"Stand Back, Sir!"
A Master Engineer that is within 3" of a war machine is allowed to take a 'Look Out, Sir!' roll just as if he was within 3" of a unit of five or more models of the same troop type as himself. If the roll is successful, the hit is instead resolved against the nearest friendly war machine.
Against the Odds
Enemy units can never gain the combat resolution bonus points for attacking in the flank or rear in a combat involving Valten. In addition, Valten and any unit he leads have Immunity (Psychology) and are Stubborn.
Aldebrand's Hawk
The hawk may target models using Sniper. The target must pass a WS test or suffer a S 3 hit.
Althandin
Althandin suffers no Movement penalties for wearing barding.
Arabyan Warhorses
When charging, the Knights may add an extra D3" to their Charge range.
Salvenkanone
The Helblaster may fire up to three Artillery dice worth of shots in each of your Shooting phases. Roll one dice at a time. If a Misfire is rolled, roll immediately on the
Black Powder War Machine Misfire chart before rolling the next Artillery dice. If a May not Shoot result is rolled, this only applies to the current Artillery dice rolled. If a Malfunction result is rolled, this only applies to the current and the next Artillery dice rolled (if this is the third Artillery dice rolled this turn, the first Artillery dice the next turn is wasted). If a Destroyed! result is rolled, all previously Artillery dice shots this turn are still resolved before the war machine is removed. After all Artillery dice are rolled, resolve the number of shots as normal.
Aura of Protection
The Luminark of Hysh and all friendly units within 6" have a Ward save (6+).
Awesome Presence
Wounds inflicted by Valten in close combat are counted towards the Empire combat resolution score of any combat within 12" of him (up to a maximum of +3), not just the one he is taking part in. Valten may never be the army's General.
Awesome Presence
Wounds inflicted by Valten in close combat are counted towards the Empire combat resolution score of any combat within 12" of him, not just the one he is taking part in. Valten may never be the army's General.
Ball and Chain
Flail. Each successful Hit with a Ball and Chain is multiplied into D3 Hits.
Black Powder Discipline
Any Handgunner unit that contains Jubal Falk may re-roll shooting to hit rolls of '1' with its handguns. Note that this doesn't apply to Jubal himself.
Blessed
The Templars of Sigmar have Magical Attacks and gain Magic Resistance (1).
Blessing of the Sea God
The Sons of Manann gain +1 to Hit in the first round of close combat.
Blinding Light
Whenever the Knights declare a charge, roll a D6. A roll of 1 means the Blinding Light cannot be used this charge. On a 2+, there is enough sunlight for the Knights to dazzle their enemies as they charge. The enemy unit being charged are at -1 WS and BS for the duration of the turn.
Bloodroar
Enemy units must roll an additional D6, discarding the lowest result, for LD tests caused by this beast's Terror rule.
Blunderbuss
Armour Piercing (1). Multiple Shots (D3). Quick to Fire. Blunderbusses do not suffer any penalties To Hit for firing Multiple Shots or for firing at a charging enemy.
Leibwache
When joined by a General of the Empire, the Knights of the Black Rose are Stubborn for as long as the model remains with the unit.
Chosen of Sigmar
Luthor Huss has a Ward save (4+). In addition, once per game, he may harness the very power of Sigmar. Luthor must declare that he is harnessing this power at the start of any Close Combat phase. Roll a D3 – Luthor adds this number to his WS, S, T, and A characteristics until the end of the turn.
Chosen of Sigmar
Valten has a Ward save (5+). In addition, once per game, he may harness the very power of Sigmar at the start of any close combat phase. Roll a D3; Valten adds the result to his WS, S, T and A characteristics until the end of the phase.
Comet Flail
Requires Two Hands. Strength Bonus (2). Flaming Attacks.
Coruscating Blast
This breath weapon works similarly to determining the effects of a cannon shot. The maximum range of the attack's target point is 12" away from the monster and may be treated just like a normal breath weapon. After the target point has been selected, roll the Artillery dice to create a line of effect for the blast travelling in a straight line away from the dragon (using the line template). A Misfire result should be re-rolled. Any model caught in the line of the blast suffers D3 wounds with a S equivalent to 10, minus the target's T score, with Ignores Armour saves and Magical Attacks.
