Warriors of the Dark Gods

Warriors of the Dark Gods

Correspondence of translations with another language

Rules and Equipments used by the army

EN FR DE PL ES IT
Halberd
Halberd
Halberd
Halberd
Halberd
Alabarda
Heavy Armour
Armure Lourde
Schwere Rüstung
Heavy Armour
Armadura Pesada
Armatura pesante
Paired Weapons
Paire d'Armes
Waffenpaar
Paired Weapons
Armas Emparejadas
Coppia d'armi
Light Armour
Armure Légère
Light Armour
Light Armour
Light Armour
Armatura leggera
Plate Armor
Armure de Plates
Plate Armor
Plate Armor
Plate Armor
Plate Armor
Giant Attacks
When a Beast Giant attacks in Close Combat, instead of attacking normally, choose an enemy unitin base contact with the Beast Giant to attack and roll on the chart below. The Beast Giant’s attack depends on the Troop Type of the target enemy unit. Against Infantry, War Beast, Swarm, War Machine and Cavalry targets: 1:​ Bellow 2:​ Jump 3:​ Grab 4-6:​ Swing Against Monstrous Beast, Monstrous Infantry, Monstrous Cavalry, Chariot, Monster and Ridden Monster targets: 1:​ Bellow 2-3:​ Thump 4-6:​ Smash Bellow: Neither the Beast Giant nor the chosen unit can make any further Close Combat attacks this phase. Attacks already resolved (including attacks resolved simultaneously with this attack) are not affected. The Beast Giant's side automatically wins the combat by 2. If two (or more) opposing models with Giant Attacks “Bellow”, the combat is a draw. Jump: The chosen unit suffers D6 hits using the Beast Giant's Strength. The Beast Giant musttake aDangerous Terrain (1) Test. Grab: Select a single model in the chosen unit and in base contact with the Beast Giant. This model musttake a Strength Test and a Weapon Skill Test. For each failed test, the model suffers a hit with the Beast Giant's Strength and Multiple Wounds (D3). Swing:​ The Beast Giant makes 2D6 normal Close Combat attacks against the chosen unit. Thump: Select a single model in the chosen unit and in base contact with the Beast Giant. This model must take an Initiative Test. If the test is failed, the model suffers 2D6 wounds with Armour Piercing (6). Smash: Select a single model in the chosen unit and in base contact with the Beast Giant. This model suffers 1wound with Armour Piercing (6). If no part of this model has yet attacked this phase, it cannot attack in this Round of Combat. If the model has already attacked, it cannot make attacks in the following Round of Combat. - Notes - Giant Attacks are treated as normal Close Combat attacks and are therefore affected by all rules normally affecting Close Combat attacks. After rolling on this chart, the Beast Giant may still Stomp as normal.
Attaques de Géant
Quand un Géant attaque au Corps àCorps, au lieu d’attaquer normalement, choisissez une unité en contact socle à socle à attaquer et lancez 1D6. Déterminez ci‐dessous la table à utiliser selon le Type de Troupe de l’unité visée, et trouvez l’attaque correspondant au résultat du dé. Il est important de noter que les Attaques de Géant comptent comme des Attaques de Corps à Corps et suivent ainsi normalement les règles affectant ces attaques. Le Géant peut également faire son Piétinement. Si l’unité est de type Infanterie, Bête de Guerre, Cavalerie, Nuée ou Machine de Guerre : 1 : Hurle 2 : Saute 3 : Ramasse 4­6 : Frappe Si l’unité est de type Infanterie Monstrueuse, Cavalerie Monstrueuse, Bête Monstrueuse, Char, Monstre ou Monstre Monté: 1 : Hurle 2­3 : Tape comme un Sourd 4­6 : Fracasse Hurle : Ni le Géant, ni l’unité sélectionnée ne peuvent faire d’Attaques de Corps à Corps pendant cette phase. Les attaques déjà réalisées, incluant celles réalisées simultanément avec cette attaque, ne sont pas concernées. Le camp du Géant gagne automatiquement le combat avec un résultat de 2. Si deux Géants opposés, ou plus, utilisent l’attaque Hurle, le combat est un match nul. Saute : L’unité sélectionnée subit 1D6 touches de la Force du Géant. Le Géant doit faire un test de Terrain Dangereux. Ramasse : Choisissez une figurine dans l’unité sélectionnée et en contact socle à socle avec le Géant. Cette figurine doit faire un test de Force et un test de Capacité de Combat. Pour chaque test raté, la figurine subit une touche de la Force du Géant et suivant la règle spéciale Blessures Multiples (1D3). Frappe : Le Géant fait 2D6 attaques contre l’unité choisie. Tape comme un Sourd : Choisissez une figurine en contact socle à socle avec le Géant dans l’unité sélectionnée. Cette figurine doit faire un test d’Initiative. Si elle échoue, la figurine subit 2D6 blessures avec Perforant (6). Fracasse : Choisissez une figurine en contact socle à socle avec le Géant dans l’unité sélectionnée. Cette figurine subit une blessure avec Perforant (6). Si la figurine n’a pas encore attaqué, elle ne peut pas le faire au cours de cette manche. Si la figurine a déjà réalisé ses attaques, elle ne pourra pas attaquer au cours du Tour de Joueur à venir.
Riesen-Attacken
Wenn ein Riese im Nahkampf Attacken durchführt, wähle, anstatt normal zu attackieren, eine feindliche Einheit in Basekontakt und würfle auf der unten stehenden Tabelle entsprechend der Truppen- gattung des Ziels. Gegen Infanterie, Kriegsbestien, Schwärme, Kriegsmaschinen und Kavallerie: 1:​ Brüllen 2:​ Springen 3:​ Greifen 4-6:​ Schwinger Gegen Monströse Bestien, Monströse Infanterie, Monströse Kavallerie, Streitwägen, Monster und Gerittene Monster: 1:​ Brüllen 2-3:​ Schlag 4-6:​ Niederschmettern Brüllen: Weder der Riese noch die ausgewählte Einheit kann in dieser Nahkampfrunde irgendwelche Attacken durchführen. Attacken, die schon durchgeführt wurden oder gleichzeitig mit dieser Attacke stattfinden, sind nicht betroffen. Die Seite des Riesen gewinnt diesenNahkampf automatisch um 2. Wenn in einem Nahkampf zwei(oder mehr) verfeindete Riesen “Brüllen”, zählt der Nahkampf als Unentschieden. Springen: Die ausgewählte Einheit erleidet W6 Treffer mit der Stärke des Riesen. Der Riese muss einen Testfür Gefährliches Gelände (1) ablegen. Greifen: Wähle ein einzelnes Modell in Basekontakt mit dem Riesen. Diese Modell muss einen Stärke- und Kampfgeschick-Test ablegen. Für jeden misslungenen Test erhält das Modell einen Treffer mit der Stärke des Riesen und Multiple Lebenspunktverluste (W3). Schwinger:​ Der Riese führt 2W6 Attacken gegen die Einheit aus. Schlag: Wähle ein einzelnes Modell in der Einheit, das sich in Basekontakt mit dem Riesen befindet.Dieses Modell muss einen Initiative Test ablegen. Wenn dieser Test missglückt, erhält das Modell 2W6 Verwundungen mit Rüstungsbrechend (6). Niederschmettern: Wähle ein einzelnes Modell in der Einheit, das sich in Basekontakt mit dem Riesen befindet. Das Modell erleidet 1 Verwundung mit Rüstungsbrechend (6). Wenn das Modell noch keine Attacken durchgeführt hat, kann es in dieser Runde nicht mehr angreifen. Wenn das Modell schon Attacken durchgeführt hat, kann es stattdessen in der nächsten Kampfrunde nicht angreifen. - Anmerkung - Riesen Attacken zählen als Nahkampfattacken und sind dementsprechend von allen Regeln betroffen, die Nahkampfattacken betreffen. Nach dem Würfeln auf der Tabelle kann der Riese immer noch Niedertrampeln.
Giant Attacks
When a Beast Giant attacks in Close Combat, instead of attacking normally, choose an enemy unitin base contact with the Beast Giant to attack and roll on the chart below. The Beast Giant’s attack depends on the Troop Type of the target enemy unit. Against Infantry, War Beast, Swarm, War Machine and Cavalry targets: 1:​ Bellow 2:​ Jump 3:​ Grab 4-6:​ Swing Against Monstrous Beast, Monstrous Infantry, Monstrous Cavalry, Chariot, Monster and Ridden Monster targets: 1:​ Bellow 2-3:​ Thump 4-6:​ Smash Bellow: Neither the Beast Giant nor the chosen unit can make any further Close Combat attacks this phase. Attacks already resolved (including attacks resolved simultaneously with this attack) are not affected. The Beast Giant's side automatically wins the combat by 2. If two (or more) opposing models with Giant Attacks “Bellow”, the combat is a draw. Jump: The chosen unit suffers D6 hits using the Beast Giant's Strength. The Beast Giant musttake aDangerous Terrain (1) Test. Grab: Select a single model in the chosen unit and in base contact with the Beast Giant. This model musttake a Strength Test and a Weapon Skill Test. For each failed test, the model suffers a hit with the Beast Giant's Strength and Multiple Wounds (D3). Swing:​ The Beast Giant makes 2D6 normal Close Combat attacks against the chosen unit. Thump: Select a single model in the chosen unit and in base contact with the Beast Giant. This model must take an Initiative Test. If the test is failed, the model suffers 2D6 wounds with Armour Piercing (6). Smash: Select a single model in the chosen unit and in base contact with the Beast Giant. This model suffers 1wound with Armour Piercing (6). If no part of this model has yet attacked this phase, it cannot attack in this Round of Combat. If the model has already attacked, it cannot make attacks in the following Round of Combat. - Notes - Giant Attacks are treated as normal Close Combat attacks and are therefore affected by all rules normally affecting Close Combat attacks. After rolling on this chart, the Beast Giant may still Stomp as normal.
Ataques de Gigante
Cuando un Gigante ataca en Combate, en vez de atacar de forma normal, elige una Unidad en Contacto con él y tira en la tabla siguiente en función del tipo de tropa de la unidad Infantería, Bestia de Guerra, Enjambre, Máquina de Guerra, Caballería 1: Berrear 2: Saltar 3: Agarrar 4-6: Barrido Bestia Monstruosa, Infantería Monstruosa, Caballería Monstruosa, Monstruo, Monstruo Montado, Carro 1: Berrear 2-3: Aporrear 4-6: Aplastar Berrear : Ni el Gigante ni la Unidad Enemiga pueden realizar ningún Ataque de Combate en esa fase. Los ataques ya realizados (incluyendo aquellos simultáneos al mismo Paso de Iniciativa del Gigante) no se ven afectados. El bando del Gigante gana automáticamente el Combate por 2 puntos. Si dos o más Gigantes están trabados en combate y ambos obtienen un resultado de Berrear, el combate acaba en empate. Saltar : La unidad elegida sufre 1D6 Impactos con la Fuerza del Gigante. El Gigante deberá efectuar un chequeo de Terreno Peligroso. Agarrar : Elije una miniatura de la unidad en Contacto con el Gigante. La miniatura deberá superar un Chequeo de Fuerza y uno de Habilidad de Armas. Por cada chequeo que falle, la miniatura sufre 1 Impacto con la Fuerza del Gigante con Heridas Múltiples (1D3). Barrido : El Gigante hace 2D6 ataques contra la unidad elegida. Aporrear : Elije una miniatura de la unidad en Contacto con el Gigante. La miniatura deberá superar un Chequeo de Iniciativa. Si lo falla, sufre 2D6 Heridas con Poder de Penetración (6). Aplastar : Elije una miniatura de la unidad en Contacto con el Gigante. Esa miniatura sufre 1 Herida con Poder de Penetración (6). Si ninguna parte de la miniatura no había atacado aún esta Fase, no podrá hacerlo en esa Ronda de Combate. Si la miniatura ya había atacado, no podrá atacar en el siguiente Turno de Jugador. - Notas – Los Ataques del Gigante cuentan como Ataques de Combate y se ven afectados normalmente por reglas que les afecten. Después de realizar la tirada de la tabla, el Gigante puede realizar el Golpetazo de forma normal.
