Chaos Dwarfs

Chaos Dwarfs

Correspondence of translations with another language

Rules and Equipments used by the army

EN FR DE PL ES IT
Standard Bearer
Combat Resolution Bonus If a unit includes a standard bearer, it adds +1 to its combat result.
Porte-étendard
Combat Resolution Bonus If a unit includes a standard bearer, it adds +1 to its combat result.
Standard Bearer
Combat Resolution Bonus If a unit includes a standard bearer, it adds +1 to its combat result.
Standard Bearer
Combat Resolution Bonus If a unit includes a standard bearer, it adds +1 to its combat result.
Standard Bearer
Combat Resolution Bonus If a unit includes a standard bearer, it adds +1 to its combat result.
Alfiere
Combat Resolution Bonus If a unit includes a standard bearer, it adds +1 to its combat result.
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 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 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 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 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 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.
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).
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).
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).
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).
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).
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).
Fear
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.
Peur
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.
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.
Fear
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.
Miedo
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.
Paura
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.
Animated Construct
Animated Constructs have Immunity (Poisoned Attacks) and Unbreakable. However, they may not march.
Animated Construct
Animated Constructs have Immunity (Poisoned Attacks) and Unbreakable. However, they may not march.
Animated Construct
Animated Constructs have Immunity (Poisoned Attacks) and Unbreakable. However, they may not march.
Animated Construct
Animated Constructs have Immunity (Poisoned Attacks) and Unbreakable. However, they may not march.
Animated Construct
Animated Constructs have Immunity (Poisoned Attacks) and Unbreakable. However, they may not march.
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
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
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
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
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
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.
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.
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.
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.
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.
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.
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.
Armoured Plating
The Kollossus’ gains +1 to its armour save.
Armoured Plating
The Kollossus’ gains +1 to its armour save.
Armoured Plating
The Kollossus’ gains +1 to its armour save.
Armoured Plating
The Kollossus’ gains +1 to its armour save.
Armoured Plating
The Kollossus’ gains +1 to its armour save.
Armoured Plating
The Kollossus’ gains +1 to its armour save.
Flaming Attacks
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).
Attaque enflammée
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).
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).
Flaming Attacks
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).
Ataques Flamígeros
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).
Attacchi Infuocati
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).
Magical Attacks
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.
Attaque magique
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.
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.
Magical Attacks
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.
Ataques Mágicos
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.
Attacchi Magici
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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 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 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 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 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.
Bloodrage
This gives the Great Taurus Frenzy and Hatred.
Bloodrage
This gives the Great Taurus Frenzy and Hatred.
Bloodrage
This gives the Great Taurus Frenzy and Hatred.
Bloodrage
This gives the Great Taurus Frenzy and Hatred.
Bloodrage
This gives the Great Taurus Frenzy and Hatred.
Bloodrage
This gives the Great Taurus Frenzy and Hatred.
Brazen Wings
The K'daai Destroyer gains Fly (7) and Breath Weapon (S 4 Flaming Attack).
Brazen Wings
The K'daai Destroyer gains Fly (7) and Breath Weapon (S 4 Flaming Attack).
Brazen Wings
The K'daai Destroyer gains Fly (7) and Breath Weapon (S 4 Flaming Attack).
Brazen Wings
The K'daai Destroyer gains Fly (7) and Breath Weapon (S 4 Flaming Attack).
Brazen Wings
The K'daai Destroyer gains Fly (7) and Breath Weapon (S 4 Flaming Attack).
Brazen Wings
The K'daai Destroyer gains Fly (7) and Breath Weapon (S 4 Flaming Attack).
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.
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.
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.
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.
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.
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 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 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 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 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 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.
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 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 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 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 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 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.
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
"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
"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
"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
"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
"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
Contempt
Units with this rule treat units without it as Expendable.
Contempt
Units with this rule treat units without it as Expendable.
Contempt
Units with this rule treat units without it as Expendable.
Contempt
Units with this rule treat units without it as Expendable.
Contempt
Units with this rule treat units without it as Expendable.
Contempt
Units with this rule treat units without it as Expendable.
Swiftstride
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)
Course rapide
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)
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)
Swiftstride
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)
Zancada Veloz
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)
Falcata Rapida
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)
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.
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.
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.
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.
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.
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.
Crush
In addition to its normal attacks, a Kollossus can make a single attack at S 10 with the Multiple Wounds (D6).
Crush
In addition to its normal attacks, a Kollossus can make a single attack at S 10 with the Multiple Wounds (D6).
