The Alliance of the Bat

Army composition:

  • An Alliance of the Bat party must always include exactly one commander.
  • It may include up to four specialist troopers.
  • The total number of models in anAlliance of the Bat party may not exceed 12.

Special abilities:

Life in the Alliance of the Bat centers around Fortresses. When building an Alliance of the Bat army, the player may choose to have it hail from a notable Fortress. If so, he must follow all the rules listed for the given Fortress.

Fortress of Dawn – after deploying the final model the player controls, he may immediately move each of his models up to half their respective base MOV. This may not take the model into base contact with an enemy model. Increase the cost of each model in the army by 2GC.

Fortress of Steel Souls – before the game, the player receives 4 Steel Soul tokens. At the start of any close combat phase, he may discard any number of Steel Soul tokens. For each token discarded this way, he nominates one dwarf model under his control. Each nominated dwarf receives +1 ARM until the end of the turn. Increase the cost of each model in the army by 2GC.

Fortress of Dragon Fire – at the start of each turn, before making the CMD roll in the Command Phase, the player may declare the use of a special mix of Dragon Dust. The STR of all ranged weapons that follow the rules for Dragon Dust used by the warriors of this Fortress increases by 1 until the end of the turn. This ability may be used only once per game. An army hailing from the Fortress of Dragon Fire may not include Silver Furies. Increase the cost of each model in the army by 3GC.

Fortress of the Final Trial – the maximum number of WolfkinArmsmasters that can be fielded in the army is increased by 1. An army hailing from the Fortress of the Final Trial may not include Siege Masters. Increase the cost of each model in the army by 1GC.

Fortress of the Blood Moon – before the game starts, the player receives 4 Blood Moontokens. Each turn, upon completing the Magic Stone recovery roll in the Recovery Phase, the player may discard any number of Blood Moon tokens. For each token discarded this way, a chosen mystic recovers one Magic Stone. This may not take the mystic’s Magic Stone total over his maximum. Increase the cost of each model in the army by 1GC.

Army List

Dwarf Lord

Type: commander

Weapons and equipment:

A Dwarf Lord is equipped with a one-handed weapon; its cost is included in the model’s base cost.

Additional weapons and equipment:

Musket…9GC

One-handed weapon… 3GC

Pistol…4GC

Shield…3GC

Two-handed weapon… 4GC

Armsmaster (0-1)

Type: specialist trooper

Weapons and equipment:

An Armsmaster is equipped with a one-handed weapon; its cost is included in the model’s base cost.

Additional weapons and equipment:

One-handed weapon… 3GC

Fang of Winter… 4GC

Two-handed weapon… 4GC

Silver Fury (0-1)

Type: specialist trooper

Weapons and equipment:

A Silver Fury is equipped with a one-handed weapon; its cost is included in the model’s base cost.

Additional weapons and equipment:

One-handed weapon… 3GC

Ice Blade… 4GC

Siege Master (0-1)

Type: specialist trooper

Weapons and equipment:

A Siege Master is equipped with a one-handed weapon; its cost is included in the model’s base cost.

Additional weapons and equipment:

Rifle…6GC

One-handed weapon… 3GC

Pistol…4GC

Blasted Earth Template size: 4” diameter.

Iron Guard (0-3)

Type: specialist trooper

Weapons and equipment:

AnIron Guardis equipped with a two-handed weapon; its cost is included in the model’s base cost.

Additional weapons and equipment:

None

WulfkinWarrior (0-5)

Type: trooper

Weapons and equipment:

A Wulfkin Warrior is equipped with a one-handed weapon; its cost is included in the model’s base cost.

Additional weapons and equipment:

One-handed weapon… 3GC

Dwarf Ranger (0-6)

Type: trooper

Weapons and equipment:

A Dwarf Ranger is equipped with a one-handed weapon; its cost is included in the model’s base cost.

Additional weapons and equipment:

One-handed weapon… 3GC

Pistol…4GC

Shield…3GC

Two-handed weapon… 4GC

The Alliance of the Bat Armory

Dragon Dust – ranged weapons loaded with Dragon Dust often prove unreliable. If a weapon’s name is followed by a (Dragon Dust) notation, the weapon applies the following rules: if the user rolls a 1 on a D10 during a shooting test, the test fails, and the weapon becomes unusable for the rest of the game – treat it as broken. In campaign play, the player must pay half the weapon’s cost (rounding up) to repair it after the battle.

Fang of Winter – a one-handed weapon. Models wounded by this weapon lose an extra HP, applied before resolving the damage roll.

Ice Blade – the weapon is considered a one-handed weapon; so long as he has it, its user benefits from Frenzy.

(Frenzy – at the beginning of his activation and until the end of the turn, the model can ignore all penalties due to flesh and serious wounds and being dazed. At the end of the following resolution phase, the model loses 2 HP. If this brings his HP to 0 or his HP was already 0, he immediately makes a roll on the red damage table.)

Musket (Dragon Dust) – a two-handed ranged weapon; may not be used in close combat. In the turn the model fires the musket, he may not use any other weapon (in close combat, the user suffers a penalty/1 to ATT and STR).

Weapon name / Short range
3” – 12” / Maximum range
12” – 18” / Strength / Special rules
Musket / -1 / +1 / 5 / Dragon Dust

Pistol (Dragon Dust) – a one-handed ranged weapon; may not be used in close combat. Due to its small size, two pistols are treated as a single weapon for the purposes of calculating the maximum number of weapons the model may carry.

Weapon name / Short range
3” – 6” / Maximum range
6” – 12” / Strength / Special rules
Pistol / +1 / 0 / 3 / Dragon Dust

Rifle (Dragon Dust)– a two-handed ranged weapon; may not be used in close combat.

Weapon name / Short range
3” – 8” / Maximum range
8” – 16” / Strength / Special rules
Rifle / 0 / +1 / 4 / Dragon Dust

Spell List

Winter Fog… 5GC

Mystic Stone cost: 3

Difficulty level: 4

Successes: 2

Range: 9

Place a Winter Fog template on the target model so that he is completely covered. The Winter Fog blocks LoS for enemy models only. Remove the Winter Fog at the end of the resolution phase.Template size: 4” diameter.

Hunter’s Instinct… 4GC

Mystic Stone cost: 2

Difficulty level: target’s MOV

Successes: 2

Range: 5

Target model receives Scent of Death until the end of turn.

Scent of Death – when declaring a charge, the model does not need to have LoS to the target.

Dogged Hunter… 3GC

Mystic Stone cost: 3

Difficulty level: target’s STR

Successes: 2

Range: 8

Target model receives Bloodthirsty until the end of turn.

Bloodthirsty – if the model’s close combat attack puts his opponent into the dying state or removes him from the table and the model declares VaeVictis!, he may move up to his full MOV score.

Freezing Wind… 4GC

Mystic Stone cost: 2

Difficulty level: 4

Successes: 3

Range: 8

Target model’s MOV is reduced by -1. The caster may increase the spell’s difficulty by +2 before taking the MPW test. In this case, target model’s MOV decreases by -2 instead, if successful. This effect lasts until the end of turn.

The Moonlit Path… 5GC

Mystic Stone cost: 4

Difficulty level: target’s MOV

Successes: 2

Range: 6

Target model’s charge distance becomes his base MOV x 2 until the end of turn.

Guileful Moon… 4GC

Mystic Stone cost: 3

Difficulty level: 8

Successes: 1

Range: 10

Cast this spell on two friendly models of same base size. Additionally, target models must not have been activated this turn. If successful, exchange the models’ places.