Ogre Kingdoms

Ogre Kingdoms

Correspondence of translations with another language

Rules and Equipments used by the army

DE EN
*Giant Attacks
Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan. Instead of attacking normally during the Combat phase or making a Pick Up And… attack, a Giant may choose to make a ‘Giant Attack’. To make a Giant Attack, nominate an enemy unit that the Giant is engaged in combat with to be the target of the attack and roll on the Giant Attacks table below to determine what the Giant does: Giant Attacks Table D6 Result 1 ’Eadbutt: The Giant singles out a lone enemy and ’eadbutts them. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. That model is hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). 2 Belly Flop: The Giant crashes down bodily upon the enemy. Place a small (3") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -2. 3-4 Mighty Swing: The Giant swings its club through the enemy ranks. For this attack, the Giant is subject to the Random Attacks special rule and has an Attacks characteristic of D6+1, and the Giant’s club has a Strength characteristic of S+1 and an AP of -2. 5 Thump With Club: The Giant grasps its club two-handed and cracks its enemy on the head. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. For this attack, the Giant’s club has a Strength characteristic of S+4, an AP of -4 and the Multiple Wounds (D6) special rule. 6 Jump Up & Down: The Giant jumps around, kicking and flattening the enemy. For this attack, the Giant does not use its club. Instead, the target unit suffers D6+1 hits, each using the Strength characteristic of this model, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
*Giant Attacks
Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan. Instead of attacking normally during the Combat phase or making a Pick Up And… attack, a Giant may choose to make a ‘Giant Attack’. To make a Giant Attack, nominate an enemy unit that the Giant is engaged in combat with to be the target of the attack and roll on the Giant Attacks table below to determine what the Giant does: Giant Attacks Table D6 Result 1 ’Eadbutt: The Giant singles out a lone enemy and ’eadbutts them. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. That model is hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). 2 Belly Flop: The Giant crashes down bodily upon the enemy. Place a small (3") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -2. 3-4 Mighty Swing: The Giant swings its club through the enemy ranks. For this attack, the Giant is subject to the Random Attacks special rule and has an Attacks characteristic of D6+1, and the Giant’s club has a Strength characteristic of S+1 and an AP of -2. 5 Thump With Club: The Giant grasps its club two-handed and cracks its enemy on the head. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. For this attack, the Giant’s club has a Strength characteristic of S+4, an AP of -4 and the Multiple Wounds (D6) special rule. 6 Jump Up & Down: The Giant jumps around, kicking and flattening the enemy. For this attack, the Giant does not use its club. Instead, the target unit suffers D6+1 hits, each using the Strength characteristic of this model, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
*Pick Up And…
Sometimes, Giants forget there is a battle raging around them and, when faced with rank upon rank of bite-sized snacks, will become distracted, reaching down and grabbing enemies by the handful. What happens to these unfortunate souls varies; some are thrust into a sack or under the Giant’s clothing for later, others are eaten on the spot, and still others are tossed carelessly aside to bounce off the scenery. Whatever the case, such unfortunates are rarely seen again. Instead of attacking normally during the Combat phase or making a Giant Attack, a Giant that is engaged in combat with one or more units whose troop type is ‘regular infantry’ or ‘heavy infantry’ may choose to make a ‘Pick Up And…’ attack. To make a Pick Up And… attack, nominate an enemy unit of regular or heavy infantry that the Giant is engaged in combat with. The unit must immediately make an Initiative test: • If this test is failed, a victim is picked up by the Giant. What happens next does not bear thinking about but, whatever it is, a single model belonging to the target unit is immediately removed from play as a casualty. • If this test is passed, the warriors manage to duck and dodge away from the Giant’s grasping hands. No one is picked up and the attack has no effect. Next, roll a D6: • On a roll of 1-3, the Giant forgets what it is doing and makes no further attacks. • On a roll of 4+, the Giant attempts to pick up another enemy. The target unit must make another Initiative test. This continues until the Giant forgets what it is doing and stops making attacks, or until the target unit is destroyed. Enemy models removed from play are considered to have been removed from the fighting rank of the enemy unit.