Crush
In addition to its normal attacks, a Kollossus can make a single attack at S 10 with the Multiple Wounds (D6).
Crush
In addition to its normal attacks, a Kollossus can make a single attack at S 10 with the Multiple Wounds (D6).
Crush
In addition to its normal attacks, a Kollossus can make a single attack at S 10 with the Multiple Wounds (D6).
Crush
In addition to its normal attacks, a Kollossus can make a single attack at S 10 with the Multiple Wounds (D6).
Daemon Crystal
The Kollossus gains Magic Resistance (3).
Daemon Crystal
The Kollossus gains Magic Resistance (3).
Daemon Crystal
The Kollossus gains Magic Resistance (3).
Daemon Crystal
The Kollossus gains Magic Resistance (3).
Daemon Crystal
The Kollossus gains Magic Resistance (3).
Daemon Crystal
The Kollossus gains Magic Resistance (3).
Daemonic
Models with this rule have Immunity (Poisoned Attacks), Magical Attacks, Unstable and Ward Save (5+).
Daemonic
Models with this rule have Immunity (Poisoned Attacks), Magical Attacks, Unstable and Ward Save (5+).
Daemonic
Models with this rule have Immunity (Poisoned Attacks), Magical Attacks, Unstable and Ward Save (5+).
Daemonic
Models with this rule have Immunity (Poisoned Attacks), Magical Attacks, Unstable and Ward Save (5+).
Daemonic
Models with this rule have Immunity (Poisoned Attacks), Magical Attacks, Unstable and Ward Save (5+).
Daemonic
Models with this rule have Immunity (Poisoned Attacks), Magical Attacks, Unstable and Ward Save (5+).
Dark Colossus
The K'daai Destroyer gains +2 W.
Dark Colossus
The K'daai Destroyer gains +2 W.
Dark Colossus
The K'daai Destroyer gains +2 W.
Dark Colossus
The K'daai Destroyer gains +2 W.
Dark Colossus
The K'daai Destroyer gains +2 W.
Dark Colossus
The K'daai Destroyer gains +2 W.
Dark Renown
All friendly models with Contempt (including Drazhoath himself) within 12" of him add +1 to their combat resolution results.
Dark Renown
All friendly models with Contempt (including Drazhoath himself) within 12" of him add +1 to their combat resolution results.
Dark Renown
All friendly models with Contempt (including Drazhoath himself) within 12" of him add +1 to their combat resolution results.
Dark Renown
All friendly models with Contempt (including Drazhoath himself) within 12" of him add +1 to their combat resolution results.
Dark Renown
All friendly models with Contempt (including Drazhoath himself) within 12" of him add +1 to their combat resolution results.
Dark Renown
All friendly models with Contempt (including Drazhoath himself) within 12" of him add +1 to their combat resolution results.
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.
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.
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.
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.
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.
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.
Stubborn
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.
Tenace
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.
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.
Stubborn
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.
Tozudo
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.
Determinato
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.
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.
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.
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.
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.
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.
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.
Terror
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.
Terreur
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.
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.
Terror
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.
Terror
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.
Terrore
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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+).
Fated... Lucky... Sneaky!
When Gorduz is reduced to his last Wound, he gains Ward save (4+).
Fated... Lucky... Sneaky!
When Gorduz is reduced to his last Wound, he gains Ward save (4+).
Fated... Lucky... Sneaky!
When Gorduz is reduced to his last Wound, he gains Ward save (4+).
Fated... Lucky... Sneaky!
When Gorduz is reduced to his last Wound, he gains Ward save (4+).
Fated... Lucky... Sneaky!
When Gorduz is reduced to his last Wound, he gains Ward save (4+).
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 rule as causing Fear against them.
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 rule as causing Fear against them.
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 rule as causing Fear against them.
Flaming Breath
This gives the Great Taurus a S 4 Breath Weapon with the Flaming Attacks.
Flaming Breath
This gives the Great Taurus a S 4 Breath Weapon with the Flaming Attacks.
Flaming Breath
This gives the Great Taurus a S 4 Breath Weapon with the Flaming Attacks.
Flaming Breath
This gives the Great Taurus a S 4 Breath Weapon with the Flaming Attacks.
Flaming Breath
This gives the Great Taurus a S 4 Breath Weapon with the Flaming Attacks.
Flaming Breath
This gives the Great Taurus a S 4 Breath Weapon with the Flaming Attacks.
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 (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 (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 (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 (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 (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.
Frenzy
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.
Frénésie
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.
