per
The Lethal effect applies to both ranged combat game. The second result is final.
and melee. A model can only have a single
instance of the Lethal trait. A model cannot Lumbering 1
choose Lethal as a type to be Lethal against.
Keywords: Disadvantage
All models fighting this model in melee may freely
disengage this model.
Master Gunner 6 Mutant 3
M Keywords: Personality
When a Master Gunner is part of an artillery
Keywords:
Every time this model rolls two or more successes
crew, shooting a cannon requires only 1 action on its activation roll, roll 1d6. On a 6, the model
instead of 2. forfeits all rolled actions for that turn and develops
Madness 15 a chaotic mutation from the following table
Keywords: Personality Melee Block 3 instead.
Any enemy model within 1x Long of this model Keywords:
1d6 Mutation
has 1Q. The effects of multiple models with
Madness are cumulative. Works like block, but may only be used against
1 Model has 1Q.
nonmagical melee attacks.
This modifier is not applied while this model is 2 Model has +1C in melee up to a total
prone or not in lineofsight. Friendly models do Mountaineer 2 of +4C.
not block lineofsight.
Keywords: 3 Model may perform short range
Models with Madness, Iron Will, Artificial, or attacks. This increases to medium
Undead are unaffected. The movement of this model is not restricted and long if this result is rolled again.
when moving uphill or over rocky terrain.
4 Model's movement increases by one
Magic Block 8
Mounted 6 category up to Long.
Keywords: Personality
Keywords: 5 Roll an additional 1d6: 1 3 the model
Works like Block, but may also be used against gains the Terror trait. 4 6 the model
magic attacks. Mounted models have +1C in melee against non gains the Poison trait. If the model
mounted models. They also have free disengage already has one of these traits, it
against all nonmounted, nonflying models. gains the other.
Magic Resistance 5
Keywords: Rider and mount are treated as a single model 6 Model becomes Tough.
for game purposes. It is assumed the mount flees
This model may reroll a single failed Quality die or is put outofaction when the rider is.
when resisting a spell. While getting a mutation, the model counts as
Mounted models may transport friendly models Transfixed. He/she automatically gets out of this
the same size or smaller than the rider. It takes state at his/her next activation without having to
Mark 10 one action from a mounted model to pickup a pay any actions for it.
Keywords: Martial, Personality nonmounted, friendly adjacent model. The
passenger does not need to be activated in order Write down the mutation on the model’s profile.
Once per game, this model may spend one action for this to happen. Sleeping and entangled The mutation is retained in a campaign. The point
to mark a single enemy model in melee with it. models cannot be carried in this way. Each cost of the model changes recalculate it based
During the game, any time the marked model mounted model may carry at most one model. on the new stats and rules. The player need NOT
rolls a 1 on activation or in combat, the model pay the point difference and does not get back
who marked it may perform a free hack against A carried figure may later dismount. The carried any lost points in the case of a drop in Quality.
the model at +3C. This may be performed even if model must spend one action in order to
the marked model is not in lineofsight. dismount. Place the model anywhere adjacent to If a model’s Quality becomes 7+ as result of
the mounted model. mutations, the model is reduced to a gibbering
The mark is removed if the model that placed it is wreck and is removed from the campaign.
removed from play. If the marked model is put If the mounted model is ever knockedprone, all Undead and Artificial models cannot be Mutants.
outofaction by the free hack, treat it as a kill. carried models are thrown from the mount and If a Mutant dies and is resurrected by a
Undead and Artificial models are unaffected by knockedprone as well. Necromancer, the Mutations gained so far are
this trait. retained, but the Mutant ability is lost.
Music 0
Master Duelist 6 Keywords:
Keywords: Personality
Only models with C3 or better may have this trait.
This model carries a musical instrument and fights
at 1C in melee. The player may reroll one die
per turn on any failed group activation roll which
N
When the model is in melee with a single
opponent whose C score is lower than its own, it includes the musician or is within 1x long of the
may perform one additional attack. This costs one musician. Only one die may be rerolled per turn, Near Invulnerability 7
action for a regular melee attack or two actions despite the number of models with this trait in the
Keywords: Personality
for a Power Blow. The additional attack from warband.
Master Duelist may not be used against a This model turns any knockprone result in
different target, and it may not be saved for later. combat to a recoil result unless the attack was a
magical attack or made by a personality model.
