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List of active and inactive Special Rules

Active

Arcane Smithy

This unit may cast their Bane Chant or Host Shadow Beast spell while engaged with an enemy unit, even if the unit was issued a Charge order this turn. If they do so, they may only target Friendly Core units engaged with the same enemy as themselves, regardless of Line of Sight. The unit itself is also a valid target for either spell when cast in this way.

Aura (x)

(x) refers to another special rule that the Aura grants to units around it. This unit and all Friendly Core units while within 6” of it have the (x) special rule. Note an Aura may have a further qualifier, in which case the Aura will only grant the special rule to the unit with that name or keyword in addition to the unit with the Aura itself. Effects of Auras of the same type are not cumulative.

So, for instance, a unit covered by two Aura (Thunderous Charge (+1)) do not gain Thunderous Charge (+2).

Battering Ram

Once per turn, when this unit routs an enemy unit in melee which has a Unit Strength of 1 or more, it can Overrun as if it had routed an individual. (See Overrun on page 40).

Big Shield

All attacks (Ranged and Melee) against the target unit’s front facing treat its defence as 6+.

Blast (n)

If the unit’s attack hits the target, the target suffers a number of hits equal to the number in brackets, rather than a single hit.

For example, if a unit suffers a hit from a Blast (D6+3) attack, it will suffer from four to nine hits rather than a single one. Once this is done, roll for damage as normal for all of the hits caused.

Brutal (n)

When testing the Nerve of an enemy unit in Melee with one or more of your units with this rule, add the highest Brutal (n) value to the total rolled.

If an enemy unit is subject to both the Brutal and Dread special rules, the attacking player must choose which to use. Both cannot be applied against the same unit at the same time.

Cloak of Death

In the Movement phase, after this unit has completed its order, all Enemy units within 6” of this unit take an immediate point of damage.

Units can only be damaged by a single source of Cloak of Death per Turn. No Nerve test is required for damage taken from a Cloak of Death.

Command (n)

Units with this Special Rule add a number of dice when creating a Command Pool.

For example, a unit with the Command (Red (1)) rule would add one Red Command Dice when Rolling to create a command pool as long as they have not been routed.

Each list will have a number of units that can be upgraded with this new Special Rule. Those units may all purchase one of the following options:

  • Command (Red (1)) for +10 pts
  • Command (White (1)) for +20 pts
  • Command (Blue (1)) for +30 pts

Crushing Strength (n)

All hits caused by Melee attacks from this unit have a +(n) modifier when rolling to damage.

For example: when rolling to damage with a Melee attack that has Crushing Strength (1), a roll of 4 would become a roll of 5.

Dead Eye

Whenever the unit rolls to damage when making a Ranged attack, it must reroll all dice that score a natural, unmodified 1.

Dread

While within 6” of this unit, Enemy units have -1 to their Wavering and Rout Nerve values, in addition to any other modifiers that may apply. A unit can only be affected by a single source of Dread – multiple sources are not cumulative.

If an Enemy unit is subject to both the Brutal and Dread special rules or the Shattering and Dread special rules, the attacking player must choose to use either the Brutal/Shattering or the Dread modifiers. Both cannot be applied against the same unit.

Duelist

While attacking enemy Individuals in Melee, this unit triples its number of Attacks.

Elite

Whenever the unit rolls to hit, it must re-roll all dice that score a natural, unmodified 1.

Ensnare

Melee attacks against the target unit’s front suffer an additional -1 to hit.

Ferocious Charge

Unless Disordered, on a Turn in which this unit makes an Unhindered Charge it receives a +1 To Hit modifier in combat. This unit may not benefit from the effects of Pathfinder or Strider

Fly

The unit can move over anything (Blocking Terrain, Enemy units, Friendly units when charging, etc.), and may pivot while above anything, as long as the flying unit’s entire move ends clear of any units or Blocking Terrain. The unit does not suffer Hindered charges for moving over Difficult Terrain or Obstacles, unless it ends the move within or touching them.

While Disordered, this unit cannot use the Fly special rule. In addition, if a unit with Fly also has the Nimble special rule, then the Nimble special rule is also lost while the unit is Disordered.

Frostbite

If one or more points of damage are scored with this unit's attack, the damaged enemy unit is given the Frozen special rule

Frozen

A unit with the Frozen special rule has -1 Sp until the end of its next turn, at which point the special rule is removed from the unit.

No unit may have its speed reduced by more than -1 in a given turn due to having the Frozen special rule (although other modifiers may still apply). Frozen has no effect if the unit’s Sp is already 4 or below.