Courage of the Believer
Brother Valdemar and any unit he joins gains Immunity (Fear).
Crush the Weak
The model has Hatred against enemies with a LD characteristic of 6 or lower.
Cursed
The Knights must re-roll successful 6’s when rolling to Wound and fail all Dangerous Terrain tests on a 1-2 rather than a 1. However, they also gain a Ward save (5+) in Close Combat.
Darkwalker
Elspeth has Immunity (Psychology) and all To Wound rolls made against her suffer a -1 penalty. She also suffers any extra effect that is listed as specifically damaging Daemons or the Undead.
Destroying the Land Ship
When the Land Ship loses its last wound roll a D6. On a roll of a 1, it suffers the effects of the Abandon Ship! result on the Land Ship Calamity table and on a 6 the Boom! result. On any other roll, the Land Ship is removed as normal.
Grimmige Entschlossenheit
Witch Hunters, and any unit they are in, have Immunity (Fear).
Disloyal Reputation
Friendly units within 6" of a unit of Knights of the Black Rose suffer -1 to their LD.
Disorderly
Knights Encarmine cannot receive rank bonuses.
Exemplars of Sigmar
Any friendly units within 6" of a unit of Knights of Sigmar's Blood may re-roll any failed Fear, Terror or Panic tests.
Faith in Sigmar
A unit of 5 or more Sisters of Sigmar follows the rules for Divine Power and Battle Prayers. For every additional 5 models in the unit, they may add +1 to their casting result.
Faith in Sigmar
Brother Valdemar and any unit he joins may re-roll failed Break tests.
Fear and Loathing
Rutger has Hatred (Warriors of Chaos). However, he also treats all models from Warhammer: Warriors of Chaos as causing Fear against him. If they already cause Fear, they now cause Terror instead.
Fire Lord
Thyrus may add +1 to the result of each of the dice rolled when determining the number of hits caused by his spells.
Fractious
Roll a D6 for each of your units of Knights of the Black Bear at the start of each Empire turn. On the roll
of a '1' the unit may not move that turn.
Grand Theogonist
Volkmar the Grim has a +1 bonus to any attempt to cast a Battle Prayer. In addition, if Volkmar is your army General, Flagellants count as Core Units rather than Special Units.
Grenade Launching Blunderbuss
Armour Piercing (1). Move or Fire. Slow to Fire.
Grind Attack
In any turn in which the Land Ship does not charge, it inflicts D6 Impact Hits at the start of each round of close combat.
Hates Evil Magic
Hubert gains Hatred against all Wizards from the following army books: Beastmen, Chaos Dwarfs, Daemons of Chaos, Dark Elves, Skaven, Vampire Counts, Warriors of Chaos.
Helstorm Rockets
A Helstorm Rocket Battery fires in the same manner as an ordinary Stone Thrower, except that you scatter 3 templates from its target position rather than 1. When scattering any templates after the first, only the scatter dice is rolled; the result from the artillery dice first rolled applies to all shots fired that turn. In addition, all shots made with a Helstorm counts as being fired indirectly. If a Misfire is rolled, roll immediately on the Black Powder War Machine Misfire chart.
High Martriarch
Bertha must join a unit of Sisters of Sigmar if possible. In addition, the unit becomes Stubborn while she remains with it.
Hochland Long Rifle
Armour Piercing (1). Move or Fire. Sniper.
Hold the Line!
If a model with this rule is in a unit of State Troops, the unit rolls 3D6 for any Break tests and uses the two lowest scores.
Holy Fervour
All friendly Empire units have Hatred whilst within 6" of the War Altar of Sigmar.
Hook Halberd
Halberd. Against Ca and MC, attacks made with a hook halberd gain +1 To Hit.
Iron Resolve
If Valten is killed, take a LD test for him at the end of that phase. If he passes, he remains alive on 1 Wound, and the wounds that killed him are discounted. The effects of combat resolution, are worked out after determining whether Valten recovers. This rule does not apply if he is fleeing and is run down by chargers or pursuers, or slain by a Killing Blow.
