Sonderregeln

Global

'There Can Be Only One!'

Conor must always issue and accept challenges when possible. In addition, he may choose one character in the enemy's army to be his nemesis. If Conner slays this character in a challenge, the Albion player receives +100 Victory Points. While in a challenge, Conor has Heroic Killing Blow.

"Stand Back Sir!"

If the model is within 3" of a war machine, it is allowed to take a "Look Out Sir!" roll just as if it 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 resolved instead against the nearest friendly war machine.

"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.

Absolute Power

If you take Malekith, he must be your army's General. Malekith's Inspiring Presence has a range of 18" (or 24" if riding Seraphon).

Abyssal Howl

Enemy units that are in base contact with a Kharibdyss must re-roll successful LD tests. This has no effect on models that have Immunity (Fear/Terror/Psychology).

Accusation

After deployment, but before the first turn begins, select a single model in your opponent's army to accuse of heresy. This is the Witch Hunter's primary quarry. The Witch Hunter's may re-roll all failed To Hit against his primary quarry. Every hit he inflicts on that models also has Killing Blow, even if they were from a shooting attack. Finally, the Witch Hunter may also choose to shoot at the primary quarry as if he had Sniper.

Accusation

After deployment, but before the first turn begins, select a single model in your opponent's army to accuse of heresy. This is the Witch Hunter's primary quarry. The Witch Hunter may re-roll all failed To Hit against his primary quarry. Every hit he inflicts on that model with close combat or shooting attacks also has Killing Blow. Finally, a Witch Hunter may also choose to shoot at the primary quarry as if he had Sniper.

Acid Ichor

Whenever Orghotts Daemonspew suffers an unsaved Wound in close combat, the model that inflicted that hit must pass an I test or suffer a S 4 hit. Wounds inflicted by Acid Ichor count towards the combat result.

Acrobat

The Prince has Obstacle Strider. In close combat, all successful hits against him must be re-rolled. At the end of each combat he is in, before break tests are taken, he may choose to leave his unit and move out of combat. Place him anywhere within 1" his unit. He may move as normal in his next turn.

Acrobatic

Jules has a 2+ Ward Save against all non-magical attacks.

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.

Standard Bearer

Combat Resolution Bonus
If a unit includes a standard bearer, it adds +1 to its combat result.

Almost Loyal

As long as a Pirate Captain or Pirate Lord is in the unit, the Mates are Stubborn.

Altar

An Altar of Myrmidia may join units despite being a Chariot. It acts as the army’s Battle Standard Bearer, and any unit joined by the Altar is Stubborn for as long as it is in the unit.

Altar of Hashut

A Daemonsmith with an Altar of Hashut gains Ward Save (4+) and Unbreakable. In addition, his troop type changes to War Machine and he counts as being part of the crew. Randomise any missile hits between the Daemonsmith and the crew. The Daemonsmith can never choose to leave the Altar during the game. If the Daemonsmith is killed, the whole Altar is also removed as a casualty.

Altar of the Horned Rat

This model and any unit it joins has Stubborn.

Althandin

Althandin suffers no Movement penalties for wearing barding.

Always Strikes First

Models with this rule always strike first in close combat, regardless of I. If a model with this rule is fighting an enemy with the same ability, the model with the higher I will strike first.

In addition, if the model's I is higher than their enemy's when it is their turn to attack, they can re-roll failed To Hit rolls when striking in close combat.

Always Strikes Last

A model with this rule always strikes last in close combat, regardless of I. If a model with this rule is fighting an enemy with the same ability, the model with the higher I will strike first. If a model has both this rule and Always Strikes First, the two cancel out and neither applies so use the model's I.

In addition, if the model's I is lower than their enemy's when it is their turn to attack, they must re-roll successful To Hit rolls when striking in close combat.

Ambush Master

If Sceolan is included in your army, one Core Unit of your choice may deploy using Ambushers.

Ambushers

A unit with the Ambushers rule can choose to not deploy at the start of the battle. Instead, from Turn 2 onwards, the controlling player rolls a dice at the start of their turn for each unit of their Ambushers that have yet to arrive. On a 1 or 2, the Ambushers have been delayed – roll for them again next turn. On a 3 or more, the unit of Ambushers arrives, and will enter the board during the Remaining Moves sub-phase. If the Ambushers do not turn up for the entire game, they are assumed to have got lost, and are treated as having fled the battle for the purposes of determining the victor.

Arriving Ambushers enter the battlefield from any point on any battlefield edge, and move on using the rules for reinforcements. Note that a character may only join a unit deploying with Ambushers if they also have the same rule.

In addition, for every Core unit that deploys as Ambushers in your army, you are required to include at least one other Core Unit that is not Expendable (described later in this chapter) and that does not deploy using the Ambushers rule (for more information, see the Choosing Your Army chapter).

Amulet of the Moon

Any missile fire directed at a model equipped with the amulet suffers a penalty of -1 to hit. The amulet also confers Ward save (5+) against missile fire.

Ancestral Grudge

Dwarfs always have Hatred (Orcs & Goblins, Skaven, Hobgoblins).

Anchor Smash

Rather than attacking normally, a Sea Giant may make a special attack. If this Attack Hits, it is resolved at S 10 with Multiple Wounds (D6).

Angst

A unit containing one or more Fear-causing models gains +1 to its Combat Resolution score. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution score is increased by +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with Fear involved in the same combat.

If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus of their Fear-causing enemies is ignored for that unit.

Animal Form

At the start of each round of close combat in which they are fighting, models with this rule choose one of the following Animal Forms, the effect of which lasts until the end of that turn or until a new form is chosen. This is done before Impact Hits are resolved. All Alters in the same unit must choose the same form. Alters cannot choose the same Animal Forms in two consecutive rounds of combat.

Animated Construct

Animated Constructs have Immunity (Poisoned Attacks) and Unbreakable. However, they may not march.

Animosity

Units with this rule must roll a D6 and consult the animosity chart in the Charge sub-phase after all other charges have been declared, unless they have declared a charge, are already in combat, fleeing, or have less than 5 models.

Animosity

Animosity is represented by an Animosity test. This test is taken in the Charge sub-phase after all normal charges has been declared during each of your turns, by every unit that is subject to Animosity, with the following restrictions:

• Units only test if they contain at least 5 models.

• Units that have declared a charge don't test.

• Units engaged in close combat don't test.

• Units garrisoning a building don't test.

• Units fleeing or currently off the battlefield don't test.

Roll a D6 for each eligible unit. If the dice roll is a 2 or more, the unit behaves normally this turn. If the roll is a 1, however, the unit has failed its Animosity test and must roll on the Animosity table and apply the result immediately.

Anvil of Doom

A Runelord with an Anvil of Doom gains Ward Save (4+) and Unbreakable. In addition, his troop type changes to War Machine and he counts as being part of the crew. The Runelord can never choose to leave the Anvil during the game. If the Runelord is killed, the whole Anvil is also removed as a casualty.

Any man who falls behind is left behind

Giacchino and any unit he is with have Swiftstride when fleeing.

Aquatic

Aquatic models can move within any area of water on the battlefield as if it were open ground. They are still subject to any special effects that specific terrain may have.

The models can march, claim rank bonus and be steadfast even when in water. If every model in a unit is Aquatic, and the majority of the unit is within water terrain, enemies shooting at that unit suffer an additional -1 To Hit penalty.

Arabyan Warhorse

The Knights Panther ride horses with a blood lineage from the great steeds of Araby. When charging, the Knights may add an extra D3" to their Charge range.

Arabyan Warhorses

When charging, the Knights may add an extra D3" to their Charge range.

Armbrust

Move or Fire.

Repeater Crossbow

Armour Piercing (1). Multiple Shots (2).

Repeater Crossbow

Multiple Shots (3).

Repeater Handbow

Multiple Shots (2). Quick to Fire.

Bogen

Multiple Shots (2) (Only applies in turns the model has not moved. Cannot be used as a charge reaction.). Volley Fire.

Langbogen

Multiple Shots (2) (Only applies in turns the model has not moved. Cannot be used as a charge reaction.). Volley Fire.

Muskete

Move or Fire. Armour Piercing (1).

Arcane Configuration

If you have one or more Engines of the Gods on the battlefield at the start of your Magic phase, select one of the eight Lores of Battle Magic from the Warhammer rulebook. Until the start of your next Magic phase, the casting values for all spells from the selected lore are reduced by 1 (to a minimum of 3).

Arcane Vassal

A Slann Mage-Priest can choose to cast any magic missile or direct damage spell through an Arcane Vassal within 24" of him. If he does so, measure the spell's range from the Arcane Vassal and use that model's forward arc and line of sight for the purposes of casting the spell. If using an Arcane Vassal, a Slann Mage-Priest can cast magic missiles, even if his own unit is engaged in close combat (provided that the Arcane Vassal's is not). If a spell cast through an Arcane Vassal is miscast, the result of the miscast is applied to the Slann Mage-Priest, but the Arcane Vassal suffers a S 3 hit.

Ark of Sotek

At the end of each friendly turn, nominate a Jungle Swarm unit within 6" of each Bastiladon with an Ark of Sotek and roll a D6. On a 4+, add one base to the Jungle Swarm unit. This can take the Jungle Swarm unit beyond its starting size. If the base cannot be placed (because there isn't enough room, or you don't have sufficient models), it is lost.

Zweihandwaffe

Requires Two Hands. Strength Bonus (1). -2 I.

Salvenkanone

Armour Piercing (1). Move or Fire. Multiple Shots (D6).

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.

Handwaffe

Wurfwaffen

Multiple Shots (2). Quick to Fire.

Armed to da Teef

At the start of each round of close combat, models with this rule can choose which of their weapons (including hand weapon and shield) they wish to fight with. If a Black Orc character has a magic weapon, he loses the benefit of this rule.

Armored to da Teef

At the start of each round of close combat, models with this rule can choose which of their weapons (including hand weapon and shield) they wish to fight with.

Armour Piercing (1)

Wounds caused in close combat by this model inflict a negative armour save modifier as indicated by the number in the brackets, in addition to those for S. If a model has a weapon with the Armour Piercing rule, only attacks made or shots fired with the weapon are Armour Piercing. This rule is cumulative with other sources of Armour Piercing.

Armour Plates

The War Elephant gains a 5+ armour save.

Armour Plates

The War Elephant’s armour save is increased to 3+.

Armoured Plating

The Kollossus’ gains +1 to its armour save.

Army of Kroq-Gar

Kroq-Gar will always be the army General. An army led by Kroq-Gar may include a single unit of Saurus Cold One Riders as a Core choice.

Arrows of Asaph

Units with Arrows of Asaph never count any bonuses or penalties to hit when shooting, regardless of the source of the modifier.

Artillery Master

One war machine that is within 3" of a Master Engineer can use his BS or reroll 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.

Asaph, Goddess of Magic and Vengeance

The unit gains Magic Resistance (2).

Asrai Archery

Models with this rule do not suffer the normal -1 To Hit penalty for moving and shooting.

Asrai Longbow

Multiple Shots (2) (Only if the unit hasn't moved. Can't be used to Stand and Shoot). Volley Fire. All shots with this weapon have Armour Piercing (1).

At Home on Land or Sea

Gutrot Spume and any unit he is with gains Aquatic.

At Them, You Curs!

If a Black Ark Fleetmaster joins a unit of Black Ark Corsairs, they may both re-roll failed To Hit rolls of 1 in close combat.

Flammenattacken

Models with Flaming Attacks cause Fear in War Beasts, Cavalry, Chariots and Flammable creatures. Any Panic test taken by any of these Troop Types from a Flaming Attack suffer -1 to their LD when taking the test.

Unless otherwise stated, a model with this rule has both Flaming shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).

Magische Attacken

All attacks made by spells and magic items are considered to be magical attacks, as are all attacks that are specifically noted as being magical attacks. Shots fired from magical items are also considered to be magical attacks, unless their description specifically states otherwise. Hits inflicted by rolls on the Miscast table are treated as magical attacks.

Note that spells are not physical attacks unless clearly specified.

Attached Unit

A Weapon Team must be deployed at the same time and within 3" of the unit it was bought with. After this the Weapon Team is free to move and counts as a normal unit for all purposes. In addition, they follow the "Look Out Sir!" rules for Shooting at Lone Characters.

Attack-attack!

Any unit joined by Spinetail may re-roll To Wounds of 1 in close combat.

Attention Seeker

Beasts of Nurgle can issue and accept challenges, as if they were Characters.

Attention Seeker

Beasts of Nurgle can issue and accept challenges, as if they were Characters.

Attuned to Magic

When rolling to determine the strength of the Winds of Magic in the controlling player's Magic phase, compare the highest D6 rolled with the Attuned to Magic Table to determine what effects the Phoenix will have (the effect rolled will last until the start of the controlling player's next Magic phase):

Attuned to the Beast

Grymloq does not suffer from Berserk Rage.

Aura des Wahnsinns

Each enemy unit within 12" of one or more Jabberslythes at the beginning of the Beastmen Magic phase must take a LD test. For every point by which a unit fails its test, it suffers a wound with no armour saves allowed. This has no effect on units that are Immune to Psychology.

Befehlsgewalt

The Marshal, Seneschal, and any unit they are with, have Immunity (Panic).

Aura of Agony

Friendly models within 6" gain a +1 bonus to their LD. All other models within 6" suffer a -1 penalty to their LD.

Aura of Frost

Yhetees have Ice Attacks and Magical Attacks.

Aura of Fury

All Daemons of Khorne units within 12" of a Bloodthirster may re-roll 1's To Wound and gain Fight in Extra Ranks (1).

Aura of Pestilence

Any models in base contact with Lord Skrolk suffer -1 on all of their To Hit rolls. All Clan Pestilens models are immune to such effects.

Aura of Protection

The Luminark of Hysh and all friendly units within 6" have a Ward save (6+).

Aura of Slaanesh

Any enemy unit in base contact with Azazel suffers a -1 penalty to its LD value.

Aura of the Fey

If his Wounds value is ever reduced to zero, he will instantly disappear into thin air. However, in the Remaining Moves part of the following Bretonnian Movement phase, the Bretonnian player may attempt to reawaken the Green Knight as described in Guardian of the Sacred Sites, following all the same rules. However, each time the Green Knight is slain, a -1 is suffered on the next dice roll made to awaken him. If he does not appear, a test may be taken during each following Bretonnian Remaining Moves phase to see if he returns. For calculating Victory Points, the enemy only gets full Victory Points for the Green Knight if he is not on the table at the end of the game.

Aura of the Fey Queen

Ariel has Magic Resistance (3). In addition, all friendly units within 6" of Ariel have Immunity (Panic).

Aura of the Lady

Damsels have Magic Resistance (1), and Prophetesses Magic Resistance (2).

Aura of Transmutation

Morghur cannot be harmed in any way by missile attacks or spells, unless the model which is the source of the attack is within 12" of him. Furthermore, at the beginning of each round of close combat, all enemy models in base contact take a S 3 hit with no armour save allowed.

Aura of Vitriol

Roll a D6 at the beginning of each round of combat for every model participating in a combat in which the Basilisk is involved (including friendly models).

On the first turn of combat with the Basilisk a wound is inflicted on a result of a 6, on the second turn a wound is inflicted on a 5+, and so on to a maximum of 2+. Armour saves and regeneration may not be taken against the Basilisk’s vitriol, although other Ward saves and Magic Resistance may be used.

Vorhut

After both sides have deployed all their other forces (including Scouts), but before the roll to see who gets the first turn is made, units containing only models with Vanguard can immediately make a move up to 6" (12" in case they move using Swiftstride) move regardless of their M value (they cannot march and are affected by terrain as normal). This cannot be used to move the Vanguard troops within 12" of the enemy. A Vanguard move does not count as moving for the purpose of shooting in the first turn.

If both players' armies contain Vanguard troops, players should roll off. The players then alternate moving their Vanguard units one at a time, starting with the player who won the roll-off.

Units that have made a Vanguard move cannot declare a charge in the first turn if their army goes first. This also includes charging in the Magic phase.

If a character is deployed as part of a unit with Vanguard, that unit can still make its Vanguard move if the character in question has Vanguard or is a model on foot. Otherwise the character’s presence prevents the unit from using Vanguard.

Avatar of the Firemouth

When Morg suffers an unsaved wound in close combat, enemy models in base contact suffer a S 4 Hit with Flaming Attacks. When Morg is slain, place the small template above him. All models underneath the template suffer a S 4 hit with Flaming Attacks.

Avert Your Gaze!

At the start of each Close Combat phase, before challenges are issued, enemy models in base contact with this model must pass an I test or suffer a S 4 hit with Killing Blow and no armour saves allowed. This is a magical attack.

Awaken from the Grave

When Helman Ghorst successfully casts the Invocation of Nehek or Raise Dead spells, he can add +D3 to the total number of Skeletons or Zombies created.

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.

Backstabbers

If a Hobgoblin infantry unit with Backstabbers is at least 10 models strong and successfully restrains itself from pursuing an enemy that has broken in close combat, it immediately causes D6 S 3 hits on the fleeing unit before it moves for every 10 full models in the Hobgoblin unit. Wounds from this attack are distributed as wounds from shooting attacks and may be saved normally.

Backstabbers

If a Hobgoblin infantry unit with the Backstabbers rule is at least 10 models strong and successfully restrains itself from pursuing an enemy that has broken in close combat, it immediately causes D6 S 3 hits on the fleeing unit before it moves for every 10 full models in the Hobgoblin unit. Wounds from this attack are distributed as wounds from shooting attacks and may be saved normally.

Bagrar the Tamer

If Gorthor is mounted on a Chariot, he may re-roll all Fleeing and Pursuit distance rolls.

Balefire

Enemy Wizards suffer a -1 modifier to their casting rolls if there is one or more units with a Balefire within 24".

Ball and Chain

Flail. Each successful Hit with a Ball and Chain is multiplied into D3 Hits.

Ballista Duplicate Choice

You may take 1-2 Ballistas as a single Rare choice.

Bane of the Undead

Any Undead units in base contact with Amalric at the start of the Combat phase automatically suffer D6 wounds which Ignores Armour Saves. These wounds count towards combat resolution.

Bane of the Undead

Harry causes Terror in the Undead, even though the Undead have Immunity (Psychology). They must take Break tests and can flee like ordinary troops, rather than crumbling from excess wounds. Fleeing Undead units rally automatically during their next turn. If they are not forced to flee from combat, defeated Undead units will take wounds as normal.

Barrage of Knowledge

All enemy units within 8" of a Lord of Change suffer a -1 penalty to their WS and BS. This has no effect on Animated Constructs or Daemons of Tzeentch.

Battle of Wills

Immediately before the first model in an enemy unit rolls To Hit against the Coven Throne or a character upon it (either in close combat or shooting), the opponent must roll a D6 and add it to his unit's LD (attacks that do not roll To Hit are exempt from this effect). Next, roll a D6 and add it to the Coven Throne's LD. To find the result of the Battle of Wills, subtract the enemy's total from the Coven Throne's total, and apply the result to the Battle of Wills Table.

Battle Prayers

The model knows three Battle Prayers. Battle Prayers are innate bound spells (power level 3). Battle Prayers target the model and its unit.

Battle Standards

In addition to the normal rules for the army battle standard, units of Undead within 12" of their battle standard suffer D3 Wounds less than they normally would due to Unstable, or following the death of the army's General.

Battle Standards

In addition to the normal rules for the army battle standard, units of Undead within 12" of their battle standard suffer D3 Wounds less than they normally would due to Unstable, or following the death of the army's General.

Battle Trance

If a Lord of Aenarion is in base contact with a friendly unit, he must pass a LD test at the start of any round of combat a he is involved in. If failed, he will make one Attack on every model in base contact instead of attacking normally. Roll to Hit as normal.

Battle Trance

If the model is in Close Combat at the start of any combat round and also is in base contact with a friendly unit it must take an LD check. If failed, it must make an attack against every friendly model in base contact instead of attacking normally.

Bear Hug

When Fighting Infantry, Cavalry and War Beasts, the War Bear can choose to forgo of its normal attacks in favour of making one special attack. If this attack hits and wounds, the enemy is killed outright with no saves possible.

Beast Handler

Friendly Beasts of Nurgle within 8" of Horticulous Slimux re-roll failed charge rolls and To Hit rolls of 1.

Beast of Khorne

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Beast of Khorne has +1 S.

Beast of Nurgle

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Beast of Nurgle has Poisoned Attacks.

Beast of Slaanesh

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Beast of Slaanesh has +2 to its I.

Beast of Tzeentch

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Beast of Tzeentch has a Ward save (6+).

Beastlord

Any friendly Monster within 12" of Rakarth treat him as having "Hold Your Ground!".

Beastmaster

Any friendly Warbeast, Monstrous Beast, Monstrous Cavalry or Monster (not including Devas) within 6" of a Beastmaster may re-roll failed LD tests and are Stubborn.

Beastmaster

Master Moulders and Master Mutators may join units of Giant Rats or Rat Ogres and act as
their handlers following Mixed Units, or be deployed in the front rank if they wish. All friendly Clan Moulder units within 6" of a Master Moulder or 12" of a Master Mutator roll 3D6 for all
LD tests and discard the highest dice.

Beastmaster

A Beastmaster may only join units of War Wolves, Ice Wolves or Snow Trolls, following the rules for Mixed Units. All War Wolves, Ice Wolves or Snow Trolls joined by a Beastmaster gain Devastating Charge. However, a Beastmaster may never be your Army General.

Beastmaster

During the Movement phase, Fang and Claw may move away from Gruath if they wish, forming a unit of their own. They may return to Gruath in the Remaining Moves phase by moving within 1" of him as long as neither of them is fleeing, in which case the unit will revert back to the normal Mixed Unit rule. While the wolves are more than than 12" from Gruath they are subject to Frenzy. If both wolves are slain, Gruarth becomes subject to Hatred.

Beastmen Ambush

Models with this rule have Ambushers, though this is lost if they have any kind of mount. In addition, they add +1 to any rolls to determine whether or not they enter the table when using Ambushers.

Beastslaver

At the start of each of your turns, choose a friendly monster within 6" of the Beastmaster. That monster has +D3 A until the start of your next turn. A monster can only be affected by this rule once in each turn.

Beastslayer

Bohemond has Hatred (Orcs & Goblins, Beastmen, Skaven).

Been There, Done That

Each Maneater in the unit may pick one of the special rules.

Beer Casks

At the start of each Dwarf turn, the Brewmaster can bestow one of the following beers to himself and the unit he is with. Whenever the Brewmaster has given out a draught of brew, roll a D6. If you roll a '1', he and his unit suffer -1 to their WS, BS and I this turn.

Beer Gut

Enemy attacks against the Brewmaster's front suffer -1 To Wound.

Befuddling Glamour

All enemy units within 12” and with line of sight to the Pixies at the start of their turn must take a LD test. If failed, the unit must move straight towards them, following all the rules for Stupidity. This has no effect on units that have the Immunity (Psychology) special rule.

Behemoth's Bane

Any enemy Monster in base contact with Ivya have their A characteristic reduced to 1.

Bellow of Endless Fury

This is a S 5 Breath Weapon as described in the Warhammer rulebook.

Bellower

For the purposes of the rules, an Ogre Bellower follows the rules for musicians.

Beloved Captain

Any unit joined by Alonso may re-roll failed Psychology tests.

Beloved General

All friendly models with Iron Disciple within 12" of Hua Gongzhu may re-roll failed Panic tests and Rally tests.

Beloved in Death

If Vlad and Isabella von Carstein are in the same unit, they are inspired to fight all the harder, and gain +1 Combat Resolution. Furthermore, Vlad becomes subject to Frenzy and Hatred should Isabella be slain, and vice versa.

Beloved of Khaine

All units of Witch Elves, Cauldrons of Blood, Bloodwrack Shrines, Melusai and Khinerai treat Morathi as the Army's General. If another character is the army's General, these units may not use that's characters Inspiring Presence.

Beloved of Kislev

Any Kislevite unit joined by the Tzarina becomes Stubborn, and all Kislevite units within 12" of the Tzarina may re-roll failed Psychology tests.

Beneath Contempt

Gnoblars have Expendable. In addition, even other Gnoblars treat them as being Expendable.

Berserkergang

Whenever a unit of Norse makes a successful charge (including Pursuit and Overrun), the unit is subject to Frenzy in the following first round of close combat.

Bestial Cunning

All units that deploy as Ambushers in the same army as Khazrak may choose to re-roll the dice to see when they enter play.

Bestial Fury

For the purposes of calculating combat result bonuses, a Varghulf counts as having no flanks or rear.

Bestial Roar

If a model mounted on a Horned One joins a unit of Cold Ones, all Cold Ones gain Hatred as long as the Horned One remains in the unit.

Bewegen oder Schießen

A weapon with Move or Fire cannot be fired in the Shooting phase if the model moved earlier in the turn, including rallying, reforming and pivoting on the spot (except for Lone Models, who can pivot and fire in the same turn). This even applies if the model in question was forced to move as the result of a spell or other such compulsory action. Mounted models with Move or Fire weapons may still move and fire, but they will suffer an additional -1 To Hit if they do so, unless specified. Mounted models with Move or Fire weapons may still move and fire, but they may not March if they do so, unless specified.

Bicker

Roll a D6 at the beginning of each of your turns for each unit with this special rule that is not in combat or fleeing and has a Unit Strength of 5 or more. If a unit rolls a 1 it may not move in the Movement phase or shoot in the Shooting phase this turn.

Big 'Uns

You may upgrade a single unit (not one each) in your army to Big 'Uns.

Big Stabba

A unit of Savage Orcs may be upgraded to include Big Stabbas. A unit of Savage Orcs may be upgraded to include Big Stabbas. This is represented by upgrading two models and by including one or more Big Stabba models in the unit. A Big Stabba is mounted on two Infantry bases and must be placed to cover both the first and second rank of the unit, but is otherwise equipped like the rest of the unit. Each Big Stabba model causes D3 Impact Hits with Multple Wounds (D3). Big Stabbas are always the last models to be removed as casualties; the weapons are picked up by other Savage Orcs in the unit (excluding any Command Group models) should they be slain.

Billowing Death

Billowing Death follows the rules for Breath Weapons, but can be used in every turn. All models Hit must pass a T test or suffer a Wound with Ignores Armour Saves and Magical Attacks. All Clan Pestilens models gain a +1 modifer for this tests.

Bitter Cruelty

When the Cursed Ettin charged an enemy unit in the flank or rear, the bonus to its combat resolution is doubled.

Bitter Hatred

Saltan is subject to Hatred. When fighting models from Warriors of Chaos, Daemons of Chaos or Beastmen, Tzar Saltan may re-roll all failed rolls to hit, not just the first turn. He must always issue a challenge to any characters in the unit. If challenged by a Chaos character, he must accept. When fighting against Chaos characters in a challenge, Saltan gets a +1 bonus to his S.

Black Guard

If your army includes Malekith, units of Black Guard must be taken as Special choices.

Black Lotus

If Johann rolls a natural 6 on his To Hit rolls, that attack will automatically Wound. Armour saves are taken as normal.

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.

Blade of Corruption

Spinetail may use his hand weapon in addition to the Blade of Corruption, like any other additional hand weapon.

Note that if Spinetail is included in your army, no other model may be given the Blade of Corruption from Warhammer: Skaven.

Blade of the First Prince

Atarus has Always Strikes First in any turn that he makes a successful charge.

Bladedances

At the start of each round of combat, the unit must choose one of the following dances to perform. They may not use the same dance in two consecutive turns of the same combat engagement.

Blades of the Ancients (Combat)

+1 A. Magical Attacks. Requires Two Hands. Ward Save (6+).

Blades of the Ancients (Shooting)

Armour Piercing (2). Magical Attacks. Quick to Fire. Ward Save (6+).

Blasphemous Tome

All Wizards (friend or foe) within 12" of one or more models with a Blasphemous Tome gain +2 to their casting result when casting spells from the Lore of Necromancy. If any Wizard miscasts within 12" of one or more models with a Blasphemous Tome upgrade, they must roll twice on the Miscast table. The miscasting player's opponent chooses which result applies.

Blasting Charges

One use only. Armour Piercing (1). Flaming Attacks. Quick to Fire.

Blazing Body

Any model (friend or foe), except another K'daai, in base contact with a K'daai at the start of the Close Combat phase takes an automatic nonphysical S 3 hit with Flaming Attacks. In addition, any non-magical attacks suffer a -1 S penalty against them.

Blessed

The Templars of Sigmar have Magical Attacks and gain Magic Resistance (1).

Blessed of Manann

Aranessa and any unit she is with may re-roll one D6 when charging and pursuing enemies. In addition, Aranessa may re-roll one roll To Hit or To Wound each round of close combat, and has a Ward save (5+).

Blessed Sanctum

A Sacrosanctum knows three Blessings. Blessings are innate bound spells. For each friendly Sacrosanctum
on the battlefield at the start of your magic phase, add 1 dice to your power pool.

Blessing of Asaph

If Khalida is included in your army, any unit of Skeleton Archers, Horse Archers or Chariots may be upgraded to gain Poisoned Attacks for all shooting attacks for +2 points per model.

Blessing of Miska

The Hawks of Miska have Magic Resistance (1) and Ward save (6+).

Blessing of Myrmidia

The Priestess and any unit she is with have Always Strikes First in the first round of combat.

Blessing of the Gods

When choosing your army, the Ushabthi Ancient gives one Blessing to his unit, which lasts for the entirety of the game.

Blessing of the Great Maw

A Slaughtermaster with a Butcher's Cauldron receives a Ward save (4+) and receives +1 to Cast spells. In addition, he may add +6" to the range of any spell he attempts to cast.

Blessing of the Horned Rat

Thanquol has Ward Save (4+). For every wound Thanquol saves, one friendly model within 6" (owning player's choice) takes a wound instead. Normal saves apply. If no friendly model is within 6" the wound fails to deflect anywhere and is ignored.

Blessing of the Sea God

The Sons of Manann gain +1 to Hit in the first round of close combat.

Blessing of Ulric

Priests of Ulric may channel power and dispel dice in the same manner as a Level 1 Wizard.

Blessings of Asuryan

All models in a unit that contains an Anointed of Asuryan have the Immunity (Psychology) special rule and may re-roll Ward save results of 1.

Blessings of Lethe

Lietpold has a 3+ Ward save, but should he fail this save, then from Lietpold's next turn onward the save no longer applies and Lietpold suffers a -1 penalty to his T and LD characteristics.

Blessings of Rigg

At the start of the Amazon turn, the Avatar of Rigg may choose one of the Blessings to bestow. Each blessing affects all friendly units within 12", and lasts until the start of the next Amazon turn.

Blessings of Shallya

Priestesses of Shallya know three Prayers. Prayers are innate bound spells (power level 3). All Prayers are augment spells. In addition, the Priestess may channel Power and Dispel dice just like a Level 1 Wizard.

Blessings of the Ancients

A Wizard that has this rule, and is within 6" of a forest, adds +1 to all attempts to cast and dispel spells.

Blessings of the Kami

Blessings of the Kami are innate bound spells (power level 4). All Blessings are augment spells with a range of 12". The effects of each Blessing lasts until the start of the next Nippon Magic Phase.

However, if a unit with an active Blessing flees for any reason, they immediately lose the Blessing and suffer D6 S 4 hits.

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+, the enemy unit being charged are at -1 WS and BS for the duration of the turn.

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.

Blizzard Aura

Any enemy unit in base contact with one or more Frostheart Phoenixes suffers -1 to its S (to a minimum of 1). This has no effect on models with Immunity (Ice Attacks).

Bloated Corpse

You may take 1-2 Bloated Corpses as a single Core choice.

Blood Frenzy

Once the Carnosaur has inflicted an unsaved Wound, it immediately becomes subject to Frenzy. Furthermore, the Carnosaur never loses its Frenzy.

Blood of Hashut

One use only. The Blood of Hashut can be used in close combat instead of attacking normally that turn. It targets a single model in base contact. The attack works on a 2+. If a 1 is rolled, the Blood of Hashut is wasted.

If the attack is successful, then D6 automatic hits are inflicted on the target. The To Wound score of these hits is always equal to the unmodified close combat armour save of the target (excluding Natural Armour). Attacks from the Blood of Hashut have Ignores Armour Saves, Flaming Attacks and Magical Attacks.

Blood Rage

Whenever a unit of Norse makes a successful charge (including Pursuit and Overrun), the unit is subject to Frenzy in the following first round of close combat.

Blood Rage

Whenever a model with this rule makes a successful charge (including Counter-Charge, Pursuit and Overrun), they are subject to Frenzy in the following round of close combat.

Blood Rites

A Disciple of Khaine know three Blood Rites. Blood Rites are innate bound spells (power level 3). Blood Rites are augment spells that target the Disciple and his unit.

For each unsaved Wound caused by a Disciple in close combat, he gains +1 to cast in his next Magic phase, to a maximum of +3.

Blood-Curdling Roar

Lotl-Botl has Fear in any turn whenever he charges.

Bloodborn

Keep a count of the number of times Skarr Bloodwrath kills an opponent in a challenge or kills a monster – this is referred to as the Blood Tally. If he is removed as a casualty as a result of anything other than Spawndom or Dark Apotheosis, mark his position with a counter. At the end of the turn, roll a D6 and add the current total of the Blood Tally. If the result is 1-3, this rule has no further effect. If the result is 4+, Skarr is reborn: place Skarr anywhere within 6” of the centre of the counter and at least 1" away from any unit and impassable terrain, then reset the Blood Tally to 0. If it is not possible to place Skarr, Skarr is not reborn. Skarr returns to play with D3 Wounds, and suffers no bonuses or penalties incurred from his former existence. For example, if Skarr was fleeing or affected by an augment or hex spell at the time of his death, the reborn model will not be. However, any bonuses or penalties conferred as a result of Skarr rolling on the Eye of the Gods table do remain in effect.

Bloodfuelled Prayers

Slaughterpriests know two Prayers. Bloodfuelled Prayers are innate bound spells (Power Level 4). In addition, Slaughterpriests get +1 to cast for each unsaved Wound they caused in close combat in the previous turn.

Bloodgreed

If a model with Bloodgreed is on the winning side in a round of close combat it immediately gains Frenzy. If already Frenzied, then each time it is on the winning side of a round of close combat, the model gains an +1 Attack, up to a maximum of +3. These bonus Attacks are lost if the model loses its Frenzy. However, models with Bloodgreed cannot use Swiftstride when pursuing and overrunning.

Bloodlust

For every successful Wound caused (after saves) by a Son of Stromfels, it may make an additional attack. These additional attack do not generate any further attacks.

Bloodrage

This gives the Great Taurus Frenzy and Hatred.

Bloodrage

The Manticore gains Hatred.

Bloodrage

The Hippogryph is subject to Frenzy and Hatred.

Bloodrage

The Manticore gains Hatred.

Bloodrage

The Manticore gains Hatred.

Bloodroar

Enemy units must roll an additional D6, discarding the lowest result, for LD tests caused by this beast's Terror.

Bloodroar

Enemy units must roll an additional D6, discarding the lowest result, for LD tests to resolve Terror effects caused by this beast.

Bloodroar

Enemy units must roll an additional D6, discarding the lowest result, for LD tests caused by this beast's Terror rule.

Bloodroar

Enemy units must roll an additional D6, discarding the lowest result, for LD tests caused by this beast's Fear or Terror.

Bloodshield of Khaine

The Cauldron of Blood has a Ward save (4+), and models in the same unit have a Ward save (6+).

Bloodwrack Stare

Ignores Armour saves. Killing Blow. Magical Attacks. Multiple Shots (6). When rolling To Wound, substitute the target's T with its I value. This attack does not sufer any To Hit penalties.

Blowpipe

Multiple Shots (2). Quick to Fire. Poisoned Attacks.

Blubber and Bile

For each Wound Rotigus successfully Regenerates in close combat, he inflicts a S 4 Hit on the model which caused the Wound.

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.

Blunderbuss

Multiple Shots (D3). Armour Piercing (1). Quick to Fire. Blunderbusses do not suffer any penalties To Hit for firing Multiple Shots or for firing at a charging enemy.

Leibwache

The Great Sultan must be accompanied by a unit of Palace Guard, and he may not leave this unit. He is placed in the second rank, but can lead the unit as normal. As long as the Great Sultan is alive, the Palace Guard has Immunity (Psychology).

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.

Leibwache

The Paymaster must join this unit, and he may not leave it. As long as the Paymaster is alive, the unit is Stubborn.

Bodyguard of Thanquol

Boldest of the Bold

Whilst Araloth is a lone character, he has Unbreakable.

Bolt Thrower

You may take 1-2 Bolt Throwers as a single Special choice.

Bombing Run

Armour Piercing (1). Multiple Wounds (D3).

Bombing Run

During the Remaining Moves sub-phase, models with this rule may drop a bomb unless they are fleeing or have declared a charge that turn. To make a Bombing Run, select one unengaged enemy unit that the Gyrobomber moved over in that turn and place the large 5" template anywhere over the target unit (but note that it cannot cover friendly models) and roll for scatter and damage as for a stone thrower. If a misfire is rolled, use the Bomb Misfire chart.

After resolving the damage caused by a grudge buster bomb, roll a D6. On a 4+, the bomb scatters D6" from where it first landed (a Hit! result remains in place). Place the small round (3") template on the new location and resolve damage using the profile above. It cannot bounce a third time.

Bonegrinder Giant Special Attacks

To determine what happens in each Close Combat phase, pick a unit in base contact with the Bonegrinder Giant and roll a D6 on one of the tables. Which table you use depends on the size of the Bonegrinder Giant's victim. Use the Man-sized Things Chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Big Things Chart when fighting monstrous beasts, monstrous infantry, monstrous cavalry, chariots and war machines. Use the Bigger Things Chart when fighting anything with

Booming Voice

Friendly units may use the Captain’s LD if they are within 6". If they are the Army General, their Inspiring Presence is increased by 6" instead.

Boon of Isha

All attacks made by models in the Everqueen's unit adds +1 to all of its To Hit rolls and are magical attacks. In addition, all models in her unit have Immunity (Fear, Terror).

Born of Bloodmarsh

The Fenbeast gains Frenzy.

Bosun

A unit with a Bosun roll 3D6 for LD tests, except Break tests, and discard the highest dice.

Schild

Bountiful Blades

At the start of each round of close combat, the unit can choose which weapon they want to use for the duration of this round.

Bow of Avelorn

Bow. All shots with this weapon are resolved at S 4 with Armour Piercing (1), Flaming Attacks and Magical Attacks. These are non-physical attacks.

Bow of the Desert

Multiple Wounds (D3). Fires like a Bolt Thrower.

Brace of Ogre Pistols

Quick to Fire. Armour Piercing (1). +1 A (requires Two Hands). Multiple Shots (2).

Brace of Pistols

Quick to Fire. Armour Piercing (1). Multiple Shots (2). +1 A. Requires Two Hands.

Brain Transplant

Ghoritch has Frenzy. If he ever loses his Frenzy, he will become subject to Stupidity for the rest of the game.

Brass Body

Taurox has a 1+ armour save. However, if an attack rolls a '6' To Hit and then a '6' To Wound then Taurox will be slain outright if he fails his saving throw.

Brazen Wings

The K'daai Destroyer gains Fly (7) and Breath Weapon (S 4 Flaming Attack).

Breath of Change

Breath of Change is a Breath Weapon. Any models hit must pass a T test or be removed from play with no saves of any kind allowed.

Breath of Shyish

Shordemaire has a S 3 Breath Weapon with Ignores Armour Saves.

Breath Weapon (Monster of Kadon)

S 4, Flaming Attacks.

Breath Weapons

A model with a Breath Weapon can use it to make a special attack once per shooting or close combat phase. A model with two or more different Breath Weapons must choose which one they want to use. The form that this special attack takes depends on whether or not the creature is in close combat. In the event that a model has more than one Breath Weapon attack, it is permitted to attempt to use only one in a single turn.

However, after each Breath Weapon has been used the first time, roll a D6 before attempting to use it again in later rounds. On 4+, it may be used as normal. On a 1- 3, the model is literally out of breath, and cannot use its Breath Weapon this round. It may choose to attack normally in close combat instead.

Note that Breath Weapons are not physical attacks, and certain models may be Immune to the effects of some Breath Weapons. However, all Breath weapons have Ignore Cover.

Breath Weapon Shooting Attack
Provided the model is not in close combat, it can use its Breath Weapon during its Shooting phase. A Breath Weapon shooting attack can be made even if the model marched or reformed during the same turn, but it cannot be used as a Stand and Shoot charge reaction.