Fury

While Wavering, this unit may still declare a Counter Charge.

Headstrong

If a unit with this rule begins its turn Wavering, roll a die before declaring a Movement order (including Halt) for this unit. On a 3+ it shrugs off the effects of Wavering and is Disordered instead. Adjust any counters on the unit as required.

Ignores Concealed

Ranged attacks made by this unit do not suffer the -1 to hit modifier from Cover that is granted by targeting a Concealed Target (although the target unit may still benefit from Cover from another source (e.g. by being Obscured)).

Ignores Obscured

Ranged attacks made by this unit do not suffer the -1 to hit modifier from Cover that is granted by targeting an Obscured Target (although the unit may still benefit from Cover from another source (e.g. by being Concealed))

Indirect

The unit cannot make Ranged attacks on targets that are within 12”.

Individual

Units with the Individual special rule are normally made of a single model representing a roughly human-sized individual, on foot or horseback. These can obviously behave in a very different manner from regimented units or very large creatures. When the word Individual is used in the rules with a capital letter, it means a unit with the Individual special rule.

A unit with the Individual special rule uses the normal rules with the following changes:

Line of Sight

Individuals never block LoS and also do not provide cover against ranged attacks.

Movement

Immediately before being issued a Movement order, Individuals may pivot to face any direction before carrying out the rest of their order. If it is a Charge order, this pivot is allowed to end within 1” of enemy units. An Individual that does not start the turn in Difficult Terrain or on a Hill that would otherwise block LoS (such as a Height 4 forest for a Height 2 Hero (Inf), model) may not pivot into the Difficult Terrain or Hill to see through it in order to declare a Charge.

A unit with the Individual special rule also has the Nimble special rule, which can be found in the next section. An Individual may move into base contact with a Friendly unit to protect a facing. While in base contact like this, the Individual may not be charged in any facing that is entirely in contact with the Friendly unit.

Yielding

Units with the Individual special rule are Yielding. This means that Enemy and Friendly units that are not Disordered may move, Charge and pivot through them as long as they end their entire movement, or the Move step of any Charge, clear of the Individual.

In addition, units do not need to Disengage to carry out a ranged attack if they are only Engaged with Individuals that are Yielding.

Ranged Attacks

Individuals may pivot to face any direction for free before picking a target in the Ranged phase. Enemies shooting against Individuals suffer an additional -1 to hit modifier.

A unit with the Individual special rule also has the Steady Aim special rule, which can be found in the next section.

Melee

When charging an Individual, a unit must make contact with the facing that they started in as normal. However, the Individual will align flush with the unit’s facing, rather than the unit aligning to the Individual’s facing. The charging unit then shuffles to its final position as normal. If more than one Enemy unit is charging the Individual, declare all Charges as normal and move the first charging unit into contact.

The Individual then aligns to that unit and the charging unit moves to its final position. The remaining charging units then make contact with the facing they would have charged when they declared the Charge and align to the Individual – assuming there is still room to fit.

Enemies never double/triple their Attacks in Melee combat against an Individual. Similarly, the Individual does not double/triple its own attacks when attacking an enemy in the flank/rear. Individuals do still triple their Attacks against War Engines however.

Mini-Winggit Flight Suit

Before being given an order in the movement phase other than Halt, Change Facing or Counter Charge, roll a D6. On a result of a 1 the flight suit malfunctions in spectacular fashion. All units, both Friendly and Enemy within 6” of it take a point of damage, including this unit.

No Nerve tests are required for damage taken in this way.

Overrun

If an Individual suffers a Rout result, and the attacking unit(s) opts to advance D6” directly forward for its Regroup move, it may make contact with another enemy unit if the distance moved would allow it. This is treated as a successful Charge. The charging unit is aligned and shuffled against the new enemy as normal and can immediately attack again, even if the unit contacted has already been attacked in Melee this Turn. This may result in more than one Nerve test on a single enemy unit in the Melee phase.

If either the initial Charge move or the regroup move took the charging unit over an Obstacle or through Difficult Terrain, then it is Hindered during this additional combat. Also note that if the new enemy is another Individual, which is then Routed, the charging unit can again advance D6” forward as above, and so on – it is possible to run over any number of meddling Individuals in a single Charge!

Inspiring

If this unit, or any Friendly Core unit within 6” of this unit, suffers a Rout result, the opponent must re-roll that Nerve test. The second result stands.

Note that a unit may also have a qualifier for its Inspiring rule. In this case the unit will only Inspire itself and the unit(s) specified.