Iron Resolve
Valten has a Ward save (5+). If Valten is killed, take a LD test for him at the end of that phase. If he passes, his astounding strength of will allows him to ignore the wound and continue fighting. He remains alive on 1 Wound, and the wounds that killed him are discounted. The effects of combat resolution, are worked out after determining whether Valten recovers. This rule does not apply if he is fleeing and is run down by chargers or pursuers, or slain by a Killing Blow.
Iron-hard Hooves
An Imperial Pegasus with this upgrade re-roils failed To Wound rolls.
Leader of Men
The Emperor must be your army's General. His Inspiring Presence ability has an additional range of 6", and any models using his LD may re-roll failed Panic tests. In addition, his Hold the Line also affects units of Reiksguard Knights.
Locus of Power
For each friendly Arcane Battle Altar on the battlefield at the start of your magic phase, add 1 dice to your power pool.
Meister der Schlacht
If a Grand Master joins a unit of Knights or Demigryph Knights, the unit gains Immunity (Psychology). If the Grand Master leaves the unit or is slain, this special rule is immediately lost.
Man Catcher
A model armed with a Man Catcher has Killing Blow.
Master of Ballistics
One war machine that is within 3" of a Master Engineer can use his BS or re-roll one artillery dice or scatter dice during each Shooting phase. This cannot be the artillery dice that determines the distance a cannonball bounces. You must nominate which weapon, if any, will be using this rule at the start of each Shooting phase, before any such weapons within 3" of the Master Engineer are fired.
Mentally Unbalanced
If half or more of any unit's starting models that Rutger joins are killed at any point during the battle, Rutger
will lose it completely! From then onwards he gains Frenzy for the remainder of the game.
Militia
Models with this rule can use the Support Fire and Counter Charge actions from the State Troops rule.
Mixed Weaponry
Unlike other units, each crew model may choose to allocate their missile attack at a different target if they wish. The crew also ignore the Move or Fire of any weapon they carry.
Monster Hunter
Models with this rule re-roll all failed To Hit rolls when shooting at monsters.
Ogre Charge
Each model with Ogre Charge that successfully charges an enemy has the Impact Hits (1). Models with this rule that are part of a unit with ranks add their current Rank Bonus to the Strength of the Impact Hits they inflict.
Pariahs
The Knight may never use the LD of a character, nor may their Grand Master pass his LD onto non-Knightly units, even if he is the General of the army.
Portents of Battle
The Hurricanum and all friendly units within 6" re-roll 1's when rolling to Hit.
Power of Sigmar
Magic Resistance (2). Ward save (5+). Model may make a special attack instead of the normal attacks in close combat with S 10 and Multiple Wounds (D3).
Prideful
Members of this Order may not choose Flee as a charge reaction and Tomas Bacham may not refuse an issued challenge. In addition, they ignore Swiftstride when fleeing.
Ram Attack
When charging or using its grinding attack, the Sigmar's Hammer inflicts D6 hits per Steam point spent rather than D3.
Razorbeak
The Griffon gains Armour Piercing (1).
Reckless
Knights of the Broken Sword are subject to the Berserk Rage part of Frenzy.
Reiksguard
If Karl Franz or Kurt Helborg is your Army General, the 0-1 Restriction is lifted.
Repeater Handgun
Armour Piercing (1). Move or Fire. Multiple Shots (3).
Repeater Pistol
Pistol. Armour Piercing (1). Quick to Fire. Multiple Shots (3).
Resolute
Knights of the Gold Lion are Stubborn in the first round of every combat.
Righteous Fury
A Warrior Priest, and any unit he is currently in, has Hatred.
Shoddy Equipment
The Hunters of Sigmar must re-roll 6's when rolling To Wound and taking armour saves.
Shrike Talons
The Griffon gains +1 to its S in the turns it charges.
Sigmar's Handmaiden
When casting Battle Prayers, Bertha gains a +1 casting bonus to the result.
Stable Platform
The crew may move and fire with their handguns without suffering the additional -1 To Hit for mounted models.
