Arza Warbrood
Units
Arza Shieldbearer
Movement | Hit mod (melee/ranged) | Strength | Toughness | Attacks | Wounds | Save | Leadership |
6" | +2/0 | 4 | 4 | 2 | 1 | 5+ | 8 |
Battlefield Role: Mainline Unit Size: 12
Keywords: Arza, Infantry
Model: Shieldbearer
Arza Duneclub
Movement | Hit mod (melee/ranged) | Strength | Toughness | Attacks | Wounds | Save | Leadership |
6" | +2/0 | 4 | 4 | 2 | 1 | 5+ | 8 |
Battlefield Role: Mainline Unit Size: 12
Keywords: Arza, Infantry
Model: Duneclub
Arza Nightwalker
Movement | Hit mod (melee/ranged) | Strength | Toughness | Attacks | Wounds | Save | Leadership |
6" | +2/0 | 4 | 4 | 3 | 1 | 5+ | 8 |
Special Rules: Stealth.
Battlefield Role: Scout Unit Size: 9
Keywords: Arza, Infantry
Model: Nightwalker
Arza Bowmaster
Movement | Hit mod (melee/ranged) | Strength | Toughness | Attacks | Wounds | Save | Leadership |
6" | 0/+1 | 4 | 4 | 2 | 1 | 5+ | 8 |
Battlefield Role: Ranged Unit Size: 12
Keywords: Arza, Infantry
Model: Bowmaster
Arza Bladefury
Movement | Hit mod (melee/ranged) | Strength | Toughness | Attacks | Wounds | Save | Leadership |
6" | +2/0 | 4 | 4 | 4 | 1 | 5+ | 8 |
Special Rules: Flurry of Blows.
Battlefield Role: Elite Unit Size: 9
Keywords: Arza, Infantry
Model: Bladefury
Arza Scaleguard
Movement | Hit mod (melee/ranged) | Strength | Toughness | Attacks | Wounds | Save | Leadership |
6" | +2/0 | 4 | 4 | 3 | 3 | 5+ | 8 |
Special Rules: Bodyguard, Shieldwall.
Battlefield Role: Special Unit Size: 6
Keywords: Arza, Infantry
Model: Scaleguard
Arza Acidtongue
Movement | Hit mod (melee/ranged) | Strength | Toughness | Attacks | Wounds | Save | Leadership |
6" | +1/+1 | 4 | 4 | 2 | 1 | 5+ | 8 |
Battlefield Role: Special Unit Size: 9
Keywords: Arza, Infantry
Model: Acidtongue
Leaders
Arza Flamebringer
Movement | Hit mod (melee/ranged) | Strength | Toughness | Attacks | Wounds | Save | Leadership |
6" | +1/0 | 4 | 4 | 2 | 5 | 5+ | 8 |
Special Rules: Magic Adept.
Battlefield Role: Leader Unit Size: 1
Keywords: Arza, Infantry, Hero
Model: Flamebringer
Arza Slavedriver
Movement | Hit mod (melee/ranged) | Strength | Toughness | Attacks | Wounds | Save | Leadership |
6" | +2/0 | 4 | 4 | 2 | 5 | 5+ | 8 |
Special Rules: Drive to Attack.
Battlefield Role: Leader Unit Size: 1
Keywords: Arza, Infantry, Hero
Model: Slavedriver
Arza Darkmaster
Movement | Hit mod (melee/ranged) | Strength | Toughness | Attacks | Wounds | Save | Leadership |
6" | +2/0 | 4 | 4 | 5 | 6 | 5+ | 8 |
Special Rules: Flurry of Blows, Stealth.
Battlefield Role: Leader Unit Size: 1
Keywords: Arza, Infantry, Hero
Model: Darkmaster
Arza Venomblade
Movement | Hit mod (melee/ranged) | Strength | Toughness | Attacks | Wounds | Save | Leadership |
6" | +2/+1 | 4 | 4 | 3 | 6 | 5+ | 8 |
Special Rules: Poisonmaster.
Battlefield Role: Leader Unit Size: 1
Keywords: Arza, Infantry, Hero
Model: Venomblade
Arza Flamelord
Movement | Hit mod (melee/ranged) | Strength | Toughness | Attacks | Wounds | Save | Leadership |
6" | +3/0 | 4 | 4 | 4 | 6 | 5+ | 8 |
Special Rules: Magic Initiate, Inspirational, Warlord.
