0% found this document useful (0 votes)
77 views2 pages

Forces of Nature Unit Guide

This document provides stats for various units in the Forces of Nature faction in an unspecified game. It includes infantry like the Naiad Heartpiercers and Ensnarers, cavalry like the Naiad Wyrmriders, heroes like Druids, and monsters like Beasts of Nature and Hydras. The units have various abilities like regeneration, pathfinding, healing, and damage bonuses in melee.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
77 views2 pages

Forces of Nature Unit Guide

This document provides stats for various units in the Forces of Nature faction in an unspecified game. It includes infantry like the Naiad Heartpiercers and Ensnarers, cavalry like the Naiad Wyrmriders, heroes like Druids, and monsters like Beasts of Nature and Hydras. The units have various abilities like regeneration, pathfinding, healing, and damage bonuses in melee.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 2

Forces of Nature (Neutral)

Naiad Heartpiercers Infantry


Unit Size Sp Me Ra De At Ne Pts
Regiment(20) 5 5+ 4+ 3+ 10 13/15 160 Harpoon-gun (Range 18"),
Pathfinders, Piercing (1),
Regeneration (4+)
Naiad Ensnarers Infantry
Unit Size Sp Me Ra De At Ne Pts
Troop(10) 5 4+ - 3+ 10 9/11 100 Ensnare, Pathfinders, Regeneration
(4+)
Horde(40) 5 4+ - 3+ 25 20/22 230 Ensnare, Pathfinders, Regeneration
(4+)
Naiad Wyrmriders Large Cavalry
Unit Size Sp Me Ra De At Ne Pts
Horde(6) 8 3+ - 4+ 18 15/17 240 Crushing Strength (1), Pathfinders,
Regeneration (4+), Thunderous
Charge (1)
Druid Hero (Inf)
Unit Size Sp Me Ra De At Ne Pts
(1) 5 5+ - 4+ 1 10/12 65 Hero (Inf), Heal (2), Individual,
Inspiring, Pathfinders
(1) 5 5+ - 4+ 1 10/12 65 Hero (Inf), Heal (2), Individual,
Inspiring, Pathfinders
Beast of Nature Monster
Unit Size Sp Me Ra De At Ne Pts
(1) 7 3+ - 5+ 5 15/17 130 Crushing Strength (2), Pathfinders
Hydra Monster
Unit Size Sp Me Ra De At Ne Pts
(1) 6 4+ - 5+ 5* 15/17 140 Crushing Strength (2), Multiple
Heads, Pathfinders, Regeneration
(5+)

1130
Crushing All melee hits inflicted by the unit have a +(n) modifier when rolling to damage.
Strength

Ensnare When attacking this unit in its front, enemies suffer an additional -1 to hit in melee.

Heal Spell. Range 12". Friendly unit only, including units engaged in combat. Hits dont inflict
damage. Instead, for every hit inflicted, the friendly unit removes a point of damage that it
has previously suffered.

Individual
Line of Sight Before being given an order, an individual may pivot to face any direction for
free. Individuals never block line of sight or offer cover against ranged attacks.
Move Individuals have the Nimble special rule.
Shooting Individuals may pivot to face any direction for free before picking a target in the
shooting phase. Enemies shooting against Individuals suffer an additionals -1 to hit modifier.
Melee When charging an individual, a unit must make contact with the face that they started in
as normal, however the Individual will turn to align flush with the units facing, rather than the
unit aligning to the individuals facing. Enemies never double/treble their Attacks when
fighting the individual (including against Individual War Engines). Similarly, the individual
does not double/treble its own attacks when attacking an enemy in the flank/rear. It does still
treble its attacks against war engines, however. If an individual is routed and the charger
(including another individual) decides to advance D6 directly forward

Inspiring If this unit, or any friendly non-allied unit within 6" of this unit, is Routed, the opponent must
re-roll that Nerve test. The second result stands.

Multiple In addition to the basic 5, the Hydra has a number of additional attacks equal to its current
Heads points of Damage.

Pathfinders The unit suffers no movement penalties for difficult terrain, simply treating it as open terrain.
Pathfinder units are not Hindered for charging through difficult terrain.

Piercing All ranged hits inflicted by the unit have a +(n) modifier when rolling to damage.

Regeneratio Every time this unit receives an order (including Halt!), before doing anything else, roll a
n (4+) number of dice equal to the amount of damage currently on the unit. For every result of 4+, the
unit recovers a point of damage.

Regeneratio Every time this unit receives an order (including Halt!), before doing anything else, roll a
n (5+) number of dice equal to the amount of damage currently on the unit. For every result of 5+, the
unit recovers a point of damage.

Thunderous All melee hits inflicted by the unit have a +(n) modifier when rolling to damage. This bonus is
Charge in addition to the units Crushing Strength (if any), however the unit loses this bonus when
Disordered or during Hindered charges.

You might also like