Rules (7) Champion Stone Skipper [Active] Baldo may re-roll failed To Hit Rolls when throwing stones. Additionally, if Baldo rolls a natural 6 when rolling To Hit, do not take any In The Way Tests and do not roll To Wound. Baldo's target automatically suffers a Wound. Master of Traps [Passive] At the start of the game, after both sides have deployed, Baldo may place eight 25mm Trap Markers face-down on the board; two each of Snare Traps, Tripwire Traps, Pitfall Traps, and Dummy Traps. These cannot be deployed in the enemy's deployment zone, within 3" of another Trap Marker, or and Objective Marker, or within an enemy model's Control Zone. When an enemy model Moves within 1" of a Trap Marker, they immediately stop Moving and flip the Trap Marker; after resolving its effects, the model's Activation immediately ends. Monster, War Beast, Swarm and Chariot models are completely unaffected by Trap Markers, and will instead simply remove them from play if they Move within 1" of them. Once a Trap has been resolved and any affected models are no longer affected, remove that Trap Marker from play. The effects of each Trap Marker are explained below;
• Tripwire Trap - When this is revealed, Baldo's player rolls a D6. On a 2+, the model that revealed the trap suffers a Strength 2 hit and is placed Prone. Cavalry models that reveal a trap are only affected on a 4+. However, they will also be Knocked Flying in addition to the other effects.
• Pitfall Trap - When this is revealed, Baldo's player rolls a D6. On a 2+,the model that revealed the trap falls into the hole. Whilst in a hole, a model may not Move and always counts as Trapped. If a model begins its Move in a hole they must roll a D6; on a 4+, the model clambers out of the hole and their Move immediately ends. Cavalry models that reveal a trap are only affected on a 4+. However, they will also be Knocked Flying in addition to the other effects.
• Snare Trap - When this is revealed, Baldo's player rolls a D6. On a 2+, the model that revealed the trap suffers a Strength 1 hit, is placed Prone and is now caught in the Snare Trap. A model caught in a Snare Trap cannot Activate and will always count as Trapped. During the End Phase, a model caught in a Snare Trap must roll a D6; if the roll is equal to or less than their Strength, then they are freed from the Snare Trap. Cavalry models that reveal a trap are only affected on a 4+. However, they will also be Knocked Flying in addition to the other effects.
• Dummy Trap - When this is revealed, the Activation of the model that revealed the Trap Marker immediately ends. There are no additional effects. Resistant to Magic [Passive] Every time this model is targeted by a Magical Power, they gain an additional free dice when making a Resist Test, even if they have no Will Points remaining or decide not to use any Will Points. This is cumulative with other rules that confer a similar effect. Throw Stones (X,X) [Active] If this model does not Move during the Move Phase, it may make a Shooting Attack during the following Shoot Phase. The Strength and range of this Shooting Attack will be shown in the model's profile. Woodland Creature [Active] A model with this special rule may Move through areas of woods and forests that are classed as Difficult Terrain as if they are Open Ground. If a Cavalry model has this special rule, but their Mount does not, then this rule does not apply to the Mount. If a Mount has this special rule, then they will still gain their Cavalry Charge bonuses when they Charge, even if the rider does not have this special rule. Mountain Dweller [Active] A model with this special rule may Move through areas of rocky terrain that are classed as Difficult Terrain as if they are Open Ground. If a Cavalry model has this special rule, but their Mount does not, then this rule does not apply to the Mount. If a Mount has this special rule, then they will still gain their Cavalry Charge bonuses when they Charge, even if the rider does not have this special rule.
Additionally, a model with this special rule may re-roll any Jump, Leap or Climb Tests. Sharpshooter [Active] When a model with this special rule makes a Shooting Attack that targets a Cavalry model, it may choose either the rider or the Mount as its target. Additionally, if a model with this special rule hits a Cavalry model that it targeted with a Shooting Attack, it does not need to make the In The Way Test to see which part of the model it hits - it will automatically hit the part of the model it targeted, either rider or Mount.