Giant Attacks
When a Beast Giant attacks in Close Combat, instead of attacking normally, choose an enemy unitin base contact with the Beast Giant to attack and roll on the chart below. The Beast Giant’s attack depends on the Troop Type of the target enemy unit. Against Infantry, War Beast, Swarm, War Machine and Cavalry targets: 1:​ Bellow 2:​ Jump 3:​ Grab 4-6:​ Swing Against Monstrous Beast, Monstrous Infantry, Monstrous Cavalry, Chariot, Monster and Ridden Monster targets: 1:​ Bellow 2-3:​ Thump 4-6:​ Smash Bellow: Neither the Beast Giant nor the chosen unit can make any further Close Combat attacks this phase. Attacks already resolved (including attacks resolved simultaneously with this attack) are not affected. The Beast Giant's side automatically wins the combat by 2. If two (or more) opposing models with Giant Attacks “Bellow”, the combat is a draw. Jump: The chosen unit suffers D6 hits using the Beast Giant's Strength. The Beast Giant musttake aDangerous Terrain (1) Test. Grab: Select a single model in the chosen unit and in base contact with the Beast Giant. This model musttake a Strength Test and a Weapon Skill Test. For each failed test, the model suffers a hit with the Beast Giant's Strength and Multiple Wounds (D3). Swing:​ The Beast Giant makes 2D6 normal Close Combat attacks against the chosen unit. Thump: Select a single model in the chosen unit and in base contact with the Beast Giant. This model must take an Initiative Test. If the test is failed, the model suffers 2D6 wounds with Armour Piercing (6). Smash: Select a single model in the chosen unit and in base contact with the Beast Giant. This model suffers 1wound with Armour Piercing (6). If no part of this model has yet attacked this phase, it cannot attack in this Round of Combat. If the model has already attacked, it cannot make attacks in the following Round of Combat. - Notes - Giant Attacks are treated as normal Close Combat attacks and are therefore affected by all rules normally affecting Close Combat attacks. After rolling on this chart, the Beast Giant may still Stomp as normal.
Magical Attacks
Attacks with this special rule or Attacks made by model parts with this special rule normally don’t have any special effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to all their attacks, including Special Attacks such as Stomp, Impact Hits, and Breath Attacks (unless stated otherwise).All attacks caused by spells and Magical Items have Magical Attacks .
Magical Attacks
Attacks with this special rule or Attacks made by model parts with this special rule normally don’t have any special effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to all their attacks, including Special Attacks such as Stomp, Impact Hits, and Breath Attacks (unless stated otherwise).All attacks caused by spells and Magical Items have Magical Attacks .
Magical Attacks
Attacks with this special rule or Attacks made by model parts with this special rule normally don’t have any special effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to all their attacks, including Special Attacks such as Stomp, Impact Hits, and Breath Attacks (unless stated otherwise).All attacks caused by spells and Magical Items have Magical Attacks .
Magical Attacks
Attacks with this special rule or Attacks made by model parts with this special rule normally don’t have any special effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to all their attacks, including Special Attacks such as Stomp, Impact Hits, and Breath Attacks (unless stated otherwise).All attacks caused by spells and Magical Items have Magical Attacks .
Magical Attacks
Attacks with this special rule or Attacks made by model parts with this special rule normally don’t have any special effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to all their attacks, including Special Attacks such as Stomp, Impact Hits, and Breath Attacks (unless stated otherwise).All attacks caused by spells and Magical Items have Magical Attacks .
Attacchi magici
Attacks with this special rule or Attacks made by model parts with this special rule normally don’t have any special effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to all their attacks, including Special Attacks such as Stomp, Impact Hits, and Breath Attacks (unless stated otherwise).All attacks caused by spells and Magical Items have Magical Attacks .
Vanguard
After Deployment (including Scouts), units composed entirely of models with this special rule may perform a 12" move. The move is performed as if in the Remaining Moves subphase, including any actions and restrictions the unit would normally have in the Remaining Moves subphase (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Movement Characteristic and no March Moves are allowed. This move cannot be used to move within 12" of enemy units. This is decreased to 6” for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vangarding units.
Vanguard
After Deployment (including Scouts), units composed entirely of models with this special rule may perform a 12" move. The move is performed as if in the Remaining Moves subphase, including any actions and restrictions the unit would normally have in the Remaining Moves subphase (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Movement Characteristic and no March Moves are allowed. This move cannot be used to move within 12" of enemy units. This is decreased to 6” for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vangarding units.
Vanguard
After Deployment (including Scouts), units composed entirely of models with this special rule may perform a 12" move. The move is performed as if in the Remaining Moves subphase, including any actions and restrictions the unit would normally have in the Remaining Moves subphase (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Movement Characteristic and no March Moves are allowed. This move cannot be used to move within 12" of enemy units. This is decreased to 6” for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vangarding units.
Vanguard
After Deployment (including Scouts), units composed entirely of models with this special rule may perform a 12" move. The move is performed as if in the Remaining Moves subphase, including any actions and restrictions the unit would normally have in the Remaining Moves subphase (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Movement Characteristic and no March Moves are allowed. This move cannot be used to move within 12" of enemy units. This is decreased to 6” for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vangarding units.
Vanguard
After Deployment (including Scouts), units composed entirely of models with this special rule may perform a 12" move. The move is performed as if in the Remaining Moves subphase, including any actions and restrictions the unit would normally have in the Remaining Moves subphase (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Movement Characteristic and no March Moves are allowed. This move cannot be used to move within 12" of enemy units. This is decreased to 6” for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vangarding units.
Avanguardia
After Deployment (including Scouts), units composed entirely of models with this special rule may perform a 12" move. The move is performed as if in the Remaining Moves subphase, including any actions and restrictions the unit would normally have in the Remaining Moves subphase (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Movement Characteristic and no March Moves are allowed. This move cannot be used to move within 12" of enemy units. This is decreased to 6” for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vangarding units.
Barding
Barding
Barding
Barding
Barding
Bardatura
Hard Target
Shooting Attacks targeting a unit in which more than half of models have this special rule suffer a -1 penalty when rolling to hit.
Hard Target
Shooting Attacks targeting a unit in which more than half of models have this special rule suffer a -1 penalty when rolling to hit.
Hard Target
Shooting Attacks targeting a unit in which more than half of models have this special rule suffer a -1 penalty when rolling to hit.
Hard Target
Shooting Attacks targeting a unit in which more than half of models have this special rule suffer a -1 penalty when rolling to hit.
Hard Target
Shooting Attacks targeting a unit in which more than half of models have this special rule suffer a -1 penalty when rolling to hit.
Bersaglio difficile
Shooting Attacks targeting a unit in which more than half of models have this special rule suffer a -1 penalty when rolling to hit.
Shield
Bouclier
Schild
Shield
Escudo
Scudo
Breath Weapon (Strength 3, Armour Piercing (3))
Models parts w ith this special rule can use it only once during the game. If a model has more than one Breath Weapon, it can only use one Breath Weapon in a single phase. It can be used either as a Special Shooting Attack or as a Special Close Combat Attack. ● As a Special Shooting Attack (normally in the Shooting Phase): Choose a target using the normal rules for Shooting Attacks. The attack has a Range of 6”. This attack can be used even if the model Marched previously in this turn, as well as for a Stand and Shoot Charge Reaction . ● As a Special Close Combat Attack (normally in the Close Combat Phase): The attack is made at the model part's Initiative. Declare that you are using the Breath Weapon when allocating attacks, and choose a unit in base contact to attack with it. No matter if it is used as a Shooting or Close Combat Attack, a Breath Weapon causes 2D6 automatic hits on its target. The Strength and the special rules (if any) of these hits are given within brackets, such as “Breath Weapon (Strength 4, Flaming Attacks)”.
Breath Weapon (Strength 3, Armour Piercing (3))
Models parts w ith this special rule can use it only once during the game. If a model has more than one Breath Weapon, it can only use one Breath Weapon in a single phase. It can be used either as a Special Shooting Attack or as a Special Close Combat Attack. ● As a Special Shooting Attack (normally in the Shooting Phase): Choose a target using the normal rules for Shooting Attacks. The attack has a Range of 6”. This attack can be used even if the model Marched previously in this turn, as well as for a Stand and Shoot Charge Reaction . ● As a Special Close Combat Attack (normally in the Close Combat Phase): The attack is made at the model part's Initiative. Declare that you are using the Breath Weapon when allocating attacks, and choose a unit in base contact to attack with it. No matter if it is used as a Shooting or Close Combat Attack, a Breath Weapon causes 2D6 automatic hits on its target. The Strength and the special rules (if any) of these hits are given within brackets, such as “Breath Weapon (Strength 4, Flaming Attacks)”.
Breath Weapon (Strength 3, Armour Piercing (3))
Models parts w ith this special rule can use it only once during the game. If a model has more than one Breath Weapon, it can only use one Breath Weapon in a single phase. It can be used either as a Special Shooting Attack or as a Special Close Combat Attack. ● As a Special Shooting Attack (normally in the Shooting Phase): Choose a target using the normal rules for Shooting Attacks. The attack has a Range of 6”. This attack can be used even if the model Marched previously in this turn, as well as for a Stand and Shoot Charge Reaction . ● As a Special Close Combat Attack (normally in the Close Combat Phase): The attack is made at the model part's Initiative. Declare that you are using the Breath Weapon when allocating attacks, and choose a unit in base contact to attack with it. No matter if it is used as a Shooting or Close Combat Attack, a Breath Weapon causes 2D6 automatic hits on its target. The Strength and the special rules (if any) of these hits are given within brackets, such as “Breath Weapon (Strength 4, Flaming Attacks)”.
Breath Weapon (Strength 3, Armour Piercing (3))
Models parts w ith this special rule can use it only once during the game. If a model has more than one Breath Weapon, it can only use one Breath Weapon in a single phase. It can be used either as a Special Shooting Attack or as a Special Close Combat Attack. ● As a Special Shooting Attack (normally in the Shooting Phase): Choose a target using the normal rules for Shooting Attacks. The attack has a Range of 6”. This attack can be used even if the model Marched previously in this turn, as well as for a Stand and Shoot Charge Reaction . ● As a Special Close Combat Attack (normally in the Close Combat Phase): The attack is made at the model part's Initiative. Declare that you are using the Breath Weapon when allocating attacks, and choose a unit in base contact to attack with it. No matter if it is used as a Shooting or Close Combat Attack, a Breath Weapon causes 2D6 automatic hits on its target. The Strength and the special rules (if any) of these hits are given within brackets, such as “Breath Weapon (Strength 4, Flaming Attacks)”.