*Pick Up And…
Sometimes, Giants forget there is a battle raging around them and, when faced with rank upon rank of bite-sized snacks, will become distracted, reaching down and grabbing enemies by the handful. What happens to these unfortunate souls varies; some are thrust into a sack or under the Giant’s clothing for later, others are eaten on the spot, and still others are tossed carelessly aside to bounce off the scenery. Whatever the case, such unfortunates are rarely seen again. Instead of attacking normally during the Combat phase or making a Giant Attack, a Giant that is engaged in combat with one or more units whose troop type is ‘regular infantry’ or ‘heavy infantry’ may choose to make a ‘Pick Up And…’ attack. To make a Pick Up And… attack, nominate an enemy unit of regular or heavy infantry that the Giant is engaged in combat with. The unit must immediately make an Initiative test: • If this test is failed, a victim is picked up by the Giant. What happens next does not bear thinking about but, whatever it is, a single model belonging to the target unit is immediately removed from play as a casualty. • If this test is passed, the warriors manage to duck and dodge away from the Giant’s grasping hands. No one is picked up and the attack has no effect. Next, roll a D6: • On a roll of 1-3, the Giant forgets what it is doing and makes no further attacks. • On a roll of 4+, the Giant attempts to pick up another enemy. The target unit must make another Initiative test. This continues until the Giant forgets what it is doing and stops making attacks, or until the target unit is destroyed. Enemy models removed from play are considered to have been removed from the fighting rank of the enemy unit.
Ambushers
Ambushers
Angst
Fear
Zweihandwaffe
Great Weapon
Hand weapon
Hand Weapon
Leichte Rüstung
Light armour
Schwere Rüstung
Heavy armour
Armour Bane
Armour Bane
Armoured Hide
Armoured Hide
Flammenattacken
Flaming Attacks
Niedertrampeln-Attacke
Stomp Attacks
Aufpralltreffer
Impact Hits
Blessings Of The Volcano God
Every aspiring Firebelly must enter the caldera of the titanic volcano, Fire Mouth, where the heat is such that their hair is burnt from their bodies. There they must fill a crucible with roiling lava and down it in a single draught. Only those with the blessing of the volcano god can survive. A model with this special rule has a 4+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
Blessings Of The Volcano God
Every aspiring Firebelly must enter the caldera of the titanic volcano, Fire Mouth, where the heat is such that their hair is burnt from their bodies. There they must fill a crucible with roiling lava and down it in a single draught. Only those with the blessing of the volcano god can survive. A model with this special rule has a 4+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
Brennbar
Flammable
Bull Charge
The sheer bulk of an Ogre Tyrant or Bruiser is such that the enemy is often crushed by the force of their charge alone. Impact Hits caused by this model (but not its mount) have an Armour Piercing characteristic of -1.
Bull Charge
The sheer bulk of an Ogre Tyrant or Bruiser is such that the enemy is often crushed by the force of their charge alone. Impact Hits caused by this model (but not its mount) have an Armour Piercing characteristic of -1.
Calloused Hide
counts as light armour
Calloused Hide
counts as light armour
Cannon Of The Sky-Titans
A cannon of the Sky-titans, despite being wielded crudely by Ogres, is actually a very robust and sophisticated weapon. It can fire whole clutches of cannonballs at once, allowing it to do a tremendous amount of damage, although its range is limited. Cannon of the Sky-Titans R S AP Special Rules Solid shot 36" 10 -3 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3+1) Scatter shot N/A 4 -1 Breath Weapon Notes: A Cannon of the Sky-Titans has two profiles, representing its two modes of firing. When firing solid shot, this weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. This weapon uses the Ironblaster Misfire table. Ironblaster Misfire Table D6 Result 1 Kaboom! Constantly mistreated by the Ogres, the cannon explodes spectacularly. The model is destroyed and immediately removed from play. 2-3 Krrack! With a tremendous crack, the cannon splits along its length, rendering it useless. The model cannot shoot with this weapon for the remainder of the game. 4-6 Ack! Through its own ineptitude, the Gnoblar Scrapper has become stuck in the mechanism. The model does not shoot this turn and cannot shoot with this weapon during the next round.
