Army Traits
All is Dust
When a Wizard is slain all units in and adjacent to the Wizards box take 1 hit, as if from melee. Saves cannot be made.
Ambuscade
Before deployment, select up to 3 non-monstrous creature units to be placed into ambush. Attached Generals can be included in this ambush. These units are deployed off-table. Starting from the Player’s 2nd turn you may try to deploy any off-table troops from ambush. Draw an activation card. Attached generals can redraw.
1 | The units is lost (counting destroyed), but does not surrender any victory medals |
2-4 | The unit is not deployed, remaining off table |
5-8 | Deploy the unit in a terrain box (not adjacent to enemy), or out of sight of all enemy |
9-10 | Deploy the unit in any terrain box, or out of sight of all enemy |
Ancient Race
The army must surrender 1 victory medal before the battle begins.
Backbone of the Mountain
Before the first piece of terrain is placed the player must choose 1 of the following –
1. | Place 1 box of impassible terrain before any other terrain is placed. | |
2. | As the passive army, their camps count as fortified (around each face of the box) |
Chivalric Lands
Before the first piece of terrain is placed the player must choose 1 of the following –
1. Place 2 boxes of open terrain before any other terrain is placed. | |
2. As the passive army, all camps count as fortified (around each face of the box) |
Cruel Nobility
When a unit fails an activation, a General in an adjacent box may choose to inflict a hit on the unit that fails to redraw a card once. These hits cannot be saved. Redraws cannot be redrawn.
Defensive Strategy
All camps count as fortified on all faces.
Frozen Steppes
Before the first piece of terrain is placed, place 2 boxes of open terrain.
After both armies are deployed but before the first turn, draw a card. If the card is odd then all water features on the table are frozen. Frozen water features can be crossed, but they do count as rough going.
General Muster
Each command must have at least one unit of a compulsory core troop type.
Incursion
This army can choose to field 0 camps
Jungle Runners
No command penalty is applied to any units in the army on account of dense terrain.
Spell Resistance
When any unit makes an armour save from a spell, they add 1 PIP to card drawn.
The Great Wood
This army can deploy an additional 2 woods ( 1 box ) after the terrain placement phase, but before deployment. These two woods cannot be moved.
They Came from the Sea…
Troops with the Littoral characteristic may replace the armies camp(s). You can field up to 1 troop of this type per command. They must be deployed as per camps (in the first deployment drop, touching the base table edge).
When destroyed they count as losing a camp. Being destroyed they cannot be recaptured like a camp.
Wild Fighters
After all deployment, before the first activation draw a card. Divide the result by 2 (rounding down) – award that many Minor Hero markers to core units.
Woodlander Realms
Place 2 additional woods (1 box each) after the terrain placement phase, but before deployment. These woods cannot be moved.