State Troops
State Troops are trained to support and protect each other in battle. If an enemy unit declares a charge against a State Troop unit, and the State Troops do not flee as a charge reaction, then all unengaged State Troop units within 3" can make either a Support Fire or a Counter Charge action. These actions are declared immediately after their State Troops' charge reaction. If the charged State Troops unit does not get a charge reaction for any reason then the other State Troops units within range cannot make a Support Fire or a Counter Charge action.
Additionally, a State Troop unit can only declare one Support Fire action, one Stand and Shoot reaction or one Counter Charge action per turn.
• Support Fire: A State Troop unit can only declare a Support Fire action if at least one model in the unit is armed with a missile weapon and the range between the charging unit and the charged State Troops unit is greater than the charging unit's Movement characteristic.
If a Support Fire action is declared, the unit makes an immediate, out of sequence shooting attack, resolved as if it had just declared a Stand and Shoot charge reaction against the charging unit. All unsaved Wounds from the units' Stand and Shoot charge reaction and/or Support Fire actions, are combined when determining if the charging unit is required to take a Heavy Casualties Panic test.
• Counter Charge: If a Counter Charge action is declared, the unit makes an out of sequence move that is resolved as it had just declared a charge against the charging unit. This move is made after your opponent has moved all of his charging units, as long as one or more enemy units has successfully completed a charge against the charged State Troop unit. The enemy does not get to make any charge reactions against a Counter Charge, but otherwise all the normal charging rules and bonuses apply.
Steam Cannon
The more Steam Points that are expended in the Steam Cannon, the greater its maximum range will be. If you choose not to expend any Steam Points in the Steam Cannon, or if the Steam Tank is in base contact with an enemy unit, you cannot fire it that turn.
If you expend a single Steam Point, the Steam Cannon can fire with a maximum range of 12". For each additional Steam Point you expend, the maximum range of the Steam Cannon is increased by 12". The Steam Cannon can only be fired directly ahead.
If the first artillery dice roll is a misfire, the Steam Cannon does not fire and the Steam Tank immediately loses D3 Wounds with no armour saves allowed. The Steam Cannon cannot fire grapeshot.
Steam Engine
The more Steam Points you expend in the Steam Engine, the further the Steam Tank moves in the Movement phase. Declare how many Steam Points you will expend in the Steam Engine at the start of your Compulsory Moves sub-phase. If you choose not to expend any Steam Points in the Steam Engine, the Steam Tank's Movement will be 0 that turn and it cannot move at all. For each Steam Point you chose to expend, the Steam Tank's Random Movement increases by D6".
If the Steam Tank charges an enemy unit, it will inflict an additional D3 Impact Hits for each Steam Point expended in the Steam Engine that turn.
If the Steam Tank is in base contact with an enemy unit, it cannot move but can instead expend Steam Points in the Steam Engine to grind foes beneath its wheels in the close combat phase. Select one enemy unit in base contact – it immediately suffers D3 Impact Hits for each steam point expended in this way.
Steam Gun
The more Steam Points you expend in the Steam Gun, the higher the pressure of the resultant gout of steam. If the Steam Tank is unengaged, declare how many Steam Points you will expend in the Steam Gun at the start of your Shooting phase. If the Steam Tank is engaged in close combat, declare how many Steam Points you will expend in the Steam Gun at the start of your Close Combat phase. In either case, if you choose not to expend any Steam Points in the Steam Gun, you cannot fire it that turn.
If only a single Steam Point is expended, the Steam Gun is treated as a S 2 Breath Weapon, which uses the Engineer Commander's I. The S of the Breath Weapon is increased by 1 for each additional Steam Point expended in the Steam Gun. The Steam Gun has a 360 degree arc of fire. Unlike other Breath Weapons, the Steam Gun can be used once each turn.
Steam Points
At the start of your turn, declare how many Steam Points your Steam Tank is generating – this can be any number between 0 and 5. After you have generated your Steam Points (if any), roll an artillery dice to see if the Steam Tank's boiler holds out. If the result is greater than the Steam Tank's current number of Wounds, or if you roll a misfire, roll a D3 and then, for each Steam Point the Steam Tank currently has, add 1 to the result and consult the Steam Boiler Mishap table.
You can expend Steam Points in three ways: through the Steam Engine, or Steam Weapons. You can expend up to 3 Steam Points in each of these categories, as long as you have enough Steam Points remaining. Any Steam Points left unused at the end of your turn are lost.