A model may not have Master Duelist and This model automatically passes any survival rolls
Combat Master or Double Strike at the same unless killed.
time. In a campaign, a model may start as a
Master Duelist and later evolve into a Combat No Retreat 5
Master with one upgrade.
Keywords:
This model ignores recoil results made against it.
Noble 5 Overloader 3 Pet 15
Keywords: Campaign, Personality Keywords: Weapon Keywords:
O
are overloaded at the start of play. Reloading a Second, if the model is in melee, it may use one
weapon so it counts as overloaded requires 1 of its actions to claim the pet has attacked one of
more action than normal. An overloaded weapon its opponents, distracting them. The opponent
strikes at +1C, but it always explodes in the remains distracted until it has a chance to spend
model's hands if the attack die roll is a 1 (do not one action to shoo away the animal.
Oblivious 3 roll another die to confirm the explosion as with
regularly loaded firearms). Any attack against a distracted opponent is at
Keywords: +1C. A distracted opponent may not perform
In wet weather, overloaded firearms have the Aimed Shots.
This model may always perform the free same chances of misfiring due to wet powder as
movement option, even if there are enemies regularly loaded ones. Piercing Weapon 2
within 2x long of it.
Overloading may not be used on cannons. Keywords: Weapon
Oblivious to Danger 2
This model ignores the opponent's Heavily
P
Keywords: Disadvantage Armored trait while performing a power attack in
melee.
This model never gains cover bonuses.
Poison 3
Officer 8
Keywords:
Keywords: Leadership, Personality Parry 5
Keywords: Martial, Weapon Whenever a poisoned attack hits, roll 1d6. On a 5
An Officer may issue group activations to models or 6 the target has 1 Quality for the remainder of
within 1x Long and in lineofsight of it. This works This model may perform a Quality roll at 1Q on a the game in addition to other effects of the attack.
exactly like a Leader issuing group activations. single die after losing a melee. If the roll is If a model’s Quality ever reached 7 or lower, the
successful, the model can turn a outofaction model is outofaction.
Only Affects the Living 1 result into a knockedprone result, a knocked
prone result into a recoil, and recoil results into Roll once for every model in a concentrated fire
Keywords: Disadvantage ties. This cannot be done against kill results. group action, but only apply the effects once.
Keywords: Disadvantage Reckless 5
Respawn counters can only be destroyed only by
A model with this trait must remain within 1x Long Keywords: magic attacks or a fire attack against C1. All
of a named companion for the entirety of the attacks against a Repsawn counter are lethal.
game if both models are in the same warband. If At the start of any turn this model may increase its
this rule is ever broken, the model must attempt Quality by 1 and reduce its Combat by 1 until its Roll with the Punch 5
to move back within this distance as soon as next activation. The intent to be Reckless must be
possible. If the model being protected is killed or is declared by rolling for activation. Keywords: Martial
removed due to a Morale test, the protector
immediately gains the Dogged trait against the Relay 5 This model may turn a knockprone result against
slayer. If the protected model flees off the table, it in melee into a recoil result by passing a Quality
Protect becomes void for the rest of the scenario. Keywords: test on 1d6. This cannot be done against spells or
ranged attacks.
Puny 3 While within the command range of an Officer or
Leader this model can extend the Rotting Touch 3
Keywords: Disadvantage Officer’s/Leader’s command range for issuing
group orders an additional 1x Long from this Keywords: Martial
This model cannot perform power attacks, use model.
twohanded weapons (i.e. Heavy Weapon, Huge Whenever this model rolls a 5 or 6 in melee,
Weapon, Hammer Blow, etc.), and attacks made Reluctant 3 regardless of the opponent rolls, the opponent
by this model against prone models are not lethal becomes infected with mildew. Mark the model
and only have a +1 bonus. Keywords: Disadvantage with a Mildew counter.