Cannon Of The Sky-Titans
A cannon of the Sky-titans, despite being wielded crudely by Ogres, is actually a very robust and sophisticated weapon. It can fire whole clutches of cannonballs at once, allowing it to do a tremendous amount of damage, although its range is limited. Cannon of the Sky-Titans R S AP Special Rules Solid shot 36" 10 -3 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3+1) Scatter shot N/A 4 -1 Breath Weapon Notes: A Cannon of the Sky-Titans has two profiles, representing its two modes of firing. When firing solid shot, this weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. This weapon uses the Ironblaster Misfire table. Ironblaster Misfire Table D6 Result 1 Kaboom! Constantly mistreated by the Ogres, the cannon explodes spectacularly. The model is destroyed and immediately removed from play. 2-3 Krrack! With a tremendous crack, the cannon splits along its length, rendering it useless. The model cannot shoot with this weapon for the remainder of the game. 4-6 Ack! Through its own ineptitude, the Gnoblar Scrapper has become stuck in the mechanism. The model does not shoot this turn and cannot shoot with this weapon during the next round.
Chill Breath
R S AP Special Rules Chill breath N/A 2 -1 Breath Weapon, Multiple Wounds (D3)
Chill Breath
R S AP Special Rules Chill breath N/A 2 -1 Breath Weapon, Multiple Wounds (D3)
Claws And Fangs
counts as hand weapons
Claws And Fangs
counts as hand weapons
Close Order
Close Order
Horns Of Stone
R S AP Special Rules Horns of stone Combat S -2 -
Horns Of Stone
R S AP Special Rules Horns of stone Combat S -2 -
Running With The Pack
Many Hunters tame and train Sabretusks, running alongside large packs of the savage felines to chase down prey. A Hunter that joins a unit of Sabretusks gains the Swiftstride special rule for as long as they remain with the unit. In addition, for as long as the Hunter remains with the unit, the Sabretusks lose the Impetuous special rule.
Running With The Pack
Many Hunters tame and train Sabretusks, running alongside large packs of the savage felines to chase down prey. A Hunter that joins a unit of Sabretusks gains the Swiftstride special rule for as long as they remain with the unit. In addition, for as long as the Hunter remains with the unit, the Sabretusks lose the Impetuous special rule.
Distensible Jaw
R S AP Special Rules Distensible jaw Combat S - Killing Blow Note: In combat, this model must make one of its attacks each turn with this weapon.
Distensible Jaw
R S AP Special Rules Distensible jaw Combat S - Killing Blow Note: In combat, this model must make one of its attacks each turn with this weapon.
Scouts
Scouts
Entsetzen
Terror
Schnelle Bewegung
Swiftstride
First Charge
First Charge
Flaming Breath
R S AP Special Rules Flaming breath N/A 4 -1 Breath Weapon, Flaming Attacks
Flaming Breath
R S AP Special Rules Flaming breath N/A 4 -1 Breath Weapon, Flaming Attacks
Raserei
Frenzy
Frozen pelt
counts as heavy armour
Frozen pelt
counts as heavy armour
Giant’s Club
R S AP Special Rules Giant’s club Combat * * * Notes: *A Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Giant Attacks special rule.
Giant’s Club
R S AP Special Rules Giant’s club Combat * * * Notes: *A Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Giant Attacks special rule.
Large Target
Large Target
Great Tusks
R S AP Special Rules Great tusks Combat S -1 Armour Bane (2)
Great Tusks
R S AP Special Rules Great tusks Combat S -1 Armour Bane (2)
Great Throwing Spear
R S AP Special Rules Great throwing spears 12" S+1 -1 Move & Shoot, Quick Shot Character
Great Throwing Spear
R S AP Special Rules Great throwing spears 12" S+1 -1 Move & Shoot, Quick Shot Character
Grimfrost Weapon
R S AP Special Rules Grimfrost weapon Combat S -1 Armour Bane (1), Magical Attacks
Grimfrost Weapon
R S AP Special Rules Grimfrost weapon Combat S -1 Armour Bane (1), Magical Attacks
Harpoon Launcher
A harpoon launcher is a huge crossbow that fires a long and heavy barbed bolt. Many Ogres attach long coils of rope to these bolts, tethering prey so that it cannot escape. R S AP Special Rules Harpoon launcher 36" 6 -2 Multiple Wounds (D3), Ponderous
Harpoon Launcher
A harpoon launcher is a huge crossbow that fires a long and heavy barbed bolt. Many Ogres attach long coils of rope to these bolts, tethering prey so that it cannot escape. R S AP Special Rules Harpoon launcher 36" 6 -2 Multiple Wounds (D3), Ponderous
Horde
Horde
Howdah
Howdah
Immune To Psychology
Immune To Psychology
Impetuous
Impetuous
Unerschütterlich
Unbreakable
Largely Insignificant
No matter how many Gnoblars meet violent ends, there always seems to be plenty more. Consequently, the usual response to the plight of a Gnoblar is laughter. Units with this special rule never cause friendly units to make Panic tests. However, a unit with this special rule cannot be joined by a character without this special rule.