Breath Weapon (Strength 3, Armour Piercing (3))
Models parts w ith this special rule can use it only once during the game. If a model has more than one Breath Weapon, it can only use one Breath Weapon in a single phase. It can be used either as a Special Shooting Attack or as a Special Close Combat Attack. ● As a Special Shooting Attack (normally in the Shooting Phase): Choose a target using the normal rules for Shooting Attacks. The attack has a Range of 6”. This attack can be used even if the model Marched previously in this turn, as well as for a Stand and Shoot Charge Reaction . ● As a Special Close Combat Attack (normally in the Close Combat Phase): The attack is made at the model part's Initiative. Declare that you are using the Breath Weapon when allocating attacks, and choose a unit in base contact to attack with it. No matter if it is used as a Shooting or Close Combat Attack, a Breath Weapon causes 2D6 automatic hits on its target. The Strength and the special rules (if any) of these hits are given within brackets, such as “Breath Weapon (Strength 4, Flaming Attacks)”.
Breath Weapon (Strength 3, Armour Piercing (3))
Models parts w ith this special rule can use it only once during the game. If a model has more than one Breath Weapon, it can only use one Breath Weapon in a single phase. It can be used either as a Special Shooting Attack or as a Special Close Combat Attack. ● As a Special Shooting Attack (normally in the Shooting Phase): Choose a target using the normal rules for Shooting Attacks. The attack has a Range of 6”. This attack can be used even if the model Marched previously in this turn, as well as for a Stand and Shoot Charge Reaction . ● As a Special Close Combat Attack (normally in the Close Combat Phase): The attack is made at the model part's Initiative. Declare that you are using the Breath Weapon when allocating attacks, and choose a unit in base contact to attack with it. No matter if it is used as a Shooting or Close Combat Attack, a Breath Weapon causes 2D6 automatic hits on its target. The Strength and the special rules (if any) of these hits are given within brackets, such as “Breath Weapon (Strength 4, Flaming Attacks)”.
Breath Weapon (Strength 4, Flaming Attacks)
Breath Weapon (Strength 4, Flaming Attacks)
Breath Weapon (Strength 4, Flaming Attacks)
Breath Weapon (Strength 4, Flaming Attacks)
Breath Weapon (Strength 4, Flaming Attacks)
Breath Weapon (Strength 4, Flaming Attacks)
Channel
Each model part with this special rule adds +1 to its side's Channel rolls. All Wizards have this special rule.
Channel
Each model part with this special rule adds +1 to its side's Channel rolls. All Wizards have this special rule.
Channel
Each model part with this special rule adds +1 to its side's Channel rolls. All Wizards have this special rule.
Channel
Each model part with this special rule adds +1 to its side's Channel rolls. All Wizards have this special rule.
Channel
Each model part with this special rule adds +1 to its side's Channel rolls. All Wizards have this special rule.
Canalizzare
Each model part with this special rule adds +1 to its side's Channel rolls. All Wizards have this special rule.
Chosen of the Gods
Chosen of the Gods
Chosen of the Gods
Chosen of the Gods
Chosen of the Gods
Chosen of the Gods
Impact Hits (+1)
Impact Hits (+1)
Impact Hits (+1)
Impact Hits (+1)
Impact Hits (+1)
Colpi d'impatto (+1)
Lethal Strike
If an Attack with this special rule, or a Close Combat Attack from a model part with this special rule rolls an unmodified '6' to wound, this Wound has Armour Piercing (6) and Regeneration Saves cannot be taken against it.
Lethal Strike
If an Attack with this special rule, or a Close Combat Attack from a model part with this special rule rolls an unmodified '6' to wound, this Wound has Armour Piercing (6) and Regeneration Saves cannot be taken against it.
Lethal Strike
If an Attack with this special rule, or a Close Combat Attack from a model part with this special rule rolls an unmodified '6' to wound, this Wound has Armour Piercing (6) and Regeneration Saves cannot be taken against it.
Lethal Strike
If an Attack with this special rule, or a Close Combat Attack from a model part with this special rule rolls an unmodified '6' to wound, this Wound has Armour Piercing (6) and Regeneration Saves cannot be taken against it.
Lethal Strike
If an Attack with this special rule, or a Close Combat Attack from a model part with this special rule rolls an unmodified '6' to wound, this Wound has Armour Piercing (6) and Regeneration Saves cannot be taken against it.
Colpo letale
If an Attack with this special rule, or a Close Combat Attack from a model part with this special rule rolls an unmodified '6' to wound, this Wound has Armour Piercing (6) and Regeneration Saves cannot be taken against it.
Daemon of True Chaos
No Additional Effect
Daemon of True Chaos
No Additional Effect
Daemon of True Chaos
No Additional Effect
Daemon of True Chaos
No Additional Effect
Daemon of True Chaos
No Additional Effect
Demone dell'entropia
Nessun effetto addizionale
Daemonic Instability
When a unit with this Special Rule fails a Break Test, it does not flee from combat. Instead, it suffers a number of Wounds equal to the amount by which the test was failed (Simplified formula: 2D6+CSLd), ignoring the usual minimum 0 for its Leadership Characteristic. These Wounds are distributed following the rules for Unstable, with no saves of any kind allowed. Only characters with Daemonic Instability can join units with Daemonic Instability, and Characters with Daemonic Instability cannot join units without Daemonic Instability. If a model has both Daemonic Instability and Unstable, disregard the latter.
Daemonic Instability
When a unit with this Special Rule fails a Break Test, it does not flee from combat. Instead, it suffers a number of Wounds equal to the amount by which the test was failed (Simplified formula: 2D6+CSLd), ignoring the usual minimum 0 for its Leadership Characteristic. These Wounds are distributed following the rules for Unstable, with no saves of any kind allowed. Only characters with Daemonic Instability can join units with Daemonic Instability, and Characters with Daemonic Instability cannot join units without Daemonic Instability. If a model has both Daemonic Instability and Unstable, disregard the latter.
Daemonic Instability
When a unit with this Special Rule fails a Break Test, it does not flee from combat. Instead, it suffers a number of Wounds equal to the amount by which the test was failed (Simplified formula: 2D6+CSLd), ignoring the usual minimum 0 for its Leadership Characteristic. These Wounds are distributed following the rules for Unstable, with no saves of any kind allowed. Only characters with Daemonic Instability can join units with Daemonic Instability, and Characters with Daemonic Instability cannot join units without Daemonic Instability. If a model has both Daemonic Instability and Unstable, disregard the latter.
Daemonic Instability
When a unit with this Special Rule fails a Break Test, it does not flee from combat. Instead, it suffers a number of Wounds equal to the amount by which the test was failed (Simplified formula: 2D6+CSLd), ignoring the usual minimum 0 for its Leadership Characteristic. These Wounds are distributed following the rules for Unstable, with no saves of any kind allowed. Only characters with Daemonic Instability can join units with Daemonic Instability, and Characters with Daemonic Instability cannot join units without Daemonic Instability. If a model has both Daemonic Instability and Unstable, disregard the latter.
Daemonic Instability
When a unit with this Special Rule fails a Break Test, it does not flee from combat. Instead, it suffers a number of Wounds equal to the amount by which the test was failed (Simplified formula: 2D6+CSLd), ignoring the usual minimum 0 for its Leadership Characteristic. These Wounds are distributed following the rules for Unstable, with no saves of any kind allowed. Only characters with Daemonic Instability can join units with Daemonic Instability, and Characters with Daemonic Instability cannot join units without Daemonic Instability. If a model has both Daemonic Instability and Unstable, disregard the latter.
Daemonic Instability
When a unit with this Special Rule fails a Break Test, it does not flee from combat. Instead, it suffers a number of Wounds equal to the amount by which the test was failed (Simplified formula: 2D6+CSLd), ignoring the usual minimum 0 for its Leadership Characteristic. These Wounds are distributed following the rules for Unstable, with no saves of any kind allowed. Only characters with Daemonic Instability can join units with Daemonic Instability, and Characters with Daemonic Instability cannot join units without Daemonic Instability. If a model has both Daemonic Instability and Unstable, disregard the latter.
Stubborn
A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
Stubborn
A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
Stubborn
A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
Stubborn
A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
Stubborn
A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
Determinato
A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
Innate Defence (3+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (3+): +2 to Armour Save.
Innate Defence (3+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (3+): +2 to Armour Save.
Innate Defence (3+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (3+): +2 to Armour Save.
Innate Defence (3+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (3+): +2 to Armour Save.
Innate Defence (3+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (3+): +2 to Armour Save.
Difesa innata (3+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (3+): +2 to Armour Save.
Innate Defence (4+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (4+): +3 to Armour Save.
Innate Defence (4+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (4+): +3 to Armour Save.
Innate Defence (4+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (4+): +3 to Armour Save.
Innate Defence (4+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (4+): +3 to Armour Save.
Innate Defence (4+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (4+): +3 to Armour Save.
Difesa innata (4+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (4+): +3 to Armour Save.
Innate Defence (5+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (5+): +4 to Armour Save.
Innate Defence (5+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (5+): +4 to Armour Save.
Innate Defence (5+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (5+): +4 to Armour Save.
Innate Defence (5+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (5+): +4 to Armour Save.
Innate Defence (5+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (5+): +4 to Armour Save.
Difesa innata (5+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (5+): +4 to Armour Save.
Swiftstride
When a unit composed entirely of models with this special rule rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest dice.
Swiftstride
When a unit composed entirely of models with this special rule rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest dice.
Swiftstride
When a unit composed entirely of models with this special rule rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest dice.
Swiftstride
When a unit composed entirely of models with this special rule rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest dice.
Swiftstride
When a unit composed entirely of models with this special rule rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest dice.
Falcata rapida
When a unit composed entirely of models with this special rule rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest dice.
Fast Cavalry
Models with this special rule have Light Troops and Vanguard. If a unit consisting solely of models with Fast Cavalry voluntarily flees as a Charge Reaction and subsequently rallies the next friendly Player Turn, then the unit may move and shoot during that Player Turn. The rallied unit may not charge and counts as having moved for the purpose of shooting. This rule cannot be applied if a unit fails to rally on the next friendly Player or involuntarily flees, such as a result of a failed Panic Test.
Fast Cavalry
Models with this special rule have Light Troops and Vanguard. If a unit consisting solely of models with Fast Cavalry voluntarily flees as a Charge Reaction and subsequently rallies the next friendly Player Turn, then the unit may move and shoot during that Player Turn. The rallied unit may not charge and counts as having moved for the purpose of shooting. This rule cannot be applied if a unit fails to rally on the next friendly Player or involuntarily flees, such as a result of a failed Panic Test.
Fast Cavalry
Models with this special rule have Light Troops and Vanguard. If a unit consisting solely of models with Fast Cavalry voluntarily flees as a Charge Reaction and subsequently rallies the next friendly Player Turn, then the unit may move and shoot during that Player Turn. The rallied unit may not charge and counts as having moved for the purpose of shooting. This rule cannot be applied if a unit fails to rally on the next friendly Player or involuntarily flees, such as a result of a failed Panic Test.
Fast Cavalry
Models with this special rule have Light Troops and Vanguard. If a unit consisting solely of models with Fast Cavalry voluntarily flees as a Charge Reaction and subsequently rallies the next friendly Player Turn, then the unit may move and shoot during that Player Turn. The rallied unit may not charge and counts as having moved for the purpose of shooting. This rule cannot be applied if a unit fails to rally on the next friendly Player or involuntarily flees, such as a result of a failed Panic Test.
Fast Cavalry
Models with this special rule have Light Troops and Vanguard. If a unit consisting solely of models with Fast Cavalry voluntarily flees as a Charge Reaction and subsequently rallies the next friendly Player Turn, then the unit may move and shoot during that Player Turn. The rallied unit may not charge and counts as having moved for the purpose of shooting. This rule cannot be applied if a unit fails to rally on the next friendly Player or involuntarily flees, such as a result of a failed Panic Test.
