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==Tactics== The tactics are current as of second edition. ===Army Rules=== ====Universal Rules==== '''Furnace Breach:''' your Infernal machines' Misfire Table. 2/3 its takes damage, the other chance it stops shooting and goes on a murderous rampage for the rest of game. '''Fires of Industry (X):''' the total number of models with this rule in your army can't be more than 6. '''Incendiary:''' The unit is doused with kerosene. A unit given instances of Incendiary are Flammable until hit with a Flaming ranged or melee attack. *note You don't lose one instance of Incendiary from melee attacks until after a Round of Combat, while you expend one every time it suffers a wound from a volley of ranged attacks. Makes you Consider how many Oil Skins you should throw on a unit. *fire from Spell attack currently don't expend Incendiary '''Infernal Brand:''' the mark you are a Dwarf. gain a 6" Commanding Presence for only Insignificant units, and double the number of full ranks they have in the First Round of Combat unless Charging. '''Mechanised Support:''' your support heavy weapon and must stay with a unit with Infernal Brand. '''Secrets of Nezibkesh:''' when successfully casts Curse of Nezibkesh (HS), target gains 1 Incendiary Marker. '''Solitary:''' your Bull of Shamut and Lamassu cant join units or joined by characters. '''Taurukh Ritual:''' 0-2 models/army. instead of riding a horse, your character turns into a bull centaur (Details listed under mounts). ====Attack Attributes==== '''Oil Skins''' Close combat, Shooting- on your Vassel units. when they make a shooting or melee attack, they also cover the enemy in oil, the enemy gains one instance of Incendiary if any hit. ====Special Attacks==== '''Volcanic Embrace (x)''' modle part gains Magical and Flaming Attacks. and gain Grind attacks(x) with AP 10 and wound agienst target's armour, be better the armor the easer to wound (equal to or greater than 7 minus the Armour). ===Armory=== '''Infernal Armor''' It's Plate Armour with a built-in Aegis 5+ vs flaming. ''0β60 R&F Models with Flintlock Axe, Blunderbuss, or Pistols per Army.'' '''Blunderbuss''' Range 12" Shot 1, Str5, Ap3, Accurate, March and Shoot, Quick to Fire, no negative to Stand and Shoot Charge Reaction. this is the close-range threat weapon whether it's enemies charging your guns or you marching at them with a 21" threat range. completes with Flintlock with as Blunderbuss as more effective range and more likely to kill the thing it shoots at like knights. '''Flintlock Axe''' Shoots like a handgun but is not unwieldy and may be fired from the third range. In the melee, it's a 2-handed weapon that gives +1 str. So it's a handgun with more flexibility and a slightly worse halberd in melee. A good all-around weapon to give a unit the tools to do anything. completes with Blunderbuss with as Flintlock as more effective versatile at all ranged and getting 3 ranks of handguns are more likely to clean out the chaff. '''Naphtha Thrower:''' A flamethrower. a no-brainer to clear the enemy's from close combat, especially how flammable enemies are. they can also take down those big elite units at closer rage when it gains its Multiple wounds(D3) '''Rocket Battery:''' the big gun, 4 shots of Str 6 Ap3 Multiple wounds (D3) Quick to fire. they suffer the same easy-to-misfire problem multishot but are effective at shooting monsters out of the air. '''Titan Mortar:''' a big (4x4) splash zone with a big cannonball landing on one person's head. the Mortar is veristial like a cannon, able to deleting goblines along with their hero leader or take a dragon. '''Infernal Weapon''' Special melee weapon, Gets +1 Str and Ap while can still wear a shield. ===Hereditary Spell=== '''Curse of Nezibkesh''' (Cv +6/7) Hex, Target suffer -1 Off and Def plus gains one Incendiary marker or suffers an additional -1 for every Incendiary marker(max -3) if overcast. Nutters most threats and make them very easy to hit in melee.
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