To perform the attack, place the flame template so that it lies entirely within the model's forward arc, with the narrow end touching the model's base, and so that it is not touching any friendly units or enemy units that are in close combat. All models that are even partially under the template are automatically hit, following the normal rules for the flame template.

Breath Weapon Close Combat Attack
If the model with this special rule is in close combat, it can use the Breath Weapon instead of using its normal attacks. A model that makes a breath weapon attack in this way inflicts 2D6 automatic hits (resolved like shooting) on a single enemy unit in base contact – if there is more than one enemy unit in base contact with the model, the controlling player chooses which enemy unit suffers the hits. Note that no single model in the target unit may be Hit more than once from the same breath weapon attack – any excess hits are ignored. As with breath weapon attacks made in the Shooting phase, the Strength and any special effects of the creature's Breath Weapon will be covered in its rules. Wounds caused by a Breath Weapon in close combat count towards combat resolution.

Brennbar

If a Flammable model is attacked with a Flaming Attack, all failed To Wound rolls made by the attackers may be re-rolled.

Brilliant Tactician

Once per turn, Takai Katsuyori may attempt to issue one of the following commands to a friendly unit within 12" that is not fleeing or in combat. This unit must take a LD test; if failed, the command has no effect this turn. If passed, the command works as intended.

Brotherhood of Grimnir

If Ungrim is included in your army, one unit of Troll Slayers or Giant Slayers may be upgraded to the Brotherhood of Grimnir for 1 point per model. These Slayers have the Wards of Grimnir upgrade.

Bruised and Bitter

Ungrol must deploy with a unit of Ungors, and may never leave it. Ungrol and his unit may re-roll failed Primal Fury tests when in combat against units from the Empire, Bretonnia and Beastmen army books. However, Ungrol's unit may not use the Army General's LD, and no other characters may join the unit.

Bugman's Rangers

Any army that includes Bugman can upgrade a single unit of Rangers to be Bugman's Rangers. If this is done, Bugman must join the unit and cannot leave it. Bugman’s Rangers have S 4 and cost an additional +2 points per model.

Bull Run

The Herders may light the Bulls at the start of the Movement phase. When the Bulls are released, you may choose the direction in which they travel, and the point on the concealing unit from which they start. Fire Bulls move 3D6" using the rules for Random Movement.

After release, the Fire Bulls have Immunity (Psychology) and are treated as individual units from their Herders. In your subsequent turns they move in the Compulsory Moves sub-phase using Random Movement, but they always move in a random direction.

If the Fire Bulls' move would bring them into contact with another unit, then they move through rather than stopping. If the Fire Bulls' move would end within a unit, then they automatically move through it — place the Fire Bulls 1" beyond the unit, in the direction they were moving. When a unit of Fire Bulls moves through a unit (friend or foe), each Bull inflicts a S 5 hit with Flaming Attacks.

Any unit that moves into contact with the front arc of a unit of Fire Bulls suffers a S 5 hit for each Fire Bull in base contact. These are resolved like Impact Hits in the close combat phase if the Fire Bulls are charged, or immediately in case a unit flees through them.

When suffering casualties from shooting or magic, the Herders follow the rules for allocating hits on unit Champions. If the Herders are killed before they have released the bulls, the bulls are removed as casualties. Herders never count for the purposes of Victory Points.

Burlok's Ingenious Offensive New-matic Integrated Constrictor Arm

Burlok's artificial arm gives him +1 Attack with S 6 in close combat.

Burn it down!

Whenever a unit of Tarkans moves within 6" of a building or forest they may set it on fire

For the rest of the game, every unit within that building or forest will take D6 Flaming S 4 hits at the start of every turn for as long as they remain there.

Tarkans may also throw their torches 6" against war machines and chariots. Roll to Hit as if they were using a throwing weapon. War machines and chariots take D3 S 4 hits for every torch that hits.

Burn the Heretic

The Inquisitor, and any unit joined by him, is subject to Hatred. In addition, when fighting Wizards, Undead, Chaos or Skaven, he may re-roll all failed rolls To Wound.

Burning Blood

Scaarac has a Breath Weapon Attack with S 5 and Ignores Armour Saves.

Burning Bright

From the second game turn onwards, at the start of each of your turns a T test must be made for each K'daai unit (roll once for each unit). If this is failed they suffer D3 Wounds with no save of any kind possible, distributed as per a shooting attack.

Caged Fury

At the beginning of your turn, if the Hellcannon is not in combat, take a LD test. If the test is failed, the Hellcannon is then subject to Random Movement (3D6) until the beginning of the next turn, and must move towards the nearest enemy unit. If the Hellcannon would get destroyed as a result of it being Unstable, treat this as rolling a 1 on the misfire table.

Caged Fury

At the beginning of your turn, if the Hellcannon is not in combat, take a LD test. If the test is failed, the Hellcannon to is then subject to Random Movement (3D6) until the beginning of the next turn, and must move towards the nearest enemy unit. If the Hellcannon would get destroyed as a result of it being Unstable, treat this as rolling a 1 on the Hellcannon misfire table.

Call of the Skull Throne

All friendly Daemons of Khorne within 12" of Skaarac may re-roll failed charge distances.

Call to Battle

All friendly units with Forest Spirit within 6" of the Arch-Revenant are subject to Frenzy as long as they remain within range, and do not lose Frenzy even if losing combat.

Call to the Hunt

Radukar, and any unit he joins, gains Devastating Charge.

Caltrops

The Caltrops may be used as a Stand and Shoot reaction. All models in the enemy unit charging them has to take a Dangerous Terrain test as soon as it comes within 4" of the Ninja unit.

Chameleon

Enemy units shooting at a unit of Chameleon Skinks suffer an additional -1 To Hit. Missile weapons that do not roll To Hit are unaffected.

Cannon Tower

This follows all the rules for normal Cannons, except that it may move and fire. In case the cannon rolls a Misfire, the Turtigon suffer D3 Wounds with no armour save allowed.

Captain of the Gryphon Legion

Units of Gryphon Legion must be taken as Core instead of Special if Tordimir is included in your army. In addition, any Gryphon Legion unit that Tordimir joins is Stubborn.

Captain of the Heldenhammer

If Jaego Roth is included your army, you may fire an additional D3 shots when using Naval Bombardment.

Captain of the Immortals

Rykarth must be accompanied by a unit of Immortals, and he may not leave this unit. As long as he remains in it, he and his unit are Unbreakable.

Captain of the Imperial Guard

Guan Bu must be accompanied by a unit of Imperial Guard, and he may not leave this unit. As long as he remains in it, he and his unit may re-roll failed Break Tests, and always test of 3D6, discarding the highest result.

Vernichtender Angriff

The Models have +1 A during a turn in which they charge into combat. Unless otherwise noted, this only applies to rider in case of Cavalry or Monstrous Cavalry.

Stärke durch Fleisch

Each time a Ghorgon causes a Killing Blow with Swallow Whole, it regains 1 Wound that it has lost earlier in the battle.

Carnophage

For every unsaved Wound the Mourngul inflicts in close combat, it regains one Wound it has previously lost during the battle.

Carpet Bombing

Once per turn, during the Remaining Moves segment of the Movement phase, a unit of Carpet Riders may carpet bomb an enemy unit at least one of its models has moved over during that phase. Each Carpet Bomb inflicts D3 S 2 Hits with Poisoned Attacks.

Catchweb Spidershrine

A Forest Goblin Great Shaman mounted on an Arachnarok Spider with a Catchweb Spidershrine has Loremaster (Spells of da Spider God). In addition, he and any other friendly Wizard within 12" of the Arachnarok Spider adds +1 to their channelling attempts.

Cathayan Longsword

Armour Piercing (1). Parry (6+). Requires Two Hands.

Cavernous Maw

The Dread Maw has two additional Chomp Attacks. These Chomp Attacks have Killing Blow and Multiple Wounds (D6).

Hidden

Hidden models can choose to deploy "hidden" within another friendly ranked unit, either the unit it belongs to (determined in each army list) or in other separate units (the army book in question will state which units) – make a note of which unit is concealing the hidden model(s).

A hidden model is not placed on the table during deployment, but is revealed later during the game. If the concealing unit is wiped out or flees from the battlefield before the hidden model is revealed, the hidden model counts as a casualty. There is no other way a hidden model can be harmed before they are revealed.
Hidden models may be revealed at the beginning of any of your Movement phases, or at the start of any Close Combat phase. Declare that the unit contains a hidden model and place the model in the front rank of that unit, displacing models as you normally would if a character had joined the unit.
A model with this special rule cannot be your army General. Furthermore, other units can never use their Leadership value.

Chaintrap

Quick to Fire, Killing Blow

Chakrams

Quick to Fire. Multiple Shots (2).

Champion

"Follow Me!"
A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios:

• Attempting to March when within 8" of enemy units.
• Attempting to Redirect a Charge.
• Reforming from Defeat after losing a round of close combat.
• Restraining from Pursuit

Champion of Estalia

Each Wound caused by Santiago in combat counts as D3 Wounds for the purposes of combat resolution.

Champion of the Dead

Krell must always issue a challenge whenever possible, and must answer any challenge issued by the enemy. If Krell is fighting a challenge whilst in the same unit as Heinrich Kemmler, he has Heroic Killing Blow.

Chaos Armour

Models with this rule add +1 to their armour saves if they wear light, medium or heavy armour.

Chaos Bane

At the start of each of Alarielle's Magic phases, before rolling for the Winds of Magic, every unit with the Daemonic special rule within 12" of Alarielle the Radiant suffers D6 S 4 hits, distributed as for shooting attacks. However, Alarielle suffers a -D3 penalty to her casting attempts if there is one or more models with the Daemonic special rule within 12".

Chaos Mutations

Roll a D6 at the start of the game to determine which mutation is the most prominent for the remainder of the game.

Chaos Spawn

You may take 1-2 lone Chaos Spawn as a single Special choice.

Chaos Spawn

You may take 1-2 lone Chaos Spawn as a single Special choice.

Characters and Units

Characters who are not Undead may join Undead units despite not being Unstable themselves. Mounted Characters ignore the Undead rule of the mount. If an Undead unit would get destroyed as a result of Unstable, any remaning character(s) will need to take a Break test as normal the same phase, using the LD modifier that they lost the combat by.

Characters and Units

Characters who are not Undead may join Undead units despite not being Unstable themselves. Mounted Characters ignore the Undead rule of the mount. If an Undead unit would get destroyed as a result of Unstable, any remaining character(s) will need to take a Break test as normal the same phase, using the LD modifier that they lost the combat by.

Chariot of the Gods

Impact Hits from the Chariot of the Gods are Magical Attacks and Flaming Attacks.

Chill Grasp

A Wraith can substitute all of its Attacks in close combat for a single Chill Grasp Attack. The Wraith makes a single Attack; if this Attack hits, then it will automatically wound and Ignore Armour saves.

Choose Opponent

In close combat, Wychwethyl can choose to attack any enemy model in the enemy unit, not just the models in base contact with him.

Choppas

Models with Choppas get Strength Bonus (1).

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.

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 the Dark Gods

Chosen have Eye of the Gods. If the result rolled is Damned by Chaos or Dark Apotheosis, that result is immediately applied to the unit’s Chosen Champion (if the unit does not contain a Chosen Champion, the result is instead treated as a ‘The Eye Opens’ result), otherwise the result is applied to every Chosen model in the unit.

Chosen of the Gods

As the Chosen of Gods, Archaon has the following bonuses: Immunity (Psychology), Immunity (Poisoned Attacks), Magic Resistance (2), and he may re-roll any channelling dice rolls of a 1. Re-roll any Eye of the Gods rolls of 2 and 12.

Chuck Wagon

The Chuck Wagon is placed in the second rank of a unit of Pantry Guards and must stay with the unit at all times. Should the unit be destroyed, another friendly unit may capture it by moving into base contact with it. If an enemy unit captures an unguarded Chuck Wagon, it is automatically destroyed, and gives the enemy an additional 100 Victory Points.

The Chuck Wagon gives all Halflings within 12" "Hold Your Ground!". If a Master Chef accompanies the Chuck Wagon by being in the same unit, the range is increased to 18". In addition, any unit accompanied by a Chuck Wagon is Stubborn.

If the Chuck Wagon is destroyed, any unit of Halflings within 12" of it must take a Panic test. From then on, all Halfling units will Hate the enemy unit responsible for the heinous act.

The Chuck Wagon is pulled by a Aurochs. It may attack enemies to its front like a Chariot mount.

Cinderblast Bomb

Armour Piercing (1). Multiple Wounds (D3). Quick to Fire. The cinderblast bomb is a missile weapon that fires like a stone thrower, but the model can march and fire. When resolving the scatter distance, halve the number indicated by the Artillery dice. If the artillery dice result is a misfire, roll a D6. On a result of a 1, centre the template over the thrower and work out the damage. On a roll of 2+, the bomb is a dud and nothing occurs.

Clan Enmity

Units belonging to each of the Greater Clans (Pestilens, Eshin, Moulder, Skryre) may only be joined by characters from the same Clan.

Claw of the Old Ones

Armour Piercing (2). Magical Attacks.

Clawed Mandible

The Dread Maw gains Armour Piercing (1).

Claws

Clean Sweep

In addition to his normal attacks, the Brass Titan may make a special attack. If this attack Hits, it inflicts one automatic S 6 hit on all models in base contact.

Close Support

As long as Field Engineers remain within 3" of other friendly Infantry units with Iron Discipline, they have Ward save (4+) against enemy spells and missile attacks, and may Stand & Shoot against enemies charging their "parent" unit using the normal rules. They are otherwise completely normal units for the purposes of Movement and for determining Victory Points.

All units of Field Engineers must deploy at the same time, just like War Machines. Unlike other War Machines, the Dragon's Breath and Hand Mortar may march.

Cloud of Horror

An enemy unit that is flanked by one or more Bat Swarms is automatically Disrupted.

Code of the Creed

The Assassin can re-roll failed To Hit rolls in challenges. In addition, the enemy cannot refuse a challenge made by an Assassin.

Cold-Blooded

Whenever the model takes a LD test, it rolls an additional dice and discards the highest result.

Cold-Blooded Determination

Any unit of Saurus Warriors Lotl-Botl joins gains a +1 bonus to their combat resolution as long as he is in the unit.

Colossal Beast

Bubebolos' Stomp inflicts 2D6 hits, rather than the normal D6.

Combustible Breath

Grog Lubbers can spit grog as a Stand and Shoot reaction as soon as their enemies come into base contact with them, and in Close Combat after all normal attacks have been resolved. Each attack with Combustible Breath causes an automatic S 3 hit with Flaming Attacks on all models in base contact.

Comet Flail

Requires Two Hands. Strength Bonus (2). Flaming Attacks.

Completely Out of Control

Mangler Squigs are removed as a casualty when:
• They contact other Mangler Squigs (both Mangler Squigs are removed as casualties).
• They have gone crazy and rolled a triple for movement. This represents the Great Squigs ripping themselves to pieces or some other comic, yet fatal mishap.
• Any unit moves into contact with the Mangler Squigs – see the Force of Total Destruction rule.

Conduit of Power

Friendly Wizards within 6" receive a +1 modifier to their channelling rolls.

Conjoined Destiny

If Naestra and Arahan have been reduced to less than 4 Wounds at the end any turn, they will be restored to 4 Wounds.

Conjure Genies

At the beginning of the Araby player's turn, the Golden Magus may summon either a Djinn, Efreet or Marid to do his bidding following the normal rules for Genie Binding. This model acts like a normal Genie in all respects. He may have a maximum of 3 Genies summoned at any one time, and every summoned Genie must be of a different type.

Conquistador Commander

If Cortez is in your army, you must take units of Conquistadors as Core choices instead of Special. In addition, all Conquistador units may use his LD just as if he is the army's General.

Consort of the Blood God

If Valkia the Bloody is required to roll on the Eye of the Gods table, do not roll any dice. Instead, she is always counted as having rolled the Slaughterer's Strength reward.

Constant Wailing

Enemy units within 6" suffer -1 to their LD. This has no effect on units with Immunity (Psychology).

Consuming Hatred

A Preyton has the Hatred special rule. Any wounds it suffers during close combat are included in its player's own Combat result score as well as that of their opponent's.

Contempt

Units with this rule treat units without it as Expendable.

Copious Troll Vomit

Instead of attacking normally, this model can choose to vomit on the enemy. It inflicts D6 automatic S 6 hits which Ignores Armour Saves.

Copious Vomit

Throgg has a S 5 Breath Weapon which Ignores Armour saves.

Furchtlos

Flóki 'Lostson' and any unit he joined may re-roll Psychology tests.

Cornered Rats

If a unit of Skavenslaves breaks from combat, any units that they flee through (friend or foe) immediately take D6 S 3 hits for each complete rank of Skavenslaves left in the unit. The broken unit is then removed, just as if they had fled into impassable terrain.

Cornered Rats

If a unit of Skavenslaves breaks from combat, any units that they flee through (friend or foe) immediately take D6 S 3 hits for each complete rank of Skavenslaves left in the unit. The broken unit is then removed, just as if they had fled into impassable terrain.

Corpse Killers

All enemy units in base contact with the Necrofex Colossus suffer D6 S 2 hits. Those hits are resolved at I 1.

Corrupted Flesh

All attacks (except those with Flaming Attacks) suffer -1 To Wound Kayzk the Befouled.

Corsair Captain

All Corsair models always treat Sindibadu as the Army's General for all purposes, regardless of what character is actually the Army General.

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.

Counter-Charge

A unit where the majority of the models have this rule can declare to use Counter-Charge as a charge reaction (including Frenzied units) if they are charged to the front by an enemy that is more than its M value away from the Norse unit.

Before the enemy roll their charge distance, the Norse unit must take a LD test. If failed, treat the charge reaction as a Hold. If passed, the Norse unit moves 2D3" forwards using Random Movement, but stopping within 1" of any enemy unit. They may also use any Quick to Fire weapons they might have before they move.

The enemy unit then rolls their charge distance and complete the charge as normal. If the charge is successful, then both units will count as charging in the ensuing combat phase.

Counter-charge

Khargrim always counts as charging in the first round of close combat.

Counterattack

For every Close Combat Attack that fails To Hit against Malik, he may make an additional Attack back at that model.

Courage of the Believer

Brother Valdemar and any unit he joins gains Immunity (Fear).

Schnelle Bewegung

When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result.

When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6.

Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 2D6

Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6 (discard the lowest)

Coven of Tzeentch

A unit of Fatemasters is considered to be a Level 2 Wizard that knows the spells Blue Fire of Tzeentch and Pink Fire of Tzeentch from the Lore of Tzeentch. This doesn’t prevent other friendly Wizards from knowing the same spells. Each time the unit casts a spell (or is targeted by a rule that affects a Wizard), you must nominate one Fatemaster or Doomsayer as the caster for the purposes of line of sight, range, etc. In the event of a Fatemasters unit rolling a miscast, do not roll on the Miscast table. Instead, the unit suffers D3 Wounds with no saves of any kind allowed.

Covenant of Power

If you have a Caskets of Souls on the table at the start of your Magic phase, you add D3 power dice to your pool. For each additional Casket, you may add an additional power dice.

Cowardly Despoilers

Units with this rule gain +1 To Hit in the first round of combat if they successfully charge an enemy in the rear or flank. However, if they are themselves charged at all, they suffer a -1 to their Combat Resolution bonus in the first round of combat instead. This rule applies to the Hobgoblins themselves, including any Hobgoblin character in the unit, but not to their wolves.

Cowardly Despoilers

Units with this rule gain +1 To Hit in the first round of combat if they successfully charge an enemy in the rear or flank. However, if they are themselves charged at all, they suffer a -1 to their Combat Resolution bonus in the first round of combat instead.

Creator

Every friendly Infantry unit with a Caste within 12" of the Brahmir will regain D3 Wounds worth of models at the start of each Indan turn. Other troop types and single characters will only regain 1 Wound each turn.

Creeping Assault

Unlike other cavalry, Spider Riders do not have to dismount before assaulting a building, meaning the Giant Spiders are allowed to attack during the assault. Each Spider Rider and his mount count as a single model when determining the number of models that fight in a building assault. Note that Spider Riders still cannot garrison a building.

Crimson Shade

One use only. Johan may use the Crimson Shade at the start of any of your turns. If he does so, he will gain +1 M, S, I and A for the duration of the turn.

Crossbow Hunter

Marco ignores Move or Fire with his crossbow.

Crush

In addition to its normal attacks, a Kollossus can make a single attack at S 10 with the Multiple Wounds (D6).

Crush the Weak

The model has Hatred against enemies with a LD characteristic of 6 or lower.

Crush the Weak

Models with this rule will Hate enemies with a LD characteristic of 6 or lower. This has no effect on the model's mount.

Geländeerfahren

Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.

Cultivating the Garden of Nurgle

Once during the battle, at the start of your turns, you can set up a Venom Thicket (see the Warhammer Rulebook) within 3" of Horticulous Slimux and more than 1" away from any other model or terrain feature.

Cumbersome

Due to their size, Monster Bombards may not be moved after deployment, but may pivot on the spot as normal.

Cumbersome

Due to their size, Hell-Hammer Cannons (or any of its variants) may not be moved after deployment, but may pivot on the spot as normal.

Cumbersome

Due to its size, Queen Bess may not be moved after deployment, but may pivot on the spot as normal.

Cunning of Tzeentch

Any army led by Egrimm gets +1 on its dice when rolling to see which player gets to choose table sides, and when rolling to determine who gets the first turn.

Curse of Aenarion

As soon as a model with this rule is reduced to 1 Wound he gets a Ward save (3+) for the rest of the battle. This has no effect on attacks that would outright kill him before he is reduced to 1 Wound, like a spell or attack with Multiple Wounds. If he were to suffer multiple Wounds in a single phase, roll one save at a time (if he has any) for each Wound suffered until his Ward save takes effect.

Curse of the Fallen

If the Khemric Titan is slain by any means, all enemy units within 6" from suffer 2D6 S 2 hits which Ignores Armour saves.

Curse of the Famine-fiend

At the start of each of your turns, all enemy units within 18" of Slugtongue must pass D3 T tests or suffer a Wound which Ignores Armour Saves for every failed T test.

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.

Cursed Coven

A unit of Doomfire Warlocks is considered to be a Level 2 Wizard that knows the spells Soulblight and Doombolt. This doesn't stop other Wizards from knowing those same spells. The unit receives an additional +1 to cast for each rank of 5 or more models in the unit, after the first, to a maximum of +3. Each time the unit casts a spell, you must nominate one Master of Warlocks or Doomfire Warlock as the caster for the purposes of line of sight, range, etc. In the event that a Doomfire Warlock unit rolls a miscast, do not roll on the Miscast table. Instead, the unit suffers D3 Wounds with no armour saves allowed. If the unit is targeted by a rule that affects a Wizard, your opponent must choose one Master of Warlocks or Doomfire Warlock as the target.

Da Big Un

If it is possible for a Rogue Idol to charge an enemy it must do so (however if multiple targets are within charge range, its player may pick which to attack). At the start of any turn that a Rogue Idol is not able to charge or is not already in combat, its player must roll a D6. On a roll of a 1 it must instead charge a friendly unit if one is available to charge, and a single round of combat is fought as normal, after which the Rogue Idol is pushed 1" back if the charged unit does not break. If no friendly units are available to charge the Rogue Idol may do nothing this turn.

Da Boss 'as a Plan!

Gorbad must be army's General, and he also has the "Hold Your Ground" ability like a Battle Standard. In addition, the range of Gorbad's Inspiring Presence and Hold Your Ground! Abilities is increased from 12" to 18". Note that you may not choose a separate Battle Standard in an army that includes Gorbad.

Da Great Leader

Friendly units within 18" of Gorbad that fail an Animosity test add his current number of Wounds to their roll on the Animosity table.

Da Howlerz

Da Howlerz are a unit of Goblin Wolf Riders with an additional +1 BS and Quick to Fire. Gitilla must set up with this unit and may not leave it. No other character may join the unit.

Da Immortulz

Grimgor must always be accompanied by his grizzled Black Orc bodyguard, and may join no other unit. The Immortulz are a unit of Black Orcs with an additional +1 WS. Grimgor must deploy with this unit and may not leave it. No other character may join the unit. As long as Grimgor is alive, the Immortulz have Hatred.

Daemon Crystal

The Kollossus gains Magic Resistance (3).

Daemon Flies

At the start of each of your Magic phases, before rolling for the Winds of Magic, every enemy unit within 6" of Bloab Rotspawned suffers D6 S 3 hits with Magical Attacks.

Daemon King

Friendly Ashigaru units that uses Odari Nobuhide's Inspiring Presence ability may roll 3D6 for their Panic and Break tests, and discard the highest result.

Daemon of Khorne

Daemons of Khorne have treat Daemons of Tzeentch and Nurgle as Suspicious Allies, and Daemons of Slaanesh as Desperate Allies. All of the rules below also apply to mounts.

They have Hatred (Daemons of Slaanesh) and Magic Resistance (1) and Strength Bonus (1).

Daemon of Khorne

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Daemon of Khorne has Hatred (Daemons of Slaanesh), Magic Resistance (1) and Strength Bonus (1).

Daemon of Nurgle

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Daemon of Nurgle has Hatred (Daemons of Tzeentch), and enemy models in base contact suffer -1 to their WS.

Daemon of Nurgle

Daemons of Nurgle treat Daemons of Khorne and Slaanesh as Suspicious Allies, and Daemons of Tzeentch as Desperate Allies. All of the rules below also apply to mounts.

They have Hatred (Daemons of Tzeentch). Enemy models in base contact with a Daemon of Nurgle suffer a -1 penalty to their WS.

Daemon of Slaanesh

Daemons of Slaanesh treat Daemons of Tzeentch and Nurgle as Suspicious Allies, and Daemons of Khorne as Desperate Allies. All of the rules below also apply to mounts.

They have Hatred (Daemons of Khorne) and Armour Piercing (2).

Daemon of Slaanesh

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Daemon of Slaanesh has Hatred (Daemons of Khorne) and Armour Piercing (2).

Daemon of Tzeentch

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Daemon of Tzeentch has Hatred (Daemons of Nurgle) and Ward save (6+). Wizards with the Daemon of Tzeentch upgrade can also re-roll channelling results of 1.

Daemon of Tzeentch

Daemons of Tzeentch treat Daemons of Khorne and Slaanesh as Suspicious Allies, and Daemons of Nurgle as Desperate Allies. All of the rules below also apply to mounts.

They have Hatred (Daemons of Nurgle), and re-roll Ward save results of 1. Wizards that are a Daemon of Tzeentch can also re-roll channelling results of 1.

Daemon Slayer

A Daemon Slayer has Slayer and Dragon Slayer. In addition, any Ward saves successfully made against Attacks made by the Slayer must be re-rolled. For each Daemon Slayer in your army, you may take one unit of Troll Slayers (but not Giant Slayers) as a Core Unit.

Daemonic

All models with Daemonic have Fear, Immunity (Poisoned Attacks, Psychology), Magical Attacks (including all weapons) and Ward save (5+) (except mounts). In addition, they are also subject to the following special rule:

Daemonic Instability: When a unit of Daemons loses a combat it must take a special kind of Break test called a Daemonic Instability test, instead of taking a normal Break test. To do this, use the following procedure:

1) Calculate combat result as normal and roll 2D6.

2) If the dice roll is a double 1 or double 6, something unexpected happens:

Double 1 Reality Blinks: All Wounds suffered by the unit this Close Combat phase, including any Wounds suffered by characters that have joined it, are restored, and any models removed as casualties in this phase immediately return to play in their earlier positions. Wounds restored in this manner still count as having been inflicted for the purposes of combat results.

Double 6 Banished! Remove the unit from play as a casualty.

3) Now (assuming the unit has not been wiped out when resolving a double 6) apply the difference in combat results as a penalty to the Daemons' LD characteristics. For every point by which the 2D6 roll exceeds this modified LD value, the unit suffers one additional Wound, with no saves of any kind allowed.

If characters are present in the unit, the controlling player first allocates Wounds to the unit (up to their current Wounds), then divides remaining Wounds as equally as possible amongst any characters. Once all Wounds have been allocated, the penalty to the Daemons' LD is discounted. They can, be rerolled if the battle standard is within 12", use the General's Inspiring Presence rule, and/or be tested on unmodified LD if the unit is Stubborn or Steadfast. If a Daemonic unit somehow is Unbreakable, it takes no Daemonic Instability test.

Daemonic

Models with this rule have Fear and Magical Attacks. In addition, models that are not mounts also have Immunity (Poisoned Attacks), Ward save (5+) (except mounts) and Unstable.

Daemonic

A Verminlord has Unstable and Ward Save (5+). In addition, it can never be the Army General.

Daemonic

Models with this rule have Immunity (Poisoned Attacks), Magical Attacks, Unstable and Ward Save (5+).

Daemonic Aura

Amon 'Chakai's Ward Save is increased to a 3+ against non-Magical Attacks.

Daimyo of the Dwate Clan

Models with great weapons in an army led by Dawate Tadamune must take the Dawate Clan Mon.

Daimyo of the Odari Clan

Ashigaru units in an army led by Odari Nobuhide must take the Odari Clan Mon.

Daimyo of the Takai Clan

Cavalry models in an army led by Takai Katsuyori must take the Takai Clan Mon.

Daimyo of the Uesigo Clan

Units of Warrior Monks, Shugenja and Yamabushi in an army led by Uesigo Norimasa must take the Uesigo Clan Mon. Warrior Monks count as a Core choice. However, no Wako Pirates, Ninjas or Shinobis may be taken.

Damned Crew

Vangheist must include a unit of 10-30 Damned Crew which cost 12 points per model. He must join this unit and may never choose to leave it during the battle. The Damned Crew are equipped with two hand weapons and have Ethereal and Undead.

Dance of Death

Models with this rule have Dodge (4+) against Close Combat attacks. In addition, at the start of each round of close combat, each unit with this special rule chooses one enemy unit in base contact. That unit gains no Rank Bonus and cannot make Parry saves this turn.

Dance of Doom

Wychwethyl can use the Dance of Doom instead of his normal Shadow Dances. If he does so, he gains +1 A for every enemy model in base contact with him.

Dances of Slaanesh

Dechala may pick one of the following dances at the start of each round of close combat, the effect of which lasts until the end of that turn or until a new dance is chosen. She cannot choose the same dance in two consecutive rounds of combat.

Dao

A Dao has Natural Armour (4+). They can cast the spell Flesh to Stone from the Lore of Life as an innate Bound Spell, power level 8.

Daring Leap

Unless fighting in a challenge, Lokhir Fellheart can direct his close combat Attacks against any enemy character model who is fighting in the same combat – even one that he is not in base contact with.

Dark Colossus

The K'daai Destroyer gains +2 W.

Dark Experiments

When making a pursuit move, Festus and any unit he is with will only pursue 1D6" as they begin to bind their captives. However, enemy units caught by Festus or his unit are worth double victory points.

Dark Fire of Chaos

A Chaos Dragon has a S 4 Breath Weapon that has Flaming Attacks.

Dark Halo

Azazel has a Ward Save (4+).

Dark Renown

All friendly models with Contempt (including Drazhoath himself) within 12" of him add +1 to their combat resolution results.

Dark Soul

The Necrofex Colossus becomes a Level 1 Wizard who uses spells from the Lore of Death or Lore of the Vampires. However, should the Necrofex Colossus suffer a miscast, in addition to any other effect, the Necrofex Colossus permanently has its T value reduced by 1.

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.

Deadly Infestation

In addition to Drycha's normal attacks, she can also make two types of special attacks with the Colony of Flitterfuries and the Swarm of Squirmlings.

Deadly Symbiosis

For each successful To Hit roll by Syll, Esske may reroll one failed To Hit roll the same phase.

Deadly Tools

The Reaper causes D6+2 Impact hits.

Death Before Dishonour

Whenever a unit comprised wholly of models with this rule is required to take a Break Test, they may choose to do so using 3D6, discarding the highest dice. However, if this test is failed, you must remove the entire unit as a casualty. The enemy then cannot pursue or overrun, but may reform as normal.

Death Shriek

A Death Shriek is a special attack that can be used against a single unit in the Shooting phase, even if the Terrorgheist has marched, charged, or is engaged in close combat. This attack has a range of 8" and needs line of sight to its target. If the Terrorgheist is engaged in combat, its Death Shriek may target a unit in base contact.

To resolve a Death Shriek, roll 2D6 and add the number of Wounds the Terrorgheist has left. For each point by which the result exceeds the target unit's LD, the target unit suffers 1 Wound with no armour saves allowed. A Death Shriek is a Magical Attack and Wounds suffered from it are distributed as from shooting.

Deathblow

If a Slayer is killed by normal Close Combat Attacks, it will immediately make a single Attack back against the unit or model that killed it before the Slayer is removed as a casualty.

Decapitating Strike

Before rolling To Hit, nominate one of the Necrosphinx's Attacks to be made with the Decapitating Strike ability, and roll it separately. This special Attack strikes at S 10 and has Heroic Killing Blow.

Ded Shooty

Models with this rule do not suffer penalties To Hit for Moving and Shooting. In addition, when using ‘flee’ as a charge reaction, Hobgoblins may Stand & Shoot before making their flee move.

Deep Bond

Jora and Bjorn must always be in the same unit if they join one. As long as both Jora and Bjorn are alive, they have Immunity (Psychology). Roll a D6 for each Hit Jora suffers, on a 4+, Bjorn steps in to protect her; resolve the Hit against him instead. If Jora is slain, Bjorn becomes Frenzied and Unbreakable. If Bjorn is slain, then Jora becomes Unbreakable and Hates the unit that killed him.

Deepwood Coven

A unit of Sisters of the Thorn is considered to be a Level 2 Wizard that knows the spells Shield of Thorns (Lore of Life) and Curse of Anraheir (Lore of Beasts). This doesn’t prevent other friendly Wizards from knowing the same spells. The unit receives an additional +1 to cast for each rank of 5 or more models it has, after the first, to a maximum of +3. Each time the unit casts a spell (or is targeted by a special rule that affects a Wizard), you must nominate one Sister or Handmaiden of the Thorn as the caster (or target) for the purposes of line of sight, range, etc. In the event of a Sisters of the Thorn unit rolling a miscast, do not roll on the Miscast table. Instead, the unit suffers D3 Wounds with no saves of any kind allowed.

Deepwood Scout

You may not have more units of Deepwood Scouts than you have units of Glade Guard.

Defender of Ulthuan

If Tyrion is your army's General, his Inspiring Presence has a range of 18".

Defensive Stakes

Set up the stakes at the start of the game when the unit is deployed. Every model in the front rank has a stake base placed in front of it (these stakes must also be set up within the army's deployment zone).

Defensive Stakes are treated as Defended Obstacles, and remain on the table during the game. All Troop Types apart from Infantry and Swarms suffer D6 S 4 hits on the turn that they charge a unit behind Defensive stakes. In addition, enemy models in base contact with the Defensive Stakes suffer -1 to Hit in the first round of close combat. These rules only apply when fighting the unit’s front.

Deff Creepers

The Deff Creepers are a unit of Forest Goblin Spider Riders with Ambushers, Devastating Charge and Hatred (Empire). In addition, they cause Fear in any turn that they successfully charge into combat. Snagla must set up with this unit and may not leave it. No other character may join the unit.

Defiant

Sigrun, and any unit of Shieldmaidens that she joins, has Stubborn.

Demolition

Iron Daemons ignore terrain classified as Obstacles and do not suffer D6 wounds for moving through Dangerous Terrain, except Rivers and Marshland, which are treated as Impassable terrain.

Deploying via Tunnel

A unit with an attached Warp. grinder is not deployed at the beginning of the game, but instead uses the following rules:

During deployment, but before Scouts, place a tunnel marker anywhere on the battlefield. The unit will then deploy like Ambushers. When the team emerges, roll a scatter dice and an artillery dice. If you roll a hit on the scatter dice, the marker stays in place; if you roll an arrow, move the marker the number of inches indicated by the artillery dice in the direction shown by the arrow. If the marker is moved off the tabletop, the team and its parent unit are considered lost; treat them as casualties. If you roll misfire, roll on the Warp-grinder Mishap chart.

Once the final position is established, place the Warpgrinder and its parent unit so both can touch the marker. If the marker is under a friendly unit or impassable terrain, place it next to the closest edge of the unit/terrain. They may face in any direction.

If the marker is under an enemy unit when the Warpgrinder and its parent unit emerges, the Warp-grinder and its parent unit are both considered to have charged. Place the attacking Skaven to the front of the enemy unit that is atop the marker.

The Warp-grinder fights in close combat using its crew's I, but not their Attack profile. Instead it uses the Weapon profile.

Desert Revenant

Prince Apophas cannot join any units, and he cannot be your army's General. When rolling to enter the table using the Entombed Beneath the Sands special, you may re-roll the Artillery dice.

Despoilers

Each enemy standard bearer that is removed as a result of a successful pursuit move or slain in combat by a unit of Bestigors adds +1 to their future Combat Resolution. If the unit flees for any reason, they will lose this bonus.

Despot

If Jaffar is in your army, he must be the General. All friendly units within 12" of Jaffar may re-roll failed Psychology tests as they are under his watchful eye. However, units that are outside his Inspiring Presence range suffer a -1 to their LD due to their unwillingness to fight for him.

Destroyer

Every friendly unit with a Caste within 12" of the Shaivi gains Frenzy.

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.

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).

Grimmige Entschlossenheit

Witch Hunters, and any unit they are in, have Immunity (Fear).

Unnachgiebig

If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted.

Deva

All units with Deva are subject to the following: Immunity (Psychology), Fear, Magical Attacks, Ward save (5+), Hatred (Daemons of Chaos).

When Devas lose a combat they must take a special kind of Break test called a Divine Corporeality test. In multiple combats, each Deva unit must test separately. Use the following procedure to take a Divine Corporeality test:

Calculate combat resolution as normal and roll 2D6. Compare the dice roll to the Devas' LD value, taking into account any modifiers for combat resolution. For each point the unit fails its Corporeality test by, the unit suffers one additional wound. No saves of any kind are allowed against these wounds, including Ward saves, regeneration, etc. If characters are present in the unit, the controlling player first allocates wounds to the unit (up to their current Wounds), then divides the remaining wounds as equally as possible amongst any characters.

Devas cannot use the General’s Inspiring Presence or the Battle Standard’s Hold Your Ground, but may use the LD of any Character with Deva within 12". Deva characters may not be Generals. In addition, units of Devas may never be joined by any characters without Deva.

Dibbukim

Dibbukim are subject to Frenzy. They must always be placed in the front rank along the Command Group, but attacks may be allocated against them as if they were Characters.

Difficult to Slay

If Borgio is reduced to zero wounds, roll a D6. On a 1-3, he is removed as a casualty as normal. On a 4+, he stands back up again with a single wound remaining. Note that this ability cannot be used against attacks that kill the model outright.

Dinner's Dinner!

When the Colossal Squig's random movement brings it into contact with a unit, either friend or foe, it will attack it normally as if it were an enemy, and counts as charging that unit. This combat will continue until resolved normally.

Dirges of Hashut

At the start of the Chaos Dwarf turn, Acolytes of Hashut may select one of the Dirges to sing, the effects of which they benefit from until their next turn.

Dirty Fighting

When it is their turn to attack, a unit with this rule may attempt to blind or distract the enemy once per close combat phase. Roll a D6; on a 4+ the distraction is successful. The enemy unit will then suffer -1 to their WS for the remainder of the turn. Roll the rest of your attacks as normal afterwards.

Dirty, Rotten, Sneaky

After each round of combat is fought, the Sneaky Gits may Fight in an Extra Rank each turn for as long as they are in combat with that enemy. So after one turn they fight in one additional rank, after two turns they fight in two additional ranks, and so on.

Disaster!

If the Thunderbarge is destroyed it scatters 3D6" in a random direction and then crashes to the ground. Place the large template with the hole under its final position. Any model touched by the template suffers a S 6 hit.

Disciplined

Janissaries have Immunity (Panic) and may roll 3D6, discarding the highest dice, when taking LD tests to Redirect Charges, Restrain Pursuit, March and Reform.

Discordant Disruption

All enemy Wizards within 18" of an Infernal Enrapturess whose casting roll contains any double suffers a S 4 Hit for each double rolled.

Disguised

The White Dwarf has Hidden. However, if the unit he is Hidden in is wiped out or flees then the White Dwarf will be revealed, and will stand his ground even though the rest of the unit may be fleeing or slain. Place the model in the middle of the front rank of the unit, then move/remove the rest of the unit as normal. The White Dwarf will then operative as a lone character as normal. The White Dwarf may never be the army's General, but units he joins may still use his LD once he is no longer Hidden.