Battlefield Role: Leader Unit Size: 1
Keywords: Arza, Infantry, Hero
Model: Flamelord
Wargear
Melee Weapons
Dagger
To Hit | Strength mod | Rend | Damage | Special rules |
5+ | 0 | 0 | 1 | Light weapon |
Greatclub
To Hit | Strength mod | Rend | Damage | Special rules |
6+ | +3 | 0 | 1 | - |
Kama
To Hit | Strength mod | Rend | Damage | Special rules |
6+ | +1 | -1 | 1 | Light weapon |
Maul
To Hit | Strength mod | Rend | Damage | Special rules |
6+ | +2 | 0 | 2 | - |
Punchblade
To Hit | Strength mod | Rend | Damage | Special rules |
5+ | +1 | -2 | 1 | Light Weapon |
Whip
To Hit | Strength mod | Rend | Damage | Special rules |
6+ | +1 | 0 | 1 | Reach |
Ranged Weapons
Longbow
Range | Attacks | To Hit | Strength | Rend | Damage | Special rules |
30" | 1 | 6+ | 4 | 0 | 1 | - |
Venom Spit
Range | Attacks | To Hit | Strength | Rend | Damage | Special rules |
9" | 1 | 5+ | 4 | 0 | 1 | Poison |
Wargear
Shield: Models equipped with a shield may re-roll saves of 1.
-Heavy Shield: Models equipped with a heavy shield may re-roll all failed saves.
Special Rules
Bodyguard: If a friendly Hero suffers a wound or mortal wound within 3" of a model with this unit, you may roll a dice. On a 4+, this unit suffers that wound or mortal wound instead. This unit may make saves as normal.
Drive to Attack: At the start of the combat phase, you may declare this model will not attack. If you do, this model may not make any attacks this phase, but you may select a friendly unit within 3". That unit may add 2 to their attacks characteristic.
Flurry of Blows: For each hit roll of a 6 or more, this model may make an extra attack with the same weapon. This attack can result in more attacks through this rule.
Light Weapon: A model equipped with two light weapons may double their attacks when attacking with one.
Inspirational: Whilst a model with this rule is on the battlefield, any friendly unit may re-roll any failed bravery tests.
Magic Adept: This unit may attempt to cast spells as described in the Magic Rules.
Magic Initiate: This unit may attempt to cast spells as described in the Magic Rules.
Poison: At the end of a phase in which a model suffered a wound as a result of an attack made by a weapon with this ability but was not slain, it suffers a mortal wound.
Poisonmaster: This unit's melee attacks gain the Poison ability.
Reach: A weapon with reach is considered to have a range of 2".
Shieldwall: Enemy ranged attacks drawn over this unit suffer -1 to hit. In addition, units may never benefit from a Charge Bonus against this unit
Stealth: This unit may not be targeted by a unit using a ranged weapon or an ability unless this unit is the closest enemy unit.
Warlord: This unit must be your General. Your army may only ever include a single Warlord.
Army Abilities
An Arza Warbrood army has access to the following army ability. They may also select one of the Paths in the table below and gains the benefit listed in that Path's column. They may also select an item of wargear, your general gains the benefit listed.Arza Warbrood Army Ability
Models with this ability may re-roll hit rolls of 1 if they are within 6" of a friendly Hero with this ability.
Arza Paths
Path of Flame | Path of Sand |
---|---|
Each time your army sucessfully casts a spell, you gain a Path counter. Each time a model from your army attempts to cast a spell, you may discard any number of Path counters you have. For each Path counter you discarded, you may gain +2 to a that casting roll. | Each time a unit from your army successfully charges, you gain a Path counter. When a friendly unit is selected to attack, you may discard a Path counter you have. For each Path counter you discarded that unit gains +1 attack. |
Arza Wargear
Name | Abilities |
---|---|
Cloak of Shifting Dunes | This model gains Stealth. |
Helm of Guidance | Friendly models within 6" of this model may re-roll any hit rolls. |
Flame Whip | This model gains Drive to Attack. (See Slavedriver for Drive to Attack rule.) |
Poisonblade | This model gains Poisonmaster. |
Sandstorm Charm | At the start of the combat phase, roll a dice for each enemy model within 1" of this model. For each roll of a 6 that model takes a mortal wound. |
Jewel-studded Hide | Each time this model looses a wound, roll a dice. On a 5+ that wound is not lost. |
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