Iron Resolve (n)

If this unit is Steady as a result of a Nerve test, it regains (n) points of damage previously suffered to a maximum of 3. If no value is specified, the unit has Iron Resolve (1).

Lifeleech (n)

When this unit completes its to-hit and to-damage rolls in Melee combat, it regains one point of damage it has previously suffered for every point of damage it causes on the enemy unit, up to a maximum of n. Lifeleech has a maximum total of 3.

Mighty

Individuals with the Mighty special rule are no longer Yielding.

Mindthirst

If this unit is within 12” of an enemy unit with the Inspiring or Very Inspiring special rule and it is Routed, the opponent must re-roll that Nerve test. The second result stands.

Nimble

The unit can make a single extra pivot of up to 90 degrees around its centre while executing any Movement order, including a Charge. It cannot make this extra pivot when ordered to Halt.

When Disordered by a unit in Melee with either the Phalanx or Ensnare special rule, this unit loses the Nimble special rule until the end of its following Turn.

Ordered March

When issuing an At The Double order, the unit can make a single pivot around its centre of up to 90 degrees from its current facing at an point during the order.

Pathfinder

The unit suffers no movement penalties for Difficult Terrain, simply treating it as Open Terrain in the Movement phase. Pathfinder units are not Hindered when making a Charge through Difficult Terrain.

Phalanx

Units that Charge this unit’s front cannot use the Thunderous Charge special rule.

In addition, Cavalry, Large Cavalry and units with the Fly Special Rule that make an unhindered Charge against this unit’s front suffer a -1 to hit modifier in the subsequent Melee.

Piercing (n)

All hits caused by Ranged attacks with this rule from this unit have a +(n) modifier when rolling to damage. For example: when rolling to damage with a Ranged attack that has Piercing (1), a roll of 4 would become a roll of 5.

Pot Shot

If this unit is given any order other than Halt in the Movement phase, any Ranged attacks with this rule that it makes are resolved with a -2 Moving modifier rather than the normal -1 Moving modifier.

Radiance of Life

In the Movement phase, after this unit has completed its order, this unit and all Friendly Core units within 6” of this unit immediately remove one point of damage previously suffered. Units can only be affected by a single source of Radiance of Life per Turn.

Rallying (n)

Friendly Core units within 6” of this unit have +n to their Wavering and Rout Nerve values. This is cumulative to a maximum total of +2 if multiple units with Rallying are in range.

For example, if a unit with a Ne stat of 13/15 is within 6” of a unit with Rallying (1), its Nerve stat is 14/16. If it moves out of the 6” range, its Nerve stat is 13/15 again. Only the Rout value of a Fearless unit is affected by Rallying.

Rampage (n)

When attacking an enemy unit with the Infantry, Heavy Infantry, Swarm or Cavalry unit type, a unit with this Special Rule gains (n) additional attacks.

Redeploy

After deployment and all Scout moves have been completed by both players, but before rolling for the first Turn, this unit may be picked up and redeploted anywhere in the controlling player's deployment zone. If more than one unit shares this rule then pick up all units first, then deploy them.

If units on both sides share this rule, both players remove all units with this rule from the board and then take turns deploying them starting with the player who finished their normal deployment first.

Regeneration (n)

Every time this unit receives a Movement order (including Halt), before doing anything else, roll a number of dice equal to the amount of damage currently on the unit. For every result of (n) or higher, the unit recovers one point of damage previously suffered.

Relentless

Once per game, when attacking a unit in melee that currently has at least one point of damage, the unit may reroll up to 3 of the dice that failed to hit

Reload

The unit can only make ranged attacks if it received a Halt order in its previous Movement phase.

Restore Ancient Glory

While attacking the same enemy unit in Melee, Friendly Core units with the Skeleton keyword may replace their own Melee value with Melee value of the unit this rule belongs to - apply any subsequent modifiers as normal.

Secured Position

This unit is considered a Scoring Unit with a Unit Strength of 0.

Scout

The unit can make a single At the Double or Advance order after set-up is finished but before the first Turn of the first Round begins. If moving At the Double as part of this order, the unit treats Obstacles and Difficult Terrain as Open Terrain during the Scout movement.

If both armies have units with this rule, both players roll a single die each. The highest scorer decides who begins to move one of their Scout units first, then the players alternate until all Scout units have been moved. Players then roll to determine who takes the first Turn in Round one as normal.

Shambling

The unit cannot be given an At the Double Movement order, except when carrying out a Scout move.

Shattering

If a unit is damaged by the ranged attacks of one or more units with this rule, add one to the subsequent Nerve test at the end of the Ranged phase.

