Correspondence of translations with another language
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Schwere Rüstung
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Heavy Armour
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Waffenpaar
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Paired Weapons
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Light Armour
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Light Armour
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Plate Armor
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Plate Armor
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Barbed Claws
Close Combat Weapon. Type: Hand Weapon. Attacks made with Barbed Claws gain a +1 to-wound modifier in Close Combat.
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Barbed Claws
Close Combat Weapon. Type: Hand Weapon. Attacks made with Barbed Claws gain a +1 to-wound modifier in Close Combat.
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Crush Attack
A model part with this rule can exchange all of its normal Close Combat Attacks for a single Special Attack, which cannot be made as a Supporting Attack, is resolved at Initiative 0, has Strength 10 and Multiple Wounds (Ordnance).. The model can still make Special Attacks like Stomp or Impact Hits. Even though this is a Special Attack, the attack is Allocated as if it was a normal Close Combat Attack.
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Crush Attack
A model part with this rule can exchange all of its normal Close Combat Attacks for a single Special Attack, which cannot be made as a Supporting Attack, is resolved at Initiative 0, has Strength 10 and Multiple Wounds (Ordnance).. The model can still make Special Attacks like Stomp or Impact Hits. Even though this is a Special Attack, the attack is Allocated as if it was a normal Close Combat Attack.
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Aura of Ecstasy
All friendly models with Daemon of Lust engaged in the same Combat as the model with this rule (including itself) gain Lightning Reflexes.
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Aura of Ecstasy
All friendly models with Daemon of Lust engaged in the same Combat as the model with this rule (including itself) gain Lightning Reflexes.
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Vanguard
After Deployment (including Scouts), units composed entirely of models with this special rule may perform a 12" move. The move is performed as if in the Remaining Moves subphase, including any actions and restrictions the unit would
normally have in the Remaining Moves subphase (such as Wheeling, Reforming, joining units, leaving units and so on).
The 12" distance is used instead of the unit's Movement Characteristic and no March Moves are allowed. This move cannot be used to move within 12" of enemy units. This is decreased to 6” for enemy units which have either Scouted or
Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that
finished deploying last. Instead of moving a unit, a player may declare to not move any more Vangarding units.
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Vanguard
After Deployment (including Scouts), units composed entirely of models with this special rule may perform a 12" move. The move is performed as if in the Remaining Moves subphase, including any actions and restrictions the unit would
normally have in the Remaining Moves subphase (such as Wheeling, Reforming, joining units, leaving units and so on).
The 12" distance is used instead of the unit's Movement Characteristic and no March Moves are allowed. This move cannot be used to move within 12" of enemy units. This is decreased to 6” for enemy units which have either Scouted or
Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that
finished deploying last. Instead of moving a unit, a player may declare to not move any more Vangarding units.
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Blood Sword
Close Combat Weapon. Type: Hand Weapon. Attacks made with a Blood Sword gain Lethal Strike.
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Blood Sword
Close Combat Weapon. Type: Hand Weapon. Attacks made with a Blood Sword gain Lethal Strike.
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Hellish Bombard
Catapult (4) Artillery Weapon with Range 12-60", Strength 3[7], [Multiple Wounds (D3, Clipped Wings)].
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Hellish Bombard
Catapult (4) Artillery Weapon with Range 12-60", Strength 3[7], [Multiple Wounds (D3, Clipped Wings)].
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Brass Cannon
Cannon Artillery Weapon with Range 48", Strength 3[10], [Multiple Wounds (D3+1, Clipped Wings)], Flaming Attacks.
If the Blood Chariot only Pivots (and moves no further) it doesn’t suffer from the Moving and Shooting to-hit modifier.
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Brass Cannon
Cannon Artillery Weapon with Range 48", Strength 3[10], [Multiple Wounds (D3+1, Clipped Wings)], Flaming Attacks.
If the Blood Chariot only Pivots (and moves no further) it doesn’t suffer from the Moving and Shooting to-hit modifier.
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Impact Hits (+1)
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Impact Hits (+1)
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Impact Hits (+3)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1
Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly.
In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
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Impact Hits (+3)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1
Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly.
In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
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Impact Hits (1)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1
Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly.
In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
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Impact Hits (1)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1
Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly.