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.

Schnell Schussbereit

Quick to Fire weapons do not suffer the usual -1 To Hit penalty for moving and shooting. In addition, Quick to Fire weapons can always be used to Stand and Shoot against a charging enemy, even if that enemy would normally be too close for such a charge reaction to be declared.

Furthermore, Quick to Fire weapons may be used once per turn when declaring a charge (unless they are also Move or Fire), immediately after the enemy unit has declared their charge reaction (but before moving any units). If the enemy unit chose to Stand & Shoot or Fire & Flee, both units will fire at the same time. Quick to Fire weapons can be used this way even if the unit starts its charge outside their weapons' maximum range – the shooting is resolved normally assuming the enemy is just within maximum range of the shooting unit's shortest-ranged weapon. If the charge fails, for whatever reason, we assume that the chargers closed to within the weapons' maximum range first. Any shots fired in this manner suffer a -1 To Hit penalty.

Distrustful

Friendly units with Way of the Warrior and Wako Pirates treat each other as Desperate Allies.

Divine Power

Priestesses of Myrmidia may channel power and dispel dice in the same manner as Wizards.

Divine Power

The model can channel power and dispel dice in the same manner as a Level 1 Wizard.

Divine Power

Priests of Ursun may channel power and dispel dice in the same manner as Wizards.

Divine Power

A Mikoshi Shrine adds +1 Power Dice to your power pool in each of your Magic phases.

Djaf, God of Death

The unit gains Killing Blow.

Djinn

A Djinn has Fly (10). They can cast the spell Wind Blast from the Lore of Heavens as an innate Bound Spell, power level 7.

Do as I say and wot I do

If Borgut is included in your army, then you may upgrade one additional unit of Orc Boyz into Big 'Uns. Borgut must deploy and remain with this unit for the entirety of the battle.

Dodge (4+)

Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.

Dodge (5+)

Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.

Dodge (6+)

Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.

Doom Lord

Dieter does not need to test for Berserk Rage from his Manticore's Frenzy.

Doom-flayer

Armour Piercing (1).

Doom-glaive

Doom-saga

At the beginning of the battle, after deployment, nominate one enemy character. Against this particular target, Gilead re-rolls all failed rolls To Hit and To Wound.

Down to the Ironguts

If a friendly unit of Ogres within 6" breaks and flees from combat, this unit of Ironguts may re-roll 1's when rolling To Hit and To Wound in their next close combat phase.

Dragon Kin

No Dragons will fight Imrik. If they are in base contact with other models (and not in a challenge) then they fight them instead, otherwise they may do nothing. Their riders (if they have any) still fight as normal.

Dragon Slayer

A Dragon Slayer has Slayer. In addition, when attacking Monsters, the Slayer's attacks cause Multiple Wounds (D3).

Drakegun

Armour Piercing (1). Flaming Attacks. Quick to Fire. This is a nonphysical attack.

Dreading Presence

A unit joined by Exmelin gains Parry (6+). If they already have a Parry save, it is increased by +1. This rule has no effect on any characters in the unit.

Drop Attack

Once per turn, during the Remaining Moves segment of the Movement phase, a Roc may pick up one enemy Monstrous Infantry, Monstrous Beast or Monstrous Cavalry model (except Flying or Ethereal models) chosen by the Araby player ("Look Out Sir!" still applies) that it has moved over during that phase. The model can avoid the Drop Attack by passing an I test. If the model is successfully picked up, it is then either dropped to the ground, or it may be dropped over another unengaged enemy unit that the Roc moves over in that turn. That target unit immediately suffers D6 S 4 hits, distributed as Hits from shooting. The dropped model is automatically removed as a casualty with no saves allowed.

Drop Rocks

Once per game, during the Remaining Moves sub-phase, the unit may drop rocks unless they are fleeing or have declared a charge that turn. All models in a unit must drop rocks at the same time.

To drop rocks, select one unengaged enemy unit that the Terradons moved over in that turn. That target immediately suffers D3 S 4 hits for each Terradon in the unit, distributed as for shooting attacks.

Drop Rocks

Once per game, during the Remaining Moves sub-phase, models with this rule may drop rocks unless they are fleeing or have declared a charge that turn. All models in a unit must drop rocks at the same time.

To drop rocks, select one unengaged enemy unit that the Terradons moved over in that turn. That target immediately suffers D3 S 4 hits for each Terradon in the unit, distributed as for shooting attacks.

Druidic Rites

A unit of Druid Neophytes is considered to be a Level 2 Wizard that knows the spells Awakening of the Wood and Shield of Thorns from the Lore of Life. This doesn't stop other Wizards from knowing those same spells. The unit receives an additional +1 to cast for For every 5 models of Druid Neophytes in the unit, to a maximum of +3. Each time the unit casts a spell, you must nominate one Druid Neophyte or Draidecht as the caster for the purposes of line of sight, range, etc. In the event that a Druid Neophyte unit rolls a miscast, do not roll on the Miscast table. Instead, the unit suffers D3 Wounds which Ignores Armour saves. If the unit is targeted by a rule that affects a Wizard, your opponent must choose one Druid Neophyte or Draidecht as the target.

Drunken

Roll a D6 for each Centigor unit at the beginning of each of their turns and consult the Drunken Table to see the effects of their rampant alcoholism until the start of their next turn.

Drunken Stupor

At the start of the Kislev turn, roll a D6 for each unit of Kvassnics and consult the Drunken Stupor Table:

Duelling Techniques

At the start of each round of close combat, a Diestro may choose to utilize one Duelling Technique. He may not use the same technique two rounds in a row.

Duellist

Wu Xia must always attempt to issue and accept challenges. While fighting in a challenge, they may re-roll all failed roll To Hit and To Wound.

Duff Up da Big Thing

Orc Brutes may re-roll failed To Hit rolls against Monstrous Infantry, Monstrous Beasts, Monstrous Cavalry and Monsters.

Dwarf Handgun

Armour Piercing (1). Move or Fire.

Dwarf Rum

Enemy models in base contact with models with this rule suffer -1 to their WS in Close Combat. This does not affect Undead, Daemonic or Mark of Nurgle models. The Slayer Pirates may not be deployed closer than 6" to any other unit in the army at the start of the battle.

Dwarf-crafted

All handguns, pistols and crossbows in a Dwarf army can re-roll 1's when rolling To Hit.

Earth-shattering Charge

A Stonehorn has Impact Hits (D6). When a Stonehorn makes a successful charge, you may roll 2D6 when determining the number of Impact Hits, and choose the highest result.

Earthbind

Any units declaring a charge on Ariel count as moving through Dangerous Terrain for the duration of the turn. In addition, if Ariel flees from combat, any enemies attempting to pursue her roll an extra D6 when determining their pursuit distance and discard the highest result.

Easy Come, Easy Go

At the start of a battle, before deployment, roll 2D6 and multiply the score by 10. You may equip Golgfag with magic items from the Warhammer Rulebook with a total points value that is equal to or less than the result. The normal restrictions on choosing magic items apply (so you can't take the same item twice in an army, or equip Golgfag with two items of the same type, etc.). The items chosen do not count against Golgfag's points value or the total points value of the army.

Eats Elves for Breakfast

As long as Grom is alive, all units in his army ignore Fear Elves.

Efreet

An Efreet has Hatred, Flaming Attacks, and Immunity (Flaming Attacks). They can cast the spell Flaming Sword of Rhuin from the Lore of Fire as an innate Bound Spell, power level 8.

Einzelgänger

The Ravenswyrd may never be the army's General, and he cannot ever join any unit.

Einzelgänger

Hunters cannot join any unit except a Sabretusk Pack or Cragbeasts, and can never be the General of an Ogre army.

Elite Marauders

Chaos Marauders and Marauder Horsemen have the option to be upgraded to Elite Marauders. You may upgrade one unit to Elite Marauders for each unit of Marauders of the same type in your army.

Elven Bow

Elven Bows follow the rules for Bows. All shots with these weapons have Armour Piercing (1).

Elven Grace

Models with this special rule have Dodge (6+)
special rule in close combat. However, this cannot be
used against enemies that attack before the model with
Elven Grace.

Elven Longbow

Elven Longbows follow the rules for Longbows. All shots with these weapons have Armour Piercing (1).

Elven Longbow

Longbow. All shots with this weapon has Armour Piercing (1).

Emberstorm

During the Movement phase, instead of moving normally or declaring a charge, the Phoenix may declare an Emberstorm attack. Draw a straight line up to 18" in length. Each model in the way of this line (determined as for a bouncing cannonball) suffers a S 5 hit with Flaming Attacks.

After these hits are resolved, place the Phoenix at the line's end point. If this leaves the Phoenix in contact with an enemy unit, then place the Phoenix in combat with the unit, using the line along which it moved to determine which facing of the enemy unit the Phoenix is attacking. If the Phoenix ends an Emberstorm attack in combat with an enemy unit then it is treated as having charged that unit.

Embodiment of Albion

Every model in base contact with a Fenhulk must take a Dangerous Terrain test as if they are moving through Marsh Terrain at the start of the first round of close combat, before Impact Hits are resolved.

Emperor of Cathay

Pu-Yi must be the army’s General. Units may use his Inspiring Presence if they are within 18" rather than the normal 12". In addition, the Emperor and the unit he is with gain Immunity (Psychology).

Empress of Nippon

Any unit with Way of the Warrior joined by Empress Himiko becomes Unbreakable as long as she is in it. In addition, she benefits from a 3+ "Look Out, Sir!" roll in close combat.

Enchanting Beauty

Any fleeing friendly Arabyan unit within 12" of Layla will rally automatically. If she is killed, all friendly Arabyan units will get Hatred against the model or unit responsible for her death.

Enchanting Beauty

Any model, friend or foe, in base contact with Morathi at the start of each round of close combat must pass a LD test or suffer a -5 penalty to their WS (to a minimum of 1) until the end of the round. This does not affect attacks that do not roll To Hit (such as Impact Hits), nor does it affect models that have the Immunity (Psychology) special rule.

Endless Malice

Should a Preyton be on the winning side of a close combat then in order to pursue its foe it must first pass a LD test. If this test is failed then it will not pursue and instead remains stationary. Enemy units within 12" and with line of sight to the Preyton must take a Panic test in the face of the beast's horrific display.

Ensorcelled Hand Weapon

Magical Attacks. Ensorcelled hand weapons follow the rules for hand weapons in all respects.

Ensorcelled Weapon

Magical Attacks.

Entombed Beneath the Sands

A unit with this ability has Ambushers, with the following exceptions.

When these units enter the battle in the Remaining Moves sub-phase, they do not move onto the board as reinforcements in the normal way. Instead, when a unit that is Entombed Beneath the Sands enters the battle, place a small marker (such as a coin) anywhere on the battlefield, but not in impassable terrain or within 1" of a deployed unit.

Roll a scatter dice and an artillery dice. If you roll a Hit on the scatter dice, the marker stays in place. If you roll an arrow, move the marker the number, in inches, indicated by the artillery dice in the direction shown. If the marker is under a friendly unit, impassable terrain or a building, place it 1" away from the closest edge of the unit/terrain.

Once the final position of the marker is established, place the emerging unit in a legal formation such that it touches the marker, facing any direction. If the marker is under an enemy unit, you may place your unit into base contact with the enemy unit in their front arc; your unit will counts as charging this turn.

If you roll a misfire, or if for any reason some of the models in the unit cannot be placed, then the unit does not emerge. Instead, remove the marker and roll on the Mishap table. If a unit emerges successfully, it may act normally this turn.

Only characters that have Entombed Beneath the Sands can be deployed within such units. If you have several units Entombed Beneath the Sands, then repeat this process, one unit at a time.

Entrenchment

Up to one unit with the troop type war machine can be entrenched for each Master Engineer in the army. An entrenched war machine is treated as being in hard cover when shot at and any charging models suffer a -1 To Hit modifier in close combat. An entrenched war machine can be pivoted to fire, but if it moves in any other way, the entrenchment is lost. If the war machine is destroyed, the entrenchment is considered destroyed as well. A war machine can only be entrenched once.

Entsetzen

Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror).

Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.

If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.

Envenomed Sting

All normal Attacks made by a Khemrian Warsphinx with this upgrade have Poisoned Attacks.

Eternal Hatred

Models with this rule have Hatred, but may re-roll failed To Hit rolls every round of close combat, not just the first.

Eternal Rage

Drycha has Hatred which applies in every round of close combat, not just the first.

Eternity Guardians

If Lord Kroak joins a unit of Temple Guard, all models in the combined unit gain Unbreakable.

Eternity Warden

Chakax must always issue a challenge, and can never refuse one. When fighting in a challenge, Chakax re-rolls all failed rolls To Hit.

Ethereal

Ethereal creatures treat all terrain as open terrain for the purposes of movement. They may not finish their movement inside impassable terrain. They are never slowed by any special rule, spell or item that would otherwise reduce their movement or stop them from moving completely.

Models with rule have both Magical Attacks and Unstable. Ethereal models have a 2+ Ward Save against mundane attacks. However, they only have a 5+ Ward save against magical attacks. Ethereal creatures block line of sight normally and cannot see through anything that would block the line of sight of normal units. Characters that are not themselves Ethereal are not permitted to join units that are (even if they become temporarily Ethereal for some reason).

Evasion

At the end of each combat Melandra is in, before Break tests are taken, she may choose to move out of combat. Place her anywhere within 1" of the enemy unit she was fighting. She may move as normal in her next turn.

Everyone has their Price

At the start of each enemy turn (before any Stupidity tests are taken) you can nominate D3 enemy units that are within 18" of Greasus to have Stupidity for the remainder of the turn. This ability has no effect on units that have Immunity (Psychology).

Evocation of Death

At the beginning of the owning player's Magic phase, after the total number of power dice for that phase has been determined, roll all the power dice in the pool. If any of these dice roll a 6, a portion of the power it represents is siphoned into the Black Coach. Power dice that are 'siphoned' by the Black Coach in this fashion can be used in the Magic phase as normal, though keep a note of how many are siphoned in this way. If you have more than one Black Coach in your army, randomly determine which Black Coach gains each siphoned dice. Each dice increases that Black Coach's abilities for the rest of the game. All of the increases listed are cumulative.

Exalted Fire of Tzeentch

During the Shooting phase, the Exalted Flamer can shoot either Pink Fire or Blue Fire. These do not have Move or Fire. If a misfire is rolled when resolving Pink Fire or Blue Fire, the Exalted Flamer suffers D6 S D6 hits with Flaming Attacks.

Exceptional Pack

If you include Skweel Gnawtooth in your army, you must also include a unit of Giant Rats that he must join. After deploying Skweel into his unit, roll a D6 and consult the Exceptional Pack Chart to determine the pack's special attributes. The effects are for the entire pack but do not affect Skweel, Packmasters or Master Moulders. Skweel will never leave his special pack and may never join another unit.

Executioner's Strike

Badruk has Killing Blow. In addition, he causes a Killing Blow on the To Wound roll of a 5+ rather than a 6.

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.

Exotic Spices

Ogglethorpe may empty these spices into any Hot Pot within 3" of him at the start of each Shooting phase. Each use of Exotic Spices increases the S of any hits taken from the Hot Pot by +1 for that shot.

Expendable

Models with this rule do not cause Panic to friendly units that are not Expendable themselves. Characters may not join a unit with this rule, unless specified.

For every Core unit with Expendable rule in your army, you are required to include at least one other Core Unit without Expendable. For more information on this, see the Choosing Your Army chapter.

Explodin' Spores

Each Snotling base can make a single shooting attack in its Shooting phases, and as a stand and shoot reaction. An Explodin' Spore is a Throwing Weapon, hitting automatically and Ignores Armour saves.

Explosive Ammunition

Instead of firing normally, a Dragon Cannon can fire Explosive Ammunition.

Place the centre of small template where the cannon ball lands, and resolve damage as if it were a Stone Thrower. No Bounce roll is made.

Extra Claws

A Slaughterbrute with this upgrade gains +2 A with S 5.

Extreme Contagion

Enemy models in base contact with the Great Unclean One at the start of any close combat phase suffer a Wound on the roll of a 5+ which Ignores Armour saves. This has no effect on Animated Constructs or Daemons of Nurgle.

Eye of the Gods

Models with this rule can never refuse a challenge and, if possible, must always issue one. If there are several models with this rule involved in a combat, the controlling player chooses which will issue/accept the challenge.

In addition, if a model with this special rule kills an enemy character or destroys a non-Expendable unit in either close combat, with spells, or through charging/pursuing, immediately make a 2D6 roll on the Eye of the Gods table. If there is more than one character in the unit at the time of the destruction of the enemy unit through pursuit, each character gets to make a separate roll. Once the result of the roll has been determined, make a note on your army roster – that model now has that reward for the rest of the battle. A model can have several rewards, and it can even have the same reward multiple times. If, for any reason, a reward cannot be applied, the result is instead treated as a ‘The Eye Opens’ result. Note that the model itself must cause the last unsaved Wound on an enemy model to claim the kill. If an enemy model suffered multiple Wounds simultaneously, randomise between the sources to determine which caused the final Wound.

Face Me, You Coward!

A Diestro must always issue and accept Challenges.

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.

Fakir

The Fakir is placed at the back of the Snake Swarm unit as a separate model, and follows the rules for Champions, though he may not be challenged in Close Combat. If the Fakir is killed, the Snake Swarms in that unit will automatically flee off the table unless engaged in close combat, in which case they fight on as normal. Should the Snake Swarm later be unengaged, they will flee immediately using the rules above.

Falcons

Skaw may use his 3 Falcons in addition to another missile weapon during the start of the Shooting phase. The Falcons can be directed against any enemy unit within line of sight, regardless of range. The enemy unit must take a WS test for each War Hawk targeting them; if failed, the unit takes a S 3 Hit.

In close combat, the birds give Skaw an additional 3 A that are resolved at WS 4, S 3 and I 4. These attacks no not benefit from any rules or items that Skaw might have.

Falians

Infantry models with this rule may deploy as Ambushers, and get +1 To Hit in close combat when attacking enemies in their flank or rear (excluding mounts). You may not have multiple Tribal Affiliations in the same army.

Fall Over

A Giant must test to see whether it falls over if any of the following apply:

 If it is beaten in close combat. Test once results are established but before taking a Break test.
 If it is fleeing at the start of the Movement phase.
 When it crosses an obstacle. Test when the obstacle is reached.
 If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand.

To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically.

To determine in which direction the Giant falls, roll a scatter dice. Place the large template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by the falling Giant suffers 3D6 S 8 Hits that have Multiple Wounds (D6), though no single model may suffer more than 1 Hit – any excess Hits are ignored. If the unit is in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling Giant count towards the combat result.

A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then this wound counts towards combat resolution.

Once on the ground a Giant may get up in his following Movement phase, but may not move that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up..

Fall Over

A Giant must test to see whether it falls over if any of the following apply:

 If it is beaten in close combat. Test once results are established but before taking a Break test.
 If it is fleeing at the start of the Movement phase.
 When it crosses an obstacle. Test when the obstacle is reached.
 If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand.

To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically.

To determine in which direction the Giant falls, roll a scatter dice. Place the small template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by the falling Giant suffers 2D6 S 6 Hits that have Multiple Wounds (D3), though no single model may suffer more than 1 Hit – any excess Hits are ignored. If the unit is in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling Giant count towards the combat result.

A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then this wound counts towards combat resolution.

Once on the ground a Giant may get up in his following Movement phase, but may not move that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up.

Falls Apart

When a Colossal Squig is removed as a casualty, every model in base contact with it suffers an automatic S 3 hit.

Fanatical Resolve

If Drycha is reduced to 1 Wound, she gains Frenzy. She automatically loses Frenzy if she is
healed back to her starting number of Wounds.

Fast Cavalry

Vanguard
Fast Cavalry automatically have Vanguard.

Free Reform
Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its Movement value.

Fire & Flee
A unit of Fast Cavalry armed with missile weapons can choose Fire & Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot (this also counts as moving and shooting). After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so.

Feigned Flight
A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.

Fire on the March
Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.

Characters
A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them.

Armour Saves
Units containing one or more models with an unmodified close combat armour save better than 4+ cannot use Fast Cavalry.

Fated... Lucky... Sneaky!

When Gorduz is reduced to his last Wound, he gains Ward save (4+).

Fateful Destiny

Conor has Ward save (3+) against all attacks except successful Killing Blows.

Father of Beasts

Should Ghorros be killed, all Beastmen units in the army receive a +1 bonus to their LD when taking Primal Fury tests.

Favour of Destiny

Roll a D3 at the start of the game; this is the number of dice that Phytrion may re-roll of either To Hit, To Wound, Armour Saves or Ward Saves.

Favour of the Fay

One friendly character with either the Knight's Vow, Questing Vow or the Grail Vow may be given the Favour of the Fay before the game starts but after deployment is finished. This model receives +1 To Hit in close combat. However, if the model loses the Blessing of the Lady, then both the Favoured model and the Fay Enchantress suffers a Wound with no saves allowed.

Favour of the Winter Wolf

Ar-Ulric gets +1 to channel dice, may re-roll the power dice when casting his Prayers, and may add +1 to the result.

Favoured of Khorne

Khorgos Khul may re-roll failed rolls To Hit.

Favoured Son

If Sigvald the Magnificent is required to roll on the Eye of the Gods table, do not roll any dice. Instead, he is always counted as having rolled the Dark Fury reward.

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.

Fear Elves

Models with this rule treat models from Warhammer: High Elves, Dark Elves and Wood Elves rule as causing Fear against them.

Fear Elves

Models with this rule treat models from Warhammer: High Elves, Dark Elves and Wood Elves as having Fear.

Feast of Bones

Each To Wound roll of 6 from the Kharibdyss regular Attacks results in that attack inflicting Multiple Wounds (D3).

Feast of Souls

When the Ammut causes a successful Killing Blow, it regains one Wound lost earlier in the battle.

Feast of the Maggot Lord

If Tamurkhan is slain in close combat, a special possession attack is made against the model that delivered the final wound to Tamurkhan. If Tamurkhan's death occurs as a result of shooting or other means, the attack will be made against the nearest eligible model (friend or enemy) within 6". If multiple models fall into this category, Tamurkhan's player chooses which to attack.

Both players roll a D6 and add the WS value of their respective models. If the result is a draw, roll again until one side wins. If Tamurkhan's player wins, the victim is killed outright and their body is possessed. From then onwards, Tamurkhan takes over the victim model, which is detached from its unit and placed l" away from it. The model is now controlled by Tamurkhan's player for the rest of the game exactly as if it were their own character model. Only Infantry and Monstrous Infantry models are eligible to be possessed. Tamurkhan cannot take possession of a model with Animated Construct, Daemonic, Ethereal, Forest Spirit or Vampiric.

The characteristics of the new body possessed body uses the Possessor profile, but with the following changes: -1 M, +1 T, +1 W, -2 I. S and A is equal to the possessed model's stats. Note that any wounds they previously suffered are still in effect. So, for example, if a model has only one wound remaining when it is possessed, it now has two wounds including the +1 for the Possession modifier.

Tamurkhan now uses any weapons or armour the victim had (including magical types), discarding both his own and any other equipment the victim has. Likewise, any ability the victim had as a Wizard is lost. This includes any special rules the victim formerly used other than their unit type, Natural Armour and Regeneration.

If no eligible model is available or the possession attack fails, Tamurkhan is killed outright. Also,
Tamurkhan's power cannot save him if he is destroyed by an attack which causes a model to be slain outright rather than causing wounds.

Feint

Tyrion may re-roll any failed rolls to Hit in Close Combat.

Festooned with Pistols

In close combat, all attacks made by Powder Monkeys are resolved at S 4 with Armour Piercing (1).

Fettered Servitude

If a friendly unit with the Mark of Khorne is within 3" of Vorgaroth and needs to take a Break test, you can say that Vorgaroth demands unwavering obedience. If you do so, the unit suffers D3 Wounds worth of models, but the unit will count as being Unbreakable for the rest of this phase. If you do not do so, and the Break test for that unit is failed, it suffers D6 Wounds worth of models (after the opponent has decided to pursue or not, but before rolling the flee distance).

Field Surgeon

Exmelin may be placed in the rear rank of any unit he joins. At the start of his turns, he can try to "tend to" the wounded of his unit. Roll a D3; this is the number of models previously slain during the battle that may be added back into the unit.

Fiend Tail

The Chimera gains +1 A.

Fiery Breath

A Dragon has a S 4 Breath Weapon with Flaming Attacks.

Fiery Breath

The Turtigon have a S 4 Breath Weapon with Flaming Attacks.

Fiery Breath

A Celestial Dragon has a S 3 Breath Weapon with Flaming Attacks.

Fiery Breath

A Celestial Dragon has a S 4 Breath Weapon with Flaming Attacks.

Fiery Breath

A War Hydra with this upgrade has a Breath Weapon with Flaming Attacks. The S of this attack is equal to the War Hydra's remaining Wounds.

Fiery Rebirth

If the Phoenix is slain, roll a D6. On a result of a 4+, the Phoenix remains in play with a single wound, and every model in base contact suffers a S 5 hit with Flaming Attacks.

Fiery Roar

A Khemrian Warsphinx with this upgrade has a S 4 Breath Weapon with Flaming Attacks.

Fiery Zeal

The Templar Crusader and any unit he is with gain Hatred for as long as he remains in the unit.

Fight in Extra Ranks (1)

If a unit has this rule then supporting attacks can be made by one more rank than normal for each number indicated in the bracket. This rule is cumulative with other sources of Fight in Extra Ranks.

Fight or Die

All friendly units within 6" of a unit of Chekist may roll 3D6 for their Break tests and discard the highest result. If a friendly unit flees within 12" of a unit of Chekist, they may choose to open fire on that unit with their pistols. If they manage to cause a casualty, the unit will rally immediately after making their flee move.

Fights on Foot

Any Infantry unit joined by Lorenzo Lupo add +1 to their combat resolution bonus.

Filth-Encrusted Scales

The Preyton gains Natual Armour (5+).

Finians

Models with this rule roll 3D6 for Panic and Break tests, discarding the highest dice rolled. You may not have multiple Tribal Affiliations in the same army.

Fir Domain

Models belonging to the Fir Domain gain +1 armour save when using shields. You may not have multiple Tribal Affiliations in the same army.

Fire Bombs

All shots fired by a Mangonel have Flaming Attacks.

Fire Breath

This is a S 3 Breath Weapon with Flaming Attacks.

Fire Breath

All Firebellies have a S 3 Breath Weapon with Flaming Attacks.

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.

Fireglaive

Polearm/Halberd. Flaming Attacks. Magical Attacks.

Fireglaive

Armour Piercing (1).

Fireglaive (Combat)

Requires Two Hands.

Fireleech Bolas

Flaming Attacks. Quick to Fire.

Fireroot Pepper

Instead of fighting normally, Ogglethorpe may attempt to jam this murderously spicy pepper down one of his enemy's throats. Roll to hit once. If he hits, then the poor swallower of the pepper takes D3 wounds with no save of any kind allowed.

Firethrower

You may take 1-2 Firethrowers as a single Special choice.

First of the Vyrkos

Belladamma gains +1 to cast and dispel. In addition, every time she suffers an unsaved Wound, roll a D6 if she is within 6" of one more friendly Dire Wolf units. On a 3+, the Wound is allocated to one model in that unit instead of her.

Fist of Abhorash

All units of Blood Knights within 12" of Prince Vhordrai may re-roll failed charge distance rolls.

Flail

Requires Two Hands. Strength Bonus (2).

Flailing Appendages

A Hag Tree counts as having no Flanks or Rear for the purposes of Combat Resolution.

Flailing Tentacles

Immediately before Gutrot Spume attacks in the Close Combat phase, roll a D3 and add the result to the A characteristic on his profile.

Flames of Tzeentch

Flaming Attacks. Multiple Shots (D6).

Flaming Breath

The Chimera gains a S 4 Breath Weapon which has Flaming Attacks.

Flaming Breath

This gives the Great Taurus a S 4 Breath Weapon with the Flaming Attacks.

Flappas

A Pump Wagon fitted with flappas only has to take Dangerous Terrain tests if they end their move in Dangerous Terrain.

Fleeting Dance of Death

At the end of each round of close combat, Dexcessa can choose to disengage from the combat (before any Break tests are taken). If they do so, they may make a Random Move of 3D6", discarding the highest result. Dexcessa will stop within 1" of any units or impassable terrain, and may turn to face any direction of her choosing at the end of the move.

Fly (10)

Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.

Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.

Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.

Flying March
A unit that is flying can march as normal, doubling its
flying move.

Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.

Fly (5)

Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.

Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.

Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.

Flying March
A unit that is flying can march as normal, doubling its
flying move.

Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.

Fly (6)

Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.

Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.

Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.

Flying March
A unit that is flying can march as normal, doubling its
flying move.

Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.

Fly (7)

Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.

Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.

Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.

Flying March
A unit that is flying can march as normal, doubling its
flying move.

Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.

Fly (8)

Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.

Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.

Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.

Flying March
A unit that is flying can march as normal, doubling its
flying move.

Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.

Fly (9)

Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.

Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.

Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.

Flying March
A unit that is flying can march as normal, doubling its
flying move.

Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.

Fly-Infested Rotweed

Attacks targeted against the Fenbeast suffer -1 to their WS and BS,

Fog of Temptation

All enemy units within 6" of Glutos suffer -1 To Hit in close combat.

Force of Destruction

Fanatics cannot be charged, but models can move into contact with them. Any unit that does so takes 2D6 S 5 Armour Piercing (1) hits. The Fanatic model is then removed, and the unit may carry on with its move.

Force of Total Destruction

Mangler Squigs cannot be charged, but models can move into contact with them. Any unit that moves into contact with Mangler Squigs takes 2D6 S 6 hits for moving into the Squigs and a further D6 S 6 hits. The Mangler Squig model is then removed, and the unit may carry on with its move.

Forest Spirit

A model with this rule has Fear, Forest Strider, Magical Attacks, Immunity (Psychology). In addition, they have a Ward save (5+) which becomes a Ward save (6+) against Magical Attacks. However, units of Forest Spirits may only be joined by characters that are also Forest Spirits.

Forest Stalker

The Preyton gains Ambushers.

Forest Stalkers

While inside a wood, models with this rule are at an additional -1 to be Hit with missile attacks. In addition, they may deploy within 12" of an enemy unit if they do so within a wood.

Forgefire

A Runesmith and Runelord, and all friendly infantry models in a unit joined by one or more of them, gain Armour Piercing (1) for as long as they remain with the unit.

Formless Horror

At the start of each Close Combat phase, choose an enemy model in base contact with the Changeling. The Changeling may increase any or all of his WS, S, T, I and A characteristics to match those of the chosen enemy model until the end of that phase. If the chosen model has more than one value for a characteristic (as is the case with a mounted model), the Changeling may always choose the higher value. The Changeling cannot match the characteristics of an enemy that is fighting in a challenge, unless the Changeling is fighting in the same challenge.

Fortune Finders

Ganeshans may re-roll failed rolls of 1 when rolling To Hit, To Wound, and when taking armour saves and Ward saves.

Foul Ichor

If a Brood Horror is slain, all units in base contact with the Brood Horror suffer 2D6 S 2 hits, distributed as shooting attacks.

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.

Fragmentation Explosive

Each hit with a Grenade is multiplied into D6 hits. Against skirmishers and single characters on foot, is causes D3 hits. However, if a 1 is rolled when rolling To Hit, the Grenadier suffers a S 4 Armour Piercing (1) Hit himself instead.

Frantic Fervour

Ramhotep confers Frenzy onto the unit he accompanies. While he remains in the unit, the unit can never lose its Frenzy.

Freakish Mutations

If a unit of Forsaken are in base contact with one or more enemy units at the start of a Close Combat phase, roll a D6 on the Freakish Mutations Table. The effect lasts until the end of the Close Combat phase.

Raserei

Frenzied troops gain +1 A and Immunity (Psychology).

Berserk Rage
A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction.

If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy.

A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by.

Losing Frenzy
Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.

Frenzy of Violence

Any Orc unit joined by a Warchanter may re-roll 1's To Hit and To Wound in close combat.

Frost Breath

Instead of attacking normally, the whole unit can choose to breathe ice on the enemy. Each model inflicts one automatic S 4 hit with Ignores Armour Saves and Ice Attacks, distributed as hits from shooting.

Fuelled by Death

At the start of each of your turns, you may pick one friendly model within 6" and roll a D6; if the roll is greater than the model's Wound characteristics, that model is slain and Skalok regains a number of lost Wounds equal to the number of Wounds on the slain model's profile.

Fuelled by Fire

If the Great Taurus is the target of a non-physical Flaming Attack, it immediately regains 1 Wound lost earlier in the battle.

Fumes of Contagion

A Chaos Dragon has a S 2 Breath Weapon. No armour saves are allowed against Wounds caused by this Breath Weapon.

Furious Assault

Swords of Ulric receive +1 to Hit in the first round of combat.

Furnace of Hashut

The Kollossus may use the Furnace at the beginning of each of its turns. It then gains +2 M and +D6 extra attacks in close combat for the remainder of that turn. However, the Kollossus also suffers D3 S 6 hits with Ignores Armour saves at the end of that turn.

Fury of Ulric

The Priest and any unit he joins gain Hatred.

Fury of Ursun

The ferocity of the bears is such that should a unit fighting them break, they always pursue.

Fusillade

Conquistadors may attack with an extra S 4 Attack with Armour Piercing (1) in the first round of each combat, even while mounted. In addition, such is their skill that they may move and fire with their handguns.

Garland Warfare

All models with this rule may re-roll the distance they pursue a broken enemy from combat.

Gas Mask

When a model with a Gas Mask is forced to take a T test from any weapon source in Warhammer: Skaven, they get a +2 bonus for these tests.

Gaseous Demise

When a Bloated Corpse is slain, centre the small template on the model. Any model under the template must pass a T test or suffer one Wound which Ignores Armour Saves.

Geheb, God of Earth and Giver of Strength

The unit gains Strength Bonus (1).

General

Inspiring Presence
Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified.

If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6".

If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD.

If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD.

Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.

Genie Binding

A Genie may be summoned at the start of any of your turns by passing a LD test for the Sorcerer who controls the Genie. Place the Genie within 6" of the Sorcerer, at least 1" away from other units or impassable terrain. It may act normally in the turn it is summoned. If the Genie is slain, it can be summoned back in a later turn, but the Sorcerer will suffer a cumulative -1 penalty to the LD test required every time he tries to do so. However, if the Sorcerer is slain, the Genie is removed as a casualty.

Genie Master

Abdul may re-roll failed LD tests when trying to summon Genies.

Genius

You may set Leonardo's formidable intellect to each of the following problems:

• Artillery Accuracy: As long as Leonardo is within 3" of one war machine, that war machine may re-roll one Artillery Dice, Scatter Dice, or To Hit roll per turn.

• Crossbow Accuracy: As long as Leonardo is with a unit armed with crossbows, the unit may re-roll all failed rolls of 1 To Hit in the Shooting phase.

• Battle Strategy: One Core unit in the army gains Ambushers.

Get Off My Land!

Farmers within the Halfling Deployment Zone are Stubborn.

Get on Wiv it!

Any unit within range of Azhag's Inspiring Presence that fails an Animosity test must immediately re-roll the dice.

Ghostly Howl

A Ghostly Howl is a special attack that can be used against a single unit in the Shooting phase, even if the Banshee has marched, charged, or is engaged in close combat. This attack has a range of 8" and needs line of sight to its target. If the Banshee is engaged in combat, its Ghostly Howl may target a unit in base contact.

To resolve a Ghostly Howl, roll 2D6+2. For each point by which the result exceeds the target unit's LD, the target unit suffers 1 Wound which Ignores Armour Saves. Ghostly Howl is a non-physical Magical Attack and Wounds suffered from it are distributed as if from shooting.

Ghostsight

When fighting enemy Wizards, models with any sort of magic item or magical attacks, Undead, or creatures with a ward save, the Cygor may re-roll any failed To Hit rolls.

Ghurk Glott

Before rolling To Hit, nominate one of the Ghurk's Attacks as the Lashing Tentacle. This Attack has S 10 and Multiple Wounds (D6).

Giant

You may take 1-2 Giants as a single Rare choice.

Giant Explodin' Spores

If a Pump Wagon has giant explodin' spores, the first set of Impact Hits it inflicts in the game Ignores Armour saves.

Giant of Khorne

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Giant of Khorne has +1 S.

Giant of Nurgle

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Giant of Nurgle has +1 T.

Giant of Slaanesh

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Giant of Slaanesh has +1 I and Unbreakable.

Giant of Tzeentch

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Giant of Tzeentch has a Ward save (6+).

Giant Parrot

In the first round of combat, the parrot gives all enemies in base contact with Krusher -1 To Hit unless they can pass a LD test.

Giant Special Attacks

To determine what happens in each Close Combat phase, pick a unit in base contact with the Giant and roll a D6 on one of the tables. Which table you use depends on the size of the Giant's victim. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Man-sized Things Chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Big Things Chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.

Gibberer

All enemy units within 8" of the Cursed Ettin suffer -1 to their LD. This has no effect on models with Immunity (Psychology).

Gift of Tongues

When Wulfrik the Wanderer issues a challenge, your opponent cannot choose to refuse it. Furthermore, Wulfrik nominates which enemy character will accept the challenge.

Giver of Glory

If a friendly model or unit is within 12" of one or more Chaos Warshrines when they roll on the Eye of the Gods table, you may roll an additional D6 and discard a single dice of your choosing.

Glamour of Hoeth

Enemies who declare a charge against Belannaer or his unit must re-roll successful charge distance rolls.

Glorious Charge

If a unit with the majority of models having this rule makes a successful charge and wins the subsequent combat but does not break the enemy, they may attempt to disengage from the fight by passing a LD test. If successful, the unit will make a flee move away from the enemy. This does not cause Panic to friendly units, and the enemy may not pursue them. After making their flee move, the unit will automatically reform. In addition, they cause Fear on any turn that they charge.

Glory of the Elves

Once per game, declared at the start of any close combat phase, Althran and all friendly units with Martial Prowess within 6" of him gain +1 To Hit for the duration of that phase.

Gnoblar Scraplauncher

A Gnoblar Scraplauncher has a Unit Strength of 11.

Gnoblar Skewerslinger

A Gnoblar Skewerslinger has a Unit Strength of 9.

Go Get 'Em, Boy!

Hound Riders may re-roll the result when pursuing.

Gobbla

Skarsnik and Gobbla are treated as a single infantry model with a single set of wounds. Gobbla's profile is used only when he attacks.

Goblin General

If your army includes Grom, he must be the Army General. In addition you may not include any Orc, Savage Orc or Black Orc Lords if Grom is your General. An army containing Grom must include at least one unit of Goblins.

Goblin Jester

A Goblin Jester is placed in the front rank of the unit he is bought for and may never leave the unit.

Thje unit gains a +1 bonus to their LD characteristic and ignores Animosity as long as the Jester is alive.

On the downside however, Goblins are subject to Stupidity.

Enemies must re-roll successful To Hit rolls against Jesters in close combat.

At the start of each round of close combat in which a Goblin Jester is involved, roll a dice and consult the "You Annoying Little…" table.

Golgfag's Maneaters

If an army includes Golgfag's Maneaters, then Golgfag must set up with the unit, and may not leave it. No other character may join the unit.

Gone Crazy!

Mangler Squigs that make a Ker-Splat! attack Go Crazy. Once Mangler Squigs have Gone Crazy they will move in a random direction when they move in the Compulsory Moves sub-phase.

Gore Blades

When attacking the K'daai Destroyer in close combat, all 'To Hit' rolls of 1 by the enemy inflicts a S 3 hit on the attacking model(s).

Gorefeast

If this chariot's Impact Hits cause unsaved Wounds, immediately roll a D6 for each Wound caused. For each score of 4+, the chariot regains a single Wound lost earlier in the game.

Gorge on Excess

All friendly units with the Mark of Slaanesh that are within 12" of Glutos may roll a D6 for each unsaved Wound inflicted by them in close combat. For each roll of a 6, the unit regains one Wound's worth of models previously slain during the game.

Gory Offering

If any enemy models are slain by a Melusai Ironscale in close combat, any Melusai in the same unit as her gain Frenzy for the remainder of the close combat phase.

Grail Reliquae

6 Pilgrims may be upgraded to a Grail Reliquae.

Must always be placed in the centre of the front rank of the unit. Only once all the Grail Pilgrims in the unit (except the Command Group) are removed does the Reliquae itself start taking wounds.