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
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.
Frenesí
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.
Furia
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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).
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).
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).
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).
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).
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 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 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 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 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 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.
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
At the beginning of each round of combat in which it did not charge, the Iron Daemon inflicts D6 Impact Hits.
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
At the beginning of each round of combat in which it did not charge, the Iron Daemon inflicts D6 Impact Hits.
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
At the beginning of each round of combat in which it did not charge, the Iron Daemon inflicts D6 Impact Hits.
Hailshot
Blunderbusses do not suffer any penalties To Hit for firing Multiple Shots or for firing at a charging enemy.
Hailshot
Blunderbusses do not suffer any penalties To Hit for firing Multiple Shots or for firing at a charging enemy.
Hailshot
Blunderbusses do not suffer any penalties To Hit for firing Multiple Shots or for firing at a charging enemy.
Hailshot
Blunderbusses do not suffer any penalties To Hit for firing Multiple Shots or for firing at a charging enemy.
Hailshot
Blunderbusses do not suffer any penalties To Hit for firing Multiple Shots or for firing at a charging enemy.
Hailshot
Blunderbusses do not suffer any penalties To Hit for firing Multiple Shots or for firing at a charging enemy.
Hatred
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.
Haine
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.
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.
Hatred
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.
Odio
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.
Odio
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.
Hellish Frenzy
A K'daai Destroyer is subject to Frenzy and gains +D3 A each turn, rather than +1 whilst it remains Frenzied.
Hellish Frenzy
A K'daai Destroyer is subject to Frenzy and gains +D3 A each turn, rather than +1 whilst it remains Frenzied.
Hellish Frenzy
A K'daai Destroyer is subject to Frenzy and gains +D3 A each turn, rather than +1 whilst it remains Frenzied.
Hellish Frenzy
A K'daai Destroyer is subject to Frenzy and gains +D3 A each turn, rather than +1 whilst it remains Frenzied.
Hellish Frenzy
A K'daai Destroyer is subject to Frenzy and gains +D3 A each turn, rather than +1 whilst it remains Frenzied.
Hellish Frenzy
A K'daai Destroyer is subject to Frenzy and gains +D3 A each turn, rather than +1 whilst it remains Frenzied.
High-Powered Engine
The Kollossus gains the following bonuses to its profile: +1 M, +1 S, +1 A.
High-Powered Engine
The Kollossus gains the following bonuses to its profile: +1 M, +1 S, +1 A.
High-Powered Engine
The Kollossus gains the following bonuses to its profile: +1 M, +1 S, +1 A.
High-Powered Engine
The Kollossus gains the following bonuses to its profile: +1 M, +1 S, +1 A.
High-Powered Engine
The Kollossus gains the following bonuses to its profile: +1 M, +1 S, +1 A.
High-Powered Engine
The Kollossus gains the following bonuses to its profile: +1 M, +1 S, +1 A.
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 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 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 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 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 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.
Hobgoblin Spear Chukka
You may take 1-2 Hobgoblin Spear Chukkas as a single special choice.
Hobgoblin Spear Chukka
You may take 1-2 Hobgoblin Spear Chukkas as a single special choice.
Hobgoblin Spear Chukka
You may take 1-2 Hobgoblin Spear Chukkas as a single special choice.
Hobgoblin Spear Chukka
You may take 1-2 Hobgoblin Spear Chukkas as a single special choice.
Hobgoblin Spear Chukka
You may take 1-2 Hobgoblin Spear Chukkas as a single special choice.
Ignore Goblin Panic
Orc Slaves treat Goblin Slaves as Expendable.
Ignore Goblin Panic
Orc Slaves treat Goblin Slaves as Expendable.
Ignore Goblin Panic
Orc Slaves treat Goblin Slaves as Expendable.
Ignore Goblin Panic
Orc Slaves treat Goblin Slaves as Expendable.
Ignore Goblin Panic
Orc Slaves treat Goblin Slaves as Expendable.
Ignore Goblin Panic
Orc Slaves treat Goblin Slaves as Expendable.
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).
Immunisé (Psycologie)
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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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.
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 (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 (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 (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 (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 (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 (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)
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)
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)
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)
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)
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)
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+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+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+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+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+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.
Unbreakable
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).
Indémoralisable
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).
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).
Unbreakable
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).
Indesmoralizable
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).
Irriducibile
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).
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 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 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 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 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 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.
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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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.
Lavathrower
The Kollossus gains a S 5 Breath Weapon with Flaming Attacks and Ignores Armour saves.