This model has 1Q on all activation and reaction If the marked model ever goes outofaction from
Q, R
rolls. an attack (including the Rotting Touch attack) that
is not fire or magic, place the mildew counter
Regeneration 12 where the model was removed. The player who
performed the Rotting Touch may spread the
Keywords: Personality mildew in a circular area 1x short radius of the
marker by spending two reactions. The mildew is
Quick 3 Whenever this model suffers an outofaction slippery and any model recoiling over it falls
Keywords: result (this trait cannot be used against kill prone. Any model moving over it must pass a
results), roll 1d6. If the result is less than the Quality test on 1d6 or fall prone. models with
Once per activation, this model may choose to model’s Combat score, the model is knocked Swamp Walk are unaffected by the slipperiness.
spend one action to make two short movements prone instead.
instead of one normal movement. The model may
not interrupt its movement by performing other This trait does not work if the attack was magical,
actions between the short movements. Quick was firebased, or if this model is already prone.
models may not have the Short Move or Slow
traits.
Rabble 5
Keywords: Disadvantage
This model is automatically put outofaction if
beaten in combat. Doubling this model’s score
causes a kill. Rabble models may not have better
than 4+ Quality.
Rare 0
Keywords:
A model with the Rare trait will have a number
next to the trait listing. No more than that number
of that profile may be in the warband.
Runemaster 17 Shieldbreaker 2
Keywords: Personality
Prior to each battle, before terrain is laid out and
S Keywords: Weapon
When this model wins in melee and rolled a 6, the
players dice to determine attacker and defender, model may opt to have the opponent’s shield
a Runemaster makes a Q roll on 3 dice. Every broken instead of the normal combat result. This
success rolled entitles it to perform one of the
Savage 3 means the model loses any Block abilities that
following effects (which are described in the Rune Keywords: Personality came from a nonmartial Block trait.
Magic section, H&F p38):
Treat all outofaction results made by this model Magic shields break only if this model is Huge or
1. Equip a friend with Runstones. as kill results. This does not work against Undead larger or is using a magic weapon.
and Artificial models.
2. Etch a rune on a melee or ranged weapon Shieldwall 1
being used by any one model in the warband. Savage Mount 12 Keywords: Weapon
3. Perform Runecasting to foretell the future. Keywords:
All models with this trait that are in base contact
4. Etch a rune onto a terrain item, like a tree or This model has the Mounted trait. In addition, with each other may spend one group action to
boulder, so that the rune is activated as soon as when this model is put outof action, roll a die. enter a Shieldwall. A group in a Shieldwall has its
an opponent moves within 1x Short of the terrain On a 1–3, both the rider and the mount are out of movement decreased by one level, but gains the
item. the game. On a 4–6, the mount survives. Heavily Armored trait. The Shieldwall is
immediately broken if any of the models fails a
If no successes are rolled, the runes do not work The mount gains the Animal rule, loses the morale roll.
and no magical effect is created. A Runemaster is Mounted rule and one point from its C score, but
not able to cast spells unless it has the Spell it may otherwise continue to fight. Any weapon When a model who is in a Shieldwall and is
Caster trait. based rules possessed by the rider are lost (e.g. knockedprone or Transfixed that model does not
Heavy Weapon, Huge Weapon, Block, etc). gain any bonuses from the Shieldwall. However,
Runestone Grenadier 3 as a free action the prone/transfixed model may
Shadowform 5 move to the back of the Shieldwall and the other
Keywords: models may tighten formation.
Keywords:
This model may be equipped with Runestones by Only nonflying foot models may join a Shieldwall.
a Runemaster. When throwing a Runestone, This model may spend one action to become an Models must be of the same size to enter a
Runestone Grenadiers add an additional Short immaterial shade. In this form the model gains Shieldwall.
stick to their throwing distance. Stealth and Flying. Melee attacks against this
model are at 1 Combat, but any combat wins Short Bow 5
Runic Dagger 2 made by this model are always treated as recoils.
This model may use any abilities while in this Keywords: Weapon
Keywords: Weapon form.
A short bow has medium range and has +1C
This model may reroll Free Hacks against The model may spend one action to leave against all models within 1x Short of the shooter.
enemies that move away from melee with it due shadowform.
to a failed morale check. Short Move 3
Shapeshift 3 Keywords: Disadvantage
Running Blow 8
Keywords:
Keywords: This model uses the short measuring stick for
Treat this model as though it had the Were trait. movement.
A model with the Running Blow trait is able to hit However, unlike the Were trait this model may
an enemy while moving and doesn’t have to stop have more than one additional form to change Skeletal 7
when it enters in handtohand combat with a foe. into and may spend to one action to shift to a new
To perform a Running Blow, place the measuring form. Keywords:
stick on the tabletop in a way that a point of the
model’s path is adjacent to its target. Move the When this model is slain, in any of his/her forms, it Nonmagical ranged attacks made against this
model up to that point and perform the attack as is removed from the game. model are at 2C. Artillery and attacks from Huge
normal. or Gargantuan models ignore this trait.