In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
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Daemon of (chosen God)
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Daemon of (chosen God)
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Daemon of Change
The Daemon may gain one of the following special rules: Flaming Attacks, Divine Attacks or Hellfire, which affects both Close Combat Attacks and Shooting Attacks. The effect must be chosen at the start of each Round of Combat and before shooting with a unit. Every model in a unit must choose the same bonus effect. Special Attacks are not affected. Wizards with a Daemon of Change may, directly after generating spells, choose to reroll all dice for spell generation.
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Daemon of Change
The Daemon may gain one of the following special rules: Flaming Attacks, Divine Attacks or Hellfire, which affects both Close Combat Attacks and Shooting Attacks. The effect must be chosen at the start of each Round of Combat and before shooting with a unit. Every model in a unit must choose the same bonus effect. Special Attacks are not affected. Wizards with a Daemon of Change may, directly after generating spells, choose to reroll all dice for spell generation.
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Daemon of Lust
The Daemon gains Armour Piercing (+1).
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Daemon of Lust
The Daemon gains Armour Piercing (+1).
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Daemon of Pestilence
The Daemon gains Poisoned Attacks and Regeneration (5+). Toxic Attacks suffer a -1 to-wound modifier against the Daemon.
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Daemon of Pestilence
The Daemon gains Poisoned Attacks and Regeneration (5+). Toxic Attacks suffer a -1 to-wound modifier against the Daemon.
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Daemon of True Chaos
No Additional Effect
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Daemon of True Chaos
No Additional Effect
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Daemon of Wrath
The Daemon gains +1 Strength during the first Round of Combat.
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Daemon of Wrath
The Daemon gains +1 Strength during the first Round of Combat.
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Daemonic Instability
When a unit with this Special Rule fails a Break Test, it does not flee from combat. Instead, it suffers a number of Wounds equal to the amount by which the test was failed (Simplified formula: 2D6+CSLd), ignoring the usual minimum 0 for its Leadership Characteristic. These Wounds are distributed following the rules for Unstable, with no saves of any kind allowed. Only characters with Daemonic Instability can join units with Daemonic Instability, and Characters with Daemonic Instability cannot join units without Daemonic Instability. If a model has both Daemonic Instability and Unstable, disregard the latter.
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Daemonic Instability
When a unit with this Special Rule fails a Break Test, it does not flee from combat. Instead, it suffers a number of Wounds equal to the amount by which the test was failed (Simplified formula: 2D6+CSLd), ignoring the usual minimum 0 for its Leadership Characteristic. These Wounds are distributed following the rules for Unstable, with no saves of any kind allowed. Only characters with Daemonic Instability can join units with Daemonic Instability, and Characters with Daemonic Instability cannot join units without Daemonic Instability. If a model has both Daemonic Instability and Unstable, disregard the latter.
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Hellish Bolt
Bolt Thrower Artillery Weapon with Range: 48", Strength 3[6], [Multiple Wounds (D3)], Armour Piercing (6).
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Hellish Bolt
Bolt Thrower Artillery Weapon with Range: 48", Strength 3[6], [Multiple Wounds (D3)], Armour Piercing (6).
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Stubborn
A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
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Stubborn
A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
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Innate Defence (4+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (4+): +3 to Armour Save.
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Innate Defence (4+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (4+): +3 to Armour Save.
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Innate Defence (5+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (5+): +4 to Armour Save.
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Innate Defence (5+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (5+): +4 to Armour Save.
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Distracting
Close Combat Attacks allocated at a model with this special rule suffer a 1
penalty when rolling to hit. This to hit modifier cannot be combined with any other negative to hit modifiers.
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Distracting
Close Combat Attacks allocated at a model with this special rule suffer a 1
penalty when rolling to hit. This to hit modifier cannot be combined with any other negative to hit modifiers.
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Elusive
Units entirely composed of models with this special rule may declare a Flee Charge Reaction despite being Immune to Psychology.
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Elusive
Units entirely composed of models with this special rule may declare a Flee Charge Reaction despite being Immune to Psychology.
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Scout
Before deploying an army that includes units with Scout, you must state which of your units with this special rule will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units . This is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature . Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .
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Scout
Before deploying an army that includes units with Scout, you must state which of your units with this special rule will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units . This is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature . Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .
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Swiftstride
When a unit composed entirely of models with this special rule rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest dice.
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Swiftstride
When a unit composed entirely of models with this special rule rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest dice.
