Matias de Lisio... Frost Punch... Northern Alliance
Matias de Lisio... Frost Punch... Northern Alliance
Master of Ice When targeting Friendly Core Frostbound units or Enemy units which have the Frozen special rule, this unit can reroll
one of the dice that failed to hit with Bane Chant, Heal, Icy Breath, Wind Blast, Surge or Blizzard.
Master of Ice When targeting Friendly Core Frostbound units or Enemy units which have the Frozen special rule, this unit can reroll
one of the dice that failed to hit with Bane Chant, Heal, Icy Breath, Wind Blast, Surge or Blizzard.
Frozen Winds Serakina’s Wind Blast spell has the Frostbite Special Rule. In addition, after rolling to hit with Windblast, roll to
damage for each hit scored.
Chilling Presence : In the Movement phase, after this unit has completed its order, all Enemy units within 6” of this unit are given the
Frozen Special Rule.
Command 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.
Crushing Strength All hits caused by Melee attacks from this unit have a +(n) modifier when rolling to damage.
Ensnare Melee attacks against the target unit’s front suffer an additional -1 to hit.
Fly The unit can move over anything and may pivot while above anything, as long as the flying unit's entire move ends
clear of any units or Blocking Terrain. This includes Difficult Terrain the unit started in. 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.
Fury While Wavering, this unit may still declare a Counter Charge.
Ice Runes If one or more points of damage are scored with this units melee attacks, the damaged enemy unit is given the
Frozen special rule.
Inspiring If this unit, or any Friendly Core unit within 6inches 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.
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.
Pathfinder The unit may move At The Double through Difficult Terrain as though it were Open Terrain. Pathfinder units are not
Hindered when making a Charge through, or ending over, Difficult Terrain.
Piercing All hits caused by Ranged attacks with this rule from this unit have a +(n) modifier when rolling to damage.
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. Note that Radiance of Life may have a further qualifier, in which case Radiance of Life will
only remove damage from units with that name or Keyword in addition to the unit with the Radiance of Life Special
Rule itself.
Regeneration 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.
Shambling The unit cannot be given an At the Double Movement order, except when carrying out a Scout move.
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.
Thunderous Charge 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).
Tundra Fighters Units with this special rules gain Vicious (Melee - vs. units with the Frozen special rule only)
Very Inspiring This is the same as the Inspiring special rule, except that it has a range of 9”. Any rule that affects Inspiring also
affects Very Inspiring. Ignore this modifier for the purposes of Inspiring - this special rule affects all units, except
Inspiring (Self).
Vicious Whenever the unit rolls to damage, it must reroll all dice that score a natural, unmodified 1.
Wild Charge 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, at the start of the controlling player's turn, roll a separate D3
for each unit that has a variable wild charge before issuing any movement orders.
Wind Blast For each hit the target enemy unit is pushed 1inch directly backward if the spellcaster is in the
Range: 18" target unit’s front arc, directly sideways and away from the spellcaster if the spellcaster is in
Enemy either of the target unit’s flank arcs, or directly forward if the spellcaster is in the target unit’s
rear arc. The target stops 1inch away from enemy units or just out of contact with blocking
terrain and friends. This spell has no effect on Speed 0 units.