Lavathrower
The Kollossus gains a S 5 Breath Weapon with Flaming Attacks and Ignores Armour saves.
Lavathrower
The Kollossus gains a S 5 Breath Weapon with Flaming Attacks and Ignores Armour saves.
Lavathrower
The Kollossus gains a S 5 Breath Weapon with Flaming Attacks and Ignores Armour saves.
Lavathrower
The Kollossus gains a S 5 Breath Weapon with Flaming Attacks and Ignores Armour saves.
Lavathrower
The Kollossus gains a S 5 Breath Weapon with Flaming Attacks and Ignores Armour saves.
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 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 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 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 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 Ba'hal
All Bull Centaurs, Bull Centaur Renders and Bull Centaur Tau'ruks within 12" of Shar'tor may re-roll failed charge ranges.
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.
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.
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.
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.
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.
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.
Mace Tail
This gives the Lammasu +1 A.
Mace Tail
This gives the Lammasu +1 A.
Mace Tail
This gives the Lammasu +1 A.
Mace Tail
This gives the Lammasu +1 A.
Mace Tail
This gives the Lammasu +1 A.
Mace Tail
This gives the Lammasu +1 A.
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 (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 (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 (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 (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 (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.
Mark of Hashut
Zealot Berzerkers have Ward save (5+) and Immunity (Flaming Attacks).
Mark of Hashut
Zealot Berzerkers have Ward save (5+) and Immunity (Flaming Attacks).
Mark of Hashut
Zealot Berzerkers have Ward save (5+) and Immunity (Flaming Attacks).
Mark of Hashut
Zealot Berzerkers have Ward save (5+) and Immunity (Flaming Attacks).
Mark of Hashut
Zealot Berzerkers have Ward save (5+) and Immunity (Flaming Attacks).
Mark of Hashut
Zealot Berzerkers have Ward save (5+) and Immunity (Flaming Attacks).
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 Engineer
All War Machines in an army including Hothgar may re-roll one Artillery dice or Scatter dice once each during the game.
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 Engineer
All War Machines in an army including Hothgar may re-roll one Artillery dice or Scatter dice once each during the game.
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 Engineer
All War Machines in an army including Hothgar may re-roll one Artillery dice or Scatter dice once each during the game.
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 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 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 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 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 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.
Mechanical Giant
If a Kollossus is destroyed in battle, any model in base contact takes a single S 5 hit.
Mechanical Giant
If a Kollossus is destroyed in battle, any model in base contact takes a single S 5 hit.
Mechanical Giant
If a Kollossus is destroyed in battle, any model in base contact takes a single S 5 hit.
Mechanical Giant
If a Kollossus is destroyed in battle, any model in base contact takes a single S 5 hit.
Mechanical Giant
If a Kollossus is destroyed in battle, any model in base contact takes a single S 5 hit.
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 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 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 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 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 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.
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.
Musicien
"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.
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.
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.
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.
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.
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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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 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 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 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 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 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.
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.
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.
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.
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.
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.
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.
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).
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).
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).
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).
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).
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).
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 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 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 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 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 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).
Razor Horns
The K'daai Destroyer gains Impact Hits (D6).
Razor Horns
The K'daai Destroyer gains Impact Hits (D6).
Razor Horns
The K'daai Destroyer gains Impact Hits (D6).
Razor Horns
The K'daai Destroyer gains Impact Hits (D6).
Razor Horns
The K'daai Destroyer gains Impact Hits (D6).
Razor Horns
The K'daai Destroyer gains Impact Hits (D6).
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
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
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
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
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
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.
Resolute
When taking Break tests, models with this rule count as having lost the combat with 1 point fewer than they actually have.
Resolute
When taking Break tests, models with this rule count as having lost the combat with 1 point fewer than they actually have.
Resolute
When taking Break tests, models with this rule count as having lost the combat with 1 point fewer than they actually have.
Resolute
When taking Break tests, models with this rule count as having lost the combat with 1 point fewer than they actually have.
Resolute
When taking Break tests, models with this rule count as having lost the combat with 1 point fewer than they actually have.
Resolute
When taking Break tests, models with this rule count as having lost the combat with 1 point fewer than they actually have.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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 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.
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 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 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 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 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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 Exhalation
This gives the Lammasu a S 3 Breath Weapon with Magical Attacks.
Sorcerous Exhalation
This gives the Lammasu a S 3 Breath Weapon with Magical Attacks.
Sorcerous Exhalation
This gives the Lammasu a S 3 Breath Weapon with Magical Attacks.
