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Free Peoples: Allegiance Cards

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ALLEGIANCE CARDS

F R EE PEOPLE S
Free Peoples
BAT TLE TR AIT

DEFIANT AVENGERS
The forces of Order are confident of their abilities
and are determined to drive the minions of Chaos
from the Mortal Realms.

You can re-roll Battleshock tests for friendly


Free Peoples units.
Free Peoples
BAT TLE TR AIT

FREEGUILD
GREAT COMPANIES
The backbone of the Free Peoples’ diverse army is
its regiments of well-drilled infantry – serried ranks
of troops that support each other against the foe.

Must consist of one Freeguild Guard unit (20+


models), and two other Freeguild units (10+
models each).
Organise the Great Companies before set up and
tell your opponent.
At the end of each enemy Charge Phase, units
can lend support to other units from their Great
Company if:
• The unit lending support is more than 3" from
the enemy
• The unit being supported is within 3" of the enemy
• The two units are wholly within 12" of each other
A unit lending support can either shoot as if it were
their Shooting Phase, or charge as if it were their
Charge Phase.
Free Peoples
COM M AND TR AIT

1 – INSPIRING
The mere sight of this general on the battlefield
imbues his warriors with unflagging courage.

Friendly Free Peoples units wholly within 12" of


this General do not have to take Battleshock tests.

Hero
Free Peoples
COM M AND TR AIT

2 – BATTLE-TESTED VETERAN
Through countless battles, this general has learnt
to continually advance and adapt their strategies.

At the start of your Hero Phase, if this General


is on the battlefield roll a D6.
On a 5+ you receive 1 extra Command Point.

Hero
Free Peoples
COM M AND TR AIT

3 – SHREWD COMMANDER
Even before setting foot upon the battlefield, this
general has leveraged every advantage to ensure
victory.

Roll on the Triumph table at the start of the battle.


This is in addition to the roll for winning a major
victory in your last battle.

Hero
Free Peoples
COM M AND TR AIT

4 – INDOMITABLE
This general expertly puts into practice the art of
defensive warfare.

Add 1 to Save rolls for friendly Free Peoples


units if they are wholly within 12" of this General
and have not made a Charge move in the same
turn.

Hero
Free Peoples
COM M AND TR AIT

5 – RIGHTEOUS FURY
This warrior despises the servants of the Dark Gods
more so than any other enemy, and will execute
them without mercy wherever they are found.

Add 1 to To-Wound rolls for attacks made by


this General if the target of the attack has the
Chaos keyword.

Hero
Free Peoples
COM M AND TR AIT

6 – GRIM RESOLVE
Having survived many blows that would kill most
mortals, this general has developed a dour and
dauntless aspect.

Add 1 to this General’s Wounds characteristic.

Hero
Free Peoples
Artefact of Power
FREE PEOPLES

1 – ARMOUR OF
METEORIC IRON
Forged from the metal of a fallen star, it is said
that no mortal blade can pierce the Armour of
Meteoric Iron.

Add 1 to Save rolls for the bearer.

Hero
Free Peoples
Artefact of Power
FREE PEOPLES

2 – BLADE OF THE REALMS


Magically attuned to each of the Eight Realms, the
Blade of the Realms can slip in and out of reality
at a thought. When wielded by a true warrior, no
mortal armour can stop it.

Pick one of the bearer’s Melee weapons.


Each time you make a To-Wound roll of 6+
for that weapon, the target suffers 1 Mortal
Wound in addition to any other damage the
attack inflicts.

Hero
Free Peoples
Artefact of Power
FREE PEOPLES

3 – LUCKSTONE
It is said this rune-etched pebble attracts good
fortune like a magnet, and that it has survived
not just the destruction of the World Before Time,
but a dozen worlds before it.

You can re-roll one failed To-Hit, To-Wound or


Save roll for the bearer each turn.

Hero
Free Peoples
Artefact of Power
FREE PEOPLES

4 – THE BROKEN SHACKLE


A symbol of the Free Peoples’ courage and
heritage, this sundered pair of manacles allows
the wearer to stride unimpeded through even the
thickest combats.

The bearer can retreat and charge as if it can fly.


In addition, the bearer can retreat and charge
in the same turn.

Hero
Free Peoples
Artefact of Power
FREE PEOPLES

5 – WRIT OF DOMINION
A record of the Free Peoples’ decree to take
back what is theirs, the words on this magically
imbued scroll fill all who hear them with grim
determination.

Once per battle, at the start of your Hero Phase,


the bearer can use this artefact.
If they do so, the bearer cannot move until your
next Hero Phase.
However, until your next Hero Phase, add 1 to
To-Wound rolls for attacks made by friendly
Free Peoples units that are wholly within
12" of the bearer.

Hero
Free Peoples
Artefact of Power
FREE PEOPLES

6 – FLAG OF THE
CONQUERORS
Wherever this flag is planted the Free Peoples
make their stand.

Add 1 to the Bravery characteristic of friendly


Free Peoples units that are wholly within 12"
of the bearer.
In addition, add 1 to Charge rolls for friendly
Free Peoples units that are wholly within 12"
of the bearer when the Charge roll is made.

Hero

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