UD006 (TURNEE) (BS2.0 Fantasy Battles: The 9th Age) [4000pts]

Undying Dynasties (BS2.0 Undying Dynasties) [4000pts]

Selection Rules

Breath Weapon (Strength 4, Flaming Attacks): Models parts w ith this special rule can use it only once during the game. If a model has more than one Breath Weapon, it can only use one Breath Weapon in a single phase. It can be used either as a Special Shooting Attack or as a Special Close Combat Attack.

● As a Special Shooting Attack (normally in the Shooting Phase): Choose a target using the normal rules for Shooting Attacks. The attack has a Range of 6”. This attack can be used even if the model Marched previously in this turn, as well as for a Stand and Shoot Charge Reaction .

● As a Special Close Combat Attack (normally in the Close Combat Phase): The attack is made at the model part's Initiative. Declare that you are using the Breath Weapon when allocating attacks, and choose a unit in base contact to attack with it.

No matter if it is used as a Shooting or Close Combat Attack, a Breath Weapon causes 2D6 automatic hits on its target.
The Strength and the special rules (if any) of these hits are given within brackets, such as “Breath Weapon (Strength 4, Flaming Attacks)”.

Divine Light: The Casket of Phatep adds +1 to Channel rolls in friendly Magic Phases. Enemy Wizards within 36"of one or more Caskets of Phatep suffer a -1 modifier to all of their casting rolls. When a Casket of Phatep is removed from play, all units within 12" suffer 3D3+3, Strength 1, Armour Piercing (6) hits.

Divine Protection: If mounted by Hierophant the model gains Ward Save (4+).

Dust to Dust: At the end of any phase in which the Hierophant is removed as a casualty, every unit in the army with one or more models with Dust to Dust must pass a Leadership Test or suffer a number of wounds equal to the amount by which the test was failed with no saves of any kind allowed. These wounds are distributed following the rules for Unstable, exceptthat they can never be distributed to models that do not have Dust to Dust. The number of wounds inflicted is reduced by 1 if the unit is receiving Hold Your Ground. At the end of the Player Turn in which the Hierophant was removed as a casualty, a new Hierophant may be selected. In order to do so, nominate an eligible Character who is a Wizard using Evocation . This Character is your new Hierophant. At the start of each friendly Player Turn in which the army's Hierophant has been removed as a casualty (and no new Hierophant has been selected), every unit with the Dust to Dust special rule must once again pass a Leadership Test or suffer wounds as described above. (Undying Dynasties)

Evoked (1): Some unit profiles contain an additional Characteristic: “Evoked”, which determines the number of wounds Raised with the Evocation of Souls spell.

Evoked (2): Some unit profiles contain an additional Characteristic: “Evoked”, which determines the number of wounds Raised with the Evocation of Souls spell.

Fear: All models in base contact with a unit with this Special Rule suffer a -1 Ld modifier, if not immune to psychology or causing fear themselves.

Fly (6): Swiftstride and Free Reform Special Rules. Movement Characteristic 6. Can move over Units and Terrain but may not end Movement inside or within 1" of a Unit or Impassable Terrain (unless charging). Can ignore Terrain while moving but is affeted by Terrain Effect at take off and landing spots.

Innate Defence (4+): A model can only use one instance of Innate Defence, use the best available Innate Defence.
Innate Defence (4+): +3 to Armour Save.

Innate Defence (5+): A model can only use one instance of Innate Defence, use the best available Innate Defence.
Innate Defence (5+): +2 to Armour Save.

Lethal Strike: If an Attack with this Special Rule, or a Close Combat Attack from a model with this Special Rule, rolls an unmodified '6' to wound, this wound has Armour Piercing (6) and Regeneration saves cannot be taken against it. If a multipart model has this rule, then the rule is only applied to the part of the model that has the rule.

Lethal Strike (Rider only): If an Attack with this Special Rule, or a Close Combat Attack from a model with this Special Rule, rolls an unmodified '6' to wound, this wound has Armour Piercing (6) and Regeneration saves cannot be taken against it. If a multipart model has this rule, then the rule is only applied to the part of the model that has the rule.

Light Troops: Can make any number of Reforms when moving in the Remaining Moves sub-phase and may still Advance or March. Can shoot even after March or Reform. No model may move more than double its movement allowance. If at least half of the models in a unit have the Free Reform Special Rule, the Unit always counts as having 0 Full Ranks.

Magic Resistance (2): Adds 2 to any Ward Save rolls (using the same rules as for adding Armour Saves) when rolling Ward Saves against wounds caused by spell effects. Magic Resistance, like most Special Rules, is not cumulative.

Magical Attacks: Attacks with this Special Rule or Attacks made by parts of models with this Special Rule don't normally have any special effect. However they interact with other rules (such as Ethereal). Part of Models with this Special Rule apply it to all its attacks, including Stomps, Impact Hits and Breath Attacks (unless otherwise stated). All damage from Spells, Miscast hits and Magic Items cause Magical Attacks.