Sorcerous Exhalation
This gives the Lammasu a S 3 Breath Weapon with Magical Attacks.
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).
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).
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).
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).
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).
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).
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 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 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 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 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 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.
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.
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.
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.
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.
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.
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.
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 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 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 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 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 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.
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.
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.
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.
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.
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.
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.
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 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 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 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 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 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".
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.
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.
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.
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.
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.
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.
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 (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 (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 (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 (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 (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 (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 (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 (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 (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 (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.
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.
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.
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.
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.
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.
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.
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
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
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
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
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
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.

Magic Items usable by the army

EN FR DE PL ES IT

Magic Standards usable by the army

EN FR DE PL ES IT

Units od the army

EN FR DE PL ES IT
Sorcerer-Prophet
Sorcerer-Prophet
Sorcerer-Prophet
Sorcerer-Prophet
Sorcerer-Prophet
Sorcerer-Prophet
Overlord
Overlord
Overlord
Overlord
Overlord
Overlord
Bazuka
Bazuka
Bazuka
Bazuka
Bazuka
Bazuka
Inferno Gun
Inferno Gun
Inferno Gun
Inferno Gun
Inferno Gun
Inferno Gun
Earthshaker Mortar
Earthshaker Mortar
Earthshaker Mortar
Earthshaker Mortar
Earthshaker Mortar
Earthshaker Mortar
Shar'tor the Executioner
Shar'tor the Executioner
Shar'tor the Executioner
Shar'tor the Executioner
Shar'tor the Executioner
Shar'tor the Executioner
Rykarth the Unbreakable
Rykarth the Unbreakable
Rykarth the Unbreakable
Rykarth the Unbreakable
Rykarth the Unbreakable
Rykarth the Unbreakable
Hothgar the Renegade
Hothgar the Renegade
Hothgar the Renegade
Hothgar the Renegade
Hothgar the Renegade
Hothgar the Renegade
Gorduz Backstabber
Gorduz Backstabber
Gorduz Backstabber
Gorduz Backstabber