If an enemy unit is subject to both the Shattering and Dread special rules, the attacking player must choose to use either the Shattering or the Dread modifiers. Both cannot be applied against the same unit.

Slayer (n)

When attacking an enemy unit with the Large Infantry, Monstrous Infantry, Large Cavalry, Monster or Titan unit types, a unit with this Special Rule gains (n) additional attacks.

Spellward

All spells, both Friendly and Enemy, targeting this unit suffer a -1 to hit modifier. Note that rolls of natural unmodified 6s still always hit.

Steady Aim

The unit does not suffer from the -1 Moving modifier when making Ranged attacks.

Stealthy

Enemy units making Ranged attacks against this unit suffer an additional -1 to hit modifier.

Strider

This unit’s Charge is not Hindered when charging through, or ending its Charge on, Difficult Terrain or Obstacles.

Stormstrike

Any natural rolls of 6 to hit are resolved with the Blast (2) special rule. This effect does not work if the unit needs more than a 6 to hit.

Thunderous Charge (n)

All Melee hits inflicted by this unit have a +(n) modifier when rolling to damage. This bonus is in addition to the unit’s Crushing Strength (if any). However, the unit loses this bonus when Disordered and reduces this bonus by one when Hindered (to a minimum of zero).

Unpredictable Speed

When this unit is given an orer in the Movement Phase, roll to see what its Sp value is for that Turn

Very Inspiring

This is the same as the Inspiring special rule, except that it hasa range of 9”. Any rule that affects Inspiring also affects Very Inspiring.

Vicious

Whenever the unit rolls to damage, it must reroll all dice that score a natural, unmodified 1.

Wild Charge (n)

Models with this special rule may add (n) to their charge range. This is added after Sp is doubled. For instance, a unit with a Sp stat of 4 and Wild Charge (2) can Charge units up to 10” away.

In some instances, the (n) value may be a variable die roll (e.g. Wild Charge (D3)). In these cases, before issuing a Movement order to this unit, roll a D3. If this unit is then issued a Charge order, it may add the result in inches to its total Charge range.

Inactive

Breath Attack (n)

This rule is used for dragon breath and other attacks where a great gout of flame or toxic gas fills an area. The unit has a ranged attack for which you roll (n) dice rather than the Attacks value of the unit. This attack has a range of 12” and always hits on 4+, regardless of any modifier.

Grapeshot

Instead of normal shot, cannons can be loaded with buckets of nails, bullets and other assorted nastiness, which allows them to be fired against enemies nearby like a massive shotgun. The unit may either fire normally or fire a Breath Attack (10) with Piercing (1).

Heal (n)

Some magical beings can help battered and demoralised regiments, healing individual warriors and shoring up the unit’s courage. For Undead wizards, ‘healing’ involves raising fallen warriors (from both sides!). The unit has a ranged attack that can only target friendly units, including when in melee with the enemy (and not the healing unit itself). You roll (n) dice for this ranged attack rather than using the Attacks value of the unit. This attack has a range of 12” and always hits on 4+, regardless of any modifier. For every hit ‘inflicted’, the friendly unit removes a point of damage that it has previously suffered.

Ignore Cover

The unit fires in high arcs, hitting the target from the top, which means it does not suffer the -1 to hit modifier for enemy targets being in cover. Note that the firing unit does still need to have LoS to its target to fire at it.

Indirect Fire

The unit fires its shots in high arcing trajectories, which means that the distance to the target is pretty much irrelevant and that most cover is pretty much useless. However, if any enemies get really close, it’s impossible to hit them. The unit fires indirectly, which means it never suffers any to hit modifiers for range or cover (but it does still need to see its target!). On the other hand, it can never shoot targets within 12”.

Valiant

This is identical to the Rallying (1) special rule, except only Villeins can benefit from it

Vanguard

This unit is trained to range ahead of the main force, scouting the terrain and gathering information about the enemy. The unit can make a single At the Double move after set-up is finished, but before the players roll to decide who goes first.

If both armies have units with this rule, roll a die. The highest scorer decides who begins to move one of his Vanguard units first, then the players alternate until all Vanguard units have been moved.

Vicious

Whenever the unit rolls to damage, it can re-roll all dice that score a natural, unmodified 1.

Zap! (n)

This represents all sorts of assorted sorcerous nastiness – “Fireballs from his eyes and bolts of lightning from his…” ahem... The unit has a ranged attack. You roll (n) dice for this ranged attack rather than using the Attacks value of the unit. This attack has a range of 24”, always hits on 4+ (regardless of modifiers) and is Piercing (1)