Shield Mage 10
If the model wins the combat, no matter what Sling 4
happens to the foe, the model is moved to the Keywords: Personality
end of the stick without having to disengage or Keywords: Weapon
suffering any Free Hacks. If the opponent is Any friendly model in base contact with this model
knockedprone, he is knockedprone exactly has +1C against all magical and nonmagical A sling allows a model to make Medium ranged
where he is at the moment of attack. ranged attacks made against it. attacks. However, a sling cannot be used in
cramped quarters.
A model with Running Blow can still make only Shield Rush 5
one attack per turn – if its movement brings the Slow 5
model in contact with another enemy after the Keywords: Weapon
first, the model’s movement stops there, adjacent Keywords: Disadvantage
to the new enemy. A model with Running Blow When this model moves into melee against a
and Combat Master may perform multiple attacks shieldless opponent of the same size or smaller This model can only move once per turn using
along its path. and attacks it, the opponent must pass a Quality activation rolls. This model flees as normal.
test on 1d6. If failed, the model treats any recoil
result as a knockprone result instead for that
combat.
Slow Reflexes 2 Spread 5 Street Fighter 15
Keywords: Disadvantage Keywords: Weapon Keywords: Martial
T
mindcontrolled the model has 1 Quality and is
controlled by the owner of the telepath. Other
than this, the model plays as normal. The telepath
must focus on mindcontrol and cannot use
Telepathy again unless the model breaks the
Tailslap 3 mindcontrol. The telepath need not spend an
action to maintain control and need only
Keywords: announce it is maintaining control.
Whenever this model scores a recoil result in
melee, roll 1d6. On a 5 or 6 the opponent is
knockedprone instead. This only affects models
of the same size or smaller.
Thief 8 Tight Grip 2 Trapper 5
Keywords: Keywords: Keywords:
Whenever another model, including friendly,
comes into base contact with this model it is
immediately hit with a Combat 1 free hack.
Unruly 1
U Keywords: Disadvantage
This model is unaffected by any bonuses from a
W
Leadership trait.
Undead 3 Weak 2
V
Keywords: Keywords: Disadvantage
Undead are of three types: fleshy, skeletal, or This model has 1C in melee.
incorporeal, with additional traits representing
their abilities. Were 0
Variable Power Strike 16
All are immune to Terror and Fear and do not Keywords:
test morale for kills. They have +2 on all morale Keywords: Personality
rolls, but crumble to dust if they roll more than The player must have two models one for the
one failure on a morale roll. However, if they have A model with Variable Power Strike must normal model and another to represent its
a friendly Standard Bearer on the field, they do announce that it is using this trait before rolling to wereform. Treat the model as a normal model
not crumble to dust and may flee towards the activate. If all the activation dice fail, one enemy in (with stats as per its profile) until it is killed or
standard or remain in place. If the standard is contact with it, chosen by the opponent, may knockedprone in combat.
destroyed, all friendly Undead models must test perform a Free Hack at it. If any activations are
morale (fleeing off the table does not trigger this). successes, the model may spend the generated If the model is killed or knockedprone by a magic
actions to perform one of the following: weapon, or by a spell used as a ranged attack,
Undead do no normally suffer from conditions nothing happens it stays dead or prone as per
and are immune to Poison, drunkeness, aging Tripping Blow, 1 Action normal rules. If it is killed or knockedprone by any
spells, and similar attacks that target a model's This is a melee attack at +2 that automatically nonmagical means, it automatically transforms
health. knocks the opponent Prone on any winning roll. into its were form.