In addition, the presence of the Grail Reliquae means that the entire unit will be affected by the Blessing of the Lady.

Grand Astromancer

Tian Shi may re-roll one Power dice on each casting attempt.

Grand Commandant

Any unit joined by Nicholas is Stubborn as long as he remains in it, and all friendly units within 6" gain +1 to their combat resolution bonus.

Grand General

Zhao Bei must be the army’s General unless Pu-Yi is also in the same army. When taking LD tests to March due to nearby enemies, attempting to Restrain from Pursuit and Reforming, all friendly units with Iron Disciple within 12" of Zhao Bei may roll 3D6 and discard the highest result.

Grand Hierophant of Khemri

If you take Grand Hierophant Khatep, he must be your army's Hierophant. He gives his unit Regeneration (5+) rather than Regeneration (6+). Additionally, Khatep restores 2D6 Wounds with the The Restless Dead Lore Attribute.

Grand Master

As Grand Master of the Righteous Spear, Juan Federico has Immunity (Psychology), and so does any unit he joins as long as he remains with it.

Grand Master of the Blood Knights

If Walach is included in your army, units of Blood Knights are taken as Special Units instead of Rare Units.

Grand Strategist

Zhuge Yi may use any Stratagems up to 24" rather than 12". In addition, any unit which uses them may roll 3D6 and discard the lowest result for the LD tests to determine whether they understood the order or not.

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.

Large Target (4)

Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.

Grandmaster

A unit of Celestial Dragon Monks joined by Cheng Long becomes Stubborn as long as he remains with it. However, he must always accept challenges when possible, and may not be the army's General.

Grappling Hooks

Models equipped with grappling hooks ignore penalties for impassable terrain like walls, rocks and buildings, but not water and the like. Note that they may still not end their move within impassable terrain.

Great Bow

Longbow.

Great Guard

One unit of Samurai Warriors in an army led by Tokudaira Ieyasu may be upgraded to Great Guard on foot for a cost of 4 points per model. Great Guard have +1 WS and S as well as Devastating Charge and Stubborn. This unit counts as a Special choice.

Great Hammer

The Kollossus gains +1 S to its Attacks. If you replace both of the Kollossus's hands with a Great Hammer, it gains +1 A as well.

Great Leap

At the start of any round of combat, before attacks are allocated or challenges issued, Eltharion may be moved to anywhere in the same combat (even leaving one unit and joining another, or becoming an independent character). He may not use this to position himself out of combat, or if he is already involved in a challenge.

Great Mawpot

A Slaughtermaster with a Great Mawpot gains Stubborn and will count as part of the crew (at Line of Sight value 2), and may never leave the unit.

Great Sultan of Araby

Khalil al-Zahir must be the army’s General. His Inspiring Presence range is increased to 18", and he also counts as having the Hold Your Ground ability like a Battle Standard Bearer. In addition, any friendly unit within 12" of him adds +1 to their Combat Resolution bonus.

Greenskin Races

Characters may only join units of the same race (such as Orc, Savage Orc, Black Orc, Goblin, Forest Goblin, Night Goblin or Snotling). Black Orc characters may still join units of Orcs, however.

Grenade Launching Blunderbuss

Armour Piercing (1). Move or Fire. Slow to Fire.

Grenades

Armour Piercing (1). Quick to Fire.

Grind Attack

At the beginning of each round of combat in which it did not charge, the Iron Daemon inflicts D6 Impact Hits.

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.

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.

Grind Attack

At the beginning of each round of combat in which it did not charge, the Doomwheel inflicts D3+1 Impact Hits.

Grinding Attack

In addition to its normal Impact Hits when charging, the Deathroller inflicts D6 Impact Hits at the start of each close combat round. If you roll a 6 when determining the number of Impact Hits, the driver has pushed the boiler beyond his limits. Roll a D6 and consult the Boiler Incident Table.

Grizzlemaw

Khorgos Khul is accompanied by his Flesh Hound Grizzlemaw into battle. They should be placed on the same base and counts as a single model for all purposes. Grizzlemaw attacks using its own profile which are not subject to any other special rules that Khorgos Khul has.

Groffe and Griffe

Reynard and his wolfhounds always move and fight together as a unit. If Reynard joins a unit, so will Groffe and Griffe.

If Reynard is slain, Groffe and Griffe will be subject to Frenzy for the remainder of the game.

If both his beloved wolfhounds are slain, Reynard immediately becomes subject to Hatred for the remainder of the game.

Grom's Waaagh!

Grom has the Waaagh! rule. When Grom calls a Waaagh!, in addition to the units that would normally be affected, every unit of five or more Goblins, Goblin Wolf Riders, Night Goblins, Forest Goblins and Forest Goblin Spider Riders in the army adds +1 to its combat resolution for the rest of the player turn.

Grombrindal has no Fear!

The White Dwarf is Unbreakable. If his chosen unit breaks and flees, for any reason, he will always stand his ground. If the unit was engaged in combat, he will stand firm and continue to fight while his unit flees, denying the foe the chance to pursue. Grombrindal can even join a unit that is not Unbreakable, this is an exception to the normal Unbreakable rules.

Gromril Armour

Models with this rule add +1 to their armour saves if they wear light, medium or heavy armour.

Growling Fury

The Priest and any unit he joins are subject to Frenzy. This does not apply to mounts.

Grudgebringer Cavalry

Morgan Bernhardt must be accompanied by a unit of Stradiots armed with hand weapons, medium armour, shields and the Defiant Quirk of Character. The unit may include a standard bearer and musician, but not any other upgrades. He may never leave this unit during the game.

Guardian of the Sacred Sites

The Green Knight is not deployed with the rest of the army, but follows the entry rules for Ambushers instead, with the following exception that he may appear in the first turn instead of the second.

When the Green Knight is awoken, he must be placed in either a forest or a water terrain piece anywhere on the table, but otherwise follows the rules for Ambushers as normal. If no forest of water feature is present, he may enter from any table edge using the normal rules.

During the game, the Green Knight may disappear at will and reappear in another location completely. If the Green Knight is within (or moves into) a forest or water terrain piece during the Remaining Moves phase, then he may instantly be removed from the table and replaced anywhere on the table within another forest or water terrain piece, facing in any direction. He may not move any further that turn. Note that he still may not end his move within impassable terrain.

Guardians

When a model with Mage-Priest Palanquin joins a unit whose front rank contains five or more models with Guardians, it must be placed in the second rank, rather than the first. If the unit's front rank is ever reduced to four or fewer models with Guardians, the model with Mage-Priest Palanquin must immediately move to the front rank (displacing rank and file models if necessary).

A model with Mage-Priest Palanquin who is in base contact with a model with Guardians is considered to be the same Troop Type as them for the purpose of 'Look Out Sir!', and cannot be targeted separately from the rest of the unit. If this combined unit is hit by a bolt thrower, the shot always hits the model closest to the bolt thrower that has Guardians. If this hit results in a casualty, resolve a hit against the next model in the bolt's path each time a casualty is caused.

Guardians of Sacred Sites

Spirits of the Fay are not deployed with the rest of the army, but follow the entry rules for Ambushers instead.

When they appear, they must be placed in either a forest or a water feature anywhere on the table, but otherwise follows the rules for Ambushers as normal. If no forest of water feature is present, they may enter from any table edge using the normal rules.

As long Spirits of the Fay remain partially within one of these terrain features, they may replace up to D3 Wounds lost earlier in to game at the end of each Close Combat phase.

Guardians of the Wildwood

If a model with this rule is in base contact with at least one enemy model with either Fear or Terror, it gains +1 A.

Guerilla Fighters

Mountain Bandits may make a free normal move (but not march) after firing in the Shooting phase. This counts as moving and shooting.

Guerilla Tactics

In any close combat phase in which a unit with this rule does not break or break their enemy, it may choose to disengage from combat instead of doing a combat reform (if the unit lost the combat they must pass a LD test just like when attempting to Reform from Defeat). If the unit manages to disengage from combat, the unit will make a Flee move as if it had broken from combat. This Flee move follows the rule for Feigned Flight (though only Fast Cavalry and Skirmishers may choose to move normally in the Remaining Moves phase after rallying). The enemy unit is not allowed to Pursue, but may make a Combat Reform as normal.

Gui le Gros

As long as Gui le Gros is alive, the unit may re-roll failed LD tests.

Hag

The Hags may never be the army’s General, and no unit may use their LD. In addition, any unit joined by a Hag Witch suffer -1 to their LD as a long as she is in the unit.

Hailshot

Blunderbusses do not suffer any penalties To Hit for firing Multiple Shots or for firing at a charging enemy.

Hailshot Blunderbuss

Armour Piercing (1). Multiple shots (3). Quick to Fire.

Hass

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Hammer Hand

The Hammer Hand is an additional Attack that is resolved at S 8 with Heroic Killing Blow.

Handmaidens

If Alarielle is with her Handmaidens then the whole unit becomes Unbreakable.

Harbinger of Pestilence

Whilst Festus the Leechlord is in a unit, all models in that unit have Poisoned Attacks.

Hard Stuff

At the start of their turn, roll a D6 and consult the Grog Lubber Table.

Harmonic Alignment

All Daemons of Slaanesh within 6" of an Infernal Enrapturess may re-roll failed Ward saves.

Harpoon Launcher

Move or Fire. Multiple Wounds (D3).

Hates Chaos

All models with this rule have Hatred against all units from Warriors of Chaos, Daemons of Chaos and Beastmen.

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.

Hatred (Beastmen)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Hatred (Bretonnia)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Hatred (Daemons of Chaos)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Hatred (Dark Elves)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Hatred (Dwarfs)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Hatred (Empire)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Hatred (Forces of Destruction)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Hatred (High Elves)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Hatred (Lizardmen)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Hatred (Monsters)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Hatred (Norse)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Hatred (Orcs & Goblins)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Hatred (Skaven)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Hatred (Slaanesh)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose. (This rule affects Slaanesh deamons or models with the Mark of Slaanesh.)

Hatred (Undead)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Hatred (Vampire Counts)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Hatred (Warriors of Chaos)

A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.

Haunter of the Dark

Mourngul's have a Ward save (4+) against non-magical attacks.

He's da Boss

If your army includes Grimgor, he must be the Army General.

Head-taker

For every character killed with a Killing Blow by Parashuruma, the Ind player receives +100 Victory Points.

Healing Elixirs

Whilst Festus the Leechlord is in a unit, all models in that unit have Regeneration (6+).

Healing Hands

A Priestess may only join units with Peasant's Duty (except Grail Pilgrims). She may be placed in the second rank of any Infantry unit she joins, rather than the first. In addition, any unit the Priestess is with (but not herself) gains Regeneration (6+).

Heart Strike

Against Monstrous Infantry, Monstrous Beasts and Monsters, Rangers have Heroic Killing Blow with their bow, though armour saves may be taken as normal.

Heavenly Creature

Enemy units in base contact with Neferata suffer a -2 penalty to their LD.

Heavy armour

Heilige Reliquie

A Mikoshi Shrine, and any unit of Warrior Monks joined by it, has Stubborn. Unlike other Shrines, it does not need to be in the front rank of the unit.

Hekarti's Blessing

A Wizard with this rule adds +1 to all attempts to cast spells.

Hellfire

The Bloodthirster gains a S 5 Breath Weapon with Flaming Attacks.

Hellish Frenzy

A K'daai Destroyer is subject to Frenzy and gains +D3 A each turn, rather than +1 whilst it remains Frenzied.

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.

Herald of Cosmic Events

Roll a D6 at the start of each friendly Magic phase. On a roll of 2-6, Tetto'Eko's calculations are correct and the cosmic event occurs; all friendly Wizards within 12" must re-roll power dice rolls of a 1 this phase. However, on a roll of 1, the Chaos Moon has corrupted Tetto'eko's calculations and all friendly Wizards within 12" casting a spell must re-roll any of the power dice that roll a 6 this phase.

Herald of Despair

Enemy units in base contact with Nekaph roll one additional dice when taking a LD test, discarding the lowest result. This has no effect on units with Immunity (Psychology).

Hero of Albion

For every unsaved wound caused by Cormac Chath in Close Combat, all friendly units in combat within 6" receive +1 to their combat resolution bonus (to a maximum of +3).

Heroic Killing Blow

If a model with Killing Blow rolls a 6 to wound in close combat, they automatically slay their opponent – regardless of the number of wounds on the victim's profile. Armour saves and regeneration saves cannot be taken against a Killing Blow. Ward saves may be taken as normal.

Heroic Killing Blow is effective against all troop types except Swarms.

Note that if a Killing Blow attack wounds automatically, then Killing Blow does not come into play. Unless otherwise specified, Killing Blow applies only to close combat attacks.

For the purposes of combat resolution, successful Killing Blows score the same amount of Wounds as the slain model had remaining until the point of the Killing Blow was inflicted.

Unless specified, Killing Blow only applies to the model's normal Close Combat attacks.

Hidden Blade

The Assassin gains Killing Blow.

Hide in units

Fanatics deploy following the rules for Hidden models. However, they are not revealed like other Hidden models, but instead follow the rules in Release the Fanatics!.

Hieroglyphs of Protection

The War-Barque and friendly units within 6" of a War-Barque have a Ward save (6+).

High Druid

Dural Durak may reroll all Power Dice when casting a spell once per turn, as long as it wasn't a Miscast result. This is done after resolving any Unlimited Power rolls.

High King

Thorgrim must be the army General. Furthermore, if he is slain, all friendly models from Warhammer: Dwarfs immediately gain Frenzy.

High Martriarch

Bertha must join a unit of Sisters of Sigmar if possible. In addition, the unit becomes Stubborn while she remains with it.

High-Powered Engine

The Kollossus gains the following bonuses to its profile: +1 M, +1 S, +1 A.

Hoardmaster

Unless Greasus is fleeing, all friendly units within 18" of Greasus (including the Overtyrant himself), add +1 to their combat result scores.

Hobgoblin Animosity

Units with this rule must roll a D6 and consult the Hobgolin Animosity Chart in the Charge sub-phase after all other charges have been declared, unless they have declared a charge, are already in combat, fleeing, or have less than 5 models.

Hobgoblin Overseer

The Hobgoblin Overseer follows the rules for normal unit Champions; with the following exceptions: the Overseer is always placed in the rear rank of the unit, and may be the only model in that rank. In addition, the unit must take a LD test at the start of each of their turns. If failed, the Slaves are refusing to follow the Overseer's orders, and the unit will suffer D6 S 3 Hits.

Hobgoblin Spear Chukka

You may take 1-2 Hobgoblin Spear Chukkas as a single special choice.

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.

Hold the Line!

While this character is in a unit, the unit rolls 3D6 for any Break test it is required to take, and uses the two lowest scores.

Holy Fervour

All friendly Empire units have Hatred whilst within 6" of the War Altar of Sigmar.

Holy Man

The Holy Man counts as being part of the unit's Command Group, and is the last model to be removed, after Champions. A unit with a Holy Man is subject to Hatred.

Hook Halberd

Halberd. Against Ca and MC, attacks made with a hook halberd gain +1 To Hit.

Hooked Spine

The Dread Maw gains Devastating Charge.

Horselords

Steppe Nomads may re-roll the dice to see what distance they move for any pursuit or flee roll.

Hot Warplead

The Ratling Gun crew does not suffer any penalty due to Multiple Shots.

Roll an Artillery Dice to determine number of shots fired. After the first Artillery Dice is rolled, you can now decide whether to stop or to roll an additional Artillery Dice, and repeat the process up to a maximum of 3 Artillery Dice. In case a Misfire is rolled, roll a D6 and consult the Ratling Gun Misfire chart, no further Artillery Dice may be rolled.

Hugely Resilient

Whenever Ilja is reduced to zero wounds roll a D6. On a 1-3 he is killed as normal, but on a 4-6 the fact that Ilja should be dead does not register in his battle craved mind and he completely ignores the injury. Return Ilja to 1 wound. This rule has no effect against attacks that kills him outright.

Hugo le Petit

If Hugo scores a hit with his powerful bow, the arrow hits with a S of 5.

Human Chains

Flayerkin may scale buildings and walls as if they were open terrain. In addition, they ignore penalties for fighting enemies behind defended obstacles.

Hunt-father

Jhared may re-roll failed To Hit and to Wound rolls of 1 when fighting War Beasts, Monstrous Beasts, Monstrous Cavalry and Monsters. In addition, he ignores Terror caused by Monsters.

Hunter

A Hunter with a mount loses Scouts.

Hunter of Champions

As soon as Wulfrik the Wanderer is placed on the tabletop, nominate one enemy character in your opponent's army – this is the champion Wulfrik has journeyed to challenge. Against the chosen character, Wulfrik always Hits and Wounds on a 2+ and gets Killing Blow.

Hunter of the Evil and Wicked

The Ammut may re-roll failed To Wound rolls against models from the Forces of Destruction.

Hunter's Mount

When mounted on Gwindalor, Naestra and Arahan re-roll all failed To Hit rolls when making shooting attacks.

Hunting Party

If Reynard joins a unit of Mounted Yeomen, the unit will follow Reynard's example and become subject to The Knight’s Vow for as long as he remains with it.

Hunting Team

The models in a unit of Night Goblin Squig Hunters may be armed with number of different weapons. This is represented by including one or more models with that weapon in the unit. If the unit includes Nets the unit follows the rules for Netters. If the unit includes Clubs all models fight with +1 S in close combat. If the unit includes Prodders all models gain Fight in Extra Ranks (1).

Hymns of Malice

If Sturmjarl is in a unit with Blood Rage, then the unit is subject to Hatred.

I Will Taunt You Viciously a Second Time

All enemy models unfortunate enough to be within 6" of Jules suffer a -1 penalty to Hit rolls in close combat

Iaijutsu

A Kensai must always issue and accept challenges if possible. At the start of each round of close combat, he may choose to utilize one duelling technique. He may not use the same technique two rounds in a row.

Ice Attacks

Models with Ice Attacks cause all enemy models in base contact with them to be subject to Always Strikes Last. Spells or missile attacks that are Ice Attacks cause the enemy to be subject to Always Strikes Last until the start of your next turn if they are successfully cast or Hit. Models with Ice Attacks have Immunity (Ice Attacks).

Unless otherwise stated, a model with this rule has Ice Attacks for both shooting and close combat, (though any spells cast by the model or special attacks are unaffected).

Ice Breath

Ice Breath is a Breath Weapon Attack. Hits are resolved at S 4 with Ignores Armour saves and Ice Attacks. Any hits are distributed as hits from shooting.

Ice Breath

Rimespeakers have a S 3 Breath Weapon with Ice Attacks and Magical Attacks.

Ice Mammoth

An Ice Mammoth has a Unit Strength of 16 (19 with an additional Ogre Beast Rider).

Icon of Ptra

An Icon of Ptra contains the spell Shem's Burning Gaze.

If I cannot Rule, None Shall Rule!

At the start of each of your turns, roll a D6; on a 5+, the enemy General cannot make use of their Inspiring Presence ability until the start of your next turn.

Ignore Goblin Panic

Orc Slaves treat Goblin Slaves as Expendable.

Ignores Armour Saves

If a model has this rule, no armour saves may be taken at all, unless otherwise noted.

Ignores Cover

If a model's shooting attacks Ignore Cover, they ignore To Hit penalties imposed by soft cover, hard cover and obstacles (other To Hit penalties apply as normal).

Immense Pride

While fighting in a challenge, Crom may re-roll To Hit and To Wound rolls.

Immunity (Psychology)

Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.

Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.

Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology
test).

Immunity (Fear)

Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.

Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.

Immunity (Flaming Attacks)

Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.

Immunity (Ice Attacks)

Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.

Immunity (Lightning Attacks)

Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.

Immunity (Multiple Wounds)

Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.

Immunity (Panic)

Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.

Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.

Immunity (Poisoned Attacks)

Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.

Immunity (Terror)

Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.

Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.

Impact Hits (1)

The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.

Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.

Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.

Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.

Impact Hits (2D6)

The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.

Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.

Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.

Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.

Impact Hits (D3)

The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.

Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.

Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.

Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.

Impact Hits (D3+1)

The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.

Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.

Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.

Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.

Impact Hits (D6)

The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.

Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.

Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.

Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.

Impact Hits (D6+1)

The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.

Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.

Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.

Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.

Impact Hits (D6+2)

The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.

Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.

Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.

Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.

Impact Hits (D6+3)

The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.

Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.

Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.

Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.

Impale

Unicorns gain +1 Strength to their Impact Hits.

Impale

Unicorns gain +1 S to their Impact Hits.

Impale

Unicorns gain +1 S to their Impact Hits.

Impale

Dark Pegasi gain +1 S to their Impact Hits.

Impale Attack

The Qilin's gain +1 S when making Impact Hits.

Impale Attack

A Kirin gains +1 S to its Impact Hits.

Impenetrable Defence

Eltharion has Dodge (5+) and Immunity (Killing Blow).

Impervious Defence

For the purposes of calculating combat result bonuses, a Bastiladon counts as having no flanks or rear.

Impetuous

After charges have been declared, if any Impetuous units did not declare a charge but are within charge range of an enemy, then they must take a LD test to restrain themselves from charging. If this test is failed, they are forced to charge. If the test is passed, they may move normally.

So reckless are the Knights Errant that whenever they charge, they are Immune to Psychology and may re-roll one of their charge distance dice.

Impetuous

If Ceithin-Har can declare a Charge during the Charge sub-phase, he must do so unless he passes a LD test.

Impetuous

Ungorr, and any unit he joins, gains Vanguard.

In Death There is Life

All friendly Daemons of Nurgle get Regeneration (6+) while they are within 8" of Horticulous Slimux.

Unerschütterlich

Models with this rule have Immunity (Psychology) and pass Break tests automatically. However, they may never choose Flee! as a charge reaction.

Characters that are Unbreakable may only join units that are also Unbreakable, and characters that are not Unbreakable are not permitted to join units that are Unbreakable (even if a character is Unstable or was to become temporarily Unbreakable for some reason).

Instabil

Unstable units are Unbreakable, and suffer one extra Wound for every point they have lost of the round of combat by, with no saves of any kind permitted against these wounds. If an Unstable unit would normally be eligible to be Steadfast, they instead suffer 1 less Wound than they would normally do.

Unlike Unbreakable units, Unstable characters may join Unstable units. If an Unstable unit also contains Unstable characters, the controlling player first allocates wounds to the unit, then divides any remaining wounds (if any) as equally as possible amongst the characters.

Infernal Engineer

One war machine or Hellcannon that is within 3" of the Deamonsmith can use his BS or re-roll one artillery dice or scatter dice during each Shooting phase. 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 Daemonsmith are fired.

A Deamonsmith 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 resolved instead against the nearest friendly war machine.

Infernal Iron

All Wizards within 12" of Skaarac suffer a -1 penalty when casting spells.

Infested

When a Terrorgheist with this upgrade is removed as a casualty, all units that were in base contact (friend or foe) take 3D6 S 2 hits.

Inner Rage

Once Lokjar suffers his first unsaved Wound, he will be subject to Frenzy for the rest of the battle.

Insane

Don Lomente may never be the army’s General. To determine what the Don Lomente will do roll a D6 at the start of the Movement phase and consult the Insane chart.

Insane Bloodlust

The Preyton gains Frenzy.

Insatiable Appetite

At the start of the game, after all models in both armies have been deployed, the Halfling player must roll a D6 for each of his units and consult the Before Battle Meal table. The effects of the meal last for the duration of the game. Chariots, war machines and characters outside units never roll for Insatiable Appetite. Likewise, mounts are never affected either.

Inseparable

Ulli and Marquand must remain with each other at all times, following the rules for Characters forming their own unit, though they may still join other units as normal. If one of them should be removed as a casualty, the surviving model will be subject to Hatred for the remainder of the game. However, neither of them may ever be the Army General.

Inspiring Presence

Friendly units within 6" of Vorn may use his LD as if he was the army’s General.

Instinctive Defence

If charged, a Razordon Hunting Pack must Stand and Shoot if it is able to do so. However, when calculating the number of shots fired, each Razordon can re-roll the artillery dice.

Invincible Swordsman

Aenur always hits his opponents on a roll of 2+ in close combat.

Invocation of Thunder

Once per game, at the beginning of any of your turns, Erik may call upon the Invocation of Thunder. The effects of the Invocation last until the start of the next Norse turn. All missile fire during this time suffers -1 to hit. One enemy unit of your choice suffers D6 S 4 hits which Ignores Armour saves.

Iron Discipline

Units with this rule count as having one more rank than normal for the purpose of combat resolution, up to a maximum of +4. Note that you still need to have at least one complete rank of 5 or more models for this rule to have any affect.

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 Rhinox

The Iron Rhinox has Natural Armour (4+), Frenzy and Impact Hits (D3+1), and a S 2 Breath Weapon with Armour Piercing (2).

Iron-hard Hooves

An Imperial Pegasus with this upgrade re-roils failed To Wound rolls.

Iron-hard Hooves

A Pegasus with this upgrade re-roils failed To Wound rolls.

Iron-hard Hooves

An Imperial Pegasus with this upgrade re-roils failed To Wound rolls.

Iron-hard Skin

The Manticore gains Natural Armour (4+).

Iron-hard Skin

The Manticore gains Natural Armour (4+).

Iron-hard Skin

The Chimera gains Natural Armour (4+).

Iron-hard Skin

The Manticore gains Natural Armour (4+).

Ironblaster

An Ironblaster has a Unit Strength of 8.

Irresistible Challenge

Enemy characters who refuses a Challenge from Shalaxi Helbane suffer D3 S 5 Hits with no armour save allowed.

It's Lunch Time!

At the start of the Halfling player's turn the Master Chef may stir his stew and add some of his secret spices to it. Roll the scatter dice to determine in which direction the wind takes the aroma. All Halfling units up to 12+2D6" from the Chef that it passes through are affected by the chosen spice.

Javelins

Armour Piercing (1). Quick to Fire. Volley Fire.

Javelins (Poisoned Attacks)

Armour Piercing (1). Quick to Fire. Volley Fire. Poisoned Attacks.

Jezzail

Jhared the Red

If Jhared picks a mount, he loses Scouts.

Joyous Battle Fury

Dexcessa receives +1 A for each round of close combat after the first, for as a long as they remain in close combat (to a maximum of 10 A total).

Jungle Spirit

Nakai may never join any unit. Nakai always appears using Ambushers, with the following exception; he will always appear from a wood, swamp or water terrain feature rather than the table edge if able to.

Kabuki Dance

You must choose one of the two dances for the kabuki Dolls to perform at the start of each close combat phase. Each effect lasts for the duration of the close combat round.

Kairos Fateweaver Magic

At the start of each Magic phase, decide which head Kairos is using this turn. He may only cast spells known to that head during this turn.

Karanak

Karanak may not be the army's General, but may join units of Flesh Hounds.

Katana

A Katana counts as a hand weapon. The wielder may choose to use it as a two-handed weapon which Requires Two Hands. If they choose to do so, they gain +1 S, though this extra S does not inflict any additional penalties on armour saves.

Keep Your Enemies Closer

If your army includes Grimgor, then you may never deploy Borgut further than 6" from him when setting up your army.

Keine Ruhe den Gottlosen

When casting the Invocating of Nehek spell on a unit with Ethereal, Lady Olynder may restore D3 lost Wounds rather than 1.

Ker-splat!

If the Mangler Squigs' move would bring them into contact with another unit, then they move through rather than stopping. If the Mangler Squigs' move would end within a unit, then they automatically bounce through it – place the Mangler Squigs 1" beyond the unit, in the direction in which they were moving.

When Mangler Squigs move through a unit (friend or foe) they inflict 2D6 S 6 hits.

Khaine's Sacred Slaughterer

Each time Tullaris inflicts a successful Killing Blow, he and his unit gains a +1 bonus to their combat resolution score, in addition to any wounds inflicted by him.

Khainite

Characters who are Khainites (except models deploying using Hidden) may only join units which are also Khainites, and characters who are not Khainites may not join Khainite units.

Khar-mel's Curse

All enemy units within 6" of Khar-mel suffer a -1 modifier to their To Hit rolls for both close combat and missile attacks, as well as -1 to any armour, Ward or Regeneration saves they might have.

Khar-mel's Luck

Khar-mel may re-roll failed Ward saves.

Khemric Titan Special Attacks

In order to determine what happens, each Close Combat phase that the Khemric Titan is in combat, pick a single unit in base contact and roll a D6 on the Khemric Titan Special Attacks Table

Khepra Beetles

Enemy units in base contact with the War-Barque suffers 2D6 S 2 hits at the start of each close combat phase.

Kick'em in the Shins!

Lords of the Harvest gain +1 To Hit in Close Combat.

Killing Blow

If a model with Killing Blow rolls a 6 to wound in close combat, they automatically slay their opponent – regardless of the number of wounds on the victim's profile. Armour saves and regeneration saves cannot be taken against a Killing Blow. Ward saves may be taken as normal.

Killing Blow is only effective against Infantry, Cavalry and War beasts. Against other troop types, a successful Killing Blow only inflicts one Wound which Ignores Armour saves and Regeneration.

Note that if a Killing Blow attack wounds automatically, then Killing Blow does not come into play. Unless otherwise specified, Killing Blow applies only to close combat attacks.

For the purposes of combat resolution, successful Killing Blows score the same amount of Wounds as the slain model had remaining until the point of the Killing Blow was inflicted.

Unless specified, Killing Blow only applies to the model's normal Close Combat attacks.

Killing Stroke

Killing Stroke may be used when fighting in a challenge, after having resolved all the High Gladiatrix' normal attacks. Roll a D3, if the roll is higher than the remaining Wounds of her opponent, they lose all their remaining Wounds, with no saves allowed.

Kin of the Bear God

All models with this rule always re-roll failed Panic tests.

King of the Wolfkin

If Fenrir is your Army General, Ulfwerenar count as Core Units instead of Special Units. In addition, all friendly units of Ulfwerenar and Skin Wolves within 12" of Fenrir may re-roll their charge distance results (including Counter-Charges).

King Phar the Proud

King Phar has to be the army’s General. No other Tomb Kings (including Special Characters) are allowed in an army lead by King Phar.

King's Guard

If the unit is joined by the army's General the unit gain Immunity (Fear/Terror). This lasts as long as the General is in the unit.

Knife Fighter Extraordinaire

Johann has Multiple Shots (3), which is increased to Multiple Shots (6) if he has not moved earlier this turn.

Knitting Flesh

The Werebeast gains Regeneration (4+).

Kraggi, Assitant at the Forge

Kraggi is represented on the tabletop by a separate miniature that always remains as close as possible to Thorek’s Anvil of Doom. The model itself plays no part in the game; if it gets in the way, simply move it to one side. If Thorek is slain, Kraggi is also removed.

Thorek can re-roll a single dice on a failed attempt to cast one of the innate bound spells of the Anvil of Doom per turn. If this re-rolled dice rolls a 1, Kraggi has done something wrong and Thorek takes a S 10 hit. Kraggi is then removed from play and the Kraggi, Assistant at the Forge rule cannot be used again for the rest of the game.

Leben ist wertlos

Skaven can voluntarily target ranged attacks at enemy units engaged in close combat with Skavenslaves (but no other friendly troops) even if they are further than 4" away. However, if they do so, they will hit their Skavenslaves on To Hit rolls of both 1's and 2's rather than just 1's.

Leben ist wertlos

Skaven can voluntarily target ranged attacks (including templates) at enemy units engaged in close combat with Skavenslaves (but no other friendly troops) even if they are further than 4" away. However, if they do so, they will hit their Skavenslaves on To Hit rolls of both 1's and 2's rather than just 1's.

Lasst die Hunde los

At the start of any Movement phase, you may choose to release the Hobhounds. If you do so, the Hobhounds will form a separate unit from the Packmaster, and act independently from then on. Once the Hobhounds are released, they will be subject to Frenzy.

Lamprey's Bite

Close combat attacks a Screamer makes against Monsters cause Multiple Wounds (D3). This has no effect on Animated Constructs or Forest Spirits.

Speer

Lance (Mounted)

Strength Bonus (2), +2 I (Both, only in the turn the unit charges and only against the charged unit).

Large Target (10)

Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.

Large Target (2)

Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.

Large Target (5)

Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.

Large Target (6)

Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.

Larval Shafts

If a model with this rule rolls a natural 6 To Hit with their bows, that Attack automatically Wounds with Multiple Wounds (D3).

Lash Tail

The Jabberslythe gains +1 A.

Lash Tail

The Brood Horror gains +1 A.

Lavathrower

The Kollossus gains a S 5 Breath Weapon with Flaming Attacks and Ignores Armour saves.

Leadbelcher Gun

Armour Piercing (1). Multiple Shots (D6). Slow to Fire. Leadbelcher guns ignore the To Hit modifiers for Multiple Shots.

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.

Leechloam

During any turn in which one or more spells from the Lore of Life or Lore of the Truthsayers is successfully cast within 12", the Fenbeast gains +1 S.

Legendary Geisha

Any friendly unit joined by OSayumi may re-roll all failed LD tests. Against enemy characters, O-Sayumi may re-roll failed rolls To Wound, and has Killing Blow.

Leprous Form

Morbus causes Fear, even against friendly models.

Lethal Shot

Models with this rule have Killing Blow with missile attacks from their bows.

Life Eater

Roll a D6 for each Wound inflicted by Skaarac in close combat. For each result of a 6, he may restore one Wound previously lost during the battle.

Lifebloom Silt

The Fenbeast may re-roll failed Regeneration results of 1.

Light armour

Lightning Attacks

Lightning have Ignores Armour saves against all armour types except Natural Armour.

Unless otherwise stated, a model with this rule has both Lightning shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).

Lileath's Blessing

A Wizard with this rule adds +1 to all dispel attempts.

Liquid Fortification

As long as Bugman is alive, roll a D6 at the start of each friendly turn and consult the Liquid Fortification chart to see what effects his draughts have upon himself and any unit he has currently joined.

Lithe and Swift

Syll'Esske may re-roll failed charge and pursuit rolls.

Living Damnation

At the start of each of his turns, Mordrek must roll a D6 for his WS and A characteristics, as well a D3 for his S and T and characteristics, and add the result to his profile.

Living Saint

Isabella, and all friendly units within 12" of her, have Immunity (Psychology). In addition, she may re-roll the casting result when using her Prayers.

Locus of Abjuration

This model, and all models in his unit, have Magic Resistance (2).

Locus of Beguilement

Any enemy unit in base contact with this model, or a model in her unit, are subject to Always Strikes Last.

Locus of Change

At the start of the turn, roll a D6. This model, and all models in his unit, have a S value equal to the result until you roll again.

Locus of Conjuration

Spells cast by this model, and any models in his unit, are resolved at +1 S.

Locus of Contagion

If this model, or any model in his unit, scores a 6 To Hit in close combat, the target immediately suffers an additional automatic hit resolved at S 4.

Locus of Fecundity

This model, and all models in his unit, have Regeneration (6+).

Locus of Fury

This model, and all models in his unit, have Frenzy (note that this Frenzy is not lost if the unit loses a round of combat).

Locus of Grace

This model, and all models in her unit, automatically pass Dangerous Terrain tests, "Look Out Sir!" tests and characteristic tests (but not LD tests).

Locus of Power

For each friendly Anvil of Doom on the battlefield at the start of any Magic phase, add one dice to both your power and your dispel pool.

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.

Locus of Swiftness

This model, and all models in her unit, have Always Strikes First.

Locus of Transmogrification

When a model with Split in this model's unit is slain, you may re-roll dice results of 1-3 to see if it turns into two Blue Horrors.

Locus of Virulence

This model, and all models in his unit, automatically wound in close combat on a To Hit roll of 6+.

Locus of Wrath

This model, and all models in his unit, have Hatred.

Loners

The only unit a Night Goblin character mounted on a Great Cave Squig is allowed to join is a Squig Hopper unit. He is allowed to do this even though characters are not normally allowed to join Squig Hopper units.

Look-Out

A character within 6" of a unit with a Look- Out may re-roll failed "Look out, Sir!" tests, and characters in the unit may use the rule even if they are below 5 models.

Look-out Gnoblar

Any character or champion in a unit with a Look-out Gnoblar benefits from the 'Look Out Sir!' as long as there are three rank and file models of the same troop type remaining in the unit.

Loping Stride

A model with this upgrade has adds +1 M to its profile.

Lord of Hoeth

If Eltharion is your General, you may take one unit of Swordmasters as a Core choice. Any unit of Swordmasters joined by Eltharion becomes Stubborn.

Lord of Nurglings

All friendly Nurgling units within 12" of Morbidex Twiceborn have Regeneration (6+).

Lord of the Ba'hal

All Bull Centaurs, Bull Centaur Renders and Bull Centaur Tau'ruks within 12" of Shar'tor may re-roll failed charge ranges.

Lord of the End Times

If you take Archaon, he must be your army General. His Inspiring Presence has a range of 18". Any Battle Standard in his army is not allowed to have a Mark of Chaos.

Lord of the Goretide

All friendly units with the Mark of Khorne within 12" of Khorgos Khul may re-roll failed To Hit rolls of 1.

Lord of the Hold

If Alrik is included in your army he must be your army General (unless Thorgrim Grudgebearer is also included).

Lord of the Monstrous Horde

If your army includes Throgg, units of Chaos Trolls count as Core choices instead of Special choices, and at least one unit must be included.

Lord of the Tunnels

Up to 2 units of Miners may be taken as Core choices in an army led by Brok. In addition, when using Underground Advance, these units may re-roll the dice each turn to see if they arrive on the battlefield.

Lord of Torment

If one or more enemy units failed a Panic or Break test during the previous turn (after any re-rolls for special rules such as a Battle Standard Bearer's Hold Your Ground! rule), Be'lakor receives D3 additional power dice in the Magic phase, which only he can make use of. Any unused power dice are discarded at the end of the Magic phase as normal.

Lords of Nurgle

The Glottkin, and all other friendly models within 12" that have Mark of Nurgle, re-roll failed charge distances. In addition, if the Glottkin are ever required to roll on the Eye of the Gods table, do not roll any dice. Instead, the Glottkin always count as having rolled the Aura of Chaos reward.

Loremaster (Hedge Magic)

A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.

Loremaster (Lore of Athel Loren)

A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.

Loremaster (Lore of Death)

A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.

Loremaster (Lore of Fire)

A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.

Loremaster (Lore of Heavens)

A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.

Loremaster (Lore of Ice)

A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.

Loremaster (Lore of Metal)

A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.

Loremaster (Lore of Necromancy)

A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.

Loremaster (Lore of Nehekhara)

A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.

Loremaster (Lore of Slaanesh)

A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.

Loremaster (Lore of the Great Maw)

A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.

Loremaster (Lore of the Little Waagh!)

A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.

Loremaster (Lore of Tzeentch)

A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.

Loss of Control

At the end of any phase in which a Doomwheel, that is not in close combat or fleeing, takes a wound, the Skaven player must take a Loss of Control test. Roll a D6 for each wound suffered in that phase. On the roll of a 1, the Doomwheel goes immediately Out of Control as detailed in the Doomwheel Misfire chart.

Loss of Heads

Once the Turtigon is reduced to 3 W, the number of A drops to 2. In addition, the strength of the Turtigon’s breath weapon is reduced to S 2.

Loss of Heads

For each Wound the War Hydra has lost during the battle (after any Regeneration rolls are made), it loses one Attack.

Louen Leoncoeur

If Louen is in your army, he must be the army's General.

Lowborn Caste

Members of the Lowborn Caste are treated by units from the Noble Caste or the Warrior Caste as being Expendable.

Loyal Bond

Whenever Imrik takes an unsaved Wound, Minaithnir will become subject to Hatred against the model or unit that inflicted the Wound for the remainder of the turn.

Luck-Gnoblar

An Ogre with a Luck-Gnoblar may re-roll a single Armour or Ward save, once per battle.

Lucky

Stepan Rasin allowed to re-roll any dice roll he makes. He may make up to three re-rolls during the battle.

Lucrezzia's Kiss

At the start of the battle, one character in your army may be given Poisoned Attacks.

Lumbering

Models with this rule automatically fail any I test they are forced to make.

Lumbering and Unstoppable

When charging, the Iron Daemon can only do so in a straight line forward, with no wheeling allowed, and it does not use Swiftstride. If a double 1 is rolled for its charge distance, then something has gone wrong and the Iron Daemon does not move at all this turn. Iron Daemons cannot overrun or pursue in combat if they destroy or rout their foes.

Lysippe's War Cry

Whenever Lysippe charges, she causes Fear. In addition, any unit charged suffers -1 to their WS and BS when being charged by her. This has no effect on models with Immunity (Fear).