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Fast Cavalry
Models with this special rule have Light Troops and Vanguard. If a unit consisting solely of models with Fast Cavalry voluntarily flees as a Charge Reaction and subsequently rallies the next friendly Player Turn, then the unit may move
and shoot during that Player Turn. The rallied unit may not charge and counts as having moved for the purpose of shooting. This rule cannot be applied if a unit fails to rally on the next friendly Player or involuntarily flees, such as a result of a failed Panic Test.
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Fast Cavalry
Models with this special rule have Light Troops and Vanguard. If a unit consisting solely of models with Fast Cavalry voluntarily flees as a Charge Reaction and subsequently rallies the next friendly Player Turn, then the unit may move
and shoot during that Player Turn. The rallied unit may not charge and counts as having moved for the purpose of shooting. This rule cannot be applied if a unit fails to rally on the next friendly Player or involuntarily flees, such as a result of a failed Panic Test.
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Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each
Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
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Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each
Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
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Firebolts
Shooting Weapon. Range 24", Strength 3, Quick to Fire.
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Firebolts
Shooting Weapon. Range 24", Strength 3, Quick to Fire.
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Firestorm
Shooting Weapon, Range 18", Strength 4, Multiple Shots (D3), Quick to Fire
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Firestorm
Shooting Weapon, Range 18", Strength 4, Multiple Shots (D3), Quick to Fire
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Fly (10)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
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Fly (10)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
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Fly (6)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
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Fly (6)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
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Fly (8)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
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Fly (8)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
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Fly (9)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
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Fly (9)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
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Hellish Breath
Flame Thrower Artillery Weapon with Range 8", Strength 5, Flaming Attacks. Ignore the -1 modifier on the Misfire Table.
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Hellish Breath
Flame Thrower Artillery Weapon with Range 8", Strength 5, Flaming Attacks. Ignore the -1 modifier on the Misfire Table.
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Hellish Reaper
Volley Gun (2D6) Artillery Weapon with Range 12", Strength 4, Armour Piercing (3).
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Hellish Reaper
Volley Gun (2D6) Artillery Weapon with Range 12", Strength 4, Armour Piercing (3).
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Lightning Reflexes
Model parts with this special rule have +1 to hit with their Close Combat Attacks. This does not apply if the model part would be striking at initiative 0 (for example due to a Great Weapon or the Mesmeric Allure spell). If this is the case, it strikes at its own Initiative instead.
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Lightning Reflexes
Model parts with this special rule have +1 to hit with their Close Combat Attacks. This does not apply if the model part would be striking at initiative 0 (for example due to a Great Weapon or the Mesmeric Allure spell). If this is the case, it strikes at its own Initiative instead.
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Magic Resistance (1)
All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
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Magic Resistance (1)
All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
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Magic Resistance (2)
All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
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Magic Resistance (2)
All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
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Magic Resistance (3)
All models in a unit with one or more models with Magic Resistance add the value within brackets (3) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds directly caused by
spell effects. Magic Resistance, like most special rules, is not cumulative. Note that Magic Resistance does not grant Ward Saves for wounds caused indirectly by Spells, such as granting models rules, where this later causes damage.
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Magic Resistance (3)
All models in a unit with one or more models with Magic Resistance add the value within brackets (3) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds directly caused by
spell effects. Magic Resistance, like most special rules, is not cumulative. Note that Magic Resistance does not grant Ward Saves for wounds caused indirectly by Spells, such as granting models rules, where this later causes damage.
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Wizard Apprentice
Wizard Apprentices add +1 to their casting and dispelling rolls.
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Wizard Apprentice
Wizard Apprentices add +1 to their casting and dispelling rolls.
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Wizard Master
Wizard Masters add +2 to their casting and dispelling rolls.
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Wizard Master
Wizard Masters add +2 to their casting and dispelling rolls.
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Soulreaper
Impact Hits inflicted by a Carnal Chariot gain Armour Piercing (6) and the Oracle gains +1 Attack for each unsaved wound caused by the Chariot’s Impact Hits. This Attacks modifier is lost at the end of the Round of Combat.
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Soulreaper
Impact Hits inflicted by a Carnal Chariot gain Armour Piercing (6) and the Oracle gains +1 Attack for each unsaved wound caused by the Chariot’s Impact Hits. This Attacks modifier is lost at the end of the Round of Combat.
