Legion of Night Reference Sheet 1 1
Legion of Night Reference Sheet 1 1
Legion of Night Reference Sheet 1 1
HERO PHASE
PHASE / COMBO TYPE ACTION SOURCE TARGET RNG DIF REQUIREMENT / DURATION EFFECT
Start Turn - - - - - General on the Field Each player receives 1 command point if their general is on the battlefield
Start Heroic Ac. - Hero Himself - - - +1 CP / Dispel with any Hero / +1 to Wound; +1 SV / Heal Wounds
Start Command Rally Hero Unit Hero - Unit at +3” from Enemy Roll 1D6 for each slain model from that unit. For each 6, you can return 1 slain model
Start B. Trait Deathly Inv. Hero Summonables 12” - Only one time per Unit Heal D3 Wounds/Slain models
Start Ability Undeniable Vengorian Himself - - Until next Hero Phase Roll 1D6. Result equal to or less than number of the round, can run and charge (no command ab.)
During Command Vigor of Un. Mannfred All Units 12” - SGL Units / Next Hero Phase +1 to Hit and +1 to Wound for all units on range
During Command Lord of Bo. Wight K. Deathr. Unit 12” - Deathrattle / End of that Ph. Re-roll hits of 1 for attacks made with melee weapons by that unit
During Artefact Morbhegs Necrom. LON Wizards 12” - No move, Charge, Shoot, Fight +2 to casting rolls for friendly Legion of Night Wizards
During Magic Vanhels Necrom. Summonable 18” 6+ Until next Hero Phase That unit can be picked to fight for a second time if it is within 3" of any enemy units
During Magic Fading Vig. Necrom. Enemy Unit 18” 6+ Target Visible / Next Hero P. Subtract 1 from the Attacks Characteristic of that units melee weapons (minimum 1)
During Magic Overwhelm. Mannfred Enemy Unit 18” 5+ Next Hero Phase Substract 1 from hit rolls for attacks made by that unit
During Magic Wind of D. Mannfred Enemy Units* 18” 7+ Target Visible Toll for the enemy unit and each other enemy unit within 6". On a 3+ suffers D3 mortal wounds
During Magic Clotted D. Vengorian Enemy Unit 12” 6+ Target Visible / Next Hero P. Add 1 to wound rolls for melle attacks that target that unit until your next hero phase
During Magic Am. Pinions Ven./Vam. Himself - 5+ Next Hero Phase Add 6” to the casters Move characteristic
During Magic Invig. Aura All Wiz. Summonable 18” 8+* *+1 to the roll for each Hero. Heal 3 wounds/slain models to that unit (same unit only once per turn.)
During Magic Bolt / Shield Wizards Enemy/Friend 12/12 5+ Target Visible / Next Hero P. 1 Mortal W (1D3 if that unit is within 3”) / Add 1 to save rolls for attacks that target that unit
MOVEMENT PHASE
During* Command At the Dou. Hero Unit Hero - *After declare Run The run roll is not made for that unit. Instead, 6" is added to that unit’s Move
During (E) Command Redeploy Hero Unit Hero - Enemy finish M;R;R within 9” If 3" from all enemy u., can make a D6" move, (must finish +3" from enemies and cant shoot later
End B. Trait Ageless C. Deploy Unit * - Can set up 1/1 units *Deploy reserve units on the battlefield whooly within 6” of the edge and +9” from enemy units
SHOOTING / CHARGE
During* Command Forward to Hero Unit Hero - *After make a Charge Roll Can re-roll the charge roll for that unit
During* Command Unleash H. Hero Unit Hero - *Enemy finish Charge Move Within 9” of that enemy and more than 3” from other e. Can shoot in that phase (-1 to hit)
During* Ability Deathly C. Wight Himself 1” - *After mae a charge move Pick 1 enemy unit within 1" and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.
End Monst. R. Rampage Monster * * - End of the charge phase Block Command / D3 M. Wounds /+1 to Hit / Smash
COMBAT
Unleash H.