Mace Tail

This gives the Lammasu +1 A.

Mad Sorceror

Before Abdul attempts to cast any spell besides the Lore's Signature spell, you must first roll a D6 to determine which spell he may cast at this time. The resulting spell is otherwise cast as normal. In addition, Abdul may never be the Army General, nor may any unit he joins use his LD.

Mage-lord of Hexoatl

Lord Mazdamundi has Loremaster for whichever Lore of Magic he chooses to select spells from, and can use one more power dice than normal when casting spells.

Mage-Priest Palanquin

The Palanquin gives the Slann Mage-Priest a Ward save (4+) and Strider. Additionally, while they have the troop type Monstrous Infantry, they are never considered to be ‘models on foot' for the purposes of spells, magic items and special rules.

Magic Mushrooms

Each time they attempt to cast a spell, after the casting dice have been rolled a Night Goblin Shaman may eat a Magic Mushroom. This adds D6 to the casting result. This dice does not count as a power dice, and cannot contribute to Unlimited Power. However, if you roll a 1 on this dice you must roll a further D6. On a roll of 4+ nothing else happens, but on a roll of 1-3 the Shaman suffers a wound with no armour saves allowed, and the spell automatically fails.

Magic Resistance (1)

A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts.

If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.

Magic Resistance (2)

A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts.

If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.

Magic Resistance (3)

A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts.

If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.

Magic Resistance (4)

A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts.

If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.

Magic Standard for State Troops

For each General of the Empire your army includes, one unit of State Troops with a Standard Bearer may take a Magic Standard worth up to 25 points.

Magical Storm

All missile fire directed at a Coatl suffers a -1 penalty to hit.

Magical Storm

All missile fire directed at a Coatl suffers a -1 penalty to hit.

Magical Void

Luthor Harkon may be the Army General even though he is not a Wizard. In addition, he generates dispel dice like a Level 4 Wizard on a 5+ rather than a 6.

Mahout

The War Elephant may re-roll failed Stampede tests.

Mahout Expert

The War Elephant may re-roll failed Stampede tests.

Maiden's Chant

In the shooting phase, a unit of Dark Maidens may target one enemy unit within 18" and their line of sight. The unit must take a LD test with a -2 modifier. For every point above their LD the test shows, the enemy unit suffer 1 Wound with no save of any kind allowed.

Mainstay

If your army General is a Clan Moulder Character, the requirement to take Clanrats does not apply.

Mainstay

If your army General is a Clan Moulder Character, the Mainstay rule for Giant Rats does not apply.

Mainstay

You may not have more of any other type of Core Unit than you have units of Clanrats.

Mainstay

If your army General is a Clan Pestilens Character, the requirement to take Clanrats does not apply.

Mainstay

If your army General is a Clan Eshin Character, the requirement to take Clanrats does not apply.

Meister der Schlacht

If a Grand Master joins a unit of his Knightly Order, the unit gains Immunity (Psychology) for as long as he remains with the unit.

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.

Maleficent Gaze

Once per Shooting phase the Basilisk may select one model within 18", line of sight and not in combat. This may be a single model within a unit so long as it is in the front rank or may otherwise be clearly seen. Roll to hit against the target as normal for a shooting attack. If this is successful roll a D6 and use the Maleficent Gaze table to determine the effect.

Mammoth Attacks

When the Ice Mammoth attacks, roll on the appropriate table to determine its action. If no suitable target is in base contact, roll again on the chart until you get another result. Roll on the Man-sized Things Chart table when fighting Swarms, Infantry, Cavalry or War Beasts. Roll on the Big Things Chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.

Mammoth Attacks

When the Ice Mammoth attacks, roll on the appropriate table to determine its action. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Man-sized Things Chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Big Things Chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.

Mammoth Attacks

When the War Mammoth attacks, roll on the appropriate table to determine its action. If no suitable target is in base contact, roll again on the chart until you get another result.

Man Catcher

A model armed with a Man Catcher has Killing Blow.

Man Scyther

The Cursed Ettin loses Hammer Hand but gains Impact Hits (D6+1) and +1 A.

Mantlets

Units with mantlets must place them on separate bases in front of the unit. Every model in the front rank must have a mantlet base in front of it, which must also be set up within the army's deployment zone. A unit with mantlets gains a 4+ armour save against missile attacks to its front arc (except attacks that fire like a stone thrower). However, if the unit moves or reforms during the game, the mantlets are removed from play.

Marid

A Marid has Magic Resistance (2) and Immunity (Ice Attacks). They can cast the spell Iceshard Blizzard from the Lore of Heavens as an innate Bound Spell, power level 7.

Mark of Asuryan

If Caradryan is slain in close combat, the unit that killed him immediately suffers D3 Wounds with no armour saves allowed. These Wounds are distributed as for shooting attacks. Any Wounds inflicted count towards combat results. If Caradryan is killed in a challenge, then only his opponent takes these Wounds – any excess Wounds caused by the Mark of Asuryan count towards overkill.

Mark of Death

Secretly nominate one enemy character to be Maria's chosen target. Against this character, she has Killing Blow.

Mark of Hashut

Zealot Berzerkers have Ward save (5+) and Immunity (Flaming Attacks).

Mark of Khorne

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

Models with the Mark of Khorne have Frenzy.

Mark of Khorne

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

Forsaken of Khorne have Hatred.

Mark of Khorne

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

The unit is subject to Frenzy.

Mark of Khorne

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

The unit's models gain Strength Bonus (1) when charging.

Mark of Nurgle

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

Forsaken of Nurgle have Fear.

Mark of Nurgle

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

Models with the Mark of Nurgle add +1 to their T and suffer -2 to their I (to a minimum of 1).

Mark of Nurgle

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.


Models with this Mark add +1 to their T but suffer -2 to their I (to a minimum of 1).

Mark of Nurgle

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

The unit's models gain Poisoned Attacks.

Mark of Slaanesh

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

Models with the Mark of Slaanesh have Immunity (Psychology) and Stubborn.

Mark of Slaanesh

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

The unit's models gain Always Strikes First.

Mark of Slaanesh

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.


The unit gains Immunity (Psychology) and Stubborn.

Mark of Slaanesh

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

Forsaken of Slaanesh have Swiftstride.

Mark of the Bear God

Models with the Mark of the Bear God gain Devastating Charge.

Mark of the Bear God

If Boris Bokha is the General of your army then any units of Kossars present in the army may be designated Mark of the Bear God at a cost of +1 point per model. Models with the Mark of the Bear God gain Devastating Charge.

Mark of the Serpent

Penthesilea has Always Strike First. Enemy models attacking her must re-roll successful rolls to Hit in Close Combat.

Mark of Tzeentch

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos..

The unit's Regeneration increases to (4+).

Mark of Tzeentch

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

Forsaken of Tzeentch have Ward save (6+).

Mark of Tzeentch

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

Models with the Mark of Tzeentch have Magic Resistance (1) and Ward save (6+).

Mark of Tzeentch

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.


Models with the Mark of Tzeentch have Magic Resistance (1) and Ward save (6+).

Marksman

Bertrand may re-roll to Hit with missile weapons. In addition, he has Sniper.

Marshal

All friendly units within 12" of Roland gain +1 LD when taking Rally tests. In addition, he counts as a musician in any unit he joins.

Martial Arts

Warrior Monks may re-roll 1's when rolling To Hit and To Wound in Close Combat.

Martial Arts Fighting Styles

At the start of each round of combat in which Cheng Long fights, he must choose one of the Fighting Styles to perform. He may not use the same Fighting Style in two consecutive turns of the same combat engagement.

Martial Arts Fighting Styles

At the start of each round of combat in which a Dragon Monk fights, they must choose one of the Fighting Styles to perform. They may not use the same Fighting Style in two consecutive turns of the same combat engagement.

Martial Honour

The Vampire must always issue and accept challenges when possible.

Martial Memories

Models with this rule may re-roll failed rolls of 1 when rolling To Hit and To Wound in close combat.

Martial Prowess

Models with this rule (but not any mounts) may re-roll all To Hit rolls of 1 when making close combat attacks.

Massive Beak

The Turtigons normal attacks have Armour Piercing (1) and Killing Blow.

Massive Jaws

In addition to his normal attacks, Kroq has a special bite attack with his massive jaws. This attack has Ignores Armour Saves and Multiple Wounds (D3). It can only be used against models with Unit Strength 2 or less.

Master Artisan

At the start of the game, select a single friendly unit of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters. The models in this unit have been restored and embellished by Ramhotep, and reroll all failed armour saves during the battle.

Master Controller

Throt has Beastmaster. In addition, unless he already is the Army General, all Clan Moulder units (except Characters) treat him as having the Inspiring Presence ability.

Master Engineer

All War Machines in an army including Hothgar may re-roll one Artillery dice or Scatter dice once each during the game.

Master Gunner

A unit with a Master Gunner joined can re-roll 1's when rolling To Hit with handguns and pistols. If he is part of a War Machine crew, that war machine may re-roll one Artillery Dice per game.

Master of Accuracy

At the start of each friendly Shooting phase, Grimm can bestow one of the Master of Accuracy rules on a single friendly unit within 3" for the duration of that Shooting phase, though he does not gain any bonuses for it himself.

Master of Ancient Lore

Thorek receives a +1 bonus on all his attempts to cast the Anvil of Doom’s bound spells.

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.

Master of Chaos Undivided

If Crom is your army’s General, the restrictions on upgrading Chaos Marauders or Marauder Horsemen to Elite Marauders is lifted. However, they may not be given any Mark of Chaos.

Master of Disguise

Shadowblade can deploy using Hidden like an Assassin. If he does so, he can change which unit he is hiding in at the start of any Movement or Close Combat phase – keep a note of where Shadowblade is each time you change your mind. If an opponent has an ability that forces you to state that there are 'hidden' models within a unit, you only need to say that Shadowblade is hiding within a unit, but not which unit he is currently in.

Master of Fate

Fatemasters, and any friendly units within 8" of them, may re-roll 1's when taking armour saves.

Master of Ruin

Skreech Verminking re-rolls failed casting attempts when attempting to cast Curse of the Horned Rat.

Master of Siegecraft

If Borgio is your General, you may take one more duplicate War Machine unit than normal at the points value played.

Master of Skies

If you're army contains Tiktaq'to, one unit of Terradon Riders may deploy as Ambushers.

Master of Snakes

Tehenhauin can join Jungle Swarm units, even though characters are not normally permitted to join Swarms. Whilst Tehenhauin leads a Jungle Swarm, he gains Unbreakable and the unit's Unstable rule is ignored. If Tehenhauin is killed or leaves the unit, this rule immediately ceases to apply.

Master of the Dead

The Necromancer is able to use the Invocation of Nehek spell to increase units of Skeleton Warriors beyond their starting size.

Master of the Hunt

Amanthas may deploy within 5" of the enemy instead of the normal 10" and is at an additional -1 to hit with missile weapons when in Forests. In addition, she cannot be march blocked and can fire even if she marches.

Master of the Mists

Immediately after both armies have been fully deployed (including scouts), each unit of Lothern Sea Guard and Eagle Claw Bolt Throwers in Aislinn's army gets to fire as if it was the Shooting phase, adding +D6" to their range.

Master Predator

If Oxyotl remained stationary in his preceding Movement phase, shots made from the Golden Blowpipe of P'Toohee in the Shooting phase may reroll failed To Wound rolls.

Master Stone Shaper

Sehenesmet follows the normal rules for Stone Shaper, but grants Regeneration (5+) rather than Regeneration (6+).

Master Tactician

After deployment has finished, you may choose to redeploy one of your units. The unit can be moved to any area within your deployment zone.

Master Thief

If the Prince is in base contact with an enemy character or champion with magic items, he may attempt to steal them. Roll a D6 at the start of each combat phase: on a 4+, the Prince successfully steals one random Talisman, Enchanted or Arcane item from the character. The item is then removed from play. Any items stolen are worth their cost in additional Victory Points, even if the Prince of Thieves is wiped out later in the game. In addition, the Prince of Thieves may never be the army’s General, and no unit may use his LD.

Masters and Idlers

Masters and Idlers are upgrades for certain units, and should always be placed in the front rank if possible. They follow the rules for normal Command Group models, and may not be attacked separately. After the Champion, a Master or Idler is always the last model to be removed from a unit. You may have one Master and Idler of each sort for every Pirate Captain or Pirate Lord in your army.

Mechanical Body

Astragoth can move faster than an ordinary Chaos Dwarf because of his remarkable semi-mechanical body. However, he may never march or charge longer than his M value. He will still pursue and flee at a normal speed.

Mechanical Giant

If a Kollossus is destroyed in battle, any model in base contact takes a single S 5 hit.

Medium armour

Melancholic Distractions

At the start of each of his turns, Gilead must take a LD test, unless he is engaged in combat. If this test is failed, roll a dice. On a 1-3 Gilead cannot move that turn. On a 4-6 Gilead must move his full movement for that turn towards the closest table edge. If he leaves the table, he is treated as a casualty and will not return. If Gilead is engaged in combat, he will fight as normal.

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.

Mercenaries

Every time a unit with this rule fails a Break test, roll on the Mercenary Loyalty table and apply the results. This rule has no effect on a unit that is joined by the army's General, Paymaster or Merchant Prince.

Merciless Slaver

If an enemy unit breaks from a close combat that includes Lokhir Fellheart, all units taking Panic tests as a result of that unit breaking suffer a -1 penalty to their LD value for that test.

Mercurial Aspect

At the start of each of your turns, declare whether Drycha is Enraged or Embittered. If Drycha is Enraged, the Colony of Flitterfuries gains Multiple Shots (3D6). If Drycha is Embittered, the Swarm of Squirmlings gains Random Attacks (3D6).

Mesmerising Dance

All models in base contact with Azura must take a Psychology test at the start of each close combat phase. If they fail they cannot attack this round.

Mesmerising Lepidoptera

All enemy attacks targeting this model suffer a -1 penalty To Hit.

Messenger of the Gods

A Valkyrie counts as having Inspiring Presence with a range of 6".

Mighty Athlete

Roll a D6 on the Mighty Athlete Table at the start of the battle to determine which pursuit he has been following prior to joining the army.

Militia

Models with this rule can use the Support Fire and Counter Charge actions from the State Troops rule.

Mixed Formation

All City Guard armed with Repeater Crossbows must be placed in the first ranks of the unit, with the City Guard armed with spears being placed in the following ranks. Models armed with Repeater Crossbows and shields cannot make Parry saves. Casualties are removed from the back as normal. Half the models in the unit (rounding down) must replace their spears with repeater crossbows. If shields are taken, they must be taken for the whole unit.

Mixed Unit

A Mixed Unit most often consist of two different Troop Types, with one or more handlers that drive the rest of the unit forward. The handler(s) must be deployed in the rear rank(s) of the unit, as centrally as possible. Mixed Units cannot be joined by characters, unless specified.

If a Mixed unit is required to take a characteristic test, this is done using the characteristics of the unit itself, not the handlers. The only exception is LD tests, which are taken using the unit’s highest LD value. When the models in a unit with Mixed Unit have different M allowances, the handlers M value is ignored, unless they are the only models remaining. Any special rules that the unit might have do not apply to the Handlers unless specified. Note that if the unit has Expendable, Swiftstride or Vanguard, this also applies to the Handlers.

As long as the unit (but not the handlers) have a unit strength of 5 or more, any missile hits are resolved against the unit itself. At less than unit strength 5, the controlling player decides who is hit, but must allocate one hit on each model before they can add a second hit on a model; they must allocate two hits on each model before they can allocate a third, and so on. Hits from templates are resolved against the handlers as normal. In close combat, the handlers can only be attacked by models who are in base contact with them.

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.

Mobile Fortress

At the start of any phase, the War Wagon may elect to fortify itself by releasing the horses (remove these from the unit, keeping only the base of the War Wagon). If they choose to do so, the War Wagon cannot move for the rest of the game, and will be Unbreakable. For purposes of shooting, the Crew can fire all round.

Model may only join Yhetees

A Yhetee Rimespeaker may only join units of Yhetees, and may never be the army's General.

Model must be a Housewife

This item may only be taken by a unit of Housewife.

Model must be on a Nightmare

Only for models on a Nightmare

Mon of the Chotosa Clan

Models with longbows only. Models with this Mon may re-roll 1's when rolling to Hit with longbows.

You may not have multiple different Clan Mons in the same army.

Mon of the Dawate Clan

Infantry with great weapons only. Models with this Mon does not suffer any penalties to their I if armed with great weapons.

You may not have multiple different Clan Mons in the same army.

Mon of the Hattiga Clan

Each Shinobi adds +1 to deciding which table side to deploy on and whether or not to deploy Scouts first or second. In addition, units of Ninja, Kabuki Dolls and Shinobi gain +1 A in the first round of combat.

You may not have multiple different Clan Mons in the same army.

Mon of the Hojizu Clan

War Machines only. War Machines with this Clan Mon may re-roll one failed To Hit roll or one Artillery Dice once per battle.

You may not have multiple different Clan Mons in the same army.

Mon of the Odari Clan

Ashigaru only. Models with this Mon gain +1 to their LD.

You may not have multiple different Clan Mons in the same army.

Mon of the Shisuma Clan

Infantry using Katanas only. Models with this Mon gain Parry (6+).

You may not have multiple different Clan Mons in the same army.

Mon of the Takai Clan

Cavalry only. Models with this Mon may re-roll one dice when determining their charge distance, and reroll 1's when rolling To Wound on the charge.

You may not have multiple different Clan Mons in the same army.

Mon of the Uesigo Clan

Warrior Monks with this Clan Mon gain Stubborn. If they are already Stubborn, they instead become Unbreakable. Shugenja and Yamabushi may add +1 to their casting rolls.

You may not have multiple different Clan Mons in the same army.

Money Lender

The Money Lender must be placed in base contact with the Paymaster, but may not otherwise be targeted separately from the unit. If a Paymaster is accompanied by a Money Lender, any unit using his Hold Your Ground! ability adds +1 to their LD.

Monster Hunter

Models with this rule re-roll all failed To Hit rolls when shooting at monsters.

Mooncap Mushrooms

At the start of your movement phase, as long as it is not in close combat or fleeing, you can say that this unit is harvesting mooncap mushrooms. If you do so, it cannot move in that movement phase, but you can roll a D6. On a 2+, pick a friendly Night Goblin unit (of any type) within 6" of this unit. This unit gains Frenzy until the start of your next turn.

Mork's Favorite

Being Mork's current favourite, Wurrzag adds +1 to cast spells, and may re-roll miscast results.

Untot

All units with Undead have Animated Construct, Fear, and Unstable. However, they may make march moves if they are within 12" of the army's General.

Untot

All units with Undead have Animated Construct, Fear, and Unstable. However, they may make march moves if they are within 12" of the army's General.

Untot

All units with Undead have Animated Construct, Fear, and Unstable. However, they may make march moves if they are, or are joined by, a character with the My Will Be Done or Sworn Bodyguard.

Mortal Bane

Khorgos Khul and any friendly unit he joins may reroll failed charge distances.

Mortarch of Grief

All enemy models within 6" of Lady Olynder must re-roll successful Psychology tests.

Motley Crew

The models in a unit of Maneaters are often armed with a variety of different weapons. If they are, your opponent must make it clear which model they want to allocate their attacks to. Any excess wounds are carried over to the rest of the unit as normal in an order chosen by your opponent.

Motley Crew

The models in a unit of Maneaters are often armed with a variety of different weapons. If they are, your opponent must make it clear which model they want to allocate their attacks to. Any excess wounds are carried over to the rest of the unit as normal in an order chosen by your opponent.

Mount of Itzl

A character must have the Blessed Spawning of Itzl in order to ride a Horned One.

Mournfang

Models on a Mournfang have a Unit Strength of 6.

Random Movement (3D6)

Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.

Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.

There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.

If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.

If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.

A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.

Multiple Shots (2)

The weapon enables its wielder to fire several shots at a time, rather than a single shot. The number of shots the weapon can fire is stated in brackets. Such weapons can either fire once without penalty, or as many times as indicated in the bracket with a -1 To Hit penalty (in addition to any other modifiers To Hit). War Machines with this rule do not suffer -1 To Hit for firing Multiple Shots.

All models in the unit (excluding characters) must fire either single or Multiple Shots.

Multiple Shots (3)

The weapon enables its wielder to fire several shots at a time, rather than a single shot. The number of shots the weapon can fire is stated in brackets. Such weapons can either fire once without penalty, or as many times as indicated in the bracket with a -1 To Hit penalty (in addition to any other modifiers To Hit). War Machines with this rule do not suffer -1 To Hit for firing Multiple Shots.

All models in the unit (excluding characters) must fire either single or Multiple Shots.

Multiple Wounds (D3)

Each wound inflicted by an attack with Multiple Wounds (after saves) is multiplied into
more than one wound (remember that a model cannot suffer more wounds than it has on its profile). The exact number of wounds caused will normally be shown in brackets as part of the rule. If a model is granted two sets of Multiple Wounds (like D3 and D6), use only the highest set before rolling.

Where the number of Multiple Wounds is generated by a dice roll, roll a dice separately for each unsaved wound and use the total of all the dice rolled for the final number of wounds inflicted.

Unless otherwise specified, Multiple Wounds only apply to close combat attacks.

Multiple Wounds (D6)

Each wound inflicted by an attack with Multiple Wounds (after saves) is multiplied into
more than one wound (remember that a model cannot suffer more wounds than it has on its profile). The exact number of wounds caused will normally be shown in brackets as part of the rule. If a model is granted two sets of Multiple Wounds (like D3 and D6), use only the highest set before rolling.

Where the number of Multiple Wounds is generated by a dice roll, roll a dice separately for each unsaved wound and use the total of all the dice rolled for the final number of wounds inflicted.

Unless otherwise specified, Multiple Wounds only apply to close combat attacks.

Murder of Crows

Morrigan causes 2D6 S 2 Impact Hits with Magical Attacks whenever she makes a successful charge.

Murderous Charge

Lietpold and any unit he has joined gain Devastating Charge.

Murderous Prowess

Models with this rule may re-roll all To Wound rolls of 1 when making close combat attacks.

Musician

"Stand Fast!"
The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out.

"Form on Me!"
If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies.

Swift Reform
A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:

 A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.

 A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.

 A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.

Must have the same Blessed Spawning

Skinks and Kroxigors must have the same Blessed Spawning.

Mustering Howl

While in his Beast form, Radukar may use this ability once per battle at the start of any of your Remaining Moves phases. If you do so, you can add 1 unit of up 2D6 Dire Wolves to your army. This unit enters the table following the rules for Reinforcements.

Mutant Monstrosity

A Mutant Monstrosity has Natural Armour (5+).

Mutant Regeneration

Throgg has Regeneration (4+). In addition, if Throgg Regenerates two or more Wounds in the same phase, he rolls on the Eye of the Gods table at the end of that phase.

Mutant Sight

This preternatural vision and precognition means that any Characteristic test Sayl fails can be rerolled and he channels Power dice on a 3+.

My Will Be Done

Any unit of Undead accompanied by a model with this rule uses the character's unmodified WS in place of its own (use the highest WS if the unit is joined by several characters with this rule).

If all characters with My Will Be Done in the unit are killed, the unit immediately reverts to using its own WS. This rule has no effect on mounts or any other characters except Tomb Heralds, these always use their own WS.

Mydas' Bodyguard

Mydas the Mean must be accompanied by a unit of Paymaster’s Bodyguard, and he may not leave this unit.

Myrmidia's Adepts

The Sisters of Fury have Always Strike First in the first round of combat.

Name-Gnoblar

For each Name-Gnoblar an Ogre has, he can choose an additional Big Name.

Naphtha Bombs

Flaming Attacks. Ignores Armour saves. Quick to Fire. An enemy unit taking a casualty from Naphtha Bombs must take a panic test.

Naptha Bombs

Armour Piercing (1). Flaming Attacks. Quick to Fire. If the enemy unit is Hit, it suffers D3 S 3 Hits. However if a '1' is rolled to hit, the thrower instead suffers a single automatic wound. This is a nonphysical attack.

Natural Armour (1+)

The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.

Natural Armour (2+)

The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.

Natural Armour (3+)

The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.

Natural Armour (4+)

The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.

Natural Armour (5+)

The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.

Natural Armour (6+)

The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.

Natural Leader

If your army includes Morglum, he must be the Army General.

Nauseating Aroma

All enemy models in base contact with Kritza suffer -1 To Hit in close combat.

Naval Discipline

If a unit of Sea Guard containing at least one Sea Helm is charged during the Movement phase and chooses Hold as a charge reaction, it can attempt to change formation immediately before your opponent has moved any of his charging units, as long as it is not already engaged in close combat. To do so, the unit must take a LD test. If the test is
passed, the Sea Helm's unit can immediately make a reform.

Navigator

A unit with a Navigator may re-deploy itself up to 12" after all other units have been positioned, but before Scouts placed on the table.

Navigator's Telescope

Marco has Sniper. In addition, all enemy units within Line of Sight and 24" to Marco must reveal any Hidden models they might contain.

Nearly Irresistible Force

In any turn that the Half Tank does not charge, the Half Tank inflicts D3 Impact Hits.

Necrofex Colossus Special Attacks

When it is the Necrofex Colossus' turn to strike in close combat, roll a D6 and consult the Necrofex Colossus Special Attack Table.

Necrofex Colossus Special Attacks

When it is the Necrofex Colossus' turn to strike in close combat, roll a D6 and consult the Necrofex Colossus Special Attack Table.

Necromantic Reservoir

A unit of Bastethi is considered to be a Level 2 Wizard that knows the spells Djaf's Incantation of Cursed Blades and Ptra's Incantation of Righteous Smiting from the Lore of Nehekhara. This doesn't stop other Wizards from knowing those same spells. The unit receives an additional +1 to cast for each rank of 5 or more models in the unit, after the first, to a maximum of +3. Each time the unit casts a spell, you must nominate one Bastethi as the caster for the purposes of line of sight, range, etc. In the event that a Bastethi unit rolls a miscast, do not roll on the Miscast table. Instead, the unit suffers D3 Wounds which Ignores Armour saves. If the unit is targeted by a rule that affects a Wizard, your opponent must choose one Bastethi as the target.

Net Fighters

When it is their turn to attack, roll a D6 for each model armed with nets. On a 2+, one enemy model in base contact is ensnared and suffers -1 Attack (both rider and mount) for the remainder of the close combat phase.

Netters

A unit of Night Goblins may be upgraded to include one or more models of Netters. This is represented by including one or more Netter models in the unit. Netters are equipped and may fight like the rest of the unit. At the start of each round of close combat, the Netters must attempt to entangle one of the units they are fighting in their front arc. Roll a D3 for each of the first three ranks of 5 or more models in your unit; the result is the number of enemy models has become entangled (distributed as hits from shooting, but only affecting models that are allowed to strike). However, for each natural 1 rolled on these dice, the Netters have managed to cast the nets amongst their own ranks and entangle a member of their own unit instead. A model that has been entangled suffers a -1 penalty to their A (this applies to both the rider and the mount) until the end of the close combat round.

Network of Spies

If Atarus is included in your army; you gain a +1 bonus on the roll to decide who chooses to take the first turn.

Niblet

Niblet counts as the army's Battle Standard Bearer. Niblet is part of the chariot model and, although he can attack, he can never be engaged separately or issue or accept challenges. If the chariot is destroyed, then Niblet and the banner are lost too.

No Pain

Successful To Wound rolls against Veskit must be re-rolled.

Noble Caste

Members of the Noble Caste may only join units that are part of the Noble Caste or Warrior Caste, and treat units from the Warrior and Lowborn Castes as being Expendable.

Noisome Stench

All enemy models in base contact with Plaguestrangler must pass a T test at the start of each round of close combat. If failed, they may not attack this round. This has no effect on models with Animated Construct or Daemonic.

Not Just a Dumb Brute

Spite does not suffer from Stupidity and any unit of Cold One Knights including Spite are also not subject to Stupidity.

Not the Bees!

Enemies must re-roll successful rolls To Hit against Bee Swarms in close combat and with shooting attacks.

Noxious Breath

A Black Dragon has a S 3 Breath Weapon. All models in a unit that has suffered one or more casualties from the attack suffers a -1 penalty to their WS and BS until the end of the following turn.

Numbing Chill

Any enemy unit within 6" of a Thundertusk has Always Strikes Last. This has no effect on models with Immunity (Ice Attacks).

Nurgle's Favoured Son

If Tamurkhan is taken as part of an army, he must always be its General.

Oathstone

A unit that contains one or more models with an Oath Stone can never choose to flee as a charge reaction, cannot be disrupted and, if any of its models are armed with hand weapon and shield, they can make Parry saves against attacks made to their flanks and rear. In addition, the presence of the stone with the unit confers Magic Resistance (1) as its runes act to absorb wild magic. Furthermore, a character with an Oath Stone must always accept a challenge (if your unit contains more than one character with an Oath Stone, you can choose which of them accepts the challenge). However, if a model on an Oathstone fails a Break Test, he is removed as a casualty as he fights to the very last.

Obnoxious

Characters cannot join this unit.

Ogre Charge

Any Ogres that successfully charges an enemy have Impact Hits (1), and add their current Rank Bonus to the S of the Impact Hits they inflict.

Ogre Charge

Each monstrous infantry model on foot with Ogre Charge that successfully charges an enemy has Impact Hits (1). Models with Ogre Charge that are part of a unit with ranks add their current Rank Bonus to the S of the Impact Hits they inflict.

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.

Ogre Pistol

Quick to Fire. Armour Piercing (1). +1 A (requires Two Hands).

Oh, Shiny!

Whenever a Master Thief is in base contact with an enemy character who is not a Monster he may attempt to steal D3 Talismans, Arcane Items or Enchanted Items (excluding mounts) at the start of each Close Combat round. Roll a D6 for each item he wishes to steal and consult the Shiny Chart. Each stolen Magic Item is removed from play. Each stolen item is worth 25 Victory Points added to the Halflings' side at the end of the game.

Oh, Shiny!

Whenever a Thief is in base contact with an enemy character not mounted on a Monster he may attempt to steal a Talisman, Arcane Item or Enchanted Item (excluding mounts) at the start of each Close Combat round. Roll a D6 and consult the Shiny Chart. Each stolen Magic Item is removed from play. Each stolen item is worth 25 Victory Points added to the Halflings' side at the end of the game.

Old Grumbler

Longbeards are Immune to Panic. In addition, any friendly Dwarf units within 6'' of a unit of Longbeards can re-roll failed Panic tests.

Omen of War

All friendly units with War Fury within 8" of Morrigan gain +1 To Hit in Close Combat, and enemy units suffer -1 to their LD. However, Morrigan may never be the army's General.

Omph!

Whenever a unit of Hobilars rolls at least one natural 1 for their charge, pursue, or flee distance, all models must take a Dangerous Terrain test. If failed, remove the Hobilar as a casualty.

Once Trampled, Twice Shy

Jules must deploy within 6" of Tristan at the start of the game but may move freely after this. He may join units with the Peasant's Duty, but may not join any unit with a Knightly Vow of any kind.

One Bat Short of a Belfry

At the start of each of Konrad's turns, roll a D6. On a roll of a 1-3, Konrad is subject to the rules for Stupidity until the start of his next turn. On a roll of a 4-6, Konrad is subject to Frenzy until the start of his next turn.

One Bullet, One Shot

Before the start of the game, choose one enemy character on the table. Once during the game, Giacchino may take a special shot with Sniper against the chosen model. This shot is resolved with Killing Blow.

One Butcher/Slaughtermaster must take the Lore of the Great Maw

If you field any Butchers/Slaughtermasters in your army, at least one of them must choose his spells from the Lore of the Great Maw.

Onna Bushi Commander

If Hitomi Gozen is included in your army, one unit of Onna Bushi may be taken as a Core Unit instead of a Special Unit.

Oracle of Loard Kroak

Ten-zlati's Arcane Vassal can be used anywhere on the battlefield, not just within 24".

Orc Animosity

Units with this rule must roll a D6 and consult the orc animosity chart in the Charge subphase after all other charges have been declared, unless they have declared a charge, are already in combat, fleeing, or have less than 5 models.

Orc Bully

An Orc Bully counts as an extra crew member (and an extra wound) for the war machine, and is always the last model to be removed. Orc Bullies have Choppas. In addition, while the Bully is still alive, their unit gains Size Matters and is no longer subject to Fear Elves.

Orcs are da Best

An Orc & Goblin army that includes Gorbad may upgrade any number of units of Orc Boyz and/or Orc Boar Boyz to Big 'Uns.

Organ Fire

To fire the Organ Gun, select a target according to the normal rules for shooting, then roll the Artillery dice and 2D6 to find out how many shots are fired.

If the Artillery dice rolls a misfire, no shots are fired and a critical fault has occurred; roll a D6 and consult the Black Powder War Machine Misfire chart.

The number of shots fired by the Organ Gun is equal to the total of both the Artillery dice and the 2D6 rolled. When determining the number of shots, roll that number of dice To Hit the target using the crew's BS and applying all appropriate modifiers.

Oriental Longsword

An Oriental longsword gives the wielder Armour Piercing (1) and Parry (6+).

Orion's Equerries

If Orion is accompanied by Hounds of Orion, they must be deployed as a unit. Orion cannot leave this unit, and cannot join other units.

Othu the Owl

Othu may settle on any unit of Wood Elves with a Standard Bearer at the start of the shooting phase. This unit may then re-roll To Hit rolls of 1 with missile attacks this turn. The owl never settles on the same unit twice in succession. Othu is not vulnerable to weapons, missiles or magic, but if Naieth is removed from play Othu flies away.

Otto Glott

Roll a D3 at the start of each Close Combat phase, and add the result to the number of Attacks on Otto Glott's profile. This bonus lasts until the end of the phase.

Out of Control

A Fanatic is removed immediately as a casualty when:

 It contacts a piece of terrain of any kind that's not open ground.
 It contacts another Fanatic (both Fanatics are removed).
 It moves off a table edge.
 It rolls a double for movement. This does not apply in the turn of release.
 Any unit moves into contact with the Fanatic.

Out-rigga

If a Pump Wagon has an out-rigga then its Movement characteristic is increased to 3D6. Note that this means that if the crew decide to pump harder then you must roll 4D6 for the Pump Wagon's random movement.

Outrider

Dalan-Tai must be accompanied by a unit of Steppe Nomads, and he may not leave this unit. His unit may re-roll failed dangerous terrain tests. In addition, when using Fire and Flee, they do not lose Swiftstride during the move. However, as a tribesman, Dalan-Tai may never be the army’s General.

Over-Pressured Boiler

If two or more 1's are rolled when rolling for its movement, you need to roll another D6 and consult the Boiler Incident Table. The driver can take the risk and increase the pressure of the steam boiler before choosing to move the Deathroller. This gives the Deathroller Random Movement (3D6) rule.

Overdrive

If Astragoth successfully hits with all 3 of his attacks, then his mechanised arm goes into overdrive. He can immediately make an additional 3 Attacks. These attacks may not generate any further additional attacks.

Pack Alpha

All friendly units of Dire Wolves within 12" of Belladamma may re-roll failed charge and pursuit rolls.

Packmaster

All Warhounds in an army led by Khazrak have LD 6 and Ambushers.

Palanquin

A Palanquin should be placed on a 40x40mm base and adds +4 to the Unit Strength of any model mounted on them.

Palanquin of Nurgle

A Palanquin of Nurgle adds +3 to the Unit Strength of any model mounted on them.

Palanquin of Nurgle

A Palanquin of Nurgle should be placed on a 50x50mm base and adds +3 to the Unit Strength of any model mounted on them.

Paragon of Slaughter

All Sisters of Slaughter in a unit that is joined by one or more High Gladiatrixes gain Armour Piercing (1).

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.

Parry (5+)

Models with this rule gain a Ward save in close combat as indicated in the brackets. This is cumulative with other sources of Parry. It cannot be used against attacks made against the model's flank or rear, nor can it be used against attacks that Hit automatically, attacks that are made at +3 S over the model's own S value, nor can it be used by mounted models, unless specified.

Parry (6+)

Models with this rule gain a Ward save in close combat as indicated in the brackets. This is cumulative with other sources of Parry. It cannot be used against attacks made against the model's flank or rear, nor can it be used against attacks that Hit automatically, attacks that are made at +3 S over the model's own S value, nor can it be used by mounted models, unless specified.

Pata

Requires Two Hands. +1 A*. Parry (6+)*. A Pata can either be used to give the wielder +1 A, or as a shield in close combat. Choose which way you want to use it at the start of each close combat phase.

Path of the Blade

For each successful Parry save made, Minamoto Kenshin immediately gets to make an additional attack back against the enemy that struck the blow.

Pathfinder

The Ranger and one friendly Infantry unit may deploy together as Ambushers.

Pavise

Pestilent Breath

A Zombie Dragon has a Breath Weapon. Any model hit suffers a S 2 hit, with a -3 armour save modifier.

Pestilent Breath

The Brood Horror gains a S 2 Breath Weapon which Ignores Armour saves.

Pestilent Torrent

Ghurk has a S 3 Breath Weapon with Ignores Armour saves which can only be used in close combat.

Petrified Sorcerer

The Petrified Sorcerer should be mounted on a 40x40mm base, has Unit Strength 4 and may make two supporting attacks. It may not leave its unit for the duration of the game, and is always placed in the second rank of the unit, as centrally as possible. While there are rank and file models left in the unit (except the Command Group), always remove one in preference to the Petrified Sorcerer taking a wound. Only when the rest of the unit has been killed does the Petrified Sorcerer start taking wounds, even in close combat. A unit carrying a Petrified Sorcerer gains +1 to their Combat Resolution Bonus, Fear and Magic Resistance (2).

Phakth, God of the Sky and Bringer of Justice

The unit gains +1 M.

Phoenix King

Finubar has Immunity (Flaming Attacks, Psychology) and Ward Save (5+).

Phoenix Reborn

As soon as a Flamespyre Phoenix loses its last Wound (including unsaved Wounds that killed the monster as a result of Heroic Killing Blow or Multiple Wounds), remove the model and place a Phoenix Reborn counter to mark the centre of the death spot. If your army contains several Flamespyre Phoenixes, you will need to place a Phoenix Reborn counter for each one that is slain.

At the end of the turn roll a D6 for each Phoenix Reborn counter and consult the Phoenix Reborn Table.

If a Flamespyre Phoenix has a rider when it loses its last Wound, both monster and rider are removed and replaced with a Phoenix Reborn counter as described above. However, add +1 when rolling on the Phoenix Reborn table for a Flamespyre Phoenix that had a rider when it was removed.

If the result is Dead Embers, both monster and rider are slain, never to return. However, if the result is Rise from the Ashes, the character returns to life with its starting number of Wounds, riding atop the reborn Flamespyre Phoenix.

At the end of the game, remove all Phoenix Reborn counters from the board – these Flamespyre Phoenixes and any riders they had count as casualties.

Pike

Fight in Extra Ranks (3). Requires Two Hands. Strength Bonus (1), +3 I (Both, only if the unit got charged to its front by WB, Ca, MI, MB, MC, Ch and Mo).

Pink Horror Magic

A unit of Pink Horrors receives an additional +1 to cast for each rank of 5 or more models in the unit, after the first, to a maximum of +3. Each time the unit casts a spell (or is targeted by a special rule that affects a Wizard), you must nominate one Pink Horror in the unit as the caster (or target) for the purposes of line of sight, range, etc. In the event of a Pink Horror unit rolling a miscast, do not roll on the Miscast table. Instead, the unit suffers 2D6 S 10 hits.

Pirate Princess

All friendly units may re-roll failed Fear and Panic tests within 12" of Carmen.

Pistole

Quick to Fire. Armour Piercing (1). +1 A*. Requires Two Hands*. (*If combined with a hand weapon)

Pistolier Extraordinaire

Fleur has Multiple Shots (2), which gives her a total of 4 shots with her brace of pistols.

Plague Censer

Flail. At the start of each round of close combat, all enemy models in base contact with one or more models bearing a plague censer, as well the Censer Bearers themselves that are allowed to fight this round, must pass a T test or suffer a single wound with Ignores Armour Saves and Magical Attacks. All Clan Pestilens models gain a +1 bonus for these tests.

Plague Knights

If Kayzk is included in your army, you may upgrade one unit of Chaos Knights with the Mark of Nurgle to Plague Knights for +24 points per model. Plague Knights ride Rot Beasts of Nurgle and have Fear and Regeneration (5+).