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Schutz des Reittieres (6+)
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Mount’s Protection (6+)
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Otherworldly
Models with this special rule have Magical Attacks, are Immune to Psychology and have a Ward Save (5+). Units with the Otherworldly special rule can only be joined by Otherworldly Characters. Similarly, Otherworldly Characters can only join Otherworldly units.
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Otherworldly
Models with this special rule have Magical Attacks, are Immune to Psychology and have a Ward Save (5+). Units with the Otherworldly special rule can only be joined by Otherworldly Characters. Similarly, Otherworldly Characters can only join Otherworldly units.
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Parry
Close Combat Attacks from opponents in the front of a model with Parry can never score successful hits on to-hit rolls of better than 4+. This is not considered a to-hit modifier. Apply this before applying any to-hit modifiers.
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Parry
Close Combat Attacks from opponents in the front of a model with Parry can never score successful hits on to-hit rolls of better than 4+. This is not considered a to-hit modifier. Apply this before applying any to-hit modifiers.
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Poisoned Attacks
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Poisoned Attacks
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Poisoned Attacks
If an attack with this special rule, or an attack from a model part with this special rule (both Shooting and Close Combat Attacks), rolls a successful hit with a tohit
roll of an unmodified '6', this hit automatically wounds with no to wound roll needed. Shooting Attacks that need a 7+ to hit (or more) can never benefit from Poisoned Attacks. If the Attack can be turned into more than one hit (such as for a hit with Penetrating or Area Attack), only a single hit (of attacker’s choice)
automatically wounds, all other hits must roll to wound as normal.
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Poisoned Attacks
If an attack with this special rule, or an attack from a model part with this special rule (both Shooting and Close Combat Attacks), rolls a successful hit with a tohit
roll of an unmodified '6', this hit automatically wounds with no to wound roll needed. Shooting Attacks that need a 7+ to hit (or more) can never benefit from Poisoned Attacks. If the Attack can be turned into more than one hit (such as for a hit with Penetrating or Area Attack), only a single hit (of attacker’s choice)
automatically wounds, all other hits must roll to wound as normal.
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Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon:
The Scoring special rule can be lost during the game:
● One or more models in the unit are Light Troops.
● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing.
● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule.
● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current
Player Turn.
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Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon:
The Scoring special rule can be lost during the game:
● One or more models in the unit are Light Troops.
● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing.
● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule.
● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current
Player Turn.
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Regeneration (4+)
4+ save, taken after failed armour saves. Cannot be combined with Ward Save (if a model has both, it must chose which one to use), taken against Flaming Attacks or Killing Blows that rolled a '6' to wound.
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Regeneration (4+)
4+ save, taken after failed armour saves. Cannot be combined with Ward Save (if a model has both, it must chose which one to use), taken against Flaming Attacks or Killing Blows that rolled a '6' to wound.
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Skirmishers
Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier.
Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
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Skirmishers
Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier.
Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
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Slashing
Sweeping Attack, the enemy unit suffers D3 Strength 3 hits for each Sky Serpent in the unit.
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Slashing
Sweeping Attack, the enemy unit suffers D3 Strength 3 hits for each Sky Serpent in the unit.
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Well of Power
The Weaver of Change gains a +1 modifier to casting rolls.
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Well of Power
The Weaver of Change gains a +1 modifier to casting rolls.
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Trail of Mucus
Enemy units cannot claim Flank or Rear Combat Score bonuses against a unit containing one or more models with this special rule.
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Trail of Mucus
Enemy units cannot claim Flank or Rear Combat Score bonuses against a unit containing one or more models with this special rule.
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Blazing Wings
- Daemon of Change only
The bearer gains Fly (8).
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Blazing Wings
- Daemon of Change only
The bearer gains Fly (8).
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Aether Wand
- Daemon of Change only
Type: Hand Weapon. Every time the wielder successfully casts or dispels a spell, roll a D6. On a 4+ the wielder gains a charge counter. For each charge counter, the wielder gains +1 Attack when using the weapon (this effect is permanent).
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Aether Wand
- Daemon of Change only
Type: Hand Weapon. Every time the wielder successfully casts or dispels a spell, roll a D6. On a 4+ the wielder gains a charge counter. For each charge counter, the wielder gains +1 Attack when using the weapon (this effect is permanent).
