Special Troops
Special troops follow unique rules befitting their strange status.
Assassins
Assassins are dangerous and elite troops, incredibly deadly and skilled at the removal of problematic targets.
- Models representing assassins are secretly placed amongst other units of the same race during deployment. There is no outward visual indication, as they use the model of an ordinary member of the unit.
- Assassins may not be targeted until revealed.
- Assassins are revealed when the unit they are in is destroyed, they attack in hand-to-hand, or they shoot.
- When an assassin shoots, they reveal themselves in the front rank of their unit, and target any model (including characters and leaders) within 8" of themselves.
- All assassins in a unit are revealed when the unit enters hand-to-hand combat, and are removed from the front rank. They are placed to the side, and may target any individual model in the enemy formation, who is placed opposite them. These two models fight seperately to the rest of combat, before any Challenges.
- Assassins may voluntarily reveal themselves at any time, allowing them to act as character models.
- Assassins rout alongside the unit they are part of, but Rally seperately.
- Assassins can fight unarmed without penalty.
- Assassins are generated with character levels.
Beast Handlers
The rules for Beast Handlers can be found on the Beasts page.
Engines of War
Engines of War are only accessible to create using Settlement rules, and so have not been detailed - divide their points cost by the required number of crew to determine the price of constructing them.
Chariots
Chariots are only accessible to create using Settlement rules, and so have not been detailed - they have a points cost of 3 per animal pulling it, plus five per slot for a crew member, to construct, and points total of twice that.
Aerial Units
Aerial Movement
Aerial movement occurs during the Movement phase but nor the Reserve phase. Units do not need to maintain coherence, but must remain no more than 2" and one height level away from at least one other member of the unit. Should a unit be split in this manner, it must attempt to rejoin as swiftly as possible.
Aerial units may not exceed the maximum fly rate. Falling below their minimum fly rate will cause them to fall by five height levels, crashing if this would place them on the ground. If movement is prevented entirely, then the unit will automatically Crash no matter their height.
The accel/decel rate of a creature determines how fast they may accelerate during a turn, and they may decelerate up to twice that during the turn.
A flyer may wheel in the air with a turning radius equal to their current flying speed, and may turn any amount any number of times in any direction during their movement phase, provided they do not run out of Movement while doing so.
Height Levels
There are varying Height Levels that a flying unit may be operating in, each consisting of 10" extra compared to the ground - Height+10 would indicate that all ranged attacks count as 10" further away when measured to the base of the model. If the flyer is shooting, then their Height Level counts as up to 20 lower for the purposes of their shooting - this is true even when targeting other flying units. There are two different levels that are treated as Height+0 for shooting: Ground level (either not flying or crashed) and Attack Level. Flyers may climb by one level increment per turn for every 20" of forward momentum they currently possess, and descend by up to one level increment for every 10" of the same. Flyers capable of hovering may climb or descend by one level per turn without needing any amount of forward momentum.
Height levels may be compared to building levels as follows:
Height | Building Level |
Ground | 0 |
Attack | 1 |
+10 | 5 |
+20 | 10 |
+30 | 15 |
+40 | 20 |
And so on.
Take-Off and Landing
Models capable of flight may take off in the Movement phase, flying directly forwards at a rate equal to their maximum acceleration with a default height of the Attack Level. Flyers may land if they are in the Attack Level and travelling no more than their maximum Deceleration rate. They may still attempt to land while going faster than this, but it is treated as Crashing.
Attacking Ground Units
Flying models may fight in Combat against any models that fell under their flight path while in the Attack Level, and the defending unit treats this as a normal Fight phase, with the exception of the combatants being all flowin over rather than the front rank in base to base contact. Flying models receive no bonuses for Charging or Following Up, as they are incapable of either. If the flying unit loses combat, they are moved one Height Level upwards instead of pushed back, and may not be pursued. If the flying unit wins, the defender must test vs a Rout - if they do not Rout, they are not pushed back. Aerial troops will only Pursue fleeing targets if it is possible within their movement rules.
Aerial Combat
Aerial combats are resolved as ground combats, with the exception that the combatants must continue to move during their phases, usually breaking off the fight until they can wheel around once more. As such, unless the combatants are flying in the same direction or both are currently falling to the ground, combats will usually only last a singular turn. Due to the movement rules of FLying, no combatants gain a Charge bonus or are pushed back, though they may Rout and be pursued. Aerial combatants do not suffer free ttacks for moving from combat.
Flying Creatures as Mounts
Large flying creatures may be used as mounts. While in the air, damage is dealt seperately to beast and rider, with missile fire having a 50% chance to hit either the beast or the rider. While on the ground, treat them as War Beasts, though they do not Run Amok - instead, they must immediately take off if they would run amok.
Dropping Things
If a flying creatures flies over a unit while lower than Height+30 and is not in combat, they may drop suitable objects instead of shooting, during the Shooting phase. The objects must be picked up from suitable terrain while on the ground, or the flyer must exit the battlefield to pick up ammunition - at the beginning of each turn after doing so, roll 1d6. On a result of a 6, they return with ammunition. Place the unit at any point on the controller's table edge and move as normal. A unit may give up searching for ammunition at any time and return at the start of the next turn.
Follow the following procedure to determine if a dropped object hits the target:
- Designate a target point for the attack.
- Roll 1d6.
- Deduct 1 at level +20.
- Deduct 2 at level +10.
- Deduct 3 at Attack Level.
The resultant number is how far away the projectile lands in a random direction, with zero or less being a direct hit. Any models struck suffer a hit at the flying creature's Strength, +1 for every level above Attack. If the projectile is dropped at level +30 or above, roll 1d20-1 instead of 1d6 to determine scatter.
Crashing
Any object or creature crashing to the ground suffers and causes 1D4 damage for every height level above the ground they were, including Attack Level. If no other calculation is given, determine where they land by moving 1d12" in a random direction. The damage caused to whatever they land on is modified by the falling object's Toughness minus the target's Toughness - note that dropped objects lacking a Toughness value will not follow this procedure, as they must roll to Wound.
Temporary site navigation is temporary, click here to return to the Realm of Chaos hub.