Plagueclaw Catapult

Plumage of Flames

All non-magical attacks suffer a -1 penalty To Wound the Phoenix, and in addition, models that begin the Close Combat phase in base contact with the Phoenix take a single S 4 hit with Flaming Attacks that counts towards combat resolution.

Poison Breath

This is a S 3 Breath Weapon with Poisoned Attacks.

Poison Breath

A Bone Hydra has a S 3 Breath Weapon with Poisoned Attacks.

Poisoned Attacks

A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal.

Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).

Poisoned Blood

Roll a D6 whenever the Vishkanya loses a Wound in Close Combat. On a 6, the model who inflicted the Wound suffers a Wound themselves.

Poisoned Wind

Models hit by a Poisoned Wind Mortar must pass a T test or suffer a Wound. Note that Poisoned Wind Mortar crew wear Gas Masks. In case a Misfire is rolled, roll a D6 and consult the Poisoned Wind Mortar Misfire chart.

Poisoned Wind Globes

Poisonous Blood

Any model that inflicts a wound on the Dread Maw in close combat immediately suffer a single S 4 hit.

Poisonous Tail

The Abyssal Terror gains Poisoned Attacks.

Polearm/Halberd

Requires Two Hands.

Portent of Warding

The Ancient Stegadon and all friendly units within 6" have a Ward save (6+).

Portents of Battle

The Hurricanum and all friendly units within 6" re-roll 1's when rolling to Hit.

Power of Mind

Egrimm always takes his LD tests using 3D6, discarding the highest result.

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).

Powerful Tail

The Merwyrm may make one extra Attack at S 7 and I 1.

Prayers of Myrmidia

Priestesses of Myrmidia know three Prayers. Prayers are spells that target the Priestess of Myrmidia and her unit.

Prayers of the Kami

Yamabushi know three Prayers. Prayers are innate bound spells (power level 3). All Prayers are augment spells. In addition, the Yamabushi may channel Power and Dispel dice just like a Level 1 Wizard.

Prayers of Ulric

Priests of Ulric know three Prayers. Prayers target the Priest of Ulric and his unit.

Prayers of Ursun

Priests of Ursun know the three Prayers. Prayers of Ursun are innate bound spells (power level 3). Prayers are augment spells that target the Priest of Ursun and his unit.

Predatory Fighter

Whenever the model rolls a 6 To Hit in close combat, it immediately makes another Attack; roll To Hit and To Wound as normal. Attacks generated by Predatory Fighter do not generate further Attacks. This applies to all fighting models in the unit, including models making supporting attacks. In addition, a unit that contains one or more Predatory Fighters can never test to restrain pursuit.

Preserver

Every friendly unit with a Caste within 12" of the Vaishna gains Ward save (6+).

Prey of the Blood God

At the start of the game, before deployment, nominate one character in the enemy army – this is the quarry of Khorne that Karanak has come to claim. Karanak re-rolls failed To Hit and To Wound rolls against the chosen character.

Prey of the Dark prince

The models have a Ward save (4+), except against Wounds caused by models with the Daemon of Slaanesh special rule or models that have the Mark of Slaanesh.

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.

Primal Fury

At the beginning of each round of close combat, each engaged unit with Primal Fury must take a LD test. If the test is passed, that unit gains Hatred until the end of the close combat phase. In addition, if the successful roll was a double, they also gain Frenzy until the end of the close combat phase.

Primeval Roar

Once per battle, at the start of any friendly Close Combat phase, a Troglodon can unleash its Primeval Roar. This affects the Troglodon, and all friendly units within 12". All Predatory Fighters in these units gain an additional Attack on any successful To Hit roll of a 5 or 6 (instead of just a 6) until the end of the phase.

Princess of Parries

Estella has Parry (6+). If Estella has a higher WS than her attacker she gains +1 on her Parry rolls.

Prophet of Sotek

If your army includes Tehenhauin, you may upgrade any units of Skink Cohorts, Skink Skirmishers, Horned One Riders, Terradon Riders or Ripperdactyl Riders in your army so that the Skinks have +1 WS, as well as Devastating Charge, Hatred (Skaven) and Immunity (Poisoned Attacks) for 2 points per model. They may not take any Sacred Spawning.

Protective

If Fleur is killed, Estella will be subject to Hatred and Frenzy for the remainder of the game.

Protectors of the Khan-queen

If the Tzarina joins a unit of Gryphon Legion, the unit will roll 3D6 for all their Break tests, and discard the highest result.

Puffball Smoke Bomb

At the end of any Close Combat phase in which a unit of Nasty Skulkers take part, they may choose to use their smoke bombs. On a 4+, the unit may disengage the combat by making a flee move. If they do so, the enemy cannot pursue them and they will rally automatically in their next turn.

Pump Harder Ladz!

Before moving a Pump Wagon you may declare that the crew are 'pumping harder'. If you do so, you must roll 3D6 for its random movement.

Purebred Warhorse

Bretonnian Warhorses do not suffer any movement penalties for being barded.

Quartermaster

One unit in the army may choose between being equipped with Light Armour or gain Armour Piercing (1).

Queen of Khaine

If Hellebron is your General, all Witch Elves are taken as Core units rather than as Special units.

Queen of Lahmia

Neferata must be the Army General. In addition, units of Lahmian Handmaidens may be included as Special Units rather than Rare Units.

Queen of the Amazons

Thalestris, and all friendly Amazon units within 12" her gain Immunity (Psychology). However, if she is removed as a casualty, all Amazon break tests are taken at -1 for the rest of the game.

Quell Animosity

If a Black Orc character is in a unit that fails an Animosity test, he immediately inflicts D6 hits at his base S on his unit, distributed as shooting attacks. After removing casualties, the unit is treated as if the Animosity test was passed. These hits cannot be allocated to the Black Orc character, and do not cause a Panic test.

Quell Treachery

Any Hobgoblin unit within 6" of Ghazak may re-roll the initial D6 for Treachery or Hobgoblin Animosity tests. In addition, if Ghazak Khan is your army's General, units of Hobgoblin Wolf Riders count as Core Units.

Quell Treachery

Any friendly unit joined by a Chieftain or within 6" of a Khan may re-roll failed Treachery tests.

Quetzl's Flawless Heartstone

The Dread Saurian gains Unbreakable and reduces its M rate to 5, but increases its T to 8.

Quick Draw

Whenever Jolly fires his Antique Handgun, he has Multiple Shots (D3).

Quick Shot

Ninja may use their throwing stars as they charge or when choosing Flee as a charge reaction (if the enemy is within range before they make their move). This counts as moving and shooting as normal.

Radiant Aura

The model has a one use only S 2 Breath Weapon.

Rage Embodied

Skarbrand can never lose his Frenzy. In addition, while Skarbrand is alive, all units within 12" (friendly and enemy) of him are subject to Hatred.

Raging Beast

For the purposes of calculating combat result bonuses, a Werebeast counts as having no flanks or rear.

Ram Attack

When charging or using its grinding attack, the Sigmar's Hammer inflicts D6 hits per Steam point spent rather than D3.

Rancid Maw

Attacks made by a Terrorgheist with this upgrade have Poisoned Attacks. Note that this does not include the Terrorgheist's Stomp.

Random Attacks (2D6)

Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.

Random Attacks (3D6)

Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.

Random Attacks (D3)

Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.

Random Attacks (D3+1)

Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.

Random Attacks (D6)

Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.

Random Attacks (D6+1)

Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.

Random Attacks (D6+2)

Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.

Random Movement (2D6)

Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.

Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.

There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.

If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.

If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.

A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.

Random Movement (4D6)

Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.

Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.

There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.

If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.

If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.

A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.

Random Movement (Variable)

Models with Random Movement do not have a normal M characteristic, but rather a dice roll, (as indicated in the
brackets). This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.

Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.

There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.

If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.

If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.

A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.

Rapid Fire

Jungle Stalkers can fire Multiple Shots (2) even if they moved during their turn.

Rat Hound Bodyguard

A model with a Rat Hound upgrade can make an additional WS 3, S 3, I 3 Attack. However, on a To Hit roll of 1 the Rat Hound will instead inflict an automatic hit on its owner.

Ratling Gun

Armour Piercing (1). Magical Attacks. Multiple Shots. Roll an Artillery Dice to determine number of shots fired. After the first Artillery Dice is rolled, you can now decide whether to stop or to roll an additional Artillery Dice, and repeat the process up to a maximum of 3 Artillery Dice. In case a Misfire is rolled, roll a D6 and consult the Ratling Gun Misfire chart, no further Artillery Dice may be rolled.

Ravening Hunger

At the start of each of his turns, Throt must pass a T test or start to eat one model in base contact of your choosing. This model suffers 1 Wound which Ignores Armour Saves and does not allow Ward Saves. If this is not possible, Throt will suffer 1 Wound with no saves allowed.

Razor Horns

The K'daai Destroyer gains Impact Hits (D6).

Razorbeak

The Griffon gains Armour Piercing (1).

Razorbeak

The Griffon gains Armour Piercing (1).

Razorbeak

The Griffon gains Armour Piercing (1).

Really Hates Dwarfs

The Black Gobbo may re-roll all failed rolls To Hit when fighting Dwarfs. In addition, the Black Gobbo and any unit he accompanies are Stubborn when they are in base contact with any Dwarf.

Reckless

Knights of the Broken Sword are subject to the Berserk Rage part of Frenzy.

Reckless

When a Dragon Mage casts a spell, a 'free' Power dice is added to the casting attempt. This extra dice counts towards Ultimate Power and can cause a Miscast as normal, and allows the Dragon Mage to roll more dice than he is normally allowed to.

Reckless Abandon

Dawate Tadamune has Devastating Charge. In addition, for every successful Wound caused on a turn he charges he gains an additional attack. These additional attacks do not generate any further attacks.

Redmaw

If Redmaw the Chaos Warhound is included in your army he forms a unit with Khazrak, though they may both join other units as normal. If Khazrak is slain, Redmaw is subject to Hatred and Frenzy for the remainder of the game.

Regal Authority

All friendly Daemons of Slaanesh within 18" of Syll'Esske may re-roll 1's To Hit in close combat.

Regenerating Flesh

The Chimera gains Regeneration (4+).

Regeneration (4+)

A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.

Regeneration (5+)

A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.

Regeneration (6+)

A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.

Regenerative Snacking

For every model killed in close combat by the Hag Tree, roll a D6. On a 6, the Hag Tree regains one wound previously lost in battle.

Reiksguard

If Karl Franz or Kurt Helborg is your Army General, the 0-1 Restriction is lifted.

Release the Bees!

Only the Beekeepers are deployed on the battlefield initially. In the Shooting phase, the Beekeepers can decide to release the bees. The bags of bees can be thrown up to 8". Place the Bee swarms on the spot you wish to throw them to. This may take them into Close Combat with an enemy.

After the Bees have been released, they will move using Fly in a random direction as determined by the scatter dice. They will engage in combat with any unit they encounter, friend or foe, except other Bee Swarms and Beekeepers. If a Bee Swarm encounters a Beekeeper, they will come under the Halfling player's control and will fight as a normal unit from then on.

Release the Fanatics!

Fanatics must be released when an enemy unit comes to within 8" of the concealing unit's Line of Sight. The moving unit stops immediately (fliers land). Once the Fanatic's movement has been resolved, the unit can continue moving if the controlling player wishes, although chargers must complete their charge unless panicked. When a Fanatic is released, you may choose the direction in which it travels, and the point on the concealing unit from which it starts. Fanatics move 2D6" using the rules for Random Movement, measured from the base of its unit. After release, Fanatics are treated as individual units. In your subsequent turns they must move in the Compulsory Moves subphase using Random
Movement, but they always move in a random direction.

Relentless

Units entirely composed of models with this rule do not need to pass a LD test in order to march, regardless of the proximity of enemy units.

Relentless Hunter

The Bloodthirster gains Hatred (Characters) and gains 3" to its charge range when charging a unit containing any characters.

Rending Fangs

The Manticore gains Armour Piercing (1).

Rending Fangs

The Manticore gains Armour Piercing (1).

Rending Fangs

The Manticore gains Armour Piercing (1).

Repeater Handgun

Armour Piercing (1). Move or Fire. Multiple Shots (3).

Repeater Pistol

Pistol. Armour Piercing (1). Quick to Fire. Multiple Shots (3).

Requires Two Hands

If a weapon requires two hands to use, it is not possible for a model to use a shield or buckler alongside it in close combat (although a shield can still be used against wounds caused by shooting or magic).

Resilient

Any successful rolls To Wound roll against Gor-Rok must be re-rolled. In addition, Gor-Rok has Immunity (Killing Blow).

Resistant to Magic

Grand Enchanters and Enchanters only channel Power Dice on a 5+ in the Magic phase, but they channel Dispel Dice on a 3+ instead.

Resolute

When taking Break tests, models with this rule count as having lost the combat with 1 point fewer than they actually have.

Resolute

Knights of the Gold Lion are Stubborn in the first round of every combat.

Revenge Incarnate

Once per game, at the start of any Close Combat phase, Belegar can harness the power of his ancestors. For the remainder of the turn, he doubles his A characteristic.

Revivification Crystal

All friendly Cold-blooded units within 6" of one or more Bastiladons with a Revivification Crystal gains Regeneration (6+).

Reynard's Hawk

The hawk always attacks anyone who engages Reynard in close combat, giving Reynard an extra S 3 Attack. In addition, Reynard may use his Hawk in during the Shooting phase. The Hawk can be directed against any enemy unit within line of sight, regardless of range. The enemy unit must take a WS test or suffer a S 3 Hit.

Rhimespeaker's Call

Rimespeakers can channel power and dispel dice in the same manner as Level 1 Wizards. In addition, Rimespeakers know the three spells.

Rhinox

Models on a Rhinox have a Unit Strength of 7.

Rhinox War Chariot

A Rhinox War Chariot has a Unit Strength of 7.

Ribault

To fire the Ribault, select a target according to the normal rules for shooting, then roll one artillery dice and one D6 to find out how many shots are fired. If a Misfire is rolled, roll, a D6 and consult the Blackpowder War Machine Misfire chart.

If no Misfires are rolled, the number of shots fired is equal to the total on the dice. After determining how many shots are fired, roll To Hit the target with an equivalent number of dice, resolving any successful hits using the profile given above. Note that the Ribault does not suffer penalties for firing multiple shots.

Righteous Charge

Whenever Knights of the Righteous Spear charge, they may re-roll failed To Wound rolls.

Righteous Fury

A Warrior Priest, and any unit he is currently in, has Hatred.

Righteousness of Faith

If Salâh ad-Dîn is your Army General, his Inspiring Presence range is 18" rather than the normal 12", and any unit joined by Salâh ad-Dîn may re-roll failed Psychology tests and add +1 to their combat resolution.

Riposte

Tyrion has Parry (6+), even while mounted. For each successful Parry made (every '6' rolled when making Ward saves), he may immediately make an additional Attack back at the model who struck the blow.

River Troll

River Trolls have River Strider and Marsh Strider. Additionally, enemies attempting to attack a River Troll in close combat suffer a -1 penalty on their To Hit rolls.

Rodent Genius

Any rolls on the Misfire table for all Clan Skryre units may be re-rolled.

Roused to Wrath

This rule cannot be used if there are no forests on the battlefield when it is time to deploy your army. When you deploy, you may choose D3 units wholly composed of Forest Spirits – these are not deployed at the start of the game, but are ‘slumbering’ somewhere on the battlefield.

At the start of the Remaining Moves sub-phase of your first turn, roll a D6 for each slumbering unit. On a roll of 1-2, nothing happens – roll again next turn. On a roll of 3-6, the unit awakens. Place it on the battlefield so that all models in the unit are wholly within a forest, and at least 1" away from other units and impassable terrain. Treat units that cannot be placed as having rolled a 1-2. Any units that have not yet awoken by the time the game ends award victory points as if they had been destroyed.

Stampede

If a War Elephant suffers a wound from a ranged attack, it must immediately take a LD test. If failed, the War Elephant and its unit will move using Random Movement (2D6) in a random direction, as determined by the Scatter dice. If it moves into contact with a friendly unit, it moves through it like a fleeing unit would, inflicting D6+1 impact hits. Note that this is not a flee move, and the War Elephant can be subject to Stampede even while fleeing.

Stampede

If the War Elephant suffers a wound from a missile attack, it must immediately take a Panic test. Any time a War Elephant fails a Panic or Break test it will Flee in a random direction, as determined by the Scatter dice. If it flees through any unit, it inflicts D6+1 S 5 hits.

Ruinous Arsenal

Skreech Verminking is armed with two Magic Weapons: a Doom Glaive and a Plaguereaper. At the start of each Close Combat phase, you must declare which weapon he is going to use for that turn.

Rune Caller

The Cursed Ettin loses Hammer Hand but becomes a Level 1 Wizard that uses spell from the Lore of Beasts, Shadows or Death. Should the Cursed Ettin miscast, their personality will automatically shift (with no LD test required).

Rune of Cleaving

The Rune Guardian gains Armour Piercing (1) and Magical Attacks.

Rune of Fury

The Rune Guardian gains +1 A and Magical Attacks.

Rune of Stone

The Rune Guardian gains +1 to its armour save.

Rune of Striking

The Rune Guardian gains +1 WS and Magical Attacks.

Rune of Warding

The Rune Guardian gains a Ward save (6+).

Rune-etched Tongue

Any Skal song sung by Bragi affects all friendly units within 8" of him, rather than just his unit.

Runelore

A Runesmith/Runelord follows the rules for a Level 2/4 Wizard for the purposes of dispelling, and have Magic Resistance (1/2), respectively.

Runes of Binding

At the beginning of the game, you must nominate a single friendly Lord or Hero and make sure your opponent is aware which model you have nominated – this is the Slaughterbrute’s master. If you have more than one Slaughterbrute, you must nominate a different Lord or Hero for each Slaughterbrute – if you do not have enough Lords or Heroes for all your Slaughterbrutes, the remainder start the game Unbound. Whilst the Slaughterbrute’s master is alive, the Slaughterbrute uses that model’s current WS and LD instead of its own (unless it would normally be higher).

Runes of Hate

A Giant with Runes of Hate becomes subject to the Berserk Rage rule from Frenzy. In addition, whenever the Giant is called upon to roll for a random number of attacks, this may be re-rolled.

Running with the Pack

If Jhared deploys as part of a Sabretusk pack, then both he and the pack have Vanguard. In addition, the entire unit may re-roll failed charge distances.

Rusted Armour

The Brood Horror gains a 5+ armour save.

Sacred Duty

Whilst they are part of a combined unit that has been joined by a model on a Mage-Priest Palanquin, all Temple Guard models in the combined unit have Immunity (Psychology).

Sacrifices to Hashut

In the Magic phase, the Daemonsmith may sacrifice one of the slaves chained to the Altar to Hashut. Roll a D6 and add the result to the casting result of any spell cast by the Altar of Hashut (but not the Daemonsmith himself) this phase. However, if a 1 is rolled, the Daemonsmith instead suffers a Wound with no saves of any kind possible as Hashut is displeased with the pitiful sacrifice.

Saearath

A Saearath can either be used as a normal spear or a spear-stave. A spear-stave follows the normal rules for spears, but Requires Two Hands and adds +1 A. You may choose which fighting style you want to use at the start of each round of close combat.

Salvenfeuer

Weapons with this rule allow the unit to fire with all models within range in the Shooting Phase as long as at least one model in the unit can draw Line of Sight to the target. However, if they do so, they suffer -1 To Hit. A unit cannot Volley Fire if it moved earlier in the turn or if the target is within half the weapon's maximum range. Note that Volley Fire cannot be used as Stand & Shoot charge reaction.

Sands of Time

In the Arabyan Magic phase, the Sandglass may cast a spell as innate bound spell (power level 5).

Sashimono

A unit equipped with Sashimonos counts as having one more rank than normal for the purpose of combat resolution, provided it has at least one complete rank.

Scale Terrain

Yhetees treat all undefended obstacles, cliffs, rocks, boulders, scree and woods as open ground. Note that they may still not end their Movement in Impassable Terrain.

Scaled Horror

The Cursed Ettin gains Natural Armour (4+). In addition, whenever it suffers an unsaved Wound in close combat, the unit which inflicted the wound suffer D6 S 2 Hits with Poisoned Attacks.

Scales of Usirian

The Scales of Usirian contain the spell Spirit Leech.

Scaling Spikes

If a Giant with this upgrade perishes and falls over an obstacle such as a moat, ditch or wall, mark the obstacle, which now may be crossed as open terrain. Additionally, if the Giant dies at the foot of a building or fortification, models assaulting any garrison across the location of its body gain a special +1 bonus to their Combat Resolution.

Scalp-Gnoblar

One use only. A Butcher with a Scalp-Gnoblar may re-roll a single dice when attempting to cast a spell from the Lore of the Great Maw.

Scaly Hide

The Werebeast gains Natural Armour (5+).

Scarab Prince

Apophas has a S 2 Breath Weapon. In addition, if Apophas is ever destroyed (by any means), then before removing the model all enemy units within 2D6" of him immediately take 2D6 S 2 hits, distributed as for shooting.

Scion of Corruption

The Plague Lord has Ward Save (5+). In addition, neither Nurglitch nor any unit he joins will ever suffer wounds from spells cast from the Lore of Plague or Lore of Nurgle. Furthermore, they automatically pass the test for the effects of plague censers.

Scion of the Dark Gods

At the start of each friendly Magic phase randomly generate a spell from the Lore of Death. Gorthor may use this spell during this Magic phase as a Bound Spell, with a Power Level equal to half the casting value of the spell, rounding up. Gorthor may not exchange the result for the Signature spell if he prefers.

Scorn for Sorcery

Khazek can channel Dispel Dice as if he was a Level 2 Wizard.

Scorn of Sorcery

A Slaughterpriest channels Dispel dice and get +1 to Dispel in the same manner as a Level 2 Wizard.

Scorpion

A unit of multiple Scorpions must deploy and stay within 1" from each other at all times. They should be treated as a single unit for all purposes, with the exception that each Scorpion may freely pivot on the spot to fire as a normal war machine. If a unit of Scorpions is charged, all crew will fight in close combat as if the enemy had charged multiple war machines at once. Casualties are always removed from one Scorpion at a time.

Scouts

Before starting deployment, a unit with Scouts can choose to not deploy at the start of the battle. Scouts are set up after all other non-Scout units from both armies have been deployed, and do not count toward determining who finished deploying their army first. They can be set up either in their controlling player's deployment zone as normal, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first.

Note that a character may only join a unit deploying with Scouts if they also have the same rule.

If both players' armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.

Screaming Skulls

All shooting attacks made by a Screaming Skull Catapult are Magical Attacks and Flaming Attacks. In addition, any unit that suffers one or more casualties from a shooting attack by a Screaming Skull Catapult must take a Panic test as if it had taken 25% casualties.

Screech

Ariel may use Screech when it would normally be her time to attack in close combat. This is a special attack that automatically Hits all enemy models in base contact at S 4 with Ignores Armour.

Scurry Away!

All models in the Skaven army roll 3D6 and discard the lowest result when determining their flee distance.

Scurrying Retreat

If Kritza is slain in close combat, roll a D6 at the end of that phase. On a 1-3, he is removed as a casualty as normal. On a 4+, move Kritza 3D6" in any direction, stopping at least 1" away from other units or impassable terrain. He is restored to his starting number of Wounds and may act normally from his next turn.

Scythan Warriors

If your army contains Tutankhanut you may include units of Scythan Warriors. These follow the unit entry and equipment of Skeleton Horse Archers, but do not have Arrows of Asaph and Undead. They instead have Immunity (Fear). Scythan Warriors always treat Tutankhanut as the army's General for all purposes.

Scythed wheels

Scythes

Impact Hits (+1).

Scythes and Barbs

The Necrofex Colossus' number of Random Attacks and Stomp hits may be re-rolled.

Sea Legs

All models with this rule may re-roll failed Dangerous Terrain tests.

Sea Shanty Singer

For the purposes of the rules, a Sea Shanty Singer follows the rules for a musician.

Seafang

Before any units are deployed, Wulfrik the Wanderer and a single unit of Chaos Marauders may choose to use Seafang to encircle their foes. If they choose to do this, they have Ambushers. When rolling to see if Wulfrik and the Chaos Marauders arrive, roll once for both Wulfrik and the unit. When they arrive, the unit must be deployed with Wulfrik joined to it.

Sensei

An Assassin cannot be your army General (this does not apply to Master Assassins). Only Eshin units can use their LD or Inspiring Presence.

Sensual barrage

All enemy units within 6" of the Keeper of Secrets suffer a -1 penalty to their WS and I. This has no effect on Daemons of Slaanesh.

Serrated Maw

The Hippogryph gains Multiple Wounds (2).

Sessair

Models belonging to the Sessairs re-roll 1's when rolling To Wound in close combat (excluding mounts). You may not have multiple Tribal Affiliations in the same army.

Settra the Great

If you take Settra the Imperishable, he must be your army's General. Settra's Inspiring Presence has a range of 18".

Settra's Champion

If able to, Nekaph must always issue and accept challenges. When fighting in a challenge, Nekaph gains a Ward save (5+), and his Killing Blow will take effect on any To Wound rolls of 5+.

Shadow Dances of Loec

At the start of each round of close combat in which they are fighting, models with this rule choose one of the dances, the effect of which lasts until the end of that turn or until a new dance is chosen. This is done before Impact Hits are resolved. All dancers in the same unit must choose the same dance. Dancers cannot choose the same dance in two consecutive rounds of combat.

Shadow Form

Be'lakor has a Ward save (6+), and any missile attacks targeting him have a -2 To Hit modifier.

Shadow Magic

Hanzo may cast the Steed of Shadows spell from the Lore of Shadow as an innate Bound Spell (power level 3) on himself. He may use this spell even if engaged in close combat. Note that he does not benefit from the Smoke and Mirrors Lore Attribute.

Shadow-kin

Enemy missile attacks suffer a -1 To Hit penalty against Nightmaw. In addition, Nightmaw must
deployed within 3" of Sayl, but may otherwise move like an independent unit. Nightmaw does not award any Victory Points if killed.

Shadowfast

Once per game, at the start of any of the High Elf player's movement phase, Gilead may enter Shadowfast. Until the start of his next turn, Gilead's stat line will change to his Shadowfast characteristics. In addition, while Shadowfast, Gilead also gains Always Strikes First and Dodge (4+).

Shambling Horror

If two or more 1's or 6's are rolled when the Abomination is making its Random Movement, do not move the Hell Pit Abomination; instead roll immediately on the Berserk Abomination chart.

Sharpclaw

When mounted, Althran gains a lance. He may use this lance when charging, but otherwise uses his Magic Weapon.

Sharpened Horns

If a model has this upgrade, its Impact Hits cause Multiple Wounds (D3).

Sheep Dog

Sheep Dogs may accompany a Reaper or Shearer. They are deployed at the same time as the machine and follow the rules for skirmishers. They may never move further than 3" away from the machine they have been bought with, and are part of the unit for all purposes.

Sheikh Yadosh the Money Lender

Sheikh Yadosh rides on the Pay Cart rather than being deployed next to Mydas. He otherwise follows the rules for regular Money Lenders, except that the LD modifier is increased to +D3 rather than +1.

Shield Bash

For every successful Parry save made by Sigrun, she immediately gets to make an additional Attack back against the model that struck the blow. This attack does not benefit from the effects of her weapon.

Shield Parry

Shieldmaidens may re-roll failed Parry saves.

Shieldbearers

Shieldbearers should be placed on a 40x20mm base and add +2 to the Unit Strength of any model mounted on them.

Shieldbearers

Shieldbearers should be placed on a 40x20mm base and add +2 to the Unit Strength of any model mounted on them.

Shieldwall

Models with this rule may re-roll failed Parry saves.

Shieldwall

All models with this rule gain an additional +1 to their armour save against missile attacks to their front and sides from their shields.

Shoddy Equipment

The Hunters of Sigmar must re-roll 6's when rolling To Wound and taking armour saves.

Shogun

Tokudaira Ieyasu must be the army’s General. His Inspiring Presence is 18" rather than the normal 12". An army led by the Shogun ignores the restriction on not allowing multiple Clan Mons in the army.

Short and Nimble

Enemies attacking models with this rule suffer -1 To Hit in close combat. This only applies to Infantry units.

Shortbow

Multiple Shots (2) (Only applies in turns the model has not moved. Cannot be used as a charge reaction.). Volley Fire.

Shortbow (Poisoned Attacks)

Multiple Shots (2) (Only if the unit hasn't moved. Can't be used to Stand and Shoot). Volley Fire. Poisoned Attacks.

Show no Weakness

A Fleetmaster must always accept challenges. While fighting challenges, the Fleetmaster may re-roll all failed rolls To Hit, and each unsaved Wound counts as two Wounds when calculating combat resolution.

Shredding Talons

The model gains Armour Piercing (1).

Shredding Talons

The Hippogryph gains Armour Piercing (1).

Shredding Talons

The model gains Armour Piercing (1).

Shrieking Swarm

Any enemy unit in base contact with Ivya at the start of each close combat phase take 2D6 S 2 Hits. In addition, they also suffer -1 to their WS.

Shrike Talons

The Griffon gains +1 to its S in the turns it charges.

Shrike Talons

The Griffon gains +1 to its S in the turns it charges.

Shrike Talons

The Griffon gains +1 to its S in the turns it charges.

Shrine of Eternities

Once per magic phase the Khemric Titan can unleash a Bound spell.

Siege Tower

The Juggernaut may never march. When charging, the Juggernaut can only do so in a straight line forward, with no wheeling allowed, and it does not use Swiftstride. Juggernauts cannot overrun or pursue in combat if they destroy or rout their foes.

The crew of the Juggernaut do not suffer penalties for moving and shooting. The Bull Centaur may only fight if the Juggernaut is engaged to its flank or rear. All enemy attacks are directed against the Juggernaut itself, and automatically hit in close combat.

Sigmar's Handmaiden

When casting Battle Prayers, Bertha gains a +1 casting bonus to the result.

Sinisterly Skulking

The Jabberslythe gains Ambushers.

Sisters of Twilight

Naestra’s close combat attacks receive a +1 bonus To Wound against models from the Forces of Destruction. Arahan’s close combat attacks receive a +1 bonus To Wound against models from the Forces of Order.

Size Matters

Models with this rule treat Goblins and Snotlings of all types as Expendable.

Skald

A Skald counts as a Musician, and may not be the army's General. At the start of the Norse turn, the Skald may choose one of the songs or tales to tell his unit. Each song can only be sung once per battle by the same Skald, and any unit can only be affected by it once per battle, and only one per turn. Each effect lasts until the start of the next Norse turn.

Skaryn the Eye Thief

At the start of each of your turns, nominate a single enemy model within 18" of Araloth. That model takes a S 4 hit. If the Wound is unsaved, and the To Wound roll was a 6, the model suffers a -5 penalty to WS, BS, and I (to a minimum of 1) for the rest of the game. A model can only suffer this penalty once.

Skirmishers

Skirmish Formation
Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too.

When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles.

Skirmishers and Charging
If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy.

The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way.

If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation.

Vanguard
Skirmishers have Vanguard.

Free Reform
A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value.

Feigned Flight
A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is
then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.

Remember that Feigned Flight does not apply to models with Fly.

Fire on the March
Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.

Light Troops
All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn).

Characters
A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.

Skittering

A model mounted on a Great Pox Rat is treated as an Infantry model for the purpose of 'Look Out, Sir!'.

Skryre Claws

The Brood Horror gains Armour Piercing (1) and Magical Attacks.

Skullcracker

The Iron Daemon gains Impact Hits (2D6) and rolls 2D6 for the number of Impacts Hits with its Grind Attack. In addition, hits caused by the Skullcracker gain a +1 bonus on To Wound rolls against buildings and fortifications.

Skulls for the Skull Throne!

Skulltaker must always issue a challenge, or accept a challenge if one is offered.

Skulls of the Foe

This upgrade adds an additional effect to the catapult's Screaming Skulls. If a target unit takes a Panic test as a result of being hit by the Skulls of the Foe, then they must take the test with a -1 penalty to their LD.

Slashing Attack

If a unit of Screamers moves over one or more unengaged enemy units in the Remaining Moves sub-phase, choose one of those units – it suffers D3 S 4 attacks per Screamer. These attacks hit on a 4+ and are treated as shooting attacks.

Slaughterer's Call

Any unit accompanied by a frenzied Doombull or Gorebull is also subject to Frenzy.

Slave Tyrant

Friendly units of Hobgoblins within 12" of Zhatan are exempt from Animosity. In addition, Zhatan causes Terror in all enemy units of Orcs, Goblins, Hobgoblins and Gnoblars.

Slavelord

Braugh begins the game with 12 slaves, these must form up with Braugh placed in the centre of the unit. Braugh benefits from "Look Out, Sir!" as long as there are at least 5 slaves in the unit. He may not voluntarily leave the unit under any circumstances. In addition, as long as Braugh is alive, all slaves have Regeneration (5+).

Slavemaster

The Slavemaster is deployed in the rear rank of the unit, and may be the only model in the rear rank. He counts as a unit Champion in all respects. Take a LD test at the start of every one of his turns. If failed, the Slaves are refusing to follow his orders, and the unit will suffer D6 S 3 Hits as he restores order with the use of his whip.

Slavering Charge

In a turn that they successfully charge, models with this rule gains Strength Bonus (1).

Slayer

Slayers always Wound on a To Wound roll of 4+, unless they would need a lower result. Use the Slayer's S to determine the armour save modifier for any successful Wounds.

Slayer King

If Ungrim is chosen as the General, Troll Slayers (but not Giant Slayers) are taken as Core units rather than Special units.

Slime Spray

The Dread Maw gains a Breath weapon that forces any unit under the flame template to pass an I test or suffer -2" to their move for the next turn.

Slime Trail

Enemy units do not receive combat result bonuses for attacking the flank or rear of models with this.

Slimy Shanks

Enemies attempting to attack a Giant River Troll Hag in close combat suffer a -1 penalty to their To Hit rolls.

Sling

Armour Piercing (1). Multiple Shots (2) (Only applies in turns the model has not moved. Cannot be used to Stand and Shoot.).

Slipshod

If the To Hit roll for a shooting attack made by a Spear Chukka is a 1 (before any modifiers are applied), then it misfires. Roll on the Stone Thrower Misfire table and apply the result to the Spear Chukka.

Slipshod

If the To Hit roll for a shooting attack made by a Spear Chukka is a 1 (before any modifiers are applied), then it misfires. Roll on the Stone Thrower Misfire table and apply the result to the Spear Chukka.

Slipshod

If the To Hit roll for a shooting attack made by a Skewerslinger is a 1 (before any modifiers are applied), then it misfires. Roll on the Scraplauncher Misfire table and apply the result to the Skewerslinger.

Slow Reload

Unless a Slave Ogre is present as a part of the war machine’s crew, after the Mortar has fired once, you must roll a 3+ on a D6 whenever you wish to fire it again. If this roll is failed, you may not fire this turn but may fire again normally next turn.

Slow to Fire

Weapons with Slow to Fire cannot be used to Stand and Shoot.

Smoke Bombs

Shinobi and/or unit of Ninjas with Smoke Bombs may use them at the end of any Close Combat phase in which they take part. On a 4+, the unit may disengage the combat by making a flee move. If they do so, the enemy cannot pursue them and they will rally automatically in their next turn.

Smoke Bombs

One per model only. If a model with Smoke Bombs breaks from combat before declaring to pursue, announce that the Smoke Bombs are being detonated. Any units pursuing this model roll one D6 less than normal this turn.

Smooth Ride

The riders of a this Monster does not count as Moving and Shooting.

Snarling Fangs

The Werebeast gains Multiple Wounds (D3).

Sneakin'

After each round of combat is fought, the Sneaky Gits gain Fight in Extra Rank (1) each turn for as long as they are in combat with that enemy. So after one turn they Fight in Extra Rank (1), after two turns they Fight in Extra Ranks (2) and so on.

Sneaky Schemes

At the start of the game, before deployment, roll a D6 for each enemy unit. On a roll of 6, that unit has been delayed. Affected units do not deploy as normal, but instead enter play as reinforcements in the Movement phase of their first turn.

Sniper

A model with Sniper can make a special Sniper shot instead of shooting normally (though it can be used in combination with the Multiple Shots rule as normal). A Sniper shot suffers an additional -1 To Hit penalty, in addition to any other modifiers, but can be aimed with great precision. Unless making a Stand and Shoot charge reaction, a model making a Sniper shot can shoot at a different target from the one chosen by their unit. A hit from a Sniper shot is not distributed in the same manner as other shooting attacks. The Sniper can shoot at any model they can see, including characters within a unit. "Look Out Sir!" cannot be used. Sniper cannot be used when firing weapons that use a template.

Snotling Pump Wagon

You may take 1-2 Snotling Pump Wagons as a single Rare choice.

Snufflesquig

Sneaky Snufflers consist of a Night Goblin and a Snufflesquig mounted on the same base. They follow the split profile rules for Cavalry.

Sobk, God of Water and War

The unit may re-roll To Hit rolls of 1 with shooting and close combat attacks.

Solar Engine

All friendly Cold-blooded units within 6" of one or more Bastiladons with a Solar Engine gain +1 I. In addition, a Solar Engine contains the innate bound spell, Beam of Chotec.

Something Wicked this Way Comes

Enemy units within 6" of Malagor may not use their General's Inspiring Presence.

Song of Athel Loren

Friendly models within 12" of one or more Warsong Revenants gain +1 to their LD. Enemy models within 12" of one or more Warsong Revenants suffer -1 to their LD.

Song of Enthrallment

Cylosta Direfin has Syreen's Call, except it targets all enemy units within 12" (unless she is in close combat).

Soporific Breath

A Forest Dragon has a S 2 Breath Weapon. Armour saves taken against Wounds caused by Soporific Breath suffer a -3 penalty. All models in a unit that suffers one or more hits from Soporific Breath gain Stupidity for the remainder of the game.

Soporific Musk

Models in base contact with one or more Fiends of Slaanesh suffer a -1 penalty to both WS and I. This has no effect on Daemons of Slaanesh.

Sorcerer's Curse

Whenever a Chaos Dwarf with this rule suffers a Miscast during the game, after resolving the effects of the Miscast on them normally, they must pass a T test or suffer a Wound with no saves allowed.

Sorcerous Exhalation

This gives the Lammasu a S 3 Breath Weapon with Magical Attacks.

Sorcerous Miasma

Magic Weapons lose all of their magical properties and are treated as a mundane weapon of the same type while the models remain in base contact with the Lammasu (including the rider of the Lammasu itself).

Soul Hunters

When a unit of Hellstriders of Slaanesh destroys an enemy unit in close combat, through charging or pursuit, they gain a bonus rule for the remainder of the game. The bonus gained depends on the number of units they have destroyed over the course of the battle, as described in the Soul Hunters Table. Note that the bonuses are cumulative and only affect the rider, not the mount.

Soul Reaper

As soon as Prince Apophas is placed on the tabletop, nominate one enemy character on the battlefield. Apophas re-rolls any failed To Hit and To Wound rolls against the chosen character.

Soul Reapers

Attacks made by Hexwraiths and Hellwraiths in close combat have Flaming Attacks and Ignores Armour saves.

Soul-eater

Enemy Wizards within 24" of one or more Cygors must take a LD test at the beginning of the Magic phase. If the test is failed, any spell the wizard fails to reach the attempted casting value of will result in a miscast.

Soulstriders

Hexwraiths and Hellwraiths can move through unengaged units (whether friendly or enemy) during the Remaining Moves sub-phase, but cannot end their movement within 1" of another unit.

Spawn of Khorne

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Spawn of Khorne has +1 S.

Spawn of Khorne

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Spawn of Khorne has +1 S.

Spawn of Nurgle

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Spawn of Nurgle has Poisoned Attacks.

Spawn of Nurgle

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Spawn of Nurgle has Poisoned Attacks.

Spawn of Slaanesh

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Spawn of Slaanesh gain +2 to its I.

Spawn of Slaanesh

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Spawn of Slaanesh rolls an additional D6 for their Random Movement result.

Spawn of Tzeentch

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Spawn of Tzeentch has a S 3 Breath Weapon that has Flaming Attacks.

Spawn of Tzeentch

A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

A Spawn of Tzeentch has a S 3 Breath Weapon that has Flaming Attacks.

Spawn-kin

Skink Cohorts may include a number of Kroxigor as upgrades to form a mixed unit. When a mixed unit deploys or reforms, these Kroxigor must be placed in the unit's second rank, displacing Skink models as necessary to the back rank. When deploying or reforming a mixed unit, the width of the unit's front rank cannot be less than that of its second rank. If no more Kroxigor can fit in the unit's second rank, place the remaining Kroxigor in subsequent ranks. If the unit's front rank is ever reduced so that its width is less than the width of the second rank, a Kroxigor must immediately move to the front rank (displacing rank and file models if necessary).