The tripping blow may not score any other result
Healers cannot use their abilities on Undead. than a knock Prone; OutofAction or Gruesome The point cost of a were model is calculated by
Potions do not work on Undead unless otherwise Kill results are ignored and treated as knocked adding the cost of its normal profile to the cost of
stated in the potion's description. Prone. the were profile. The player is entitled to keep the
were’s nature secret if he/she can for example,
Unerring Aim 3 Lunge, 2 Actions for purposes of targeting restrictions, if asked
A lunge negates any size bonus the target may what the point cost of the model is, the player
Keywords: have, negates the "defending an obstacle" bonus, may announce only the cost of the normal profile.
ignores any Block trait, and reduces the target's C
All ranged penalties are halved for this model. If by 2 for purposes of this attack only. The lunge Once the true nature of the were is revealed, its
the model is using a weapon with its own may not knock the opponent Prone; the only total point value is used for purposes of targeting
modifiers, just reduce the third range stick possible results are Recoil, OutofAction, or restrictions.
modifier by 1. Gruesome Kill. A knocked Prone is treated as a
Recoil. Will of Iron 2
Unique 0
Devastating Strike, 3 Actions Keywords:
Keywords: This is a melee attack at +1C. On an outofaction
result, the devastating strike inflicts TWO hits (that This model has +1 Quality when resisting spells
There can only be one "copy" of this model in is, targets with Tough lose two "life points") or, if with the Enchantment tag and telepathic powers.
play. If the model is killed in a campaign, it cannot the player prefers, it breaks the opponent's non
be replaced. magical shield or weapon, removing the target's Will of the Gods 4
Block or weaponbased Trait until the target
This can also apply to magic items. recovers a shield or a weapon of the same type. Keywords:
If the opponent has a magical shield or weapon,
Unpredictable 3 sparks fly but the breakage effect is ignored. This model may reroll a single failed activation or
reaction die when activating or reacting on two or
Keywords: Disadvantage Venomous Strike 6 more dice.
This model always rolls 3d6 for activation. Keywords:
Unpredictable models can only be grouped with
other Unpredictable models. A model losing melee with this model must make
a Quality test on 1d6. If failed, the model becomes
Unreactive 3 Staggered. Undead and Artificial and models with
Poison or Venomous Strike are unaffected.
Keywords: Disadvantage Heroes must still test Quality and do not
automatically pass.
This model cannot perform reactions.
Veteran Group Fighter 5
Unreliable 3
Keywords: Personality
Keywords: Disadvantage
This model never suffers from outnumbering
This model has 5+ Quality while farther than 1x penalties.
medium of a Leader. Unreliable models may only
be grouped with other Unreliable models. When
performing group activations only one Unreliable
needs to be within 1x Medium of the Leader.
Wingblast 7
Keywords:
This Trait may be taken only by a winged model
X, Y, Z
of Big size or larger. Whenever the figure flies, it
automatically disperses all smoke in its flight path.
In addition, the model may use two actions to
Zen Archery 3
beat its wings furiously, causing all models within Keywords: Martial
1x medium of its base to test Q or be knocked
Prone. Other flying models, and all figures with This model may perform a Quality test on 1d6 as
Wingblast or Expert Dragonslayer, are not a free action to ignore targeting priority when
knocked Prone. shooting with its next ranged attack.
If the model uses Wingblast while standing over
dusty terrain (a scenario terrain rule), the
Wingblast will lift enough dust and debris that any
ranged attacks against the model are at 1C due
to poor visibility until the end of the model’s next
turn.
Withstand 3
Keywords:
This model has +1C the turn it is charge so long
as it is not already in melee.
Alter Terrain 12 Blessing of Keen Eyes 7 Destroy Undead 10
Tags: Enchantment, Variable Area Tags: Enchantment, Variable Area, Variable Tags: LineofSight Required, No Target
Range Restriction, Resisted, Variable Range
This spell turns an area of normal terrain into
broken terrain of the caster’s choice. All the models inside the spell’s area of effect gain This spell may be cast only against an Undead
the Good Shot Trait until the end of the turn. target in range. If the Undead fails to resist, it is
Backfire: 1x short area centered on the caster Models without ranged attacks or those who destroyed.
becomes broken terrain of the opponent’s choice. already have Good Shot are unaffected.
Backfire: A minor undead (Q4, C2, Undead,
Animate Wall 10 Backfire: All models in the affected area and the
caster have 1C to their ranged attacks until the
Short Move) model appears in a location chosen
by the opponent but at least 1x Medium away
Tags: Enchantment, LineofSight, Variable end of the turn. from the caster and not in contact with any model.