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Nauseating Aura
- Daemon of Pestilence only Enemy units in base contact with the bearer have Initiative 1 during the Close Combat Phase.
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Nauseating Aura
- Daemon of Pestilence only Enemy units in base contact with the bearer have Initiative 1 during the Close Combat Phase.
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Soul-Bound Staff
When the bearer Miscasts, it counts as having used 1 less Magic Dice.
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Soul-Bound Staff
When the bearer Miscasts, it counts as having used 1 less Magic Dice.
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Black Orb
All enemy Wizards attempting to cast spells from Divination suffer a -2 modifier to their casting roll.
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Black Orb
All enemy Wizards attempting to cast spells from Divination suffer a -2 modifier to their casting roll.
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Blade of Grief
Type: Hand Weapon. The wielder gains Fear. Attacks made with this weapon gain Divine Attacks.
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Blade of Grief
Type: Hand Weapon. The wielder gains Fear. Attacks made with this weapon gain Divine Attacks.
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Blissful Bindings
- Daemon of Lust only
Models striking the bearer must halve their Weapon Skill (rounding up) when rolling to hit against the bearer.
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Blissful Bindings
- Daemon of Lust only
Models striking the bearer must halve their Weapon Skill (rounding up) when rolling to hit against the bearer.
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Brass Collar
- Daemon of Wrath only
The bearer gains Magic Resistance (3).
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Brass Collar
- Daemon of Wrath only
The bearer gains Magic Resistance (3).
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Obsidian Horn
One use only. Instead of making a dispel roll, you may use this item. The spell is automatically dispelled.
In anArmy Listthatincludes a model bearing theObsidian Horn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
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Obsidian Horn
One use only. Instead of making a dispel roll, you may use this item. The spell is automatically dispelled.
In anArmy Listthatincludes a model bearing theObsidian Horn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
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Horn of Damnation
Enemy units in base contact with the bearer cannot benefit from Hold Your Ground.
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Horn of Damnation
Enemy units in base contact with the bearer cannot benefit from Hold Your Ground.
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Hellish Crown
The bearer gains +1 Leadership.
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Hellish Crown
The bearer gains +1 Leadership.
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Dissolving Touch
Type: Hand Weapon. Every Round of Combat each enemy model in base contact with the bearer suffers 1 Toxic Hit at Initiative 10.
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Dissolving Touch
Type: Hand Weapon. Every Round of Combat each enemy model in base contact with the bearer suffers 1 Toxic Hit at Initiative 10.
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Elixir of Souls
One use only. May be activated at the start of the Remaining Moves sub-phase. The bearer gains +2 Movement during this Phase.
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Elixir of Souls
One use only. May be activated at the start of the Remaining Moves sub-phase. The bearer gains +2 Movement during this Phase.
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Eternal Sword
Type: Hand Weapon. The wielder gains +1 to its Attacks and Weapon Skill.
Attacks made with this weapon gain +1 Strength.
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Eternal Sword
Type: Hand Weapon. The wielder gains +1 to its Attacks and Weapon Skill.
Attacks made with this weapon gain +1 Strength.
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Portal Gem
All friendly units within 12" of the bearer suffer 1 wound less from failed Daemonic Instability Tests.
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Portal Gem
All friendly units within 12" of the bearer suffer 1 wound less from failed Daemonic Instability Tests.
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Heart Seeker
Type: Hand Weapon. The wielder may reroll any rolls of ‘1’ to hit for attacks with this weapon.
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Heart Seeker
Type: Hand Weapon. The wielder may reroll any rolls of ‘1’ to hit for attacks with this weapon.
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Iron Hide
The bearer gains Innate Defence (5+).
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Iron Hide
The bearer gains Innate Defence (5+).
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Mortal Blade
Type: Hand Weapon. Attacks made with this weapon gain Lethal Strike and Multiple Wounds (2, Monster, Ridden Monster).
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Mortal Blade
Type: Hand Weapon. Attacks made with this weapon gain Lethal Strike and Multiple Wounds (2, Monster, Ridden Monster).
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Lash of Lust
- Daemon of Lust only
Type: Shooting Weapon. Range 12", Strength as user, Quick to Fire, Multiple Shots (2D6). This weapon may not be used if the model performed a March Move in this Player Turn.