Whenever you are required to work out the mixed unit's frontage or ranks (and therefore supporting attacks and rank bonus) count as if the footprint of the entire mixed unit was filled with Skinks.

Unless otherwise stated, close combat attacks can only target Kroxigors within a mixed unit if an enemy model is either in base contact with a Kroxigor, or if an enemy model is in base contact with a Skink who is in turn in base contact with a Kroxigor. Stomps are always resolved against the Skinks (if all the Skinks are slain, any excess hits are lost). Missile and Impact Hits against a Skink Cohort that contains one or more Kroxigor are randomised by rolling a D6; on a 1-4, the hit is resolved against a Skink, on a 5-6 it is resolved against a Kroxigor. However, if a mixed unit of five or more models is hit by a bolt thrower, the shot always hits the closest non-character model to the bolt thrower. If this hit results in a casualty, resolve a hit against the next model in the bolt's path each time a casualty is caused.

Casualties are always taken from the rearmost rank of the appropriate model type. Skink models that are in base contact with a friendly Kroxigor model have Fear.

Spear (Mounted)

Strength Bonus (1), +1 I (Both, only in the turn the unit charges and only against the charged unit).

Spear (On Foot)

Fight in Extra Ranks (1). Strength Bonus (1), +1 I (Both, only if the unit got charged to its front by WB, Ca, MI, MB, MC, Ch and Mo).

Spear Chukka

You may take 1-2 Spear Chukka's as a single special choice.

Spearfisher's Net

At the start of each round of close combat, Aranessa may target one enemy model in base contact. Roll to Hit against the target; if successful, that model is ensnared and suffers -D3 to its Attacks this round.

Special Close Combat Attacks

Abominations do not attack in the same way as other creatures. Roll a D6 on the Close Combat Attacks Chart, when it is the Hell Pit Abomination's turn to attack to see what the mutated beast does.

Spectral Steeds

A model mounted upon (or pulled by) a model with this rule gains Ethereal for the purposes of movement only. They do not suffer the movement penalty for being barded. Whilst a unit with this rule is joined by a character without the Spectral Steeds or Ethereal special rules, then it loses this special rule.

Spell Syphon

Whenever an enemy successfully casts a spell (including bound spells, etc.) place a counter next to the Blue Scribes. At the start of your next Magic phase, the Blue Scribes can make a channelling attempt for each counter. Once the Blue Scribes have attempted to channel, remove all counters from them.

Spew Ichor

The Hellcannon has a S 5 Breath Weapon. Any unit that suffers one or more casualties from Spew Ichor must take a Panic test with a -1 penalty to their LD.

Spew Ichor

The Hell Cannon has a Strength 5 Breath Weapon. Any unit that suffers one or more casualties from Spew Ichor must take a Panic test with a -1 penalty to their LD.

Spider Venom

Forest Goblin Shamans may re-roll one dice when casting spells. However, any time they Miscast, they will also count as having failed a Stupidity test (if they survive).

Spike Chain

The War Elephant gains Impact Hits (2D6). If the War Elephant Stampedes, it will inflict 2D6 Hits S 5 Hits on any unit it passes through.

Spike Chain

The War Elephant causes D6 (2D6 for Royal Elephants) Impact Hits on the charge.

Spiked Tusks

Each successful Hit in close combat by the War Elephant is multiplied into 2 Hits.

Spiked Tusks

The War Elephant gains +1 S to its Attacks.

Spiky Roller

If a Pump Wagon has a spiky roller then all its Impact Hits have +1 S.

Spined Tail

If Warlord Spinetail is in base contact with an enemy Infantry Character at the start of any close combat phase, he can attempt to throttle them with his tail. If he does, both you and your opponent roll a D6. If you roll the higher result, the enemy Character suffers one Wound which Ignores Armour Saves. If your result is at least double your opponent’s, that model suffers D3 Wounds which Ignores Armour Saves instead.

Spirit Conduit

While a friendly Nehekharan Undead Wizard is within 12" of one or more Hierotitans adds +D3 to the casting result of each spell he attempts to cast (roll for the bonus each time).

Spirit of Galrauch

At the beginning of each of his turns, Galrauch must take a LD test. If the test is passed, Galrauch is controlled as normal, but if the test is failed, the ancient spirit of the original Dragon surfaces again. Should this occur, Galrauch cannot move, cast spells or use his Breath Weapons. In the Close Combat phase, he directs half of his Attacks against himself as the two heads rip into each other. If Galrauch is already engaged in close combat, he can fight with his remaining Attacks as normal. The Wounds caused by Galrauch against himself are added to the enemy's score when working out the combat resolution.

Spirit of the Tempest

Alberic, and any models in the same unit, may re-roll 1's to Hit in close combat.

Spirit-essence of Chaos

At the beginning of your Magic phase, all units within 8" of Morghur must pass a LD test or suffer D6 S 4 Hits which Ignore Armour Saves. If one or more Wounds are inflicted, you may place a Chaos Spawn within 3" of the spot vacated, provided there is space, and you have the appropriate model available. When the Spawn appears it must be placed more than 1" away from other models.

Spirit-walk

Instead of moving normally, the unit can walk the spirit paths during the Remaining Moves subphase. Remove it from play, and set it up so that the centre of the unit is within any wood on the table.

Spiritual Leader

A Guru does not follow the normal rules of Castes, but can join any unit he wishes. Rules that effect models with a Caste affect the Guru too. In addition, any unit with a Guru in it may re-roll failed LD tests.

Spit Venom

Multiple Wounds(D3). Poisoned Attacks. Quick to Fire.

Splat!

If a Fanatic's move would bring it into contact with another unit, then he moves through rather than stopping. If the Fanatic's move would end within a unit, then he automatically bounces through it – place the Fanatic model 1" beyond the unit, in the direction he was moving. When a Fanatic moves through any unit it inflicts D6 S 5 Armour Piercing (1) hits.

Split

When a Pink Horror is slain in close combat (not removed as a result of Daemonic Instability). Roll a D6; on the result of 1-3, the Pink Horror will explode, inflicting an automatic S 3 on the unit that inflicted the Wound, distributed as a missile attack. On the roll of a 4-6, the Pink Horror will split into two Blue Horrors instead; replace the slain Pink Horror with two Blue Horror models at the back of the unit. If you do not have access to enough Blue Horrors, treat the result as having rolled a 1-3 instead. When resolving attacks against a unit with both Pink and Blue Horrors present, the Blue Horrors are targeted and removed as casualties first.

Split Personality

At the start of each of the Vampire player's turns and whenever Luthor suffers a Wound, roll a D6 to determine which personality is in control. Each effect lasts until a new result is generated from the split personality table.

Spurting Bile-Blood

For every wound caused on a Jabberslythe in close combat, the attacking unit immediately suffers a randomised S 5 hit.

Squig Gobba

The Squig Gobba may fire in the Shooting Phase as long as as least one Night Goblin Tender remains and it is not in close combat. When firing the Squig Gobba, roll 3D6 and consult the Squig Gobba Table.

Squigs Go Wild

If the unit flees, or if at any time there are only Squigs left alive in the unit with no Herders, the Squigs go wild, biting at anything nearby. All units within 2D6" (friend and foe) immediately take D6 S 5 hits. For every 5 Cave Squigs remaining when the Squigs Go Wild, add +1 to the number of hits caused. After damage is resolved, the Squig Herd is removed in its entirety.

Stable Platform

The crew may move and fire with their handguns without suffering the additional -1 To Hit for mounted models.

Stable Platform

The crew may move and fire with their handguns without suffering the additional -1 To Hit for mounted models.

Stalwart Defence

If the majority of models in the unit has this rule and are garrisoning a building or fighting behind a defended obstacle, they may re-roll failed Break tests.

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.

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.

Stay Here, I'll Get Help!

Once per friendly turn, at the start of any phase, Tretch can leave any unit he is with and make move of 2D6" as if it was the Remaining Moves phase.

Steady Arim

By resting the musket on the crook of the Halberd, the Streltsi counts as firing from short range at targets within 12" rather than 4".

Steady in the Ranks

Units with Steady in the Ranks may Stand & Shoot as a charge reaction even if the enemy is within their M characteristics. In addition, the Kossars do not suffer the normal 1 penalty on their To Hit rolls for firing at a charging enemy.

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 Drill

-2 I. Requires Two Hands. A Miner unit equipped with a steam drill can re-roll a failed arrival for Ambushers.

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.

Steam-Pressured Engine

The Grudgebreaker follows the rules for Random Movement and Random Attacks. In order to determine the Movement and Attacks value of the Grudgebreaker, roll an Artillery dice rather than a set of D6's (roll separately for Movement and Attacks). Whenever you attempt to move or attack with the Grudgebreaker you may re-roll the Artillery dice if it didn't score a Misfire. If a Misfire is rolled, roll a D6 and consult the Grudgebreaker Incident Table. If a Misfire results on the re-roll it automatically causes a Clunk result.

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.

Steel Head

Agum's 'Eadbutt attack has Multiple Wounds (D6).

Steel-hard Claws

The Werebeast gains Armour Piercing (1).

Stoic

Royal Guards do not suffer -1 To Hit for shooting at charging enemies.

Stomp

A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are
randomised as Automatic Hits.

Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.

Stone Shaper

Any friendly unit of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters within 12" of a model with this rule gains Regeneration (6 +).

Stone Skeleton

If an Attack with Multiple Wounds successfully wounds a Stonehorn, halve the number of Wounds inflicted (rounding up).

Stone Thrower

Once deployed, the Stone Thrower cannot move, though it may pivot on the spot as normal.

Stone Troll

Stone Trolls have Magic Resistance (2) and Natural Armour (5+).

Stonehorn

A Stonehorn has a Unit Strength of 9.

Stormbringer

All missile attacks targeted against a Thunderbird suffer -1 To Hit. In close combat, the Thunderbird inflicts an automatic S 3 Hit on all models in base contact at the start of each close combat phase. In addition, each successful Hit by a Thunderbird is multiplied into D3 Hits, though no individual model may be hit more than once.

Stormfiends

The models in a unit of Stormfiends can be armed with a variety of different weapons. If they are, your opponent must make it clear which model they want to allocate their attacks to. Any excess wounds are carried over to the rest of the unit as normal in an order chosen by your opponent.

Stout Courage

Bugman and any unit he joins have Immunity (Fear/Terror) as long as he remains with the unit.

Strange and Confused

At the start of your Movement phase, roll a D6 and consult the Strange and Confused Table.

Strangleroots

Multiple Shots (D6+1). Quick to Fire.

Strategic Genius

If Salâh ad-Dîn is the Army General, any Core unit in the army may deploy as Ambushers per the normal rules.

Streams of Brackish Filth

At the start of each of your Shooting phases, all enemy units within 6" of Rotigus suffer D3 S 4 Hits.

Strength Bonus (1)

Models with this rule gain a S bonus to all their close combat attacks (including Impact Hits and Stomps) equal to the number in the brackets in the first round of each new close combat they are involved in. Note that any attack made with a weapon that gives Strength Bonus only applies to attacks made with the weapon itself. This rule is cumulative with other sources of Strength Bonus.

Strength in Faith, Faith in Strength

Whenever a Priest of Ulric uses a Prayer, the Power level of the Prayer is increased by D3. Therefore the total Power level when using a Prayer will be 3+D3. For the purposes of dispelling Remains in Play Prayers in later turns, only the basic Power level of 3 is used.

Strength in Numbers

Units with this rule add +1 to its LD if it has Unit Strength 10 or more, +2 LD if it has Unit
Strength 15 or more, and +3 LD if it has Unit Strength 20 or more. To calculate the LD of a unit with Strength in Numbers, first determine the unit's LD as normal and then add the LD
bonus of the unit to this value, up to a maximum LD of 10.

Note that a Skaven General confers his basic LD and then units modify it with their own Unit Strength. Any bonus from the Unit Strength of the General's unit is not passed on to units within his Inspiring Presence range.

Strength of Khaine

Friendly units with Murderous Prowess in units within 6" of the Cauldron of Blood re-roll all failed To Wound rolls in close combat.

Strength of the Bear

The Knights of the Black Bear gain Strength Bonus (1) on any turn that they charge.

Strength of the Great Bear

Ilja may forfeit his normal attacks in favour of doing a single massive blow with his axe. If this attack hits and wounds, it causes D3+1 wounds which Ignores Armour saves.

Strider (Forest)

Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.

Strider (Hill)

Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.

Strider (Marsh)

Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.

Strider (Obstacle)

Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.

Strider (River)

Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.

Strider (Swamp)

Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.

Strike the Runes

A model mounted on an Anvil of Doom can use each of the following bound spells once per friendly Magic Phase. In addition, it may use up to
4 Power Dice when attempting to cast each spell. The Anvil can pivot on the spot before casting, and the range of the bound spells is measured from the Anvil itself.

Stunning Beauty

Any friendly Human unit within 8" of Lucrezzia Rally automatically during your Compulsory Movement phase. This does not affect any troops that have Immunity (Psychology).

Stupidity

Provided that they are not engaged in close combat, a unit that contains one or more models with Stupidity must take a LD test at the start of its Movement phase. If the test is passed, the unit will act normally this turn.

If the test is failed, it moves directly forwards using Random Movement (D6) in the Compulsory Movement sub-phase. The Stupid unit cannot take any further action that turn, so cannot declare charges or make a shooting attack. However, a unit that has failed a Stupidity test can still be forced to move, or perform any other action, by a spell, or other special rule/magic item.

Until they pass the Stupidity test again, models that have failed their Stupidity test have Immunity (Psychology) and Random Movement (D6), except that they can only move directly forwards. They cannot choose to do a combat reform or choose any other charge reaction except Hold. In addition, Wizards cannot attempt to cast/dispel or channel power dice or dispel dice.

Styrmir Rimefrost

Styrmir may never be the army's General. If Styrmir is included in your army, you may take 1-2 Frost Giants as a single Rare choice.

Subvert

At the start of each of your turns, one enemy Character within 12" and Line of Sight of Syll'Esske must take a Psychology test. If failed, no units can use that model's LD until the start of your next turn.

Suffer No Rival

Kurdoss may re-roll failed rolls To Hit in close combat against the enemy Army General.

Sun Gauntlet

Armour Piercing (2). Magical Attacks. Quick to Fire.

Sun Gauntlet (Combat)

+1 A. Magical Attacks. Requires Two Hands.

Sunstaff

Armour Piercing (2). Magical Attacks. Quick to Fire.

Supernatural Reflexes

Enemies targeting Radukar the Beast must re-roll successful rolls To Hit.

Supreme Aura of the Lady

The Fay Enchantress has Magic Resistance (3) and Fear. Against Skaven, Orcs & Goblins and Beastmen, she causes Terror. Furthermore, she gains +2 to cast spells from the Lore of Life or Lore of the Lady.

Supreme Blessing of the Lady

Such is the power of the Fay Enchantress that the Ward Save gained from the Blessing of the Lady is increased by +1 for any unit that has the Blessing of the Lady and is joined by the Fay Enchantress.

Supreme Shugenja

Himiko channels Power Dice on roll of a 3+ and Dispel Dice on a 5+. In addition, she may reroll one dice when casting and dispelling each turn.

Supreme Vanity

Sigvald the Magnificent may never re-roll a failed Stupidity test, nor use another model's LD when taking a Stupidity test (such as the army General's). The above also applies to any unit that Sigvald is currently joined to.

Überraschung!

Nasty Skulkers have Always Strikes First and Armour Piercing (1) in any turn they successfully charge an enemy in the flank or rear.

Sustained Fury

For each successful Killing Blow scored (before any saves), the Avatar of Khaine immediately gets to make an additional Attack.

Swallow Whole

In addition to its normal attacks, the Ghorgon may make an additional special attack at an I of 1. This attack has Killing Blow, but To Wound rolls of a 4+ act as Killing Blow attacks, instead of just rolls of 6.

Swamp Breath

This is a Breath Weapon, with a S of 3 and Ignores Armour saves. A unit that takes casualties due to this attack has its LD reduced by the number of casualties suffered the next time it takes a Panic test, after which it returns to normal.

Swarm of Flies

Enemies in base contact with a Zombie Dragon suffer -1 to their WS.

Swashbucklers

Buccaneers have Dodge (6+) in close combat.

Swift as the Wind

A Pegasus with the Swift as the Wind upgrade re-rolls any dice results of a 1 when determining its charge range.

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.

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.

Swiftsense

The model gains +1 I.

Swiftsense

The model gains +1 I.

Swirling Cut

A model armed with an Urumi sword gains an additional attack for every model in base contact.

Swivel Gun

Armour Piercing (1). Move or Fire.

Swivel Gun

Move or Fire. Armour Piercing (1). Unreliable.

Swivel Guns

Flying Galleys are armed with 2 Swivel Guns, which may fire to either its front or flank arcs even if the model has moved that turn. They do not suffer To Hit penalties for moving and shooting.

Swooping Strike

The model gains Devastating Charge.

Swooping Strike

The Hippogryph gains Devastating Charge and Strength Bonus (1).

Swooping Strike

The model gains Devastating Charge.

Sword-claws

The Abyssal Terror gains Armour Piercing (1).

Sword-Gnoblar

An Ogre with a Sword-Gnoblar benefits from one extra S 2 attack per close combat round, at the WS of the owning model.

Swordmaster

Models with this rule ignore Initiative penalties from great weapons and gain Dodge (6+) against non-magical missile attacks (except templates).

Sworn Bodyguard

A Hatamoto may be assigned to guard one friendly character model in your army (except other Hatamoto) at the start of the game. The same character may not be nominated by several Hatamoto. Whenever the nominated character suffers a Wound (before saves are taken) and the Hatamoto is in the same unit as them, roll a D6. On a 1, the Wound is resolved as normal, but on a 2+ the Wound is intercepted, and re-allocated to the Hatamoto. No more than one Wound can be re-allocated to each Hatamoto in each phase. Wounds in a challenge can't be reallocated.

Sworn Bodyguard

If you have any Characters with My Will Be Done in your army, you must nominate one of them for the Tomb Herald to protect at the start of the game. The same character may not be nominated by several Tomb Heralds. Whenever the nominated character suffers a Wound (before saves are taken) and the Tomb Herald is in the same unit as him, roll a D6. On a 1, the Wound is resolved as normal, but on a 2+ the Wound is intercepted, and re-allocated to the Tomb Herald. No more than one Wound can be re-allocated to each Tomb Herald in each phase. Wounds in a challenge can't be re-allocated.

Syreen's Call

Syreen’s Call is a special attack that can be used against a single enemy unit in the Shooting phase, even if the Syreen has marched, charged or is engaged in close combat. This attack has a range of 8" and needs line of sight to its target. If the Syreen is engaged in combat, her Syreen’s Call can only target an enemy unit in base contact.

To resolve a Syreen’s Call, the target unit must pass a LD test or suffer -3 to their LD until the start of the Syreen's next Shooting phase.

Tactical Supremacy

Any unit with this rule may roll 3D6 when taking tests to Rally, March, Reform and Redirect Charges and discard the highest result.

Tail Weapon

The model gains +1 A, though this attack does not gain any of the bonuses or penalties of other weapons the model might carry.

Tail Whip

Sea Serpents get to make a Stomp Attack, except they only inflict 1 Hit.

Take it and Run!

Before Break Tests are taken, Thieves may choose to leave combat willingly. They will flee 2D6" away from the enemy as normal, but will rally automatically and may not be pursued. Thieves fleeing in this way does not cause Panic.

Talismanic Tattoos

Models with this rule have Magic Resistance (1) and a Ward save (6+).

Tanglethorn Thicket

At the start of either player’s Movement phase, Sylvan Hunters can sprout a thick weave of thorned branches. Until the end of the turn, they cannot voluntarily move, but counts as being in Hard Cover.

Telepathic Confabulation

At the start of each friendly Magic phase, before dice are rolled to determine the strength of the Winds of Magic, you may pick two friendly Wizards with this rule anywhere on the battlefield and they may exchange a single spell with each other. In subsequent turns, a different pairing of Wizards with this rule may be chosen.

Tenderizer

In addition to its normal Impact Hits, the Tenderizer causes D3 Impact Hits at S 6 at the start of each round of close combat. These attacks have Multiple Wounds (D3). Note that this only applies when fighting to the Tenderizer's front.
Due to its constraints when pushing the Tenderizer forward, the Bull Centaur may only attack when fighting to the Tenderizer's flank or rear.

Tepok's Crystalline Eye

A Dread Saurian bearing the crystal known as the Eye of Tepok gains a Ward save (4+) against non-magical attacks.

Tercio Formation

A unit of Pikemen upgraded to Aventuro's may be combined with models of Rodeleros to deploy in a Tercio Formation at the start of the game. This will then be counted as a single unit for all purposes. The number of Rodeleros can range from a minimum of five models to a maximum of half the number of Aventuros (rounding up). The points cost of any Rodeleros counts towards the points total of the same unit of Aventuros they are purchased with. The Rodeleros may not purchase any additional options.

The forward ranks of a unit of Tercio are always made up of Rodeleros (as well as any Command Group models, which have the same equipment), and all Rodeleros must be placed as far forward as possible. The subsequent ranks are entirely made up of Aventuro Pikemen. In combat, all Aventuros that are eligible to make Supporting Attacks can do so as normal.

During the game, remove casualties from the back as normal. It is assumed that the pike-armed models step forward and discard their pikes to pick up the swords and shields of the fallen front rankers. Only when all Aventuros have been killed, can casualties be taken from the Rodeleros.

Units of Crossbowmen or Handgunners within 3" of a unit in Tercio Formation may lend them support fire if the Tercio is charged to its front. This works out like a normal Stand and Shoot reaction, except that they do not suffer -1 To Hit for shooting at a charging enemy.

The Avatara

Darahma follows all the rules for Devas, but is not subject to Divine Corporeality, and may be the army’s General and use Hold Your Ground.

The Battle Standard Bearer

Unless specified otherwise, the model that carries the battle standard cannot be the General.

Unlike normal standards, the battle standard is lost if the bearer is slain.

If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal.

Combat Resolution Bonus
A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit.

Hold your Ground!
Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing.

If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".

The Beast

Whenever Radukar suffer an unsaved Wound, roll a D6; on a roll of 4+, he will transform into his Beast form for the remainder of the battle and will use those characteristics from then on (note that any Wounds previously suffered are not regained upon transforming). Replace Radukar the Wolf with Radukar the Beast, reforming the unit to make space if needed (this does not count as a reform).

The Beast-Roar

All friendly Beastmen models within 12" of Morghur may re-roll failed Rally Tests.

The Best Defence

The Deathroller has an armour save of 3+ against all models attacking from the front. The Deathroller has only a 5+ armour save against attacks from the flank or rear.

The Best Defence

The Doom-flayer has an armour save of 3+ against all models attacking from the front. The Doom-flayer has only a 5+ armour save against attacks from the flank or rear.

The Best Money Can Buy

If a Merchant Prince is included in your army, one Dogs of War unit (which is not a Regiment of Renown, character, monster or war machine) may increase its armour save by +1 or gain Armour Piercing (1). This costs +1 point per model for Infantry, and 2 points per model for other troop types. Alternatively, the unit may take a Magic Standard worth up to 50 points.

The Blazing Configuration of Chotec

The Dread Saurian gains Flaming Attacks and causes 2D6 S 3 Flaming Impact Hits.

The Blessing of the Lady

Models with this rule have Ward save (6+). This is increased to a Ward save (5+) against missile attacks. Models with the Grail Vow always have Ward save (5+).

Models with the Blessing of the Lady will lose it if they flee for any reason or refuse a challenge.

The Breath of Life

Aekold has Regeneration (4+). In addition, any Character model in base contact with Aekold Helbrass also gains Regeneration (4+) as long as they are in contact with him. If Aekold is killed during a battle, roll a dice at the end of the turn that killed him. On a 4+ he recovers to full wounds, and is placed where the model was originally slain, at least 1" away from any unit or Impassable Terrain.

The Butcher's Due

At the start of each of your close combat phases, choose one friendly Daemon of Khorne unit within 12". The target unit may re-roll failed To Wound rolls of 1's until the start of your next close combat phase.

The Court of the Lost

At the start of each of your turn, Cado can summon a spirit from the Court of the Lost. If he does so, pick one of the effects. That effect lasts until the start of your next turn.

The Curse

If a model with the Curse is removed from play, then the enemy unit responsible, by inflicting the final wound for example, will immediately suffer D6 S 5 hits (if the model was a Lord) or D6 S 4 hits (if the model was a Hero). These Wounds are distributed as for shooting hits.

In close combat, any Wounds inflicted count towards the combat result. If more than one unit is responsible for the destruction of the model with the Curse (it is destroyed by the combat result in a multiple combat due to Unstable, for example), then all guilty units are affected. If the model is killed in a challenge, then only his opponent is cursed, and not the whole enemy unit.

The Curse of Settra

In addition to the normal Tomb King's Curse, if Settra is killed by any means, then every enemy unit within 2D6" suffers 2D6 S 2 hits.

The Dark Master

All enemy units within 12" of Be'lakor suffer -1 to their LD.

The Dark Within

Eltharion and any unit he joins is subject to the Berserk Rage part of Frenzy.

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 Eternal Dance

At the start of each of the controlling player's Close Combat phases, the Masque must choose one dance to perform. These abilities target one enemy unit (which may be in combat). Each dance has a range of 12" and does not require line of sight. Until the end of the phase, the target suffers a penalty to the characteristic stated (to a minimum of 1).

The Facebeater

If Borgut fights in a challenge, then at the beginning of the first Close Combat phase of the challenge, he can smash his thick Orc skull into the face of his opponent. This is in addition to his normal attacks, and is resolved before any other attacks in the challenge. If this attack inflicts an unsaved Wound, the target is reduced to WS 1 and gains Always Strike Last for the rest of the Close Combat phase. If this mighty 'eadbutt kills his opponent, Borgut can still make his remaining attacks to calculate overkill for the purposes of combat resolution.

The Favoured of Chaos

Gorthor must be the Army General. Gorthor, and any unit he joins, may re-roll failed Psychology and Break tests.

The First Butcher

Once per turn, Groth may re-roll a dice when casting a spell or when trying to dispel an enemy spell.

The First Division

The First Division is a unit of Janissaries that may Move and Fire even if armed with handguns. However, if they do so, only the front rank may fire. In addition, the unit may be armed with both a special close combat weapon and a missile weapon, chosen among the normal weapon options for Janissaries in the army list. Ottokar must set up with this unit and may not leave it. No other character may join the unit.

The First Sorceress

Morathi adds an additional +2 to all her casting attempts, roll each time a spell is cast.

The Gaze of Khorne

All friendly units with the Mark of Khorne within 12" of Valkia the Bloody re-roll failed Break tests. However, any friendly unit with the Mark of Khorne that flees whilst within 12" of Valkia the Bloody, for whatever reason, immediately suffers D6 S 6 hits.

The Generals of Undeath

If your army contains any Undead units, you must include at least one character that is a Wizard that uses the Lore of Necromancy.

Slain General
At the end of the phase in which the General is removed as a casualty, and at the start of every friendly turn thereafter, all friendly Undead units on the battlefield must take a LD test. If the test is failed, the unit immediately suffers a number of Wounds equal to the amount by which it failed the LD test, with no saves of any kind allowed. These Wounds are distributed as if from a shooting attack.

If, at the start of any of your turns following the death of the General, there is one or more friendly Wizard Character on the table who know spells from the Lore of Necromancy, no unit in the army needs to take this LD test while at least one of them remain.

The Generals of Undeath

Your army must include at least one Wizard that uses the Lore of Necromancy.

Slain General
At the end of the phase in which the General is removed as a casualty, and at the start of every friendly turn thereafter, all friendly Undead units on the battlefield must take a LD test. If the test is failed, the unit immediately suffers a number of Wounds equal to the amount by which it failed the LD test, with no saves of any kind allowed. These Wounds are distributed as if from a shooting attack.

If, at the start of any of your turns following the death of the General, there is one or more friendly Wizard Characters on the table who know spells from the Lore of Necromancy, no unit in the army needs to take this LD test while at least one of them remain.

The Golden Shroud of Tlazcotl

All attacks targeting the Dread Saurian suffer a -1 To Hit modifier. In addition all models which are considered Daemonic or Undead in base contact with the Dread Saurian gain Always Strikes Last.

The Goldtooth Tribe

At least one units of Ironguts must be included in an army led by Greasus.

The Grail Vow

Models with the Grail Vow have Immunity (Psychology) and Magical Attacks, and may only join units with the Knight's Vow, Questing Vow or Grail Vow. Characters with the Grail Vow add +1 to their LD.

The Grand Gourmand

At the start of each of your turns, Glutos gains one of the abilities as indicated in the grand gourmand table. Note that all of these abilities are cumulative.

The Great Khan

Hobgobla Khan must always be the army's General. In addition, units of Kheshig must be taken as a Core choice.

The Grim Ague

Any non-Clan Pestilens unit with a model within 6" of Nurglitch is at -1 WS. Furthermore, any such model in base contact with Nurglitch at the end of any close combat phase automatically takes a S 4 hit which Ignores Armour saves, that counts towards combat resolution.

The Halo of Maidenly Wrath

Repanse has Terror and Magic Resistance (3).

The Hand of Destiny

One enemy model, chosen by the Daemon player, is doomed to perish by Amon 'Chakai. All close combat and shooting attacks against this model will automatically hit. This lasts until the end of the battle, even if Amon 'Chakai is killed.

The Hand of Judgement

Bruckner cannot be the army's General. In addition, while fighting in a Challenge, Bruckner has Unbreakable.

The Hierophant

Your army must include at least one Nehekharan Undead Wizard to be the army's Hierophant. If your army includes several Wizards, this will be the one with the highest Wizard Level. If two or more models have the highest Wizard Level, choose which of them will be the Hierophant. The Hierophant must use the Lore of Nehekhara.

The Hierophant, and all models in the same unit, have Regeneration (6+).

At the end of the phase in which the Hierophant is removed as a casualty, and at the start of every friendly turn thereafter, all friendly Undead units (except characters) on the battlefield must take a LD test. If the test is failed, the unit immediately suffers a number of Wounds equal to the amount by which it failed the LD test, with no saves of any kind allowed. These Wounds are distributed as if from a shooting attack.

If, at the start of any of your turns following the death of the Hierophant, there is one or more friendly Wizard Characters on the table who know spells from the Lore of Nehekhara, then one of these models may be designated the new Hierophant by passing a LD test. If passed, he becomes the new Hierophant following all the normal rules, and no unit in the army needs to take the LD test to avoid losing Wounds while he remains alive.

The Hordes of Morghur

A Beastmen army containing Morghur must re-roll all successful Unruly tests.

The Hound of Khorne

The Hound of Khorne has Frenzy and Magic Resistance (2).

The Ironskin Tribe

If Ghark is the army's General, Leadbelchers count as a Core choice and Grimhorn Rhinox Riders count as a Special choice.

The King of Ashes

At the start of each of your turns, one unit in within 12" of Khazek may be forced to take a Psychology test. If the test is failed the unit is overcome by the urge to slaughter in Khorne’s name, and they will gain Frenzy until the start of your next turn.

The Knight's Vow

Models with the Knight's Vow have Immunity (Panic) caused by friendly models. In addition, they may only join units with the Knight's Vow.

The Lady's Champion

Louen gains a Ward Save (4+) from the Blessing of the Lady. However, if he loses the Blessing, he will immediately lose a Wound with no saves allowed.

The Lance Formation

Any Cavalry unit with this rule may deploy in the Lance formation and/or reform into it during the game. A unit in Lance formation follow the rules for Ranks that apply to Monstrous Cavalry. In effect, if by any means a unit of Bretonnian Knights is formed into a unit three models wide, it is treated as being in Lance formation. Note that if a unit is ever wider than three models, it no longer counts as being in Lance formation. In addition to this, the unit may form a unit up to 5 ranks deep.

A wizard may be placed in the centre of the second rank of the Lance formation rather than the front rank, as the Knights form up protectively around her. Note that she remains fully in play even if she is not in the front rank (so the unit may use her LD, she may cast magic, etc.). If a second wizard joins the unit, she may be placed in the centre of the third rank. If the rank in front of the wizard ever falls below three models, she will move forward to take up the empty space. A Wizard in the second rank still counts as having line of sight for the purpose of casting spells.

On a turn that a unit in Lance Formation makes a successful charge, all models with this rule gain Fight in Extra Ranks (1), and every rider that gets to fight can make up to 3 Supporting Attacks rather than 1. In addition, they add their current Rank Bonus to the S of the Impact Hits they inflict. Finally, if the unit wins that round of combat, it also counts as having double their actual Unit Strength for the purpose of determining if the enemy unit is Steadfast or not.

The Light of Ptra

At the start of each of your Shooting phases. Amanhotep may unleash the Light of Ptra from the Curse of Zandri. This is fired from the table edge of the Tomb Kings player's deployment zone.

Roll an Artillery dice to determine the number of hits caused. If a Misfire is rolled, the attack fails and you may not fire it the next Shooting phase.

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 Moon King's Entreaty

Skragrott can always choose to re-roll any number of dice when determining how far the template from the Curse of da Bad Moon spell moves.

The Newly Dead

Zombie units can be increased beyond their starting size by spells and effects that add models to an existing unit. In addition, when Zombie units are successfully targeted by the Invocation of Nehek spell from the Lore of the Vampires, they regain an extra D6 Wounds. However, they also suffer one more casualty than normal as a result of Unstable.

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 Palanquin of Constellations

The Palanquin of Constellations gives Tetto'eko a Ward save (5+) and Strider. Additionally, while they have the troop type Infantry, he is are never considered to be a ‘model on foot' for the purposes of spells, magic items and special rules. If Tetto'eko joins a unit Skink Cohorts whose front rank contains five or more models, he must be placed in the second rank, displacing other models if necessary. If the unit's front rank is ever reduced to four or fewer models, Tetto'eko must immediately move into the front rank (displacing models if necessary).

The Parrying Shield

The Knight of the Perilous Lance has Parry (6+), even though he is mounted.

The Passion of the Putrid

Nurglitch and Bilios are subject to Frenzy and Hatred. Such is the inspirational effect Nurglitch has on his army that no Clan Pestilens units will lose their Frenzy whilst Nurglitch is still alive.

The Pay Cart

Unlike normal chariots, the pay cart only inflicts D3 impact hits. The Paychest increases the radius of Mydas' "Hold Your Ground" by 6". The Pay Cart acts as a separate unit from Mydas and his bodyguards on the battlefield.

The Paychest

The Paymaster may be accompanied by a Paychest guarded by two Paychest Bodyguards which increases his Unit Strength by 2. This can be represented by either modelling the Paymaster with the Paychest and guards on a single base, or as a separate model placed in base contact with the Paymaster at all times (it may be placed in the second rank of a unit if you wish). The Paychest increases the radius of the Paymaster's "Hold Your Ground" by 6".

If the Paymaster is killed, all friendly units gain Hatred against the enemy unit or model that killed the Paymaster.

The Peasant's Duty

Models with the Peasant's Duty treat all friendly models with the Knight's Vow, the Questing Vow or the Grail Vow within 6" as having Inspiring Presence. Unit standards in units with the Peasant’s Duty do not confer any additional victory points if captured.

The Perilous Lance

All attacks made by the Knight of the Perilous Lance have Ignores Armour Saves when charging.

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 Questing Vow

Models with the Questing's Vow have Immunity (Panic) caused by friendly models, may re-roll failed Psychology tests, and may only join units with the Knight's Vow or Questing Vow. In addition, they ignore I penalties from using great weapons in any turn that they charge, but they may not use any lance (unless specified).

The Ravens

Each of the two Ravens gives the Ravenswyrd an additional Attack that is resolved at WS 3 and S 3. These attacks do not benefit from any bonuses or Magic Weapons.

If the Ravenswyrd is wounded, roll a D6 for each wound suffered. On a 2+, the Ravenswyrd may ignore the wound and reduce his S, T or A by 1 instead. On a 1, one of his Ravens are slain instead. If both Ravens are killed then the Ravenswyrd will also die and is removed from the table.

In addition, roll a D6 at beginning of the Norse turn. On a roll of a 6 the Ravenswyrd may increase his S, T or A by 1. This increase may not take it above the Ravenwyrd's starting characteristics.

The Red Devils

The Red Devils are a unit of Samurai Cavalry with an additional +1 S and Frenzy. Naomasa must set up with this unit and may not leave it.

If Sanada Naomasa is taken, then you must include a unit of Samurai Cavalry in the army, chosen at additional cost from the Core Units section of the army list. This unit must be
upgraded to Red Devils at a cost of 3 points per model and given spears. They may not take a Clan Mon.

The Red Guard

Queek must always be accompanied by his Red Guard, and may join no other unit. The Red Guard are a unit of Stormvermin with an additional +1 S. Queek must deploy with this unit and may not leave it. No Grey Seers may join the unit.

The Red Thirst

Whenever a model with this rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with Animated Construct, Daemonic, Forest Spirit.

The Red Thirst

Whenever Marianna kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with Animated Construct, Daemonic, Forest Spirit or Vampiric.

The Red Thirst

Whenever a model with this rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with Animated Construct, Daemonic, Forest Spirits.

The Reliquary

At the start of each of your turns, roll 2D6 and add the current turn number. This is range of the reliquary's dark aura this turn in inches. All enemy units within range of the dark aura immediately take D6 hits, with a S equal to the current turn number, distributed as from shooting. Also, place a marker next to all friendly Undead units that were within range of the dark aura at the start of the turn. These units improve their Regeneration saves by one point until the start of their next turn, to a maximum of 4+. If they have no Regeneration save, they are treated as having Regeneration (6+) instead. Finally, if the 2D6 result was a double, then the fell energies prove too powerful; in addition to the usual effects, the Mortis Engine takes 1 Wound with no saves of any kind allowed. When the Mortis Engine suffers its last unsaved Wound, every unit within 12 plus the turn number in inches, friend or foe, must take 2D6 hits with a S equal to the current turn number. These hits are distributed as shooting.

The Right Hand of Darkness

If Kouran Darkhand is in a unit of Black Guard, he and all models in that unit have Unbreakable.

The Shadow Rebus of Huanchi

The Dread Saurian gains Ambushers deployment and add +1 to its M value. Models firing at it as part of a Stand & Shoot charge reaction must re-roll successful hits.

The Sons of Ghorros

Ghorros must be deployed with a unit of Centigors, and may not leave it. His Centigor unit is comprised of his most able sons and has +1 WS. Such is his kin's devotion that Ghorros can always use the 'Look Out, Sir!' rule, provided there is at least one other Centigor in his unit still alive.

The Spirit of Lord Kroak

Lord Kroak's Wizard level can never be reduced to less than 1.

The Stone Host of Quatar

If Sehenesmet is the army's General all units of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters count as Core/Special units rather than Special/Rare units. However, all other Core/Special units will counts as Special/Rare units instead.

The Surgeon's Mate

Once a game, Exmelin rolls a D6 when using Field Surgeon.

The Swords of Chaos

If your army includes Archaon, one unit of Varanguard may be upgraded to be the Swords of Chaos for +3 points per model. This unit has Hatred and Immunity (Psychology).

The Taint

If Morghur is within 12" of a forest, all enemy units even partially within that forest suffer -1 to their LD.

The Tally of Pestilence

Whilst Epidemius is alive, keep a count of all unsaved Wounds caused by Daemons of Nurgle (friend or foe) and by spells from the Lore of Nurgle.

At the start of each of your turns, consult the Tally of Pestilence table to determine the effect of the Tally of Pestilence. Note that these effects are cumulative. If Epidemius is killed, these effects are immediately lost.

The Throne of Power

The Throne of Power is treated in all regards as Shieldbearers, with these additions to represent its status and additional bearers: the Throne adds +4 to Thorgrim's W and gives him Unit Strength 5. In addition, the Throne increases the range of his Inspiring Presence rule to 18". If Thorgrim joins a unit, he does not benefit from the "Look Out Sir!" rule.

The Trial of Blades

The Models receive +1 To Hit and To Wound (a roll of 1 still fails) if at least one enemy model in base contact with the unit has a higher WS or S characteristic (before modifiers for weapons).

The Voice of Slaanesh

All friendly models within Line of Sight of Synessa may use their LD. In addition, any spells that Synessa casts can be targeted at all enemies within Line of Sight, regardless of range.