Largely Insignificant
No matter how many Gnoblars meet violent ends, there always seems to be plenty more. Consequently, the usual response to the plight of a Gnoblar is laughter. Units with this special rule never cause friendly units to make Panic tests. However, a unit with this special rule cannot be joined by a character without this special rule.
Leadbelcher Gun
R S AP Special Rules Solid shot 24" 5 -2 Armour Bane (1), Cumbersome, Multiple Wounds (2) Scatter shot 18" 3 - Armour Bane (1) Notes: A Leadbelcher gun has two profiles, representing its two modes of firing. If the roll To Hit is successful when firing scatter shot, a leadbelcher gun causes D3 hits to the target enemy unit, rather than the usual one.
Leadbelcher Gun
R S AP Special Rules Solid shot 24" 5 -2 Armour Bane (1), Cumbersome, Multiple Wounds (2) Scatter shot 18" 3 - Armour Bane (1) Notes: A Leadbelcher gun has two profiles, representing its two modes of firing. If the roll To Hit is successful when firing scatter shot, a leadbelcher gun causes D3 hits to the target enemy unit, rather than the usual one.
Loner
Loner
Lore Of The Great Maw
Lore Of The Great Maw
Monstrous Tusks
Weapon R S AP Special Rules Monstrous tusks Combat S -1 Armour Bane (1)
Monstrous Tusks
Weapon R S AP Special Rules Monstrous tusks Combat S -1 Armour Bane (1)
Motley Crew
Motley Crew
Mournfang Charge
Driven by the momentum of the charge, the monstrous tusks of a Mournfang pierce through armour with ease to gore the enemy deeply. Impact Hits caused by a model with this special rule have the Armour Bane (1) special rule and an Armour Piercing characteristic of -1.
Mournfang Charge
Driven by the momentum of the charge, the monstrous tusks of a Mournfang pierce through armour with ease to gore the enemy deeply. Impact Hits caused by a model with this special rule have the Armour Bane (1) special rule and an Armour Piercing characteristic of -1.
Move Through Cover
Move Through Cover
Numbing Chill
The Mountains of Mourn are deathly cold, and the terrible chill of the high peaks clings eternally to the hide of the creatures that dwell there. Whilst in base contact with this model, enemy models suffer a -1 modifier to their Weapon Skill and Initiative characteristics, to a minimum of 1.
Numbing Chill
The Mountains of Mourn are deathly cold, and the terrible chill of the high peaks clings eternally to the hide of the creatures that dwell there. Whilst in base contact with this model, enemy models suffer a -1 modifier to their Weapon Skill and Initiative characteristics, to a minimum of 1.
Ogre Charge
Ogres barge into combat using their great lumbering mass as a eapon, harnessing their tremendous momentum to crush anything they collide with. The Armour Piercing characteristic of any Impact Hits caused by a model with this special rule (but not its mount) is improved by the current Rank Bonus of its unit (or, in the case of characters, the current Rank Bonus of any unit they have joined).
Ogre Charge
Ogres barge into combat using their great lumbering mass as a eapon, harnessing their tremendous momentum to crush anything they collide with. The Armour Piercing characteristic of any Impact Hits caused by a model with this special rule (but not its mount) is improved by the current Rank Bonus of its unit (or, in the case of characters, the current Rank Bonus of any unit they have joined).
Open Order
Open Order
Petrified Flesh
counts as full plate armour
Petrified Flesh
counts as full plate armour
Ravenous Hunger
When a Gorger latches onto the scent of its prey, it becomes an unstoppable juggernaut intent on nothing other than feasting on a banquet of flesh and blood. When a Gorger declares a charge, it may re-roll its Charge roll.