Fast Cavalry
Models with this special rule have Light Troops and Vanguard. If a unit consisting solely of models with Fast Cavalry voluntarily flees as a Charge Reaction and subsequently rallies the next friendly Player Turn, then the unit may move and shoot during that Player Turn. The rallied unit may not charge and counts as having moved for the purpose of shooting. This rule cannot be applied if a unit fails to rally on the next friendly Player or involuntarily flees, such as a result of a failed Panic Test.
Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
Paura
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
Fly (7)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (7)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (7)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (7)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (7)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Volo (7)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (8)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (8)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (8)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (8)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (8)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Volo (8)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Frenzy
Model parts with Frenzy have +1 Attack and are Immune to Psychology. After all charges have been declared, each of your units with one or more models (or model parts) with Frenzy must take a Frenzy Test (Leadership Test) if it did not declare a charge. If the test is failed, the unit must declare a charge against the closest viable enemy unit, if there is one. Characters are never forced to charge out of units. Units with one or more model parts with Frenzy must always pursue and overrun whenever possible. If a model part with Frenzy is ever on the losing side of a Combat Round, it immediately loses this special rule.
Frenzy
Model parts with Frenzy have +1 Attack and are Immune to Psychology. After all charges have been declared, each of your units with one or more models (or model parts) with Frenzy must take a Frenzy Test (Leadership Test) if it did not declare a charge. If the test is failed, the unit must declare a charge against the closest viable enemy unit, if there is one. Characters are never forced to charge out of units. Units with one or more model parts with Frenzy must always pursue and overrun whenever possible. If a model part with Frenzy is ever on the losing side of a Combat Round, it immediately loses this special rule.
Frenzy
Model parts with Frenzy have +1 Attack and are Immune to Psychology. After all charges have been declared, each of your units with one or more models (or model parts) with Frenzy must take a Frenzy Test (Leadership Test) if it did not declare a charge. If the test is failed, the unit must declare a charge against the closest viable enemy unit, if there is one. Characters are never forced to charge out of units. Units with one or more model parts with Frenzy must always pursue and overrun whenever possible. If a model part with Frenzy is ever on the losing side of a Combat Round, it immediately loses this special rule.
Frenzy
Model parts with Frenzy have +1 Attack and are Immune to Psychology. After all charges have been declared, each of your units with one or more models (or model parts) with Frenzy must take a Frenzy Test (Leadership Test) if it did not declare a charge. If the test is failed, the unit must declare a charge against the closest viable enemy unit, if there is one. Characters are never forced to charge out of units. Units with one or more model parts with Frenzy must always pursue and overrun whenever possible. If a model part with Frenzy is ever on the losing side of a Combat Round, it immediately loses this special rule.
Frenzy
Model parts with Frenzy have +1 Attack and are Immune to Psychology. After all charges have been declared, each of your units with one or more models (or model parts) with Frenzy must take a Frenzy Test (Leadership Test) if it did not declare a charge. If the test is failed, the unit must declare a charge against the closest viable enemy unit, if there is one. Characters are never forced to charge out of units. Units with one or more model parts with Frenzy must always pursue and overrun whenever possible. If a model part with Frenzy is ever on the losing side of a Combat Round, it immediately loses this special rule.
Furia
Model parts with Frenzy have +1 Attack and are Immune to Psychology. After all charges have been declared, each of your units with one or more models (or model parts) with Frenzy must take a Frenzy Test (Leadership Test) if it did not declare a charge. If the test is failed, the unit must declare a charge against the closest viable enemy unit, if there is one. Characters are never forced to charge out of units. Units with one or more model parts with Frenzy must always pursue and overrun whenever possible. If a model part with Frenzy is ever on the losing side of a Combat Round, it immediately loses this special rule.
Gaze of the Gods
A model with this rule cannot refuse a Challenge and mustissue one if no other model does so.If a model with this rule kills an enemy Character in a Challenge or slays a Monster, then the model part with Gaze of the Gods may reroll all to-hit and to-wound rolls until the end of the current player’s next Magic phase. If two or more models with this rule slay a Monster at the same Initiative, only one model (chosen by the owner) can benefit from Gaze of Gods.
Gaze of the Gods
A model with this rule cannot refuse a Challenge and mustissue one if no other model does so.If a model with this rule kills an enemy Character in a Challenge or slays a Monster, then the model part with Gaze of the Gods may reroll all to-hit and to-wound rolls until the end of the current player’s next Magic phase. If two or more models with this rule slay a Monster at the same Initiative, only one model (chosen by the owner) can benefit from Gaze of Gods.
Gaze of the Gods
A model with this rule cannot refuse a Challenge and mustissue one if no other model does so.If a model with this rule kills an enemy Character in a Challenge or slays a Monster, then the model part with Gaze of the Gods may reroll all to-hit and to-wound rolls until the end of the current player’s next Magic phase. If two or more models with this rule slay a Monster at the same Initiative, only one model (chosen by the owner) can benefit from Gaze of Gods.
Gaze of the Gods
A model with this rule cannot refuse a Challenge and mustissue one if no other model does so.If a model with this rule kills an enemy Character in a Challenge or slays a Monster, then the model part with Gaze of the Gods may reroll all to-hit and to-wound rolls until the end of the current player’s next Magic phase. If two or more models with this rule slay a Monster at the same Initiative, only one model (chosen by the owner) can benefit from Gaze of Gods.
Gaze of the Gods
A model with this rule cannot refuse a Challenge and mustissue one if no other model does so.If a model with this rule kills an enemy Character in a Challenge or slays a Monster, then the model part with Gaze of the Gods may reroll all to-hit and to-wound rolls until the end of the current player’s next Magic phase. If two or more models with this rule slay a Monster at the same Initiative, only one model (chosen by the owner) can benefit from Gaze of Gods.
Gaze of the Gods
A model with this rule cannot refuse a Challenge and mustissue one if no other model does so.If a model with this rule kills an enemy Character in a Challenge or slays a Monster, then the model part with Gaze of the Gods may reroll all to-hit and to-wound rolls until the end of the current player’s next Magic phase. If two or more models with this rule slay a Monster at the same Initiative, only one model (chosen by the owner) can benefit from Gaze of Gods.
Grinding Attacks (D3)
Close Combat Attack at its own Initiative against a single enemy Unit in base contact. This attack deals a number of hits equal to the value stated within brackets (D3). These automatically hit and have a Strength equal to the model's own Strength. Can never benefit from equipment or Special Ruls. If a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same combat phase.
Grinding Attacks (D3)
Close Combat Attack at its own Initiative against a single enemy Unit in base contact. This attack deals a number of hits equal to the value stated within brackets (D3). These automatically hit and have a Strength equal to the model's own Strength. Can never benefit from equipment or Special Ruls. If a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same combat phase.
Grinding Attacks (D3)
Close Combat Attack at its own Initiative against a single enemy Unit in base contact. This attack deals a number of hits equal to the value stated within brackets (D3). These automatically hit and have a Strength equal to the model's own Strength. Can never benefit from equipment or Special Ruls. If a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same combat phase.
Grinding Attacks (D3)
Close Combat Attack at its own Initiative against a single enemy Unit in base contact. This attack deals a number of hits equal to the value stated within brackets (D3). These automatically hit and have a Strength equal to the model's own Strength. Can never benefit from equipment or Special Ruls. If a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same combat phase.
Grinding Attacks (D3)
Close Combat Attack at its own Initiative against a single enemy Unit in base contact. This attack deals a number of hits equal to the value stated within brackets (D3). These automatically hit and have a Strength equal to the model's own Strength. Can never benefit from equipment or Special Ruls. If a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same combat phase.
Grinding Attacks (D3)
Close Combat Attack at its own Initiative against a single enemy Unit in base contact. This attack deals a number of hits equal to the value stated within brackets (D3). These automatically hit and have a Strength equal to the model's own Strength. Can never benefit from equipment or Special Ruls. If a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same combat phase.
Hatred
Model parts with this special rule may reroll failed to hit rolls during the first Round of Combat. Sometimes this rule may only work against certain enemies, which are then stated in brackets. For example, “Hatred (Army Book: Empire of Sonnstahl)” means that Hatred only applies when attacking models from the Empire of Sonnstahl Army Book.
Hatred
Model parts with this special rule may reroll failed to hit rolls during the first Round of Combat. Sometimes this rule may only work against certain enemies, which are then stated in brackets. For example, “Hatred (Army Book: Empire of Sonnstahl)” means that Hatred only applies when attacking models from the Empire of Sonnstahl Army Book.
Hatred
Model parts with this special rule may reroll failed to hit rolls during the first Round of Combat. Sometimes this rule may only work against certain enemies, which are then stated in brackets. For example, “Hatred (Army Book: Empire of Sonnstahl)” means that Hatred only applies when attacking models from the Empire of Sonnstahl Army Book.
Hatred
Model parts with this special rule may reroll failed to hit rolls during the first Round of Combat. Sometimes this rule may only work against certain enemies, which are then stated in brackets. For example, “Hatred (Army Book: Empire of Sonnstahl)” means that Hatred only applies when attacking models from the Empire of Sonnstahl Army Book.
Hatred
Model parts with this special rule may reroll failed to hit rolls during the first Round of Combat. Sometimes this rule may only work against certain enemies, which are then stated in brackets. For example, “Hatred (Army Book: Empire of Sonnstahl)” means that Hatred only applies when attacking models from the Empire of Sonnstahl Army Book.
Odio
Model parts with this special rule may reroll failed to hit rolls during the first Round of Combat. Sometimes this rule may only work against certain enemies, which are then stated in brackets. For example, “Hatred (Army Book: Empire of Sonnstahl)” means that Hatred only applies when attacking models from the Empire of Sonnstahl Army Book.
Hellscream Cannon
This weapon can be fired in two ways: – As a Catapult (4) Artillery Weapon with the Move or Fire special rule and: Range 12-60", Strength 4[7], Armour Piercing (1), [Multiple Wounds (D3, Clipped Wings)] A unit which suffers 1 or more casualties from this attack must immediately take a Panic Test, just as if it had suffered 25% casualties. – As a Catapult (4) Artillery Weapon with: Range 6-24", Strength 3, Armour Piercing (1) A unit which suffers 1 or more casualties from this attack must immediately take a Panic Test, just as if it had suffered 25% casualties.
Hellscream Cannon
This weapon can be fired in two ways: – As a Catapult (4) Artillery Weapon with the Move or Fire special rule and: Range 12-60", Strength 4[7], Armour Piercing (1), [Multiple Wounds (D3, Clipped Wings)] A unit which suffers 1 or more casualties from this attack must immediately take a Panic Test, just as if it had suffered 25% casualties. – As a Catapult (4) Artillery Weapon with: Range 6-24", Strength 3, Armour Piercing (1) A unit which suffers 1 or more casualties from this attack must immediately take a Panic Test, just as if it had suffered 25% casualties.
Hellscream Cannon
This weapon can be fired in two ways: – As a Catapult (4) Artillery Weapon with the Move or Fire special rule and: Range 12-60", Strength 4[7], Armour Piercing (1), [Multiple Wounds (D3, Clipped Wings)] A unit which suffers 1 or more casualties from this attack must immediately take a Panic Test, just as if it had suffered 25% casualties. – As a Catapult (4) Artillery Weapon with: Range 6-24", Strength 3, Armour Piercing (1) A unit which suffers 1 or more casualties from this attack must immediately take a Panic Test, just as if it had suffered 25% casualties.