Range It becomes part of the opponent's warband until
Break Enchantment 5 destroyed or until the end of the scenario. The
model may be part of group moves only with
This spell can only be cast on the closest wall
created by a Wall spell. The wall becomes a Tags: Cast Into Melee, Extended Range, No other Undead.
model with a Quality score of minus the power of Target Restriction, Variable Range
this spell. Animated walls have the Short Move Dome of Silence 12
and Lumbering traits. This spell cancels any spell with the Enchantment
tag. When this spell is cast roll 1d6 + Power. The Tags: Enchantment, Variable Area, Variable
Backfire: Caster may no longer animate that opponent rolls 1d6 + Power of the enchantment. Range
specific wall for the remainder of the game. If the Break Enchantment score is greater, the
enchantment is dispelled. This spell creates an area of silence. The Dome
AntiMagic Shell 25 prevents any model within it from uttering any
Backfire: May not cast Break Enchantment for sounds. All Leadership Traits will not work inside
Tags: Enchantment, Self, Shell the remainder of the game. the Dome. Musicians and Bards may not use their
traits, and no Spellcaster may cast spells inside
An antimagic shell stops any spell cast at the Counter Spell 14 the area. Magic items will work, unless (like
spellcaster and models within the shell and by Runestones or scrolls) their description states that
the contained models. The contained models can Tags: Battlefield, LineofSight a magic word must be spoken to activate them.
still be hit with magical melee attacks. Any time Models inside the Dome can still hear sounds
the antimagic shell is hit with a spell of power This spell is cast as a free action. As soon as an coming from outside the Dome, so they will be
greater than the power put into the shell, the shell enemy spellcaster successfully casts a spell, the affected by Leadership traits used by models
is destroyed. opposing spellcaster may perform a Quality test standing outside the Dome.
on 1, 2, or 3d6 using any successes to cast
Backfire: All ranged attack spells against the counterspell. Then, the counterspelling spell Backfire: The caster becomes mute until the end
caster are at +1 power for the remainder of the caster rolls 1d6 + Power of the counterspell, and of the scenario, suffering all limitations of a model
game. the opposing spellcaster rolls 1d6 + Power of the inside the Dome.
cast spell. If the counterspell score is greater, the
Aura of Terror 8 spell is negated. Once counterspell is cast, the Dome of Warning 5
spellcaster is unable to react or cast counter
Tags: Affects Only the Living, Centered on spell for the remainder of the turn. Tags: Enchantment, Variable Area, Variable
Caster, Resisted, Variable Area Range
Backfire: May not cast spells for the remainder
Any model in the affected area must make a of the game. This spell creates an area where the Stealth,
Quality roll on 1d6 per point of power of this spell. Thief, and Backstab Traits may not be used.
models rolling any failures must test Morale. Courage 7 Models may use those abilities as soon as they
move out of the Dome of Warning.
Backfire: All enemies of the caster gain the Tags: Affects Only Friends, Affects Only the
Fearless trait until the end of the game. Living, Centered on Caster, Enchantment, Backfire: A model chosen by the opponent loses
Variable Area, Variable Range one of the Stealth, Thief, or Backstab trait until
the end of the game.
Blast 5 All friendly models within range gain the Steadfast
Tags: Attack, Bypass Armor, Extended Range, rule until the end of the turn. models with the Fear 5
LineofSight, No Target Restrictions, Variable Coward trait instead ignore the Coward trait until
Range the end of the turn. Tags: Affects Only the Living, LineofSight,
Resisted, Variable Range
This spell is a magical ranged attack with Combat Backfire: One friend, chosen by the caster, must
= Power. It has no penalty against Incorporeal test Morale. A single target failing to resist this spell must
and Swarm models. immediately test Morale. Fearless models are
immune to this spell.
Backfire: Caster cannot cast spells for one full
turn. Backfire: Caster must test Morale.
Fireball 14 Magic Boulder 18 Mist 10
Tags: Area (Short), Attack, Extended Range, Tags: Summoning, Variable Range Tags: Battlefield, Enchantment, Weather
Holdable, LineofSight, Variable Range
This spell creates a rolling boulder that moves Mist covers the battlefield, limiting Lineof Sight to
All models in the target area receive a firebased under the caster’s mental command. The boulder 1x Long if the spell is cast with Power 1, 1x
attack with Combat = Power + 1. Walls of Fire is big enough to provide cover for a Big model. To Medium if Power 2, and 1x Short if Power 3.
and firebased models are unaffected. Fireball is represent it, use an appropriatelysized stone from
lethal against Walls of Ice and icebased models. your garden or model a boulder out of Backfire: Caster is Blind for the next two turns.
polystyrene. Treat the boulder as a model with
Backfire: Caster is hit with a C2 firebased
attack.
the following profile: Protection from Arrows 3
Q C Traits Tags: Enchantment, Self, Shell
Flame Jet 9
Magic Boulder 4+ Power Artificial, The caster is immune to all nonmagical ranged
Tags: Attack, LineofSight, Variable Range + 1 Dashing, attacks. This spell ends when dispelled or if the
Heavily caster is knockedprone.
