Name [size] | Qua | Def | Equipment | Special Rules | Cost |
---|---|---|---|---|---|
Loam Leader [1] | 4+ | 4+ | Clobber (A4, AP(1)) | Hero, Slow, Stone Bones, Tough(3) | 45pts |
Loam Champion [1] | 5+ | 4+ | Clobber (A3, AP(1)) | Hero, Slow, Stone Bones, Tough(3) | 30pts |
Clod Soldiers [10] | 6+ | 4+ | 10x Clobber (A1, AP(1)) | Slow, Stone Bones | 70pts |
Foot Knights [5] | 5+ | 4+ | 5x Clobber (A2, AP(1)) | Slow, Stone Bones | 65pts |
Stalagknights [3] | 5+ | 4+ | 3x Clobber (A2, AP(1)) | Impact(2), Stone Bones, Tough(3) | 130pts |
Wild Dirtles [3] | 6+ | 4+ | 3x Stomp (A2, AP(2)) | Impact(1), Stone Bones, Tough(3) | 95pts |
Clod Rollers [3] | 6+ | 4+ | 3x Clobber (A2, AP(1)) | Boing, Impact(2), Split(Clod Soldiers [10]), Stone Bones, Tough(3) | 185pts |
Loam Elemental [1] | 4+ | 4+ | Clobber (A3, AP(1)), Stomp (A2, AP(2)) | Slow, Stone Bones, Tough(6) | 80pts |
Loam Monument [1] | 6+ | 4+ | Hurl Stones (12", A5, AP(1)), Clobber (A5, AP(1)), Scout (Scout) | Construct, Entrenched, Immobile, Stone Bones, Tough(6) | 100pts |
Loam Titan [1] | 4+ | 2+ | Titan Clobber (A12, AP(1)), Titan Stomp (A4, AP(3)) | Fear(3), Impact(4), Stone Bones, Tough(18) | 515pts |
Boing: When this unit is activated, you may place all models with this rule in it anywhere within D3+1" of their position.
Boom: If this model is killed in melee, the attacking unit takes 3 hits.
Chilling: Enemies get -1 to hit in melee when attacking units where all models have this rule.
Company Standard: Once per this unit's activation, pick 2 friendly units within 12", which get +1 to their next morale test roll.
Construct: Whenever a unit where most models have this rule fails a morale test that causes it to be Shaken or Routed, the test counts as passed instead. Then, roll as many dice as the number of wounds it would take to fully destroy it, and for each result of 1-3 the unit takes one wound, which can't be ignored.
Corrosive: Whenever this model takes a wound in melee, the attacker takes 1 hit.
Fighting Spirit: This model and its unit may shoot even after using Rush actions.
Grasping Tendrils: Once per this unit's activation, before attacking, pick one enemy unit within 6". Next time it moves, it moves -2” when using Advance, and -4” when using Rush/Charge.
Guard(X): If this model is part of a unit of X, they count as having Quality 5+.
Poison Mist: Once per this unit's activation, before attacking, roll one die. On a 4+ two enemy units within 6" take 1 hit with Blast(6) and Poison.
Repair: Once per this model's activation, before attacking, if within 2" of a model with Tough, roll one die. On a 2+ you may remove D3 wounds from that model.
Spell Master: This model counts as having Caster(6), but takes 3 wounds whenever it fails to cast a spell.
Spell Warden: Once per this unit's activation, pick one friendly Caster within 12", which gets +1 to its next spell casting roll.
Split(X): When this unit is fully destroyed, you may place a new unit of X fully within 6" of it before removing the last model.
Stone Bones: When units where all models have this rule take hits, those hits count as having AP(-1), to a min. of AP(0).
Stubborn: This model and its unit get +1 to morale test rolls.
Swift: This model may ignore the Slow rule.
Trample: This model and its unit get Impact(+1).
Tunneller: This model counts as having Ambush, and may be deployed up to 1" away from enemy units.
Violent Emergance(X): This model counts as having Ambush, and may be deployed up to 1" away from enemy units. Once deployed, roll X dice. For each 2+ one enemy unit within 3” takes 2 hits with AP(1).
Warning Cry: Enemy units using Ambush must be set up over 12" away from this model.