Hellscream Cannon
This weapon can be fired in two ways: – As a Catapult (4) Artillery Weapon with the Move or Fire special rule and: Range 12-60", Strength 4[7], Armour Piercing (1), [Multiple Wounds (D3, Clipped Wings)] A unit which suffers 1 or more casualties from this attack must immediately take a Panic Test, just as if it had suffered 25% casualties. – As a Catapult (4) Artillery Weapon with: Range 6-24", Strength 3, Armour Piercing (1) A unit which suffers 1 or more casualties from this attack must immediately take a Panic Test, just as if it had suffered 25% casualties.
Hellscream Cannon
This weapon can be fired in two ways: – As a Catapult (4) Artillery Weapon with the Move or Fire special rule and: Range 12-60", Strength 4[7], Armour Piercing (1), [Multiple Wounds (D3, Clipped Wings)] A unit which suffers 1 or more casualties from this attack must immediately take a Panic Test, just as if it had suffered 25% casualties. – As a Catapult (4) Artillery Weapon with: Range 6-24", Strength 3, Armour Piercing (1) A unit which suffers 1 or more casualties from this attack must immediately take a Panic Test, just as if it had suffered 25% casualties.
Hellscream Cannon
This weapon can be fired in two ways: – As a Catapult (4) Artillery Weapon with the Move or Fire special rule and: Range 12-60", Strength 4[7], Armour Piercing (1), [Multiple Wounds (D3, Clipped Wings)] A unit which suffers 1 or more casualties from this attack must immediately take a Panic Test, just as if it had suffered 25% casualties. – As a Catapult (4) Artillery Weapon with: Range 6-24", Strength 3, Armour Piercing (1) A unit which suffers 1 or more casualties from this attack must immediately take a Panic Test, just as if it had suffered 25% casualties.
Immune to Psychology
If half or more of a unit's models are Immune to Psychology, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing). Models that are Immune to Psychology are also immune to the effects of Fear.
Immune to Psychology
If half or more of a unit's models are Immune to Psychology, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing). Models that are Immune to Psychology are also immune to the effects of Fear.
Immune to Psychology
If half or more of a unit's models are Immune to Psychology, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing). Models that are Immune to Psychology are also immune to the effects of Fear.
Immune to Psychology
If half or more of a unit's models are Immune to Psychology, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing). Models that are Immune to Psychology are also immune to the effects of Fear.
Immune to Psychology
If half or more of a unit's models are Immune to Psychology, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing). Models that are Immune to Psychology are also immune to the effects of Fear.
Immune to Psychology
If half or more of a unit's models are Immune to Psychology, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing). Models that are Immune to Psychology are also immune to the effects of Fear.
Innate Defense (4+)
Innate Defense (4+)
Innate Defense (4+)
Innate Defense (4+)
Innate Defense (4+)
Innate Defense (4+)
Innate Defense (5+)
Innate Defense (5+)
Innate Defense (5+)
Innate Defense (5+)
Innate Defense (5+)
Innate Defense (5+)
Insignificant
Units consisting entirely of models with this special rule do not cause Panic Tests on friendly units without this special rule. Only Insignificant Characters can join units with Insignificant R&F models.
Insignificant
Units consisting entirely of models with this special rule do not cause Panic Tests on friendly units without this special rule. Only Insignificant Characters can join units with Insignificant R&F models.
Insignificant
Units consisting entirely of models with this special rule do not cause Panic Tests on friendly units without this special rule. Only Insignificant Characters can join units with Insignificant R&F models.
Insignificant
Units consisting entirely of models with this special rule do not cause Panic Tests on friendly units without this special rule. Only Insignificant Characters can join units with Insignificant R&F models.
Insignificant
Units consisting entirely of models with this special rule do not cause Panic Tests on friendly units without this special rule. Only Insignificant Characters can join units with Insignificant R&F models.
Insignificante
Units consisting entirely of models with this special rule do not cause Panic Tests on friendly units without this special rule. Only Insignificant Characters can join units with Insignificant R&F models.
Inspire Barbarians
Barbarians and Barbarian Horsemen in the same unit as a Barbarian Chief gain Fight in Extra Ranks.
Inspire Barbarians
Barbarians and Barbarian Horsemen in the same unit as a Barbarian Chief gain Fight in Extra Ranks.
Inspire Barbarians
Barbarians and Barbarian Horsemen in the same unit as a Barbarian Chief gain Fight in Extra Ranks.
Inspire Barbarians
Barbarians and Barbarian Horsemen in the same unit as a Barbarian Chief gain Fight in Extra Ranks.
Inspire Barbarians
Barbarians and Barbarian Horsemen in the same unit as a Barbarian Chief gain Fight in Extra Ranks.
Inspire Barbarians
Barbarians and Barbarian Horsemen in the same unit as a Barbarian Chief gain Fight in Extra Ranks.
Unbreakable
Units with this special rule are Immune to Psychology and automatically pass all Break Tests. Characters with the Unbreakable special rule can only join Unbreakable units. Unbreakable units can only be joined by Unbreakable Characters.
Unbreakable
Units with this special rule are Immune to Psychology and automatically pass all Break Tests. Characters with the Unbreakable special rule can only join Unbreakable units. Unbreakable units can only be joined by Unbreakable Characters.
Unbreakable
Units with this special rule are Immune to Psychology and automatically pass all Break Tests. Characters with the Unbreakable special rule can only join Unbreakable units. Unbreakable units can only be joined by Unbreakable Characters.
Unbreakable
Units with this special rule are Immune to Psychology and automatically pass all Break Tests. Characters with the Unbreakable special rule can only join Unbreakable units. Unbreakable units can only be joined by Unbreakable Characters.
Unbreakable
Units with this special rule are Immune to Psychology and automatically pass all Break Tests. Characters with the Unbreakable special rule can only join Unbreakable units. Unbreakable units can only be joined by Unbreakable Characters.
Irriducibile
Units with this special rule are Immune to Psychology and automatically pass all Break Tests. Characters with the Unbreakable special rule can only join Unbreakable units. Unbreakable units can only be joined by Unbreakable Characters.
Lance
Lance
Lanze
Lance
Lanza de Caballería
Lancia pesante
Light Troops
Units composed entirely of models with this special rule are allowed to make any number of Reforms when moving in the Remaining Moves subphase, while they may still Advance or March. They are allowed to shoot even if they Marched or Reformed. No model may move more than its Movement allowance (or twice that number if Marching), from its starting position to its final position, around any obstructions (including the Unit Spacing rule). If a model performed any action during the movement (such as Sweeping attacks), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.If more than half the models in a unit have the Light Troops special rule, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as it remains with the unit .
Light Troops
Units composed entirely of models with this special rule are allowed to make any number of Reforms when moving in the Remaining Moves subphase, while they may still Advance or March. They are allowed to shoot even if they Marched or Reformed. No model may move more than its Movement allowance (or twice that number if Marching), from its starting position to its final position, around any obstructions (including the Unit Spacing rule). If a model performed any action during the movement (such as Sweeping attacks), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.If more than half the models in a unit have the Light Troops special rule, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as it remains with the unit .
Light Troops
Units composed entirely of models with this special rule are allowed to make any number of Reforms when moving in the Remaining Moves subphase, while they may still Advance or March. They are allowed to shoot even if they Marched or Reformed. No model may move more than its Movement allowance (or twice that number if Marching), from its starting position to its final position, around any obstructions (including the Unit Spacing rule). If a model performed any action during the movement (such as Sweeping attacks), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.If more than half the models in a unit have the Light Troops special rule, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as it remains with the unit .
Light Troops
Units composed entirely of models with this special rule are allowed to make any number of Reforms when moving in the Remaining Moves subphase, while they may still Advance or March. They are allowed to shoot even if they Marched or Reformed. No model may move more than its Movement allowance (or twice that number if Marching), from its starting position to its final position, around any obstructions (including the Unit Spacing rule). If a model performed any action during the movement (such as Sweeping attacks), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.If more than half the models in a unit have the Light Troops special rule, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as it remains with the unit .
Light Troops
Units composed entirely of models with this special rule are allowed to make any number of Reforms when moving in the Remaining Moves subphase, while they may still Advance or March. They are allowed to shoot even if they Marched or Reformed. No model may move more than its Movement allowance (or twice that number if Marching), from its starting position to its final position, around any obstructions (including the Unit Spacing rule). If a model performed any action during the movement (such as Sweeping attacks), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.If more than half the models in a unit have the Light Troops special rule, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as it remains with the unit .
Truppe leggere
Units composed entirely of models with this special rule are allowed to make any number of Reforms when moving in the Remaining Moves subphase, while they may still Advance or March. They are allowed to shoot even if they Marched or Reformed. No model may move more than its Movement allowance (or twice that number if Marching), from its starting position to its final position, around any obstructions (including the Unit Spacing rule). If a model performed any action during the movement (such as Sweeping attacks), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.If more than half the models in a unit have the Light Troops special rule, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as it remains with the unit .
Lightning Rage
The model gains a Ward Save (2+) against attacks with the Lightning Attack special rule. If the model is hit by a Lightning Attack it gains Frenzy.
Lightning Rage
The model gains a Ward Save (2+) against attacks with the Lightning Attack special rule. If the model is hit by a Lightning Attack it gains Frenzy.
Lightning Rage
The model gains a Ward Save (2+) against attacks with the Lightning Attack special rule. If the model is hit by a Lightning Attack it gains Frenzy.
Lightning Rage
The model gains a Ward Save (2+) against attacks with the Lightning Attack special rule. If the model is hit by a Lightning Attack it gains Frenzy.
Lightning Rage
The model gains a Ward Save (2+) against attacks with the Lightning Attack special rule. If the model is hit by a Lightning Attack it gains Frenzy.
Lightning Rage
The model gains a Ward Save (2+) against attacks with the Lightning Attack special rule. If the model is hit by a Lightning Attack it gains Frenzy.
Magic Resistance (2)
All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
Magic Resistance (2)
All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
Magic Resistance (2)
All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
Magic Resistance (2)
All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
Magic Resistance (2)
All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
Resistenza alla magia (2)
All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
Wizard Apprentice
Wizard Apprentices add +1 to their casting and dispelling rolls.
Wizard Apprentice
Wizard Apprentices add +1 to their casting and dispelling rolls.
Wizard Apprentice
Wizard Apprentices add +1 to their casting and dispelling rolls.
Wizard Apprentice
Wizard Apprentices add +1 to their casting and dispelling rolls.
Wizard Apprentice
Wizard Apprentices add +1 to their casting and dispelling rolls.
Mago apprendista
Wizard Apprentices add +1 to their casting and dispelling rolls.
Mark of Change
The bearer may gain one of the following effects: Divine Attacks, Magical Attacks or Hellfire, which affects both Close Combat Attacks and Shooting Attacks. The effect must be chosen at the start of each Round of Combat and before shooting with a unit. Every model in a unit must choose the same bonus effect. Special Attacks such as Stomps or Impact Hits are not affected. Characters with this Mark add a +1 modifier to their casting roll.
Mark of Change
The bearer may gain one of the following effects: Divine Attacks, Magical Attacks or Hellfire, which affects both Close Combat Attacks and Shooting Attacks. The effect must be chosen at the start of each Round of Combat and before shooting with a unit. Every model in a unit must choose the same bonus effect. Special Attacks such as Stomps or Impact Hits are not affected. Characters with this Mark add a +1 modifier to their casting roll.
Mark of Change
The bearer may gain one of the following effects: Divine Attacks, Magical Attacks or Hellfire, which affects both Close Combat Attacks and Shooting Attacks. The effect must be chosen at the start of each Round of Combat and before shooting with a unit. Every model in a unit must choose the same bonus effect. Special Attacks such as Stomps or Impact Hits are not affected. Characters with this Mark add a +1 modifier to their casting roll.