Steel Behemoth
A Steam Tank, and its crew, can shoot missile weapons with Move or Fire even if it moved in its Movement phase. In addition, a Steam Tank cannot overrun or pursue a fleeing enemy – it automatically restrains and is unable to perform combat reforms.
Strength of the Bear
The Knights of the Black Bear gain Strength Bonus (1) on any turn that they charge.
Swift as the Wind
An Imperial Pegasus with the Swift as the Wind upgrade re-rolls any dice results of a 1 when determining its charge range.
The Emperor's Bodyguard
If Karl Franz suffers a Wound (before armour saves are taken) and Ludwig Schwarzhelm is in the same unit, roll a D6. On a 1, the Wound is resolved as normal, but on a 2+ the Wound is intercepted and reallocated to Ludwig Schwarzhelm. If Karl Franz suffers more than one Wound simultaneously, randomise between them to determine which Ludwig attempts to intercept first.
No more than one Wound can be re-allocated to Ludwig Schwarzhelm in this way in each phase. Wounds suffered by the Emperor in a challenge cannot be re-allocated.
The Emperor's Chosen
If Kurt Helborg joins a unit of Reiksguard Knights, his unit gains may re-roll failed Break tests for as long as he remains in the unit.
The Emperor's Herald
If you take Ludwig Schwarzhelm, he must be your army's Battle Standard Bearer. Ludwig Schwarzhelm can never be your army's General.
The End is Nigh!
If a unit of Flagellants is in base contact with an enemy unit at the start of any Close Combat phase, the Flagellants may immediately sacrifice D3 Wounds worth of models. Casualties inflicted in this way are 'martyrs' and they do not count towards combat resolution.
If at least one model is removed as a martyr, the remaining models in the unit immediately gain one of the effects from the Martyr Table until the end of the current phase. The exact effect that applies will depend on the number of models removed as martyrs.
In addition, friendly units within 6" of Flagellants suffer -1 to their LD, except other Flagellants, Warrior Priests, Arch Lectors and Sisters of Sigmar.
The Hand of Judgement
Bruckner cannot be the army's General. In addition, while fighting in a Challenge, Bruckner has Unbreakable.
The Mad Count
At the start of every friendly turn, Marius Leitdorf must take a LD test on 3D6, discarding the lowest result. If passed, he behaves himself and acts normally this turn, otherwise roll a D6 and consult the Mad Count Table.
The Nuln Ironsides
If Jubal Falk is included in your army, one unit of Handgunners may be upgraded to wear medium armour for +1 point per model.
The Power of Sigmar
Any Battle Prayers cast by a model who is mounted on the War Altar of Sigmar also target all friendly units within 6".
The Wonder of the Age
The Land Ship, lacking anything like the control of a Steam Tank has two modes of movement: slow and full power. The player must declare which they are using before the Land Ship is moved each turn.
Slow: The Land Ship may move up to 6" directly forward without penalty or risk, but may not charge.
Full Power: The Land Ship follows the rules for Random Movement (3D6). However, if you roll two or more 1's when determining the Land Ships Random Movement, something has gone disastrously wrong. Roll immediately on the Land Ship Calamity Chart and apply the result.
Tools of Judgement
When attacking Wizards, or models with Daemonic, Undead or Vampiric in close combat, a Witch Hunter re-rolls failed rolls To Wound.
Two Heads
The Griffon gains +1 A.
Two-sword Technique
Knights Encarmine may re-roll 1's when rolling to Hit in close combat.
Vampire Slayers
Models with this special rule have Killing Blow rule against Vampiric models.
Well Drilled
Knights Griffon automatically pass all tests to Reform.
White Wolf Hammer
Armour Piercing (1). Requires Two Hands.
Wulfhart's Hunters
If your army includes Markus Wulfhart, one unit of Huntsmen may be upgraded to be Wulfhart's Hunters for +2 points/model. This unit gains Monster Hunter and Immunity (Psychology).
Zealous
Enemy units cannot claim the Outnumber combat resolution bonus against this unitl. However, the Knights must always pursue a fleeing enemy.