Special rules in Fayegarde | World Anvil
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Special rules

Weapon Rules


Bloodsap: If a Hero suffers any wounds from attacks made with a weapon with Bloodsap, then it must subtract 1 from it's toughness characteristic until the end of the turn.
Chilling: If a unit has suffered any wounds as a result of attacks made with a Chilling weapon then it must subtract 2 from it's movement characteristic in that unit's next movement phase.
Crewed weapon: A weapon with this rule is treated as a model with movement of 0". It may not be targeted or dealt any damage. It may only move if 2 models from the same unit begin and end their movement within 2" of it, and it is considered to have the same movement value as those models. It may not attack in the fight phase, and may only attack in the shooting phase if 2 models from the same unit within 2" do not make their shooting attacks.
Explosion: If a weapon with this attack hits a unit, make a wound roll for each model in the target unit.
Freeze: If a unit has suffered any wounds as a result of attacks made with a Freeze weapon then it must subtract 1 from it's attack characteristic in the combat phase of this turn, to a minimum of 1.
Inferno: When a unit is hit by a weapon with this trait, and at the beginning of that unit's owner's turn, roll a d6. On a 1, nothing happens. On a 2-5 that unit suffers d3 mortal wounds. On a 6, this effect ends.
Lance: When a model attacks with a weapon with this ability, if it made a charge this turn and has Cavalry it may increase the weapon's rend to -4. This is a Charge Bonus.
Large weapon: A unit may not benefit from a Shield of any type whist it is equipped with a large weapon.
Light weapon: A model equipped with two light weapons may double their attacks when attacking with one.
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.
Reach: A weapon with reach is considered to have a range of 2".
Reaping: When a model attacks with a weapon with this ability may make one attack against each model within range rather than it's normal number of attacks.
Spellcapture: When a unit is hit by a weapon with this ability, if either the target or attacker cast a spell in their last magic phase then this weapon's damage characteristic becomes 3.
Stun: When a model takes damage from a weapon with this ability, it suffers -1 to hit for the rest of the phase.
Supplemental weapon: After this model's attacks, it may make a number of extra attack with this weapon equal to the number in brackets after this rule.
                 

Equipment Rules


Parrying blade: Enemy models attacking units equipped with Parrying blades in melee combat must re-roll 6s to hit.
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.
-Arcane Shield: Models equipped with an arcane shield may roll a dice each time they suffer a mortal wound. On a 4+ that mortal wound is ignored. An arcane shield also counts as a Shield.
-Iceshield: At the start of the shooting phase and at the start of the combat phase, each unit equipped with Iceshields can choose to have their Iceshield count as a Heavy Shield, or a Shield which grants the unit Shieldwall.
Smith's Tools: At the beginning of the game, for each model equipped with Smith's Tools, one unit may improve one of their weapons' Strength or Rend by 1. Each unit may only be affected by Smith's Tools once.
Spotter animal: This model may ignore the effects of Stealth, and is considered to have line of sight to any models within 12".
Watchman's Lantern: Enemy models within 12" of a model with a Watchman's Lantern do not benefit from Stealth.
   

Unit 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.
Cavalry: This unit may re-roll failed charges. It also may not enter buildings. Any turn on which this unit charges it may re-roll failed wound rolls, this is a Charge Bonus.   Cleaving Blow: This model may suffer -1 attack to gain +2 Rend on any melee weapon it attacks with during the combat phase. If any model in a unit does this then all of them must. Note that models with only 1 attack may not do this.   Crushing Charge: When this model successfully completes a charge, it increases it's attacks characteristic by 1 until the start of it's next turn. This is a Charge Bonus.
Defensive Fighting: Enemy models attacking models with this rule in melee combat must re-roll 6s to hit.
Demon: This model may never be reduced to worse than a 6+ save. Models with this rule may often have a sub-type in brackets, this will interact with other rules.   Duellist: This model may treat any weapon that does not have Large Weapon as a Light Weapon.
Fast Shot: If this model doesn't move, it may triple the number of ranged attacks it makes with a weapon in the shooting phase.
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.
Gift: This rule will have another special rule within brackets at the end. Any friendly units within 3" of a model with this ability gain the ability in brackets.
Inspirational: Whilst a model with this rule is on the battlefield, any friendly unit may re-roll any failed bravery tests.
Large fighter: This unit may ignore the effects of Large weapon.
Lone Character: Even though this unit has a unit size larger than one, it only counts as a single unit for the purpose of army selection, and afterwards each model is treated as a separate unit.
Poisonmaster: This unit's melee attacks gain the Poison ability.
  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.   Swooping Leap: This model may move over friendly models when it makes a charge. Terrifying: Enemy units within 3" of this model must take battleshock even if they have suffered no casualties. Enemy units that have suffered casualties suffer -1 leadership.
Warlord: This unit must be your General. Your army may only ever include a single Warlord.

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