Mark of Change
The bearer may gain one of the following effects: Divine Attacks, Magical Attacks or Hellfire, which affects both Close Combat Attacks and Shooting Attacks. The effect must be chosen at the start of each Round of Combat and before shooting with a unit. Every model in a unit must choose the same bonus effect. Special Attacks such as Stomps or Impact Hits are not affected. Characters with this Mark add a +1 modifier to their casting roll.
Mark of Change
The bearer may gain one of the following effects: Divine Attacks, Magical Attacks or Hellfire, which affects both Close Combat Attacks and Shooting Attacks. The effect must be chosen at the start of each Round of Combat and before shooting with a unit. Every model in a unit must choose the same bonus effect. Special Attacks such as Stomps or Impact Hits are not affected. Characters with this Mark add a +1 modifier to their casting roll.
Mark of Change
The bearer may gain one of the following effects: Divine Attacks, Magical Attacks or Hellfire, which affects both Close Combat Attacks and Shooting Attacks. The effect must be chosen at the start of each Round of Combat and before shooting with a unit. Every model in a unit must choose the same bonus effect. Special Attacks such as Stomps or Impact Hits are not affected. Characters with this Mark add a +1 modifier to their casting roll.
Mark of Lust
Units with a more than half oftheir models with the Mark of Lust may reroll Charge Ranges, Pursuits, Overruns and Random Movement rolls, and automatically pass all Panic Tests.
Mark of Lust
Units with a more than half oftheir models with the Mark of Lust may reroll Charge Ranges, Pursuits, Overruns and Random Movement rolls, and automatically pass all Panic Tests.
Mark of Lust
Units with a more than half oftheir models with the Mark of Lust may reroll Charge Ranges, Pursuits, Overruns and Random Movement rolls, and automatically pass all Panic Tests.
Mark of Lust
Units with a more than half oftheir models with the Mark of Lust may reroll Charge Ranges, Pursuits, Overruns and Random Movement rolls, and automatically pass all Panic Tests.
Mark of Lust
Units with a more than half oftheir models with the Mark of Lust may reroll Charge Ranges, Pursuits, Overruns and Random Movement rolls, and automatically pass all Panic Tests.
Mark of Lust
Units with a more than half oftheir models with the Mark of Lust may reroll Charge Ranges, Pursuits, Overruns and Random Movement rolls, and automatically pass all Panic Tests.
Mark of Pestilence
Close Combat Attacks against model parts with the Mark of Pestilence from opponents in front of them suffer a -1 to-hit modifier. This modifier can never result in a to-hit roll worse than a 5+. Model parts with this Mark have -1 Initiative (to a minimum of 1).
Mark of Pestilence
Close Combat Attacks against model parts with the Mark of Pestilence from opponents in front of them suffer a -1 to-hit modifier. This modifier can never result in a to-hit roll worse than a 5+. Model parts with this Mark have -1 Initiative (to a minimum of 1).
Mark of Pestilence
Close Combat Attacks against model parts with the Mark of Pestilence from opponents in front of them suffer a -1 to-hit modifier. This modifier can never result in a to-hit roll worse than a 5+. Model parts with this Mark have -1 Initiative (to a minimum of 1).
Mark of Pestilence
Close Combat Attacks against model parts with the Mark of Pestilence from opponents in front of them suffer a -1 to-hit modifier. This modifier can never result in a to-hit roll worse than a 5+. Model parts with this Mark have -1 Initiative (to a minimum of 1).
Mark of Pestilence
Close Combat Attacks against model parts with the Mark of Pestilence from opponents in front of them suffer a -1 to-hit modifier. This modifier can never result in a to-hit roll worse than a 5+. Model parts with this Mark have -1 Initiative (to a minimum of 1).
Mark of Pestilence
Close Combat Attacks against model parts with the Mark of Pestilence from opponents in front of them suffer a -1 to-hit modifier. This modifier can never result in a to-hit roll worse than a 5+. Model parts with this Mark have -1 Initiative (to a minimum of 1).
Mark of True Chaos
Units with more than half of their models with the Mark of True Chaos may reroll failed Panic tests.
Mark of True Chaos
Units with more than half of their models with the Mark of True Chaos may reroll failed Panic tests.
Mark of True Chaos
Units with more than half of their models with the Mark of True Chaos may reroll failed Panic tests.
Mark of True Chaos
Units with more than half of their models with the Mark of True Chaos may reroll failed Panic tests.
Mark of True Chaos
Units with more than half of their models with the Mark of True Chaos may reroll failed Panic tests.
Mark of True Chaos
Units with more than half of their models with the Mark of True Chaos may reroll failed Panic tests.
Mark of Wrath
Model parts with the Mark of Wrath gain a +1 to-hit modifier in Close Combat when attacking enemies in front of them, and cannot declare ‘Flee’ as a Charge Reaction. Wizards cannot gain the Mark of Wrath in any way nor can Models with Mark of Wrath become Wizards in any way.
Mark of Wrath
Model parts with the Mark of Wrath gain a +1 to-hit modifier in Close Combat when attacking enemies in front of them, and cannot declare ‘Flee’ as a Charge Reaction. Wizards cannot gain the Mark of Wrath in any way nor can Models with Mark of Wrath become Wizards in any way.
Mark of Wrath
Model parts with the Mark of Wrath gain a +1 to-hit modifier in Close Combat when attacking enemies in front of them, and cannot declare ‘Flee’ as a Charge Reaction. Wizards cannot gain the Mark of Wrath in any way nor can Models with Mark of Wrath become Wizards in any way.
Mark of Wrath
Model parts with the Mark of Wrath gain a +1 to-hit modifier in Close Combat when attacking enemies in front of them, and cannot declare ‘Flee’ as a Charge Reaction. Wizards cannot gain the Mark of Wrath in any way nor can Models with Mark of Wrath become Wizards in any way.
Mark of Wrath
Model parts with the Mark of Wrath gain a +1 to-hit modifier in Close Combat when attacking enemies in front of them, and cannot declare ‘Flee’ as a Charge Reaction. Wizards cannot gain the Mark of Wrath in any way nor can Models with Mark of Wrath become Wizards in any way.
Mark of Wrath
Model parts with the Mark of Wrath gain a +1 to-hit modifier in Close Combat when attacking enemies in front of them, and cannot declare ‘Flee’ as a Charge Reaction. Wizards cannot gain the Mark of Wrath in any way nor can Models with Mark of Wrath become Wizards in any way.
Mount’s Protection (5+)
Protection de Monture (5+)
Schutz des Reittieres (5+)
Mount’s Protection (5+)
Protección de la Montura (5+)
Mount’s Protection (5+)
Mount’s Protection (6+)
Protection de Monture (6+)
Schutz des Reittieres (6+)
Mount’s Protection (6+)
Protección de la Montura (6+)
Mount’s Protection (6+)
Random Movement (3D6)
Moves in Compulsory Movements subphase. Always charge, flee, pursue and overrun 3D6.
Random Movement (3D6)
Moves in Compulsory Movements subphase. Always charge, flee, pursue and overrun 3D6.
Random Movement (3D6)
Moves in Compulsory Movements subphase. Always charge, flee, pursue and overrun 3D6.
Random Movement (3D6)
Moves in Compulsory Movements subphase. Always charge, flee, pursue and overrun 3D6.
Random Movement (3D6)
Moves in Compulsory Movements subphase. Always charge, flee, pursue and overrun 3D6.
Movimento casuale (3D6)
Moves in Compulsory Movements subphase. Always charge, flee, pursue and overrun 3D6.
Otherworldly
Models with this special rule have Magical Attacks, are Immune to Psychology and have a Ward Save (5+). Units with the Otherworldly special rule can only be joined by Otherworldly Characters. Similarly, Otherworldly Characters can only join Otherworldly units.
Otherworldly
Models with this special rule have Magical Attacks, are Immune to Psychology and have a Ward Save (5+). Units with the Otherworldly special rule can only be joined by Otherworldly Characters. Similarly, Otherworldly Characters can only join Otherworldly units.
Otherworldly
Models with this special rule have Magical Attacks, are Immune to Psychology and have a Ward Save (5+). Units with the Otherworldly special rule can only be joined by Otherworldly Characters. Similarly, Otherworldly Characters can only join Otherworldly units.
Otherworldly
Models with this special rule have Magical Attacks, are Immune to Psychology and have a Ward Save (5+). Units with the Otherworldly special rule can only be joined by Otherworldly Characters. Similarly, Otherworldly Characters can only join Otherworldly units.
Otherworldly
Models with this special rule have Magical Attacks, are Immune to Psychology and have a Ward Save (5+). Units with the Otherworldly special rule can only be joined by Otherworldly Characters. Similarly, Otherworldly Characters can only join Otherworldly units.
Otherworldly
Models with this special rule have Magical Attacks, are Immune to Psychology and have a Ward Save (5+). Units with the Otherworldly special rule can only be joined by Otherworldly Characters. Similarly, Otherworldly Characters can only join Otherworldly units.
Poisoned Attacks
Poisoned Attacks
Poisoned Attacks
Poisoned Attacks
Poisoned Attacks
Poisoned Attacks
Poisoned Attacks
If an attack with this special rule, or an attack from a model part with this special rule (both Shooting and Close Combat Attacks), rolls a successful hit with a tohit roll of an unmodified '6', this hit automatically wounds with no to wound roll needed. Shooting Attacks that need a 7+ to hit (or more) can never benefit from Poisoned Attacks. If the Attack can be turned into more than one hit (such as for a hit with Penetrating or Area Attack), only a single hit (of attacker’s choice) automatically wounds, all other hits must roll to wound as normal.
Poisoned Attacks
If an attack with this special rule, or an attack from a model part with this special rule (both Shooting and Close Combat Attacks), rolls a successful hit with a tohit roll of an unmodified '6', this hit automatically wounds with no to wound roll needed. Shooting Attacks that need a 7+ to hit (or more) can never benefit from Poisoned Attacks. If the Attack can be turned into more than one hit (such as for a hit with Penetrating or Area Attack), only a single hit (of attacker’s choice) automatically wounds, all other hits must roll to wound as normal.
Poisoned Attacks
If an attack with this special rule, or an attack from a model part with this special rule (both Shooting and Close Combat Attacks), rolls a successful hit with a tohit roll of an unmodified '6', this hit automatically wounds with no to wound roll needed. Shooting Attacks that need a 7+ to hit (or more) can never benefit from Poisoned Attacks. If the Attack can be turned into more than one hit (such as for a hit with Penetrating or Area Attack), only a single hit (of attacker’s choice) automatically wounds, all other hits must roll to wound as normal.
Poisoned Attacks
If an attack with this special rule, or an attack from a model part with this special rule (both Shooting and Close Combat Attacks), rolls a successful hit with a tohit roll of an unmodified '6', this hit automatically wounds with no to wound roll needed. Shooting Attacks that need a 7+ to hit (or more) can never benefit from Poisoned Attacks. If the Attack can be turned into more than one hit (such as for a hit with Penetrating or Area Attack), only a single hit (of attacker’s choice) automatically wounds, all other hits must roll to wound as normal.
Poisoned Attacks
If an attack with this special rule, or an attack from a model part with this special rule (both Shooting and Close Combat Attacks), rolls a successful hit with a tohit roll of an unmodified '6', this hit automatically wounds with no to wound roll needed. Shooting Attacks that need a 7+ to hit (or more) can never benefit from Poisoned Attacks. If the Attack can be turned into more than one hit (such as for a hit with Penetrating or Area Attack), only a single hit (of attacker’s choice) automatically wounds, all other hits must roll to wound as normal.
