Kings of War Specal Rules

Alles special Rules aus dem Kings of War Regelbuch zum auswendig lernen.

Alles special Rules aus dem Kings of War Regelbuch zum auswendig lernen.


O. P.
This flashcard set delves into the intricate rules and mechanics of unit interactions in a strategic war game, covering aspects like movement, attacks, and special abilities. It focuses on modifiers, damage calculations, and unique rules such as "Stealthy," "Rampage," and "Phalanx," which affect unit performance in various phases of the game. Ideal for players looking to master advanced tactics and optimize their unit strategies, this set provides detailed explanations of how different rules interact and impact gameplay, making it essential for those aiming to enhance their strategic depth and competitive edge.
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55
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1
Sprache
Englisch
Kategorie
Soziales
Stufe
Andere
Erstellt / Aktualisiert
05.02.2023 / 05.02.2023

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Aura

(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.

Bane Chant

Spell: Range 12", Friendly, CC If one or more hits are scored, for the rest of the turn the unit gains Crushing Strength
(+1). This effect only applies once multiple castings on the same target have no additional effect.

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.

Boots of Levitation

The unit may still make Ranged attacks even after receiving an At the Double Movement order.

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 no value is specified, the unit has Brutal (1).
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.

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.

Drain Life

Spell: 6", Enemy, CC Roll to damage as normal. If one or more points of damage are scored, choose either the caster or a single Friendly Core unit within 6" of the caster. Remove one point of damage from the chosen unit for each point of damage dealt to the target. If this is case into Melee, the target will not take a Nerve test at the end of the Ranged phase.

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 doubles its number of Attacks.

Eat the Weak

The Brood Mother’s Drain Life spell can target and cause damage to Friendly Core units with the Expendable Keyword and when doing so, its Drain Life (n) value is doubled; afterward carry out the rest of the spell’s damage removal component as normal. Damage caused to Friendly units in this way does not trigger a Nerve test

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.

Fireball

Spell: 12", Enemy Roll to damage the enemy as normal. Modifiers: Hits on a 5+ against units in Cover or with Stealthy.

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. 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.

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.

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.

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''.

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.

Lifeleech

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.

Lightning Bolt

Spell: 24", Enemy Roll to damage as normal. Modifiers: Piercing (1), Hits on a 5+ against unit in Cover.

Maccwar's Potion of the Caterpillar

This unit gains the Pathfinder special rule.

Mighty

Individuals with the Mighty special rule are no longer Yielding.

Mind Fog

Spell: 36", Enemy Instead of causing damage, if one or more hits are scored, make a Nerve test for the target at the end of the Ranged phase as though damage had been caused

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.

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.

Plague Pots

Once per game, at the start of your Turn, you many choose to give the unit the Ensnare and Stealthy special rules until the start of your next Turn. The unit's Plague Pots are then detroyed and cannot be used again for the remainder of the game

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

Friendly Core units within 6” of this unit have +n to their Wavering and Rout nerve value to a maximum of +2. This is cumulative 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

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 on its profile until the end of the Turn.

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.

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