Gorduz Backstabber
Gorduz Backstabber
Drazhoath the Ashen
Drazhoath the Ashen
Drazhoath the Ashen
Drazhoath the Ashen
Drazhoath the Ashen
Drazhoath the Ashen
Astragoth Ironhand
Astragoth Ironhand
Astragoth Ironhand
Astragoth Ironhand
Astragoth Ironhand
Astragoth Ironhand
Ghorth the Cruel
Ghorth the Cruel
Ghorth the Cruel
Ghorth the Cruel
Ghorth the Cruel
Ghorth the Cruel
Zhatan the Black
Zhatan the Black
Zhatan the Black
Zhatan the Black
Zhatan the Black
Zhatan the Black
Great Taurus
Great Taurus
Great Taurus
Great Taurus
Great Taurus
Great Taurus
Lammasu
Lammasu
Lammasu
Lammasu
Lammasu
Lammasu
Special Characters
Special Characters
Special Characters
Special Characters
Special Characters
Special Characters
Palanquin
Palanquin
Palanquin
Palanquin
Palanquin
Palanquin
Inferno Gun
Inferno Gun
Inferno Gun
Inferno Gun
Inferno Gun
Inferno Gun
Bull Centaur
Bull Centaur
Bull Centaur
Bull Centaur
Bull Centaur
Bull Centaur
Chaos Dwarf Crew
Chaos Dwarf Crew
Chaos Dwarf Crew
Chaos Dwarf Crew
Chaos Dwarf Crew
Chaos Dwarf Crew
Hobgoblin Overseer
Hobgoblin Overseer
Hobgoblin Overseer
Hobgoblin Overseer
Hobgoblin Overseer
Hobgoblin Overseer
Infernal Guard
Infernal Guard
Infernal Guard
Infernal Guard
Infernal Guard
Infernal Guard
Deathmask
Deathmask
Deathmask
Deathmask
Deathmask
Deathmask
Weapon Team
Weapon Team
Weapon Team
Weapon Team
Weapon Team
Weapon Team
Infernal Ironsworn
Infernal Ironsworn
Infernal Ironsworn
Infernal Ironsworn
Infernal Ironsworn
Infernal Ironsworn
Ironsworn Deathmask
Ironsworn Deathmask
Ironsworn Deathmask
Ironsworn Deathmask
Ironsworn Deathmask
Ironsworn Deathmask
General
General
General
General
General
General
Daemonsmith
Daemonsmith
Daemonsmith
Daemonsmith
Daemonsmith
Daemonsmith
Bull Centaur Taur'ruk
Bull Centaur Taur'ruk
Bull Centaur Taur'ruk
Bull Centaur Taur'ruk
Bull Centaur Taur'ruk
Bull Centaur Taur'ruk
Hobgoblin Chieftain
Hobgoblin Chieftain
Hobgoblin Chieftain
Hobgoblin Chieftain
Hobgoblin Chieftain
Hobgoblin Chieftain
Despot
Despot
Despot
Despot
Despot
Despot
Special Characters
Special Characters
Special Characters
Special Characters
Special Characters
Special Characters
Chaos Dwarf Warriors
Chaos Dwarf Warriors
Chaos Dwarf Warriors
Chaos Dwarf Warriors
Chaos Dwarf Warriors
Chaos Dwarf Warriors
Devastators
Devastators
Devastators
Devastators
Devastators
Devastators
Hobgoblin Warriors
Hobgoblin Warriors
Hobgoblin Warriors
Hobgoblin Warriors
Hobgoblin Warriors
Hobgoblin Warriors
Hobgoblin Wolf Raiders
Hobgoblin Wolf Raiders
Hobgoblin Wolf Raiders
Hobgoblin Wolf Raiders
Hobgoblin Wolf Raiders
Hobgoblin Wolf Raiders
Goblin Slaves
Goblin Slaves
Goblin Slaves
Goblin Slaves
Goblin Slaves
Goblin Slaves
Orc Slaves
Orc Slaves
Orc Slaves
Orc Slaves
Orc Slaves
Orc Slaves
Sneaky Gits
Sneaky Gits
Sneaky Gits
Sneaky Gits
Sneaky Gits
Sneaky Gits
Hobgoblin Spear Chukka
Hobgoblin Spear Chukka
Hobgoblin Spear Chukka
Hobgoblin Spear Chukka
Hobgoblin Spear Chukka
Hobgoblin Spear Chukka
Immortals
Immortals
Immortals
Immortals
Immortals
Immortals
Acolytes of Hashut
Acolytes of Hashut
Acolytes of Hashut
Acolytes of Hashut
Acolytes of Hashut
Acolytes of Hashut
Zealot Berzerkers
Zealot Berzerkers
Zealot Berzerkers
Zealot Berzerkers
Zealot Berzerkers
Zealot Berzerkers
Bull Centaurs
Bull Centaurs
Bull Centaurs
Bull Centaurs
Bull Centaurs
Bull Centaurs
Bull Centaur Renders
Bull Centaur Renders
Bull Centaur Renders
Bull Centaur Renders
Bull Centaur Renders
Bull Centaur Renders
Black Orcs
Black Orcs
Black Orcs
Black Orcs
Black Orcs
Black Orcs
K'daai Fireborn
K'daai Fireborn
K'daai Fireborn
K'daai Fireborn
K'daai Fireborn
K'daai Fireborn
Whirlwind/Tenderizer
Whirlwind/Tenderizer
Whirlwind/Tenderizer
Whirlwind/Tenderizer
Whirlwind/Tenderizer
Whirlwind/Tenderizer
Iron Daemon War Engine
Iron Daemon War Engine
Iron Daemon War Engine
Iron Daemon War Engine
Iron Daemon War Engine
Iron Daemon War Engine
Deathshrieker Rocket Launcher
Deathshrieker Rocket Launcher
Deathshrieker Rocket Launcher
Deathshrieker Rocket Launcher
Deathshrieker Rocket Launcher
Deathshrieker Rocket Launcher
Magma Cannon
Magma Cannon
Magma Cannon
Magma Cannon
Magma Cannon
Magma Cannon
Dreadquake Mortar
Dreadquake Mortar
Dreadquake Mortar
Dreadquake Mortar
Dreadquake Mortar
Dreadquake Mortar
Hellcannon
Hellcannon
Hellcannon
Hellcannon
Hellcannon
Hellcannon
Juggernaut Siege Tower
Juggernaut Siege Tower
Juggernaut Siege Tower
Juggernaut Siege Tower
Juggernaut Siege Tower
Juggernaut Siege Tower
Kollossus
Kollossus
Kollossus
Kollossus
Kollossus
Kollossus
Siege Giant
Siege Giant
Siege Giant
Siege Giant
Siege Giant
Siege Giant
K'daai Destroyer
K'daai Destroyer
K'daai Destroyer
K'daai Destroyer
K'daai Destroyer
K'daai Destroyer