Mount's Protection (5+)

Mount's Protection (6+)

Multiple Wounds (2, Monsters and Ridden Monsters)

Necromantic Aura: All friendly units within 6" of one or more models with this special rule reduce the number of wounds caused by Dust to
Dust and Unstable by 1. Models with Necromantic Aura cannot benefit from Necromantic Aura themselves. (Undying Dynasties)

Phatep's Curse: Unless the Casket of Phatep moved earlier in this Player Turn, it can cast the following Bound Spell: Power Level 4, Range 36", Hex, Damage. Duration: Instant. The target must take a Leadership Test with an additional D6. If failed, for each point the test is failed, the target suffers 1 wound with Armour Piercing (6).

Poisoned Attacks: Automatically wounds on an unmodified to-hit roll of '6'.

Poisoned Attacks (Mount only)

Regeneration (6+): Save with value stated in brackets, taken after failed armour saves. Cannot be combined with Ward Save (if a model has both, it must chose which one to use), taken against Flaming Attacks or Killing Blows that rolled a '6' to wound.

Rulers of the Dead: A single Wizard must be selected as the army's Hierophant, which must use the Path of Sands. The Hierophant and all models in the same unit as him have Regeneration (6+).

Units suffer 1 less Wound than they normally would due to the Unstable and Ashes to Ashes and Dust to Dust special rules if within the range of the Battle Standard Bearer's Hold your Ground.

Sacred Ark: Sacred Ark: A Wizard mounted on an Ark of Ages adds 3" to the range of its non-Bound Spells and knows three additional spells:
- Truth of Time from Cosmology,
- Whispers of the Veil from Evocation,
- Hasten the Hour from Evocation
The Wizard gains these spells in addition to its normal spells. Duplicate spells are resolved following the normal rules for duplicate spells. This does not give the Wizard access to the Evocation of Souls. (Undying Dynasties)

Scoring: Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives.
The Scoring special rule can be lost during the game:
● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing.
● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule.
● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current Player Turn.

Scout: Before deploying an army that includes units with Scout, you must state which of your units with this special rule will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units. T his is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature. Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .

Soul Conduit: If a friendly model with this rule is present on the Battlefield at the beginning of a friendly Magic Phase, the owning player rolls D3+7 instead of 2D6 to determine the effects of the Magic Flux roll. The number of Magic Dice for the opposing player is always 6 plus any generated through Channel and other means. (Undying Dynasties)

Undead: Unstable and Immune to Psychology. Cannot march unless they start the move within the General's Inspiring Presence range. Can only "Hold" as charge reaction.

Undead Constructs: Models with the Undead Construct special rule have both Undead and Dust to Dust. If more than half of the models in a unit has this special rule, reduce the number of wounds caused to this unit by Dust to Dust and Unstable by 1. (Undying Dynasties)

Underground Ambush: A unit with this rule follows the rules for Ambush with the following exception: instead of entering the Battlefield from a table edge, the unit enters the board from a location called the Underground Point.
To designate an Underground Point, the owning player selects any point on the Battlefield more than 3" away from enemy units and more than 1/2" away from Impassable Terrain.
Roll a D6. On a result of 5+, the point stays where it is. On any other result, move the point 2D6" in a random direction .
- If the Underground Point is located beneath an enemy unit, place the Ambushing unit in base contact with this enemy’s front facing instead (maximizing contact as normal). The arriving unit counts as having successfully charged, with no charge reaction allowed.
- Otherwise, the Underground Ambush unit is placed with the front of its first rank or back of its rear rank touching the Underground Point.
- If it is not possible to place the Ambushing unit for whatever reason, the Ambush is failed and the player must roll for Ambush again next turn. (Undying Dynasties)

Vanguard: After Deployment (including Scouts), units composed entirely of models with this special rule may perform a 12" move. The move is performed as if in the Remaining Moves subphase,
including any actions and restrictions the unit would normally have in the Remaining Moves subphase (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Movement Characteristic and no March Moves are allowed. This move cannot be used to move within 12" of enemy units. This is decreased to 6” for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last . Instead of moving a unit, a player may declare to not move any more Vangarding units.

War Platform: Models with this special rule may join units as if they were Characters (even if they are not Characters and even if they are Large Targets), and follow the rules for Characters with regards to distributing hits. While joined to and moving with a unit consisting of 5 or more models (besides the War Platform itself) a model with the War Platform special rule may March even though its Troop Type would normally forbid it, for example if it is a Chariot. When joined to a unit, it must always be placed in the centre of the front rank (possibly pushing back models with the Front Rank rule), and must keep its position in the centre of the front rank at all times. If the model cannot be placed in the centre of the the front rank (for example due to Mismatching bases or the front rank being too narrow), the model cannot join the unit.
This means that a War Platform can never join a unit with Mismatching bases and that only a single War Platform can ever be in the same unit. Models with this rule lose Swiftstride.

Ward Save (5+): 5+ save, taken after failed armour saves. Cannot be combined with a Regeneration Save (if a model has both, it must chose which one to use).


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