A flame jet attack spell has Combat = Power + 1. Armored
The jet will set fire to flammable objects. Flame Backfire: Caster gains the Easy Target trait until
Jet attacks are lethal against Walls of Ice and ice the end of the game.
based models.
The boulder has Short Move if the spell is cast at
Backfire: Caster is hit with a C1 firebased Power 1, medium movement at Power 2, and Rain 10
attack. Long Move at Power 3. The boulder is immune to
Tags: Battlefield, Enchantment, Weather
all nonmagical ranged attacks and is destroyed if
it takes an OutofAction result.
Flaming Touch 5 Heavy rain pours onto the battlefield. All ranged
attacks are at 1 Combat, and limited to 1x long if
The boulder provides cover and counts as an
Tags: Holdable, Melee the spell was cast with Power 1, 1x medium if
obstacle. Any model attempting to climb the
Power 2, and 1x short if Power 3. Any model with
boulder does so with a 1 to his Q roll. The
The caster’s next melee attack has a bonus equal the Animal or Mounted trait that rolls double 1s
boulder may not climb obstacles or use its actions
to the Power put into the spell. The bonus is not when activating is scared by thunder and must
to perform any other action than moving and
applied against firebased models. test Morale.
attacking in melee by rolling over its targets. If the
boulder moves onto swamp or water terrain, or
Backfire: The caster either receives a C2 fire Backfire: Caster is hit with a C3 lightningbased
falls off a cliff, it is lost. If the boulder charges an
based attack, or goes prone as a free action attack.
opponent who is downhill, apply a +1 for fighting
(caster’s choice).
from an elevated position to the Boulder’s melee
roll. Sleep 15
Hailstorm 10
A Huge or Gargantuan model may pick up the Tags: Affects Only the Living, LineofSight,
Tags: Battlefield, Enchantment, Weather boulder and throw it up to 1 x Medium as a Resisted, Variable Range
ranged attack using the lower of the Boulder’s or
Hailstones fall onto the battlefield. At the the throwing model’s C score. If thrown in this The target falls asleep.
beginning of each turn, any model not under a manner, the boulder is automatically destroyed
tree, roof, or similar protection must roll1d6. On a when it lands. A destroyed boulder creates an Backfire: The caster falls asleep.
roll of a 1, the model receives an attack with area of broken terrain 1x Short wide in diameter.
Combat = Power – 1. Elementals are immune to
this effect. The hailstorm continues until dispelled,
Slowdown 9
Backfire: The caster is showered by a rain of
or a full turn passes in which no model received stones and suffers a C2 attack. Tags: Enchantment, LineofSight, Resisted,
an attack from hailstones. Variable Range
If the target fails to resist this spell, it becomes
Transfixed. This condition lasts until the caster is
put outofaction, moves off the table, or if
dispelled.
Backfire: The caster is Transfixed.
Wall of Fire 12 Wall of Stone 9 Wall of Wood 6
Tags: LineofSight, Summoning, Variable Tags: LineofSight, Summoning, Variable Tags: LineofSight, Summoning, Variable
Range, Wall Range, Wall Range, Wall
This spell creates a Wall of Iron within range. The
wall blocks lineofsight to spells and all ranged
attacks. The Wall may be climbed. The Wall is
indestructible in game terms, but a Gargantuan
model may knock it down by winning a melee
attack against the wall’s Power + 3. A Huge
model may do the same, but at 2. A knocked
over wall still counts as broken terrain. Any model
standing on the opposite side of a wall will
automatically move out of the wall’s way if it is
knocked over.
Backfire: Part of the caster’s clothes turn to iron.
It gains the Heavily Armored, Short Move,
Clumsy, Slow, and Easy Target traits until it
spends two actions to remove the clothing.