Ravenous Hunger
When a Gorger latches onto the scent of its prey, it becomes an unstoppable juggernaut intent on nothing other than feasting on a banquet of flesh and blood. When a Gorger declares a charge, it may re-roll its Charge roll.
Regeneration
Regeneration
Scraplauncher Catapult
Despite its appearance, a Scraplauncher catapult is a devastating engine of destruction that launches bundles of broken weapons and shards of scrap-metal into the tightly packed ranks of the enemy. R S AP Special Rules Scraplauncher 12-48" 3 (4) - (-2) Bombardment, Cumbersome, Multiple Wounds (2) Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Scraplauncher Misfire table. The Multiple Wounds (2) special rule applies only to a single model whose base lies underneath the central hole of the blast template. Scraplauncher Catapult Misfire Table D6 Result 1 Kerr-unch! The Scraplauncher comes apart in a shower of metal and wood. The model is destroyed and immediately removed from play. 2-3 Snap! With an ear-splitting crack, the arm of the catapult snaps cleanly in two. The model cannot shoot with this weapon for the remainder of the game. 4-6 Splang! The Scraplauncher sprays debris in all directions, but mainly straight up. The model does not shoot this turn and cannot shoot with this weapon during the next round
Scraplauncher Catapult
Despite its appearance, a Scraplauncher catapult is a devastating engine of destruction that launches bundles of broken weapons and shards of scrap-metal into the tightly packed ranks of the enemy. R S AP Special Rules Scraplauncher 12-48" 3 (4) - (-2) Bombardment, Cumbersome, Multiple Wounds (2) Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Scraplauncher Misfire table. The Multiple Wounds (2) special rule applies only to a single model whose base lies underneath the central hole of the blast template. Scraplauncher Catapult Misfire Table D6 Result 1 Kerr-unch! The Scraplauncher comes apart in a shower of metal and wood. The model is destroyed and immediately removed from play. 2-3 Snap! With an ear-splitting crack, the arm of the catapult snaps cleanly in two. The model cannot shoot with this weapon for the remainder of the game. 4-6 Splang! The Scraplauncher sprays debris in all directions, but mainly straight up. The model does not shoot this turn and cannot shoot with this weapon during the next round
Sharp Stuff
counts as hand weapons and throwing weapons
Sharp Stuff
counts as hand weapons and throwing weapons
Skirmishers
Skirmishers
Wizard
Wizard
Stone Skeleton
A Stonehorn is akin to a living fossil, its massive skeleton having hardened to rock. This model is less vulnerable to the Multiple Wounds (X) special rule. If it suffers an unsaved wound from an attack with this special rule, reduce the number of Wounds lost by 1, to a minimum of 1.
Stone Skeleton
A Stonehorn is akin to a living fossil, its massive skeleton having hardened to rock. This model is less vulnerable to the Multiple Wounds (X) special rule. If it suffers an unsaved wound from an attack with this special rule, reduce the number of Wounds lost by 1, to a minimum of 1.
Thunderous Charge
The ground trembles and shakes beneath the thunderous charge of a Stonehorn. Impact Hits caused by this model have an Armour Piercing characteristic of -2.
Thunderous Charge
The ground trembles and shakes beneath the thunderous charge of a Stonehorn. Impact Hits caused by this model have an Armour Piercing characteristic of -2.
Timmm-berrr!
Timmm-berrr!
Traps & Snares
Endlessly opportunistic, Gnoblar Trappers deploy a wide array of snares and traps wherever they go. This habit can prove quite perilous to any enemy or predator that ventures too close. Any enemy model that ends its charge move in base contact with a model with this special rule must make a Dangerous Terrain test.
Traps & Snares
Endlessly opportunistic, Gnoblar Trappers deploy a wide array of snares and traps wherever they go. This habit can prove quite perilous to any enemy or predator that ventures too close. Any enemy model that ends its charge move in base contact with a model with this special rule must make a Dangerous Terrain test.