Poisoned Attacks
If an attack with this special rule, or an attack from a model part with this special rule (both Shooting and Close Combat Attacks), rolls a successful hit with a tohit roll of an unmodified '6', this hit automatically wounds with no to wound roll needed. Shooting Attacks that need a 7+ to hit (or more) can never benefit from Poisoned Attacks. If the Attack can be turned into more than one hit (such as for a hit with Penetrating or Area Attack), only a single hit (of attacker’s choice) automatically wounds, all other hits must roll to wound as normal.
Towering Presence
A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
Towering Presence
A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
Towering Presence
A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
Towering Presence
A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
Towering Presence
A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
Presenza torreggiante
A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon: The Scoring special rule can be lost during the game: ● One or more models in the unit are Light Troops. ● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing. ● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule. ● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current Player Turn.
Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon: The Scoring special rule can be lost during the game: ● One or more models in the unit are Light Troops. ● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing. ● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule. ● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current Player Turn.
Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon: The Scoring special rule can be lost during the game: ● One or more models in the unit are Light Troops. ● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing. ● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule. ● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current Player Turn.
Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon: The Scoring special rule can be lost during the game: ● One or more models in the unit are Light Troops. ● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing. ● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule. ● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current Player Turn.
Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon: The Scoring special rule can be lost during the game: ● One or more models in the unit are Light Troops. ● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing. ● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule. ● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current Player Turn.
Presidiante
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon: The Scoring special rule can be lost during the game: ● One or more models in the unit are Light Troops. ● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing. ● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule. ● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current Player Turn.
Random Attacks (3D3)
Each time a part of a model with this Special Rule has to attack in Close Combat, it will have a number of Attacks equal to 2D6, disregarding its Attacks Characteristic (and any modifier to it).
Random Attacks (3D3)
Each time a part of a model with this Special Rule has to attack in Close Combat, it will have a number of Attacks equal to 2D6, disregarding its Attacks Characteristic (and any modifier to it).
Random Attacks (3D3)
Each time a part of a model with this Special Rule has to attack in Close Combat, it will have a number of Attacks equal to 2D6, disregarding its Attacks Characteristic (and any modifier to it).
Random Attacks (3D3)
Each time a part of a model with this Special Rule has to attack in Close Combat, it will have a number of Attacks equal to 2D6, disregarding its Attacks Characteristic (and any modifier to it).
Random Attacks (3D3)
Each time a part of a model with this Special Rule has to attack in Close Combat, it will have a number of Attacks equal to 2D6, disregarding its Attacks Characteristic (and any modifier to it).
Random Attacks (3D3)
Each time a part of a model with this Special Rule has to attack in Close Combat, it will have a number of Attacks equal to 2D6, disregarding its Attacks Characteristic (and any modifier to it).
Random Attacks (D3)
Each time a part of a model with this Special Rule has to attack in Close Combat, it will have a number of Attacks equal to 2D6, disregarding its Attacks Characteristic (and any modifier to it).
Random Attacks (D3)
Each time a part of a model with this Special Rule has to attack in Close Combat, it will have a number of Attacks equal to 2D6, disregarding its Attacks Characteristic (and any modifier to it).
Random Attacks (D3)
Each time a part of a model with this Special Rule has to attack in Close Combat, it will have a number of Attacks equal to 2D6, disregarding its Attacks Characteristic (and any modifier to it).
Random Attacks (D3)
Each time a part of a model with this Special Rule has to attack in Close Combat, it will have a number of Attacks equal to 2D6, disregarding its Attacks Characteristic (and any modifier to it).
Random Attacks (D3)
Each time a part of a model with this Special Rule has to attack in Close Combat, it will have a number of Attacks equal to 2D6, disregarding its Attacks Characteristic (and any modifier to it).
Random Attacks (D3)
Each time a part of a model with this Special Rule has to attack in Close Combat, it will have a number of Attacks equal to 2D6, disregarding its Attacks Characteristic (and any modifier to it).
Random Attacks (D6+1)
Each time a part of a model with this Special Rule has to attack in Close Combat, it will have a number of Attacks equal to D6+1, disregarding its Attacks Characteristic (and any modifier to it).
Random Attacks (D6+1)
Each time a part of a model with this Special Rule has to attack in Close Combat, it will have a number of Attacks equal to D6+1, disregarding its Attacks Characteristic (and any modifier to it).
Random Attacks (D6+1)
Each time a part of a model with this Special Rule has to attack in Close Combat, it will have a number of Attacks equal to D6+1, disregarding its Attacks Characteristic (and any modifier to it).
Random Attacks (D6+1)
Each time a part of a model with this Special Rule has to attack in Close Combat, it will have a number of Attacks equal to D6+1, disregarding its Attacks Characteristic (and any modifier to it).
Random Attacks (D6+1)
Each time a part of a model with this Special Rule has to attack in Close Combat, it will have a number of Attacks equal to D6+1, disregarding its Attacks Characteristic (and any modifier to it).
Random Attacks (D6+1)
Each time a part of a model with this Special Rule has to attack in Close Combat, it will have a number of Attacks equal to D6+1, disregarding its Attacks Characteristic (and any modifier to it).
Random Attacks (D6+2)
Each time a part of a model with this Special Rule has to attack in Close Combat, it will have a number of Attacks equal to D6+2, disregarding its Attacks Characteristic (and any modifier to it).
Random Attacks (D6+2)
Each time a part of a model with this Special Rule has to attack in Close Combat, it will have a number of Attacks equal to D6+2, disregarding its Attacks Characteristic (and any modifier to it).
Random Attacks (D6+2)
Each time a part of a model with this Special Rule has to attack in Close Combat, it will have a number of Attacks equal to D6+2, disregarding its Attacks Characteristic (and any modifier to it).
Random Attacks (D6+2)
Each time a part of a model with this Special Rule has to attack in Close Combat, it will have a number of Attacks equal to D6+2, disregarding its Attacks Characteristic (and any modifier to it).
Random Attacks (D6+2)
Each time a part of a model with this Special Rule has to attack in Close Combat, it will have a number of Attacks equal to D6+2, disregarding its Attacks Characteristic (and any modifier to it).
Random Attacks (D6+2)
Each time a part of a model with this Special Rule has to attack in Close Combat, it will have a number of Attacks equal to D6+2, disregarding its Attacks Characteristic (and any modifier to it).
Regeneration (4+)
4+ save, taken after failed armour saves. Cannot be combined with Ward Save (if a model has both, it must chose which one to use), taken against Flaming Attacks or Killing Blows that rolled a '6' to wound.
Regeneration (4+)
4+ save, taken after failed armour saves. Cannot be combined with Ward Save (if a model has both, it must chose which one to use), taken against Flaming Attacks or Killing Blows that rolled a '6' to wound.
Regeneration (4+)
4+ save, taken after failed armour saves. Cannot be combined with Ward Save (if a model has both, it must chose which one to use), taken against Flaming Attacks or Killing Blows that rolled a '6' to wound.
Regeneration (4+)
4+ save, taken after failed armour saves. Cannot be combined with Ward Save (if a model has both, it must chose which one to use), taken against Flaming Attacks or Killing Blows that rolled a '6' to wound.
Regeneration (4+)
4+ save, taken after failed armour saves. Cannot be combined with Ward Save (if a model has both, it must chose which one to use), taken against Flaming Attacks or Killing Blows that rolled a '6' to wound.
Tempra (4+)
4+ save, taken after failed armour saves. Cannot be combined with Ward Save (if a model has both, it must chose which one to use), taken against Flaming Attacks or Killing Blows that rolled a '6' to wound.
Regeneration (5+)
5+ save, taken after failed armour saves. Cannot be combined with Ward Save (if a model has both, it must chose which one to use), taken against Flaming Attacks or Killing Blows that rolled a '6' to wound.
Regeneration (5+)
5+ save, taken after failed armour saves. Cannot be combined with Ward Save (if a model has both, it must chose which one to use), taken against Flaming Attacks or Killing Blows that rolled a '6' to wound.
Regeneration (5+)
5+ save, taken after failed armour saves. Cannot be combined with Ward Save (if a model has both, it must chose which one to use), taken against Flaming Attacks or Killing Blows that rolled a '6' to wound.
Regeneration (5+)
5+ save, taken after failed armour saves. Cannot be combined with Ward Save (if a model has both, it must chose which one to use), taken against Flaming Attacks or Killing Blows that rolled a '6' to wound.
Regeneration (5+)
5+ save, taken after failed armour saves. Cannot be combined with Ward Save (if a model has both, it must chose which one to use), taken against Flaming Attacks or Killing Blows that rolled a '6' to wound.
Tempra (5+)
5+ save, taken after failed armour saves. Cannot be combined with Ward Save (if a model has both, it must chose which one to use), taken against Flaming Attacks or Killing Blows that rolled a '6' to wound.
Rites of Binding
When deploying a Bloodbeast, the player must nominate one Character in the army to be its Master. For as long as the Bloodbeast’s Master lives, the Bloodbeast may use the Weapon Skill and Leadership of its Master instead of its own. A Character cannot be the Master of more than one Bloodbeast and a Bloodbeast cannot receive Inspiring Presence.
Rites of Binding
When deploying a Bloodbeast, the player must nominate one Character in the army to be its Master. For as long as the Bloodbeast’s Master lives, the Bloodbeast may use the Weapon Skill and Leadership of its Master instead of its own. A Character cannot be the Master of more than one Bloodbeast and a Bloodbeast cannot receive Inspiring Presence.
Rites of Binding
When deploying a Bloodbeast, the player must nominate one Character in the army to be its Master. For as long as the Bloodbeast’s Master lives, the Bloodbeast may use the Weapon Skill and Leadership of its Master instead of its own. A Character cannot be the Master of more than one Bloodbeast and a Bloodbeast cannot receive Inspiring Presence.
Rites of Binding
When deploying a Bloodbeast, the player must nominate one Character in the army to be its Master. For as long as the Bloodbeast’s Master lives, the Bloodbeast may use the Weapon Skill and Leadership of its Master instead of its own. A Character cannot be the Master of more than one Bloodbeast and a Bloodbeast cannot receive Inspiring Presence.
Rites of Binding
When deploying a Bloodbeast, the player must nominate one Character in the army to be its Master. For as long as the Bloodbeast’s Master lives, the Bloodbeast may use the Weapon Skill and Leadership of its Master instead of its own. A Character cannot be the Master of more than one Bloodbeast and a Bloodbeast cannot receive Inspiring Presence.
Rites of Binding
When deploying a Bloodbeast, the player must nominate one Character in the army to be its Master. For as long as the Bloodbeast’s Master lives, the Bloodbeast may use the Weapon Skill and Leadership of its Master instead of its own. A Character cannot be the Master of more than one Bloodbeast and a Bloodbeast cannot receive Inspiring Presence.
Troll Belch
Instead of making its normal Close Combat Attacks, any Troll model may choose to make a single special Close Combat Attack instead . This attack hits automatically and has Strength 5 and Armour Piercing (6).
Troll Belch
Instead of making its normal Close Combat Attacks, any Troll model may choose to make a single special Close Combat Attack instead . This attack hits automatically and has Strength 5 and Armour Piercing (6).
Troll Belch
Instead of making its normal Close Combat Attacks, any Troll model may choose to make a single special Close Combat Attack instead . This attack hits automatically and has Strength 5 and Armour Piercing (6).
Troll Belch
Instead of making its normal Close Combat Attacks, any Troll model may choose to make a single special Close Combat Attack instead . This attack hits automatically and has Strength 5 and Armour Piercing (6).
Troll Belch
Instead of making its normal Close Combat Attacks, any Troll model may choose to make a single special Close Combat Attack instead . This attack hits automatically and has Strength 5 and Armour Piercing (6).