The War-Mourner

Each Wound inflicted by Garagrim counts double towards that round's Combat Resolution. Against enemies with T 5 or higher, Garagrim causes Multiple Wounds (D6). However, Garagrim may never be the Army General.

The Way of the Warrior

Crom can choose to swap between fighting with a hand weapon and shield or two hand weapons at the start of each round of close combat.

If Crom uses a hand weapon and shield, his Parry save is increased to 4+.

If Crom uses two hand weapons, he gains +3 Attacks rather than +1.

The Wild Hunt

In an army led by Orion, Wild Riders count as Core choice. An army led by Orion must include at least one unit of Wild Riders.

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.

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 follow 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.

The Yellow Death

If Morbus is included in your army, you may upgrade one unit of Plague Rats to Yellow Death Rats for +5 points per base. Yellow Death Rats have +1 WS and S.

Their Master's Voice

Unit can not be joined by character models other than Hunters.

They's Ain't Righ' in da 'Ead

No units may ever use the LD of a Shaman Elder or Shaman, and they may never be the army’s General.

Things-Catcher

Polearm/Halberd. A Things-catcher gives the wielder Killing Blow.

Thousand and One Dark Blessings

Morathi has Ward save (4+) and Magic Resistance (2).

Three-eyed Gun

Armour Piercing (1). Multiple Shots (3).

Throne Bearers

A Maharajah and his Throne Bearers fight as a single model, even in challenges. The Throne Bearers add +1 to the Armour Save of the character seated on the Throne. For the purpose of rank bonus, the Thronebearers counts as 4 models.

Throne Bearers

A Maharajah and his Throne Bearers fight as a single model, even in challenges. The Throne Bearers add +1 to the Armour Save of the character seated on the Throne. For the purpose of rank bonus, the Thronebearers counts as 4 models.

Thronebearers

Khalil al-Zahir goes into battle carried by four trusted thronebearers. These are treated as a mount, and increases Khalil al-Zahir's Unit S to 5.

Throt the Unclean

As Throt has three arms, he may use both his magic weapons at the same time.

Throwing Axes

Quick to Fire.

Thunderbarge Cannon

The Thunderbarge is armed with a cannon, which cannot fire grapeshot. The cannon can be fired even if the Thunderbarge marches. If the cannon misfires and roll a "Destroyed!" result, then the Thunderarge suffers D3 Wounds with no saves allowed, and the weapon may no longer be used for the remainder of the game. Other misfires are resolved as normal.

Thundercrush Attack

After its crew have attacked, a Khemrian Warsphinx may exchange all of its Attacks to make a single Thundercrush Attack (though it can still Stomp). Roll To Hit against the highest WS amongst the enemy models in base contact. If this Attack hits, place the small template anywhere so that it is touching the Khemrian Warsphinx's base. Any Infantry, War Beast or Swarm models that lie underneath the template (friend or foe) suffer a single S 3 hit. The model under the template's central hole instead suffers a single S 9 hit with Multiple Wounds (D3). Other troop types underneath the template are too big to be crushed, and don't suffer any hits.

Thunderous Bludgeon

Before rolling To Hit, nominate one of the Bastiladon's Attacks as the Thunderous Bludgeon (a different coloured dice works best). This Attack is resolved at S 10 and receives a +1 To Hit bonus against models in the creature's rear arc.

Thunderous Charge

A Razorgor has Strength Bonus (1) in turns when it charges.

Thundertusk

A Thundertusk has a Unit Strength of 12.

Thwackwheezer Puffshrooms

Twackwheezer Puffshrooms replace the Fanatic's normal S 5 Hits. All models Hit must pass a T test or suffer a Wound which Ignores Armour Saves. This has no effect on Animated Constructs. In addition, all models within 6" of a Fanatic with this upgrade count as being in soft cover.

Tide of Serpents

In close combat Tehenhauin can make an extra D6 Attacks at I 1. These extra Attacks are always resolved at WS 2 and S 2 and have Poisoned Attacks.

Tied Down

The Squig Gobba cannot move after it has been deployed except pivoting on the spot. It may not pursue an enemy it defeats in combat. If the Squig Gobba breaks from combat, it is automatically destroyed.

Toad Rage

Before the game starts, but after Scouts have been deployed, a Lustrian blot toad marker can be placed for each unit of Ripperdactyl Riders in your army. A single blot toad marker can be placed on any enemy unit on the tabletop, this marker remains throughout the battle.

When fighting in close combat against a unit with a blot toad marker, the Ripperdactyl's Frenzy grants it D3+1 extra Attacks, instead of just 1 (roll once for the whole unit) and the Ripperdactyls re-roll all failed To Hit rolls.

Tomb Blades

Models with this rule have Killing Blow and Magical Attacks.

Tomb King Battle Standard Bearer

In addition to the normal rules for the army battle standard, units of Undead within 12" of their battle standard suffer D3 Wounds less than they normally would due to Unstable, or following the death of the army's Hierophant.

Tongue Lash

In addition to the Toad Dragon's normal attacks, it may also make a single special lash attack with its tongue. This single attack may be inflicted against any enemy model in base contact with the Toad Dragon; it is a S 4 Poisoned attack with Always Strikes First. Should the victim survive, they suffer -1 to hit that round of combat.

Too Horrible to Die

As soon as the Hell Pit Abomination loses its last Wound, roll a D6 and check the Too Horrible to Die chart. If any of the Hell Pit Abomination's Wounds were lost to Flaming Attacks, the beast is dead and no roll on the chart is allowed.

Too Pumped Up

Any time a Pump Wagon rolls two or more 1's for its movement, it will not move as normal. Re-roll the Random Movement distance (including the extra dice if you were 'pumping harder'), but this time the Pump Wagon will move in a random direction. If the re-rolled movement also includes two or more 1's, then the Pump Wagon has crashed – remove it as a casualty. Otherwise, all Random Movement rules apply, except that a Pump Wagon halted by a friendly unit will inflict 2D6 Impact Hits on the unit that blocks its move.

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.

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.

Tooth-Gnoblar

One use only. After attempting to cast a spell from the Lore of the Great Maw, a Butcher with a Tooth-Gnoblar may choose to sacrifice one to get +1 to his casting value.

Tormented Mind

At the start of each of your turns, Fenrir must take a LD test. If passed, Fenrir retains control over his mind and acts as normal this turn. If failed, he will automatically fail any Berserk Rage test he is required to make this turn, but he may also re-roll all failed rolls To Hit in close combat.

Totem of Endless Bloodletting

Any Daemon of Khorne whose unit is within 6" of a Herald on a Blood Throne of Khorne benefits from the Herald's locus, exactly as if it were in the same unit.

Totem of Endless Pleasure

Any Daemon of Slaanesh whose unit is within 6" of a Herald on an Exalted Chariot of Slaanesh benefits from the Herald's locus, exactly as if it were in the same unit.

Touch of the Everqueen

If Alarielle's makes a successful roll To Hit in close combat, that model is reduced to WS 1 for the remainder of that phase.

Toxins

All of a model's mundane weapons may be coated with one type of toxin in addition to its Poisoned Attacks. These toxins have no additional effect against models that are immune to Poisoned Attacks.

Traditional Army

If Alrik is in the army then Firedrakes, Firethrowers, Gyrocopters, Flame Cannons, Organ Guns, Thunderbarges and Grudgebreakers counts as 2 units for the purpose of duplicate choices that are allowed. In addition, your army cannot have more models of Thunderers than Quarrellers.

Transmogrifying Gaze

A Transmogrifying Gaze does not require a roll To Hit. Instead, when the unit shoots, roll an artillery dice for each Sepulchral Stalker in the unit and add the results together. The target suffers a number of automatic hits equal to the result. When rolling To Wound with these hits, substitute the target's T with its I value. If the target has several I values, always use the highest. Targets with no I value are immune to this attack. Finally, for each Misfire result rolled, the Sepulchral Stalkers suffer D3 automatic Wounds which Ignores Armour saves, as they catch glimpses of their own reflection in their foe's sword blades or polished shields.

Transmogrifying Gaze

Ignores Armour saves. Killing Blow. Magical Attacks. Multiple Shots (3). When rolling To Wound, substitute the target's T with its I value. This attack does not suffer any To Hit penalties.

Trappers

After deployment but before the start of the battle, any unit of Sibyrian Hunters may elect to put traps in up to D3 terrain features such as woods or rock formations. If an enemy unit enter or are already in one of these terrain features, roll a D6. On a 2+, the trap is sprung. The enemy unit takes D6 S 3 hits with Armour Piercing (1). Each trap will only work once.

Trappers

Enemy units that successfully charge a unit of Gnoblar Trappers' front must take 1 Dangerous Terrain test for each Trapper in the unit as soon as the charge is completed, to represent the various traps set in front of the unit.

Traps

A Waywatcher unit which is within a wood is automatically assumed to set traps around its positions. Any enemy charging the unit through the woods will activate the traps as soon as the enemy unit touches the wood. If the chargers are already inside the wood when the charge is declared the traps are activated as soon as the charge is declared. Roll a dice on the Waywatcher Trap Table to determine the type and effect of the trap.

Treacherous Gits

Models with this rule must test for Treachery at the beginning of each of your turns. Roll a D6. If you roll 2 or more, the unit has passed the test and may fight normally. If the dice roll is 1 then the unit has been affected by Treachery.

To determine what the unit does roll a D6 and consult the Treacherous Gits Table. Note that you do not need to test if the Hobgoblins are already engaged in close combat, fleeing, have pursued a unit of the table or are waiting in Ambush.

Tree Aspects

At the start of each round of close combat in which they are fighting, models with this rule choose one of the Tree Aspects, the effect of which lasts until the end of that turn or until a new aspect is chosen. This is done before Impact Hits are resolved. All Dryads in the same unit must choose the same aspect. Dryads cannot choose the same Tree Aspects in two consecutive rounds of combat.

Tree Whack

A model with this rule can choose to make a single Tree Whack in place of making his normal close combat attacks. If a model is making a Tree Whack, it must be declared before rolling To Hit.

To resolve a Tree Whack, nominate an enemy model in base contact. That model must pass an I test or suffer D6 Wounds with no armour saves allowed. A character with this rule may make a Tree Whack in a challenge.

Tretch's Raiders

Tretch can choose one unit of Clanrats or Stormvermin in your army to deploy as Ambushers. If so, Tretch must deploy with this unit. In addition, he and his unit re-roll all failed To Hit rolls when attacking in the flank or rear.

Trickster

The Monkey King may never be the army’s General, and he may only join units of Monkey Warriors. Enemies within charge distance of him count as being subject to the Berserk Rage part of the Frenzy rule, unless they have Immunity (Psychology) (not including Frenzied models).

Tricksy Traps

Any friendly Night Goblin unit that chooses to flee as a charge reaction and subsequently rallies at the beginning of its next turn may reform as normal, but is then also free to move during the Remaining Moves sub-phase. The unit is also free to shoot as normal (but it always counts as having moved).

Tripe-Headed Monstrosity

After resolving Dorghar's normal Attacks, you may pick one of the following effects if at least one model was slain by those attacks:

 Filth-spewer: Dorgar inflicts D3 Wounds which Ignores Armour Saves on one enemy unit in base contact.

 Skull-gorger: If any of the slain models were Characters, Dorghar's Khornate head devours their skulls and Archaon heals D3 Wounds up to his starting value.

 Spell-eater: If any of the slain models where Wizards, Dorghar's Tzeentchian head devours them, learning any spells they knew and passing them on to Archaon.

Tristan's Lance

Tristan may use a lance even though he has the Questing Vow.

Triumvirate of Blood

After attacking with Nazgharoth each close combat phase (before Stomps), you may pick one of the following effects. You may not choose the same effect in two consecutive rounds of combat.

 Fires of Wrath: Nazgharoth uses a Breath Weapon Attack with S 4 and Flaming Attacks.

 Furious Ruin: Nazgharoth rolls 2D6 with its Stomp Attack this phase.

 Enraged Roar: All models in base contact with Nazgharoth must pass a T test or suffer 1 Wound with no saves allowed.

Troll Hag Special Attacks

To determine what happens in each Close Combat phase, pick a unit in base contact with the Troll Hag and roll a D6 on one of the tables. Which table you use depends on the size of the Troll Hag's victim. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Tiddlers chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Whoppers chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.

Troll Vomit

Instead of attacking normally, the whole unit can choose to vomit on the enemy. Each model inflicts one automatic S 5 hit with no Armour saves allowed.

Troll Vomit

Instead of attacking normally, the whole unit can choose to vomit on the enemy. Each model inflicts one automatic S 5 hit which Ignores Armour Saves.

Trophy Heads

Queek must issue or accept a challenge if possible. When fighting in a challenge, Queek adds +1 to both his To Hit and To Wound dice rolls.

Truffle Madness

A unit with one or more Truffle Hounds must place them in the front rank of the unit along with any command group models and/or characters. They may be attacked separately from any other models in the unit.

The Truffle Hounds may be released in the Charge subphase of the Movement Phase, and do not need to test for Berserk Charge. The Truffle Hounds must then declare a charge as if they had failed their Berserk Rage test. After they have been released, they will automatically form their own unit of Skirmishers. From that point, they will keep having to declare charges as if they had failed their Berserk Rage whenever possible for the rest of the game.

Your opponent will only receive Victory Points for Truffle Hounds if the unit they were bought with is destroyed.

Tunneler

A unit that contains a model with Grinderfists, follows the rules for Ambushers. During deployment, but before Scouts are set up, place a tunnel marker anywhere on the battlefield that is not impassable terrain.

When the Stormfiends emerge, roll a scatter dice and an artillery dice. If you roll a hit on the scatter dice, the marker stays in place; if you roll an arrow, move the marker the number of inches indicated by the artillery dice in the direction shown by the arrow. If the marker is moved off the tabletop, the team and its parent unit are considered lost; treat them as casualties. If you roll a misfire, the unit is delayed and you will need to roll the scatter and artillery dice again for them next round.

Once the final position is established, place the Stormfiends so they touch the marker. If the marker is under a friendly unit or impassable terrain, place it next to the closest edge of the unit/terrain. They may face in any direction.

If the marker is under an enemy unit when the Stormfiends emerge, they count as charging. Place the attacking Stormfiends to the front of the enemy unit that is atop the marker.

Tunneller

The Dread Maw moves in exactly the same fashion as a creature with Fly. However, Tunnelers do not benefit from Swiftstride. Additionally, a Dread Maw has Always Strikes First on a turn in which it charges, and any unit charged by a Dread Maw does not gain any benefit from multiple ranks in the first round of combat.

Tusker Charge

A mount with this rule receives Strength Bonus (2) during the turn in which it charged into combat.

Two Heads

The Griffon gains an extra A.

Two Heads

The Griffon gains +1 A.

Two-headed

Choose which personality of the Cursed Ettin to be in control at the start of the game. At the end of any phase in which the Cursed Ettin has suffered a Wound, it must take a LD test. If passed, the Cursed Ettin retains its current personality, if failed the other takes over.

The effects of the two separate heads are:

The Betrayer: The Cursed Ettin has Hatred and Bitter Cruelty.

The Savage: The Cursed Ettin has +1 S, -1 WS, -1 LD, Frenzy.

Two-sword Technique

Knights Encarmine may re-roll 1's when rolling to Hit in close combat.

Two/Additional Hand Weapons

Parry (6+). Requires Two Hands. +1 A.

Tyrant

Igor has Fight or Die, but affects all friendly units within 12" rather than the normal 6".

Tz'arkan

Malus Darkblade may unleash the power of Tz'arkan at the start of any friendly Movement phase. Once the Daemon is released, he cannot be bound back during the battle. If Malus releases Tz'arkan, the following rules apply for the rest of the game:

• Malus Darkblade immediately gains Frenzy and Ward Save (5+), but loses Elven Grace, Eternal Hatred and Murderous Prowess.

• Malus Darkblade gains +1 WS, +1 S, +2 T and +1 I. However, friendly units can no longer use his LD.

• Each time Malus Darkblade makes a To Hit roll of 1, a friendly model in base contact (of your choice) is struck by Malus attack instead. Roll to Wound as normal.

Ulda the Great Wolf

Gitilla, and any unit he is with, can choose to re-roll any Pursuit or Flee rolls they make.

Ultimated Bodyguard

Whilst Chakax is part of a combined unit that contains both a model on Mage-Priest Palanquin and Temple Guard, all models in the combined unit gain Unbreakable.

Unbearable Stench

Enemy units in base contact with a model with this rule suffer -1 to their WS. This has no effect on Animated Constructs.

Unbound

If, at the beginning of its Movement phase, a Slaughterbrute’s master has been slain (or if it started the game without a master), it is Unbound. An Unbound Slaughterbrute has Random Movement (2D6) and Frenzy. An Unbound Slaughterbrute can never lose its Frenzy, even if beaten in close combat. In addition, an Unbound Slaughterbrute cannot choose the direction it travels in. Instead, roll a scatter dice in the Compulsory Moves sub-phase and move the Unbound Slaughterbrute in the direction rolled (if a ‘Hit!’ is rolled, the Slaughterbrute moves straight forwards). If an Unbound Slaughterbrute moves into contact with the board edge, a building or impassable terrain, it instead stops 1" away.

Unlike other random movement, an Unbound Slaughterbrute can move into base contact with a friendly unit, in which case it will come to a stop and immediately inflict D6+2 S 7 hits on the unit. (If it comes into base contact with more than one unit, you must choose one to inflict hits on.) After resolving these hits, move the Slaughterbrute directly backwards 1", so that it is no longer in base contact with the unit.

Unbridled Malice

Spite Revenants' Hatred applies in all rounds of combat, not just the first. In addition, enemy units in base contact with them must re-roll successful LD tests. This has no effect on units that have Immunity (Psychology).

Uncouth Challenger

When Minamoto Kenshin issues a challenge, the opponent cannot choose to refuse it. Furthermore, the Nippon player nominates which enemy character will accept the challenge.

Underground Advance

Miners have Ambushers. In addition, instead of deploying like normal Ambushers, a Miner unit can choose to arrive anywhere on the battlefield from below.

During deployment, before Scouts are placed, place a tunnel marker anywhere on the battlefield. The unit will then deploy using Ambushers. When the unit emerges, roll a scatter dice and an artillery dice. If you roll a hit on the scatter dice, the marker stays in place; if you roll an arrow, move the marker the number of inches indicated by the artillery dice in the direction shown by the arrow. If the marker is moved off the tabletop, the Miners are considered lost; treat them as casualties. In case a Misfire is rolled, roll a D6 and consult the Underground Mishap table.

Once the final position is established, place the Miner unit so it can touch the marker. If the marker is under a friendly unit or impassable terrain, place it next to the closest edge of the unit/terrain. They may face in any direction.

If the marker is under an enemy unit when the Miners emerge, the Miners are considered to have charged. Place the attacking Dwarfs to the front of the enemy unit that is atop the marker.

Undying Hate

If this model is slain, before removing it, every model within D6" suffers a S 5 Hit which Ignores Armour saves.

Unhinged

Khargrim may not join any units and can never be the army's general.

Unholy Lodestone

When a friendly Wizard within 6" of an Unholy Lodestone successfully casts Invocation of Nehek, they may re-roll a single D6 to determine how many Wounds are restored.

Unholy Power

For every spell Malagor casts that is not dispelled he gets a cumulative +1 on subsequent casting attempts for the rest of the Magic phase.

Unholy Zenith

At the beginning of the game, secretly roll a D3 and record the number. In the turn that corresponds to this number, Morrslieb is full. For the entire duration of that turn Moonclaw has a +2 bonus to his casting rolls. Furthermore, to represent his ability to call down a shower of warpstone meteors, he may make D3 shooting attacks resolved as if he were a stone thrower for that turn only (even if he moved or marched during the Movement phase). Any results of a misfire cause a single wound upon Moonclaw that cannot be saved by any means.

Unleash the Beasts

The Beastmaster and any Tigers and/or Panthers he has under his control must deploy together as a Skirmish unit.

The animals may be released either when declaring charges or when attempting to pursue a fleeing foe. When releasing the animals, they become a separate unit from the Beastmaster for all purposes.

The Beastmaster can decide how many animals he wants to release at any point, and previously released animals may return to the unit by moving within 1” from it unless it is engaged in Close Combat.

If their Beastmaster is killed, any unengaged animals will immediately flee the battlefield. Victory Points are scored individually for Beastmasters and animals.

Unleashed Souls

If a Casket of Souls is destroyed, roll a D6 for every unit (friend or foe!) within 12" of the Casket before it is removed from play. On a roll of 4+, that unit immediately suffers D6 S 6 hits, distributed as for shooting. These are magical attacks, and no armour saves can be taken against them. After resolving the effects of Unleashed Souls, remove the Casket of Souls as normal.

Unreliable

Whenever a Swivel Gunner rolls a 1 to Hit when shooting, something has gone wrong with the firing mechanism. Roll another D6: On a 1, the Swivel Gunner suffers a S 4 hit.

Unreliable

Whenever a Swivel Gunner rolls a 1 to Hit when shooting, roll another D6: On a 1, the Swivel Gunner suffers a S 4 hit.

Unruly

All models with this follow the Berserk Rage rules from Frenzy. In addition, if they are forced to charge as a result of a failed Berserk Rage test, they may re-roll failed charge distance results.

Unsoppable Assault

In the turn in which a Necrolith Colossus charges, every unsaved Wound that it inflicts in close combat immediately allows it to make an additional Attack, up to a maximum of +5 A. Note that these additional Attacks also benefit from the Unstoppable Assault rule, but Stomps do not.

Unspeakable Foulness

This is a breath weapon attack and any model caught within its template is automatically hit and must take a T test at -1 of suffer a wound with Multiple Wounds (D3) and Ignores Armour saves.

Unstable Ammunition

Anytime a weapon that uses Unstable Ammunition scores a result of 1 on its roll To Hit, roll another dice. On a following roll of 1 the gun misfires and the firer suffers the hit himself.

Unstoppable Stampede

A model with this upgrade has Devastating Charge.

Unswerving Loyalty

All friendly models with a Caste may detract a D3 from the result of any LD test they are required to take within 12" of a Maharajah, or within 6" of a Rajah.

Urugan Cannon

To fire the gun, nominate a visible target and determine how many shots are fired. To do this, roll a D6 and the Artillery Dice: the result is the number of shots fired.

If a Misfire is rolled, roll immediately on the Blackpowder Misfire table. If firing is completed without a misfire, and the target is within range, roll To Hit with all shots as normal, using the BS of the crew.

Valour of Ages

If your opponent's army roster contains one or more models from Warhammer: Dark Elves, models with this special rule re-roll all failed Panic tests and have Immunity (Fear).

Valourous Ballads

At the start of each turn, you may declare which song Tristan is singing. The effects of that song last until the start of your next turn – you may then have Tristan continue singing the same song, or choose another. Tristan can only sing one song at once, and will cease singing immediately if he flees or is slain.

Vampire Blood

The Necrofex Colossus gains Regeneration (3+), but is also subject to the Berserk Rage part of Frenzy.

Vampire Hunter

All models with Vampiric have Hatred against Marianna. In addition, Marianna counts as having Poisoned Attacks against models with Vampiric. However, she may never be the Army General.

Vampire Slayers

Models with this special rule have Killing Blow rule against Vampiric models.

Vampirisch

Models with Vampiric have Fear and Immunity (Psychology). In addition, models suffer -1 To Wound against them, unless they are using Magical Attacks or Flaming Attacks.

Vampirisch

Marianna has Fear and Immunity (Psychology). In addition, models suffer -1 To Wound against her, unless they are using Magical Attacks or Flaming Attacks

Vampirisch

Models with Vampiric have Fear and Immunity (Psychology). In addition, models suffer -1 To Wound rolls against them, unless they are using Magical Attacks or Flaming Attacks.

Venemous Ooze

The Chimera gains Poisoned Attacks.

Venom Surge

When fighting MI, MB, MC or Mo; before rolling to hit, nominate one of the Arachnarok's attacks to be made with the Venom Surge, and roll it separately. This is a Poisoned Attack with Multiple Wounds (D6).

Venom Tail

The Manticore gains an additional Attack that has Poisoned Attacks.

Venom Tail

The Manticore gains an additional Attack that has Poisoned Attacks.

Venom Tail

The Manticore gains an additional Attack that has Poisoned Attacks.

Verminous Crew

Skretch must include a unit of 20+ Verminous Crew which cost 5 points per model. He must join this unit and may never choose to leave it during the battle. The Verminous Crew are equipped with two hand weapons and have Undead.

Verminous Valour

If a Skaven player refuses a challenge, a Skaven character is placed in the back rank as normal and may not attack, but the unit may still use the model’s LD value or Hold Your Ground ability.

Versatile Instrument

During the Shooting phase, the Infernal Enrapturess can play either Cacophonous Melody or Euphonic Blast. These are missile attacks.

Vessel of the Ages

All friendly units within 12" of the Sandglass have Magic Resistance (1). In addition, the Hourglass generates 1 Power dice and Dispel Dice in the Magic phase. If the Sandglass is destroyed, the ground begins to shake as waves of sand erupts, smashing against all around it. Every unit within 12" takes 2D6 S 4 hits.

Vigour Mortis

All friendly Skeleton and Zombies units (but not any characters) within 6" of the Corpse Cart may re-roll all failed rolls To Wound in close combat and gain Regeneration (6+).

Vigour Rhythms

At the start of any of your Movement phases, you may choose to have your Taiko Drum give out one vigour rhythm to all friendly units within 18" which lasts until the start of your next Movement phase:

Voice of Gork

All friendly units within 12" of Gordrakk gain Devastating Charge.

Volley of Cannonballs

When rolling to determine the bounce distance for a cannon of the Sky-titans, roll the artillery dice twice and use the highest roll. The cannonballs will fail to bounce only if both dice roll a misfire result.

If a misfire is rolled on the first artillery dice, roll a D6 and consult the Ironblaster Misfire Table.

Vortex of Death

Any Wizard attempting to cast spells from the Lore of Death or Lore of Necromancy within 12" of the Necrofex Colossus gain +1 to their Casting roll.

Vortex of Death

Any Wizard attempting to cast spells from the Lore of Death or Lore of Necromancy within 12" of the Necrofex Colossus gains +1 to their Casting roll.

Waaagh!

If a Warboss is your Army General, then once per game he may call a Waaagh! The Waaagh! may only be called if the Warboss first declares a charge, and must be announced immediately after making the charge declaration, before any charge reaction takes place. In the turn a Waaagh! is called, every combat involving Orcs (of any type) in the army adds +1 to its combat resolution for the rest of the player turn. The General himself, and any unit he joins, adds +D3 to their combat resolution instead. In addition, every unit that fails their Animosity test this turn add their rank bonus to the result rolled on the Animosity table.

WAAAGH! Miscast

If an Orc or Goblin Shaman rolls a Miscast, they roll 2D6 on the WAAAGH! Miscast table instead of the normal Miscast Table used by other wizards.

Wake of Fire

If a Flamespyre Phoenix moves over an unengaged enemy unit in the Remaining Moves sub-phase, it suffers D6 S 4 hits with Flaming Attacks. This is a non-physical attack.

Wall Warden

A War Machine with a Wall Warden may re-roll one Artillery dice or failed To Hit roll once per game.

Wall-crawler

Models with this rule treat ungarrisoned buildings as open terrain for the purposes of movement. They may not finish their movement inside or on top of an ungarrisoned building.

Wall-Ripper

A Chaos Siege Giant always attacks a building with the Smash with Pick attack and need not roll for a random attack type.

Wanderer

Aenur may never be your Army General.

Wanderer

A Kensai may never be the army's General.

War Cry

All friendly units within 6" of a Hero or 12" of a Lord may add D3" to their charge range.

War Cry of the Steppes

Any unit that he charges will not be able to Stand and Shoot or Flee as a Charge response. This does not affect units that have Immunity (Psychology).

War Cry of the Steppes

Any unit that Ghazak Khan declare a charge against can only choose Hold as a charge reaction. This does not affect units that have Immunity (Psychology).

War Drum

The War Drum acts as a Musician to all units within 12" (its effects are cumulative with normal musicians). In addition, any Art of War Stratagem tests may be re-rolled. If captured, the War Drum is worth 100 additional Victory
Points, just like the Battle Standard.

War Fury

All models with this rule re-roll failed charge distances and gain Hatred on any turn that they declare a charge or pursue a fleeing enemy. This lasts for the duration of the turn. However, the models suffer an additional -1 to their LD when taking Break Tests.

War Hawks

Each Hunter may use his War Hawk in addition to another missile weapon during the start of the Shooting phase. Each War Hawk can be directed against any enemy unit within line of sight. The enemy unit must take a Weapon Skill test for each War Hawk targeting them; if failed, the unit takes a Strength 3 Hit.

War Wagon

Unlike other chariots, the War Wagon does not have Swiftstride or Impact Hits, and moves using the M value of the crew. It treats all terrain as Impassable. The crew counts as Infantry for the purposes of resolving their attacks.

War-Litter

A War-litter should be placed on a 40x40mm base, and adds +4 to the Unit Strength of any model mounted on them.

Ward Save (3+)

The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source.

Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves.

Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.

Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.

Ward Save (4+)

The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source.

Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves.

Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.

Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.

Ward Save (5+)

The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source.

Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves.

Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.

Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.

Ward Save (6+)

The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source.

Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves.

Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.

Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.

Wards of the Gods

At the beginning of each of your turns, you may choose one Ward. Each Ward lasts until the beginning of your next turn.

Warhird of Skeggi

If your army contains Flóki 'Lostson', you may upgrade one unit Norse Horsemen to Norse Cold One Riders, gaining Fear, Natural Armour (6+) and Stupidity. This unit counts as a Special Choice.

Warp Fleas

All models in base contact with Morbus suffer a -1 To Hit penalty in close combat.

Warp Lightning Cannon

This is a non-physical attack. In case a Misfire is rolled on the first artillery dice, roll a D6 and consult the Warp Lightning Misfire chart.

The Warp Lightning Cannon fires like the normal cannon, with the following exceptions. A roll of a Misfire on the bounce means that the energy dissipates and no hits at all are suffered. If a number is rolled, centre the small round template where the shot first lands before the bounce, to represent the crackling and exploding ball of energy. The shot then bounces like a normal cannon ball.

All models touched by the template or the bounce suffer a hit at a S equal to the result on the Artillery Dice for the bounce roll. Note that only the model under the centre of the template and the bounce itself suffers Multiple Wounds.

The Warp Lightning Cannon cannot fire grapeshot.

Warp-Blades

Polearm. Warp-Blades give the bearer +1 to cast the Warp Lightning spell from the Lore of Ruin.

Warp-grinder

Impact Hits (D3). Magical Attacks.

Warpaint

Models wearing Warpaint gain Ward save (6+).

Warpaint of Wurrzag

Wurrzag's Warpaint gives him a Ward save (5+).

Warpfire Braziers

Warpfire Thrower

Boneripper may fire one Warpfire Thrower each turn, while Boneripper Mk II can fire two Warpfire Throwers each turn. These attacks are completely resolved one at a time, and may be directed at different targets if desired. Because Boneripper Mk II has four Warpfire Throwers, he may re-roll all failed rolls To Wound with them.

Warplock Pistol

Pistol. Quick to Fire. Armour Piercing (1). Magical Attacks. Unstable Ammunition.

Warpmusket

Handgun. Magical Attacks. Unstable Ammunition.

Warpstone Addiction

When casting a spell, if Thanquol rolls a 1 with any power dice generated by a Warpstone Token, he can re-roll the dice. The second result will cause a wound on a roll of 1 or a 2.

Warpstone Mutants

If Klawmunkast is included in your army, you may upgrade one unit of Skavenslaves to Warpstone Mutants for +2 points per model. Warpstone Mutants have +1 S and A.

Warpstone Stars

Throwing weapons. Warpstone Stars are resolved with Multiple Shots (3), Armour Piercing (1), Magical Attacks and Multiple Wounds (D3).

Warpstone Tokens

A Wizard may choose to eat some warpstone to boost his powers. The number of tokens they have is mentioned in the brackets. Before casting a spell announce which model is eating Warpstone Tokens. Each token can only be used once. For each token consumed, a Wizard can add an additional power dice to his casting attempt. This does allow users to roll more dice than is normally allowed by their level. A spell may be cast entirely with Warpstone Tokens if you wish. However, for every Warpstone generated dice that rolls a 1 the Wizard suffers a Wound with no saves allowed.

Warrior Caste

Members of the Warrior Caste treat units from the Lowborn Caste as being Expendable.

Warrior Mage

Dragon Mages get +2 to cast the spell Flaming Sword of Rhuin when targeting themselves.

Warrior of the Sands

Suliman causes Fear when charging.

Warrior Queen

All friendly units within 12” of Gwenlaen may re-roll failed Psychology tests and automatically pass Rally tests. In addition, the restriction on Tribal Affiliation is lifted – you may field units from any of the four tribes in the same army if you wish.

Watch Out!

Mangler Squigs must take a Dangerous Terrain test if they move over any of the following types of terrain: Forests, Marshland, Obstacles or Mystical Monuments. If their move would take them into contact with a Building, Impassable Terrain or off a table edge then they must take a Dangerous Terrain test and will stop 1" short of the obstruction.

Water Wise

Unless she is within a water feature of any type (including rivers, marshes, swamps, etc), the Giant River Troll Hag hasStupidity. If the test is failed and there is one or more water features on the table, the Troll Hag moves towards the closest of these instead of straight forwards.

Wave of Insanity

Every enemy unit within 12" of Moonclaw must take a Stupidity test at the start of their turn.

Way of the Bow

Yabusame do not suffer penalties to Hit for moving and shooting and can fire Multiple
Shots even when moving that turn. In addition, when firing from within 6", all their missile attacks have Armour Piercing (1).

Way of the Warrior

Models with this rule must always accept challenges and re-roll all failed Psychology tests. In addition, they ignore Panic caused by units with a lower unmodified LD value (excluding any characters) than them. Lastly, they treat all models listed as Dishonourable as Expendable.

Weapon Team

Each Firethrower operates as a separate unit. If a Firethrower is targeted by missile attacks and is within 3" of a friendly Infantry unit, it gains a 4+ "Look Out, Sir!"

Weapon Teams

Inferno Guns, Earthshaker Mortars and Bazukas follow the rules for Shooting at Lone Characters. They must deploy within 3" of the unit they have been purchased with, but otherwise operate as their own unit.

Weeping Blades

Two/Additional Hand Weapons. All attacks made by Weeping Blades have Poisoned Attacks, Magical Attacks, Armour Piercing (1) and Multiple Wounds (D3).

Well Drilled

Knights Griffon automatically pass all tests to Reform.

Whip

A whip gives the wielder +1 A and Fight in Extra Ranks (2). In addition, they may make supporting attacks equal to their A characteristic.

Whirling Death

Instead of attacking normally, the Doom-flayer causes one artillery dice worth of Impact Hits at the start of each close combat phase. On a roll of misfire consult the Doom-flayer Mishap Chart.

Whirling Dervish

Dervishes do not charge like normal units. Instead, declare the unit you wish to charge, resolve charge reactions and roll the charge distance as normal. Turn the Dervishes so they are facing the centre of the enemy unit, and then move the unit forward. If the charge is successful, the Dervishes do not stop once they reach the target but always move their full charge move (through the target unit), emerging on the other side and moving through multiple enemy units if they have enough Movement to do so (stopping within 1" of any friendly units). If they ever end their movement within an enemy unit, place the Dervishes 1" behind the enemy unit.

If they cannot be placed behind the enemy unit due to there not being enough space, they are removed as casualties after resolving their attacks. Any unit passed through in this manner takes D3 S 3 hits with Poisoned Attacks for every Dervish in the unit.

An enemy unit that charges a unit of Dervishes suffers D3 S 3 hits with Poisoned Attacks for each Dervish in base contact, resolved like Impact Hits. Combat is then resolved as normal.

Whirlwind

In addition to its normal Impact Hits, the Whirlwind causes D6 Impact Hits at S 5 at the start of each round of close combat. Note that this only applies when fighting to the Whirlwind's front. Due to its constraints when pushing the Whirlwind forward, the Bull Centaur may only attack when fighting to the Whirlwind's flank or rear.

Whirlwind of Death

Doomseekers do not attack normally. Instead, at the start of each round of close combat, a Doomseeker inflicts D6 automatic hits on all enemy units in base contact. In addition, any close combat attacks directed against a Doomseeker suffer -1 To Hit.

White Wolf Hammer

Armour Piercing (1). Requires Two Hands.

White Wolf Hammer

Strength Bonus (1). Requires Two Hands.

White-hot Balefire

This is a S 5 Breath Weapon with Armour Piercing (1), Flaming Attacks and Multiple Wounds (D3).

Wight Blades

Models with this rule have Killing Blow and Magical Attacks.

Will of Chaos

Units with this rule always re-roll failed Panic tests.

Will of Steel

Captain Roth and any unit he is with may re-roll any failed LD tests. When fighting in challenges, he may re-roll all failed rolls To Hit.

Willing Prey

Enemy units in base contact with N'Kari are at +1 to be Hit in close combat.

Wind of Pestilence

At the start of each round of close combat, all enemy units in base contact Valnir get infected by the deadly contagion of Valnir. Roll a D6 to see which ailment the unit(s) suffers.

Windrider

A Sea Helm mounted on a Lothern Skycutter (and his Lothern Skycutter) has a 4+ ward save against shooting attacks. Furthermore, when mounted on a Lothern Skycutter, a Sea Helm re-rolls failed Dangerous Terrain tests.

Wings of Fury

Enemy Wizards within 18" of Vorgaroth suffer -1 to cast and dispel.

Wizard

Woad Paint

Any model wearing Woad Paint gets the Ward save (6+) special rule.

Women's Wrath

Halfling Housewives are immediately subject to Frenzy if any male Halflings die within 8" of them.

Woodman's Axe

Great Weapon. White Lions may make use of one the Lion special rules in close combat in the situations described.

Wrath of Khorne

Arbaal must always issue and accept challenges. In addition, if Arbaal flees for any reason, he will be turned into Chaos Spawn of Khorne. Make the flee move with Arbaal as normal, and then replace the model with a Chaos Spawn of Khorne following the rules for Damned by Chaos on the Eye of the Gods table.

Wrath of the Creator

The Necrotect confers Hatred onto his unit. If he leaves the unit, or is slain, the unit immediately loses Hatred.

Wrath of the Melusai

Any unit of Melusai joined by a Melusai Ironscale can re-roll failed charge and pursue distances.

Wrecker Attack

The Plague Furnace may inflict special attack after all other attacks have been resolved, inflicting an Artillery dice's worth of Hits against a single enemy unit to their front. A roll of Misfire means something has gone wrong; roll a D6 on the Plague Furnace Mishap chart.

Writhing Vines

At the start of each round of close combat, the Lady of Vines can choose between creating a protective barrier or ensnare foes.

If she creates a protective barrier, enemy units targeting her or any unit she is within suffer -1 To Hit this round of close combat. If she ensnares foes, she and any unit she is with gains +1 To Hit this round of close combat.

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).

Zealotry

Models with this rule add their combat resolution score to their Unit Strength value when determining if they are Steadfast. In addition, in the first round of combat, they always take their Break tests using 3D6, discarding the highest result.

Zealous

Enemy units cannot claim the Outnumber combat resolution bonus against this unitl. However, the Knights must always pursue a fleeing enemy.

Zephyrspites

After a unit where the majority of the models with this rule has resolved all their missile attacks and is within 6" of an enemy unit; they may move directly backwards D6", keeping the same unit facing.

Zombie Pirate

Any model with this rule that uses a missile weapons that require a roll to hit will always hit on a roll of 5, regardless of any modifiers. However, any rolls of 1 will result in the gun misfiring – resolve the hit against the firing unit instead of the target (including when firing into close combat).

Zzzzap!

In each friendly Shooting phase, even when engaged in close combat or when fleeing, the Doomwheel automatically unleashes bolts of warp lightning.

Each warp lightning bolt will automatically hit the nearest unit (friend or foe), regardless of line of sight and direction.

The Warlock Engineer may choose to take a LD test in an attempt to stop the Doomwheel from firing. If the test is failed, the machine fires as normal.

Roll an Artillery dice to determine the S for the bolts, measuring from the Doomwheel's base. If the closest unit dies from the first bolt, the second bolt hits the next closest unit in range, and so on. If two targets are equidistant, the owning player may choose which unit is struck.

If you roll a misfire result something has gone awry. No more shots are fired this turn and you must roll immediately on the Doomwheel Mishap chart.