Tusks And Horns
counts as a hand weapon
Tusks And Horns
counts as a hand weapon
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -

Magic Items usable by the army

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Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master. The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master. The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm. The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm. The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens. The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens. The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe. The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe. The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease. R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease. R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
Bloodcleaver
This revolting, gore-encrusted weapon possesses a Vampiric energy, channelling the life force from its victims into its wielder. R S AP Special Rules Bloodcleaver Combat S -1 Magical Attacks Notes: Emissaries of the Great Maw only. If the wielder of the Bloodcleaver causes one or more unsaved wounds during the Combat phase, they recover a single lost Wound.
Bloodcleaver
This revolting, gore-encrusted weapon possesses a Vampiric energy, channelling the life force from its victims into its wielder. R S AP Special Rules Bloodcleaver Combat S -1 Magical Attacks Notes: Emissaries of the Great Maw only. If the wielder of the Bloodcleaver causes one or more unsaved wounds during the Combat phase, they recover a single lost Wound.
Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame. R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame. R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
Cathayan Jet Pendant
Finely crafted Cathayan jet pendants are believed to protect against all forms of hostile magic. A Cathayan Jet Pendant gives its bearer a 6+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
Cathayan Jet Pendant
Finely crafted Cathayan jet pendants are believed to protect against all forms of hostile magic. A Cathayan Jet Pendant gives its bearer a 6+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long. The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long. The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
Daemon-Slayer Scars
Daemonic beasts are hunted in the Warpstone Desert and bled into lead jars. This acidic ichor is used as warpaint, giving the wearer a truly terrifying appearance. The bearer of Daemon-slayer Scars gains the Terror special rule.
Daemon-Slayer Scars
Daemonic beasts are hunted in the Warpstone Desert and bled into lead jars. This acidic ichor is used as warpaint, giving the wearer a truly terrifying appearance. The bearer of Daemon-slayer Scars gains the Terror special rule.
Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates. The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates. The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll. Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll. Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters. R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters. R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening. R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening. R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth. Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth. Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again. The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again. The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard. Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard. Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
Fistful Of Laurels
Symbols of leadership snatched from the corpses of enemy commanders impress Ogres only briefly. Single use. The bearer of a Fistful of Laurels and their unit may re-roll the 2D6 when making a Break test.
Fistful Of Laurels
Symbols of leadership snatched from the corpses of enemy commanders impress Ogres only briefly. Single use. The bearer of a Fistful of Laurels and their unit may re-roll the 2D6 when making a Break test.
Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon. R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon. R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal. The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal. The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
Grut’s Sickle
Swinging the sickle of Grut the Bloodthirsty, a Butcher fuels their magic with the blood of their kin. After making a Casting roll, the bearer of Grut’s Sickle may use it to roll an additional D3 and add its result to their Casting roll. However, a single friendly model within 3" of the bearer immediately loses a single Wound. Note that the result of this additional D3 cannot cause a miscast or a perfect invocation.
Grut’s Sickle
Swinging the sickle of Grut the Bloodthirsty, a Butcher fuels their magic with the blood of their kin. After making a Casting roll, the bearer of Grut’s Sickle may use it to roll an additional D3 and add its result to their Casting roll. However, a single friendly model within 3" of the bearer immediately loses a single Wound. Note that the result of this additional D3 cannot cause a miscast or a perfect invocation.
Gut Maw
The wearer of this polished gut-plate is reinvigorated by the life force of their defeated enemies. The Gut Maw is a suit of heavy armour. In addition, for each unsaved wound the wearer causes during a Challenge, they recover a single lost Wound.
Gut Maw
The wearer of this polished gut-plate is reinvigorated by the life force of their defeated enemies. The Gut Maw is a suit of heavy armour. In addition, for each unsaved wound the wearer causes during a Challenge, they recover a single lost Wound.
Halfling Cookbook
The culinary secrets contained within the Halfling Cookbook are a source of great power. The bearer of the Halfling Cookbook increases their Command range, Dispel range and the range of a single spell chosen by their controlling player (not including range ‘self ’ spells) by 3".
Halfling Cookbook
The culinary secrets contained within the Halfling Cookbook are a source of great power. The bearer of the Halfling Cookbook increases their Command range, Dispel range and the range of a single spell chosen by their controlling player (not including range ‘self ’ spells) by 3".
Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims. R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims. R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not. Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not. Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
Hellheart
Biting into the heart of a Chaos Spawn, the Ogre creates a vortex of magical anarchy. Single use. During the Command sub-phase of their turn, the bearer of the Hellheart may consume it. When they do so, they immediately lose a single Wound. However, until your next Start of Turn sub-phase, if any enemy Wizard rolls any natural double when making a Casting roll, the spell is miscast.
Hellheart
Biting into the heart of a Chaos Spawn, the Ogre creates a vortex of magical anarchy. Single use. During the Command sub-phase of their turn, the bearer of the Hellheart may consume it. When they do so, they immediately lose a single Wound. However, until your next Start of Turn sub-phase, if any enemy Wizard rolls any natural double when making a Casting roll, the spell is miscast.
Jade Lion
Jade Lions are revered in Cathay for their bravery, and amulets carved into their likeness inspire great courage. The bearer of the Jade Lion and their unit may re-roll any failed Fear, Panic, Rally or Terror test.
Jade Lion
Jade Lions are revered in Cathay for their bravery, and amulets carved into their likeness inspire great courage. The bearer of the Jade Lion and their unit may re-roll any failed Fear, Panic, Rally or Terror test.
Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies. The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies. The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
Luckstone
Can luck be trapped within a dull stone pendant? Possibly. Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
Luckstone
Can luck be trapped within a dull stone pendant? Possibly. Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
Mastodon Armour
This massive suit of armour was forged by the Chaos Dwarfs in exchange for many captives. The Mastodon Armour is a suit of full plate armour. In addition, its wearer has a 6+ Ward save against any wounds suffered.
Mastodon Armour
This massive suit of armour was forged by the Chaos Dwarfs in exchange for many captives. The Mastodon Armour is a suit of full plate armour. In addition, its wearer has a 6+ Ward save against any wounds suffered.
Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence. A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence. A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon. R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon. R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism. Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism. Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power. Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power. Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes. The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes. The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog. Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army. On a roll of 4+, the Wizard returns to normal (but retains a love of water).
Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog. Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army. On a roll of 4+, the Wizard returns to normal (but retains a love of water).
Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles. The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles. The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
Skullplucker
This heavy, spiked metal gauntlet was once worn by Big Agi Skullplucker, who enjoyed nothing more than twisting his enemies’ heads off with this nasty-looking, bloodstained glove. R S AP Special Rules Skullplucker Combat S - Killing Blow, Magical Attacks, Strike First
Skullplucker
This heavy, spiked metal gauntlet was once worn by Big Agi Skullplucker, who enjoyed nothing more than twisting his enemies’ heads off with this nasty-looking, bloodstained glove. R S AP Special Rules Skullplucker Combat S - Killing Blow, Magical Attacks, Strike First
Spangleshard
This dirt-encrusted and tarnished bauble barely resembles the fine Elven ornament it once was, but its protective powers still linger. The Spangleshard gives its bearer a 4+ Ward save against any wounds suffered. However, if a natural 1 is rolled, the Spangleshard is destroyed and it cannot be used again.
Spangleshard
This dirt-encrusted and tarnished bauble barely resembles the fine Elven ornament it once was, but its protective powers still linger. The Spangleshard gives its bearer a 4+ Ward save against any wounds suffered. However, if a natural 1 is rolled, the Spangleshard is destroyed and it cannot be used again.
Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic. R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic. R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield. The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield. The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests. R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests. R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer. R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer. R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision. R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision. R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own. R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own. R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm. The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm. The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
Tenderiser
The destructive power bound into the twin heads of this massive two-ended club is enough to shatter a boulder with one strike. R S AP Special Rules Tenderiser Combat S+2 -3 Extra Attacks (+1), Magical Attacks, Multiple Wounds (D3), Strike Last
Tenderiser
The destructive power bound into the twin heads of this massive two-ended club is enough to shatter a boulder with one strike. R S AP Special Rules Tenderiser Combat S+2 -3 Extra Attacks (+1), Magical Attacks, Multiple Wounds (D3), Strike Last
Thundermace
Chiselled from a foundation stone taken from the base of a skycastle and bound with meteoric iron, the weight of a collapsing castle explodes from the head of the Thundermace. R S AP Special Rules Thundermace Combat S+2 -2 Armour Bane (1), Magical Attacks, Requires Two Hands, Strike Last Notes: Rather than attacking normally, the wielder of the Thundermace may choose to make a special ‘Thunderstrike’ attack. If they do, make a single roll To Hit. If this is successful, place a small (3") blast template so that its central hole is directly over the centre of the hit unit. Any enemy model whose base lies underneath the template risks being hit by this weapon.