Rutto di troll
Instead of making its normal Close Combat Attacks, any Troll model may choose to make a single special Close Combat Attack instead . This attack hits automatically and has Strength 5 and Armour Piercing (6).
Stomp (2)
A model with this special rule must make a Special Attack in the Close Combat Phase at Initiative 0 against a single enemy unit in base contact, provided that the Troop Type of the target unit is Infantry, War Beast, Swarm or War Machine. This attack deals a number of hits equal to the value stated within brackets (X), which automatically hit and have a Strength equal to the model's own Strength. Hits caused by Stomp can only be allocated onto models with Infantry, War Beast, Swarm or War Machine Troop Type (ignore models of different Troop Type when distributing hits). In multipart models, riders can never Stomp. S tomp attacks can only ever be allocated to models that can normally be stomped. Being a Special Attack, Stomp never benefits from any equipment or special rule the model has.
Stomp (2)
A model with this special rule must make a Special Attack in the Close Combat Phase at Initiative 0 against a single enemy unit in base contact, provided that the Troop Type of the target unit is Infantry, War Beast, Swarm or War Machine. This attack deals a number of hits equal to the value stated within brackets (X), which automatically hit and have a Strength equal to the model's own Strength. Hits caused by Stomp can only be allocated onto models with Infantry, War Beast, Swarm or War Machine Troop Type (ignore models of different Troop Type when distributing hits). In multipart models, riders can never Stomp. S tomp attacks can only ever be allocated to models that can normally be stomped. Being a Special Attack, Stomp never benefits from any equipment or special rule the model has.
Stomp (2)
A model with this special rule must make a Special Attack in the Close Combat Phase at Initiative 0 against a single enemy unit in base contact, provided that the Troop Type of the target unit is Infantry, War Beast, Swarm or War Machine. This attack deals a number of hits equal to the value stated within brackets (X), which automatically hit and have a Strength equal to the model's own Strength. Hits caused by Stomp can only be allocated onto models with Infantry, War Beast, Swarm or War Machine Troop Type (ignore models of different Troop Type when distributing hits). In multipart models, riders can never Stomp. S tomp attacks can only ever be allocated to models that can normally be stomped. Being a Special Attack, Stomp never benefits from any equipment or special rule the model has.
Stomp (2)
A model with this special rule must make a Special Attack in the Close Combat Phase at Initiative 0 against a single enemy unit in base contact, provided that the Troop Type of the target unit is Infantry, War Beast, Swarm or War Machine. This attack deals a number of hits equal to the value stated within brackets (X), which automatically hit and have a Strength equal to the model's own Strength. Hits caused by Stomp can only be allocated onto models with Infantry, War Beast, Swarm or War Machine Troop Type (ignore models of different Troop Type when distributing hits). In multipart models, riders can never Stomp. S tomp attacks can only ever be allocated to models that can normally be stomped. Being a Special Attack, Stomp never benefits from any equipment or special rule the model has.
Stomp (2)
A model with this special rule must make a Special Attack in the Close Combat Phase at Initiative 0 against a single enemy unit in base contact, provided that the Troop Type of the target unit is Infantry, War Beast, Swarm or War Machine. This attack deals a number of hits equal to the value stated within brackets (X), which automatically hit and have a Strength equal to the model's own Strength. Hits caused by Stomp can only be allocated onto models with Infantry, War Beast, Swarm or War Machine Troop Type (ignore models of different Troop Type when distributing hits). In multipart models, riders can never Stomp. S tomp attacks can only ever be allocated to models that can normally be stomped. Being a Special Attack, Stomp never benefits from any equipment or special rule the model has.
Stomp (2)
A model with this special rule must make a Special Attack in the Close Combat Phase at Initiative 0 against a single enemy unit in base contact, provided that the Troop Type of the target unit is Infantry, War Beast, Swarm or War Machine. This attack deals a number of hits equal to the value stated within brackets (X), which automatically hit and have a Strength equal to the model's own Strength. Hits caused by Stomp can only be allocated onto models with Infantry, War Beast, Swarm or War Machine Troop Type (ignore models of different Troop Type when distributing hits). In multipart models, riders can never Stomp. S tomp attacks can only ever be allocated to models that can normally be stomped. Being a Special Attack, Stomp never benefits from any equipment or special rule the model has.
Stupidity
At the start of a Player Turn, each of the Active Player’s unengaged nonfleeing units with one or more models (or a part of them) with this special rule must take a Leadership Test. If the test is failed, the unit must move D6” directly forward (stopping 1” before Impassible Terrain or other units) in the Compulsory Moves subphase and may not perform any other voluntary actions this Player Turn (such as charging, moving, shooting, casting spells and so on). If the model has no front (i.e. the model is on a round base), randomize which direction to move in. All models with the Stupidity special rule are also Immune to Psychology.
Stupidity
At the start of a Player Turn, each of the Active Player’s unengaged nonfleeing units with one or more models (or a part of them) with this special rule must take a Leadership Test. If the test is failed, the unit must move D6” directly forward (stopping 1” before Impassible Terrain or other units) in the Compulsory Moves subphase and may not perform any other voluntary actions this Player Turn (such as charging, moving, shooting, casting spells and so on). If the model has no front (i.e. the model is on a round base), randomize which direction to move in. All models with the Stupidity special rule are also Immune to Psychology.
Stupidity
At the start of a Player Turn, each of the Active Player’s unengaged nonfleeing units with one or more models (or a part of them) with this special rule must take a Leadership Test. If the test is failed, the unit must move D6” directly forward (stopping 1” before Impassible Terrain or other units) in the Compulsory Moves subphase and may not perform any other voluntary actions this Player Turn (such as charging, moving, shooting, casting spells and so on). If the model has no front (i.e. the model is on a round base), randomize which direction to move in. All models with the Stupidity special rule are also Immune to Psychology.
Stupidity
At the start of a Player Turn, each of the Active Player’s unengaged nonfleeing units with one or more models (or a part of them) with this special rule must take a Leadership Test. If the test is failed, the unit must move D6” directly forward (stopping 1” before Impassible Terrain or other units) in the Compulsory Moves subphase and may not perform any other voluntary actions this Player Turn (such as charging, moving, shooting, casting spells and so on). If the model has no front (i.e. the model is on a round base), randomize which direction to move in. All models with the Stupidity special rule are also Immune to Psychology.
Stupidity
At the start of a Player Turn, each of the Active Player’s unengaged nonfleeing units with one or more models (or a part of them) with this special rule must take a Leadership Test. If the test is failed, the unit must move D6” directly forward (stopping 1” before Impassible Terrain or other units) in the Compulsory Moves subphase and may not perform any other voluntary actions this Player Turn (such as charging, moving, shooting, casting spells and so on). If the model has no front (i.e. the model is on a round base), randomize which direction to move in. All models with the Stupidity special rule are also Immune to Psychology.
Stupidit
At the start of a Player Turn, each of the Active Player’s unengaged nonfleeing units with one or more models (or a part of them) with this special rule must take a Leadership Test. If the test is failed, the unit must move D6” directly forward (stopping 1” before Impassible Terrain or other units) in the Compulsory Moves subphase and may not perform any other voluntary actions this Player Turn (such as charging, moving, shooting, casting spells and so on). If the model has no front (i.e. the model is on a round base), randomize which direction to move in. All models with the Stupidity special rule are also Immune to Psychology.
The Dark Gods Are Watching
This model grants Hard Target to all friendly units without Towering Presence within 6". The Battle Shrine gains an additional benefit depending on its Mark: True Chaos Bound Spell (Power Level 5): Break the Spirit from the Shamanism. Change Bound Spell (Power Level 5): Fate’s Judgment from Divination. Lust Bound Spell (Power Level 5): Spectral Blades from Evocation. Pestilence Bound Spell (Power Level 5): Ancestral Aid from Evocation. Wrath The model grants Magic Resistance (2) to all friendly units within 6" where more than half of their models have the Mark of True Chaos or the Mark of Wrath. If the Battle Shrine gains an Augment spell it may only target units where more than half of the models have the same Mark as the Battle Shrine or the Mark of True Chaos.
The Dark Gods Are Watching
This model grants Hard Target to all friendly units without Towering Presence within 6". The Battle Shrine gains an additional benefit depending on its Mark: True Chaos Bound Spell (Power Level 5): Break the Spirit from the Shamanism. Change Bound Spell (Power Level 5): Fate’s Judgment from Divination. Lust Bound Spell (Power Level 5): Spectral Blades from Evocation. Pestilence Bound Spell (Power Level 5): Ancestral Aid from Evocation. Wrath The model grants Magic Resistance (2) to all friendly units within 6" where more than half of their models have the Mark of True Chaos or the Mark of Wrath. If the Battle Shrine gains an Augment spell it may only target units where more than half of the models have the same Mark as the Battle Shrine or the Mark of True Chaos.
The Dark Gods Are Watching
This model grants Hard Target to all friendly units without Towering Presence within 6". The Battle Shrine gains an additional benefit depending on its Mark: True Chaos Bound Spell (Power Level 5): Break the Spirit from the Shamanism. Change Bound Spell (Power Level 5): Fate’s Judgment from Divination. Lust Bound Spell (Power Level 5): Spectral Blades from Evocation. Pestilence Bound Spell (Power Level 5): Ancestral Aid from Evocation. Wrath The model grants Magic Resistance (2) to all friendly units within 6" where more than half of their models have the Mark of True Chaos or the Mark of Wrath. If the Battle Shrine gains an Augment spell it may only target units where more than half of the models have the same Mark as the Battle Shrine or the Mark of True Chaos.
The Dark Gods Are Watching
This model grants Hard Target to all friendly units without Towering Presence within 6". The Battle Shrine gains an additional benefit depending on its Mark: True Chaos Bound Spell (Power Level 5): Break the Spirit from the Shamanism. Change Bound Spell (Power Level 5): Fate’s Judgment from Divination. Lust Bound Spell (Power Level 5): Spectral Blades from Evocation. Pestilence Bound Spell (Power Level 5): Ancestral Aid from Evocation. Wrath The model grants Magic Resistance (2) to all friendly units within 6" where more than half of their models have the Mark of True Chaos or the Mark of Wrath. If the Battle Shrine gains an Augment spell it may only target units where more than half of the models have the same Mark as the Battle Shrine or the Mark of True Chaos.
The Dark Gods Are Watching
This model grants Hard Target to all friendly units without Towering Presence within 6". The Battle Shrine gains an additional benefit depending on its Mark: True Chaos Bound Spell (Power Level 5): Break the Spirit from the Shamanism. Change Bound Spell (Power Level 5): Fate’s Judgment from Divination. Lust Bound Spell (Power Level 5): Spectral Blades from Evocation. Pestilence Bound Spell (Power Level 5): Ancestral Aid from Evocation. Wrath The model grants Magic Resistance (2) to all friendly units within 6" where more than half of their models have the Mark of True Chaos or the Mark of Wrath. If the Battle Shrine gains an Augment spell it may only target units where more than half of the models have the same Mark as the Battle Shrine or the Mark of True Chaos.
The Dark Gods Are Watching
This model grants Hard Target to all friendly units without Towering Presence within 6". The Battle Shrine gains an additional benefit depending on its Mark: True Chaos Bound Spell (Power Level 5): Break the Spirit from the Shamanism. Change Bound Spell (Power Level 5): Fate’s Judgment from Divination. Lust Bound Spell (Power Level 5): Spectral Blades from Evocation. Pestilence Bound Spell (Power Level 5): Ancestral Aid from Evocation. Wrath The model grants Magic Resistance