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Lash of Lust
- Daemon of Lust only
Type: Shooting Weapon. Range 12", Strength as user, Quick to Fire, Multiple Shots (2D6). This weapon may not be used if the model performed a March Move in this Player Turn.
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Mirror of Change
- Daemon of Change only
At the start of each friendly Magic Phase, the bearer may pick an enemy Wizard in Line of Sight and within 18" of itself. For the duration of this Magic Phase the bearer may cast (non-Bound) Spells known by the selected Wizard instead of its own. Spells that create new units or Raise models cannot be cast.
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Mirror of Change
- Daemon of Change only
At the start of each friendly Magic Phase, the bearer may pick an enemy Wizard in Line of Sight and within 18" of itself. For the duration of this Magic Phase the bearer may cast (non-Bound) Spells known by the selected Wizard instead of its own. Spells that create new units or Raise models cannot be cast.
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Shackles of Reality
The bearer gain Regeneration (4+).
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Shackles of Reality
The bearer gain Regeneration (4+).
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Token of Change
- Daemon of Change only
One of a kind
The bearer can cast Fate’s Judgement from Divination as a Bound Spell (Power Level 3).
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Token of Change
- Daemon of Change only
One of a kind
The bearer can cast Fate’s Judgement from Divination as a Bound Spell (Power Level 3).
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Token of Lust
- Daemon of Lust only
One of a kind
The bearer can cast Spectral Blades from Evocation as a Bound Spell (Power Level 3).
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Token of Lust
- Daemon of Lust only
One of a kind
The bearer can cast Spectral Blades from Evocation as a Bound Spell (Power Level 3).
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Scrolls of the Eighth Pact
-Daemon of Change only
The bearer knows all Trait Spells from all Paths available to it, and may choose to generates spells from more than one Path. The chosen Paths and how many spells from each Path must be noted in the Army List. This cannot be combined with Essence of a Free Mind.
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Scrolls of the Eighth Pact
-Daemon of Change only
The bearer knows all Trait Spells from all Paths available to it, and may choose to generates spells from more than one Path. The chosen Paths and how many spells from each Path must be noted in the Army List. This cannot be combined with Essence of a Free Mind.
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Seventh Seal
One use only. Instead of making a Dispel Attempt, you may use this item. The spell is automatically dispelled.
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Seventh Seal
One use only. Instead of making a Dispel Attempt, you may use this item. The spell is automatically dispelled.
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Sorcerer’s Lodestone
One use only. After making a Casting or Dispel Attempt, the bearer may gain a +D6 modifier to its dispel roll or casting roll (note that this is not a Magic Dice). This is an exception to the Magic Modifiers rule.
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Sorcerer’s Lodestone
One use only. After making a Casting or Dispel Attempt, the bearer may gain a +D6 modifier to its dispel roll or casting roll (note that this is not a Magic Dice). This is an exception to the Magic Modifiers rule.
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Token of Pestilence
-Daemon of Pestilence only
One of a kind
The bearer can cast Ancestral Aid from Evocation as a
Bound Spell (Power Level 3).
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Token of Pestilence
-Daemon of Pestilence only
One of a kind
The bearer can cast Ancestral Aid from Evocation as a
Bound Spell (Power Level 3).
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Trident of Torment
Type: Hand Weapon. The wielder gains +1 Weapon Skill and +1 Initiative when using this weapon. Attacks made with this weapon gain Armour Piercing (1).
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Trident of Torment
Type: Hand Weapon. The wielder gains +1 Weapon Skill and +1 Initiative when using this weapon. Attacks made with this weapon gain Armour Piercing (1).
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Veil of Shadows
The bearer’s unit gains Hard Target and Magic Resistance (1).
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Veil of Shadows
The bearer’s unit gains Hard Target and Magic Resistance (1).
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Weaver’s Eye
One use only. May be activated when the bearer fails a Ward Save. That failed Ward Save may be rerolled.
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Weaver’s Eye
One use only. May be activated when the bearer fails a Ward Save. That failed Ward Save may be rerolled.
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Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
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Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
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Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
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Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
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Banner of Speed
The bearer's unit gains +1 Movement.
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Banner of Speed
The bearer's unit gains +1 Movement.
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Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
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Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
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War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
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War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
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Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
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Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
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Flaming Standard
The bearer's unit automatically passes all Panic Tests.
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Flaming Standard
The bearer's unit automatically passes all Panic Tests.
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Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
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Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
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Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
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Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
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