Thundermace
Chiselled from a foundation stone taken from the base of a skycastle and bound with meteoric iron, the weight of a collapsing castle explodes from the head of the Thundermace. R S AP Special Rules Thundermace Combat S+2 -2 Armour Bane (1), Magical Attacks, Requires Two Hands, Strike Last Notes: Rather than attacking normally, the wielder of the Thundermace may choose to make a special ‘Thunderstrike’ attack. If they do, make a single roll To Hit. If this is successful, place a small (3") blast template so that its central hole is directly over the centre of the hit unit. Any enemy model whose base lies underneath the template risks being hit by this weapon.
Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken. The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken. The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost. The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing. However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost. The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing. However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.

Magic Standards usable by the army

DE EN
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Bull Standard
The Bull Standard lends the strength of a charging Rhinox to the Ogres that march beneath it. A unit carrying the Bull Standard may re-roll any failed rolls To Wound when resolving Impact Hits.
Bull Standard
The Bull Standard lends the strength of a charging Rhinox to the Ogres that march beneath it. A unit carrying the Bull Standard may re-roll any failed rolls To Wound when resolving Impact Hits.
Cannibal Totem
The Cannibal Totem protects those who devour the strong in honour of the Great Maw. A unit carrying the Cannibal Totem gains the Regeneration (5+) special rule, but rolls only a single D6 when making a Pursuit roll (rather than the usual 2D6).
Cannibal Totem
The Cannibal Totem protects those who devour the strong in honour of the Great Maw. A unit carrying the Cannibal Totem gains the Regeneration (5+) special rule, but rolls only a single D6 when making a Pursuit roll (rather than the usual 2D6).
Dragonhide Banner
This tattered trophy of a vanquished dragon passes its former owner’s legendary ferocity onto its bearers. A unit carrying the Dragonhide Banner may re-roll any rolls To Hit of a natural 1. In addition, a unit carrying the Dragonhide Banner has the Flaming Attacks special rule.
Dragonhide Banner
This tattered trophy of a vanquished dragon passes its former owner’s legendary ferocity onto its bearers. A unit carrying the Dragonhide Banner may re-roll any rolls To Hit of a natural 1. In addition, a unit carrying the Dragonhide Banner has the Flaming Attacks special rule.
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
Rune Maw
Hung with stolen Dwarfen talismans, the Rune Maw roars its anger when it detects magic. When an enemy Wizard chooses a unit carrying the Rune Maw as the target of a spell, roll a D6. On a 3+, the Wizard’s controlling player must choose another target. If there is no other viable target in range, the spell cannot be cast.
Rune Maw
Hung with stolen Dwarfen talismans, the Rune Maw roars its anger when it detects magic. When an enemy Wizard chooses a unit carrying the Rune Maw as the target of a spell, roll a D6. On a 3+, the Wizard’s controlling player must choose another target. If there is no other viable target in range, the spell cannot be cast.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.

Units od the army

DE EN
Tyrant
Tyrant
Bruiser
Bruiser
Slaughtermaster
Slaughtermaster
Butcher
Butcher
Hunters
Hunters
Firebelly
Firebelly
Stonehorn
Stonehorn
Thundertusk
Thundertusk
Ogre Bulls
Ogre Bulls
Ironguts
Ironguts
Gnoblar Fighters
Gnoblar Fighters
Gnoblar Trappers
Gnoblar Trappers
Sabretusk Packs
Sabretusk Packs
Leadbelchers
Leadbelchers
Yhetees
Yhetees
Mournfang Cavalry
Mournfang Cavalry
Maneaters
Maneaters
Ironblaster
Ironblaster
Gnoblar Scraplauncher
Gnoblar Scraplauncher
Thundertusk Riders
Thundertusk Riders
Gorgers
Gorgers
Stonehorn Riders
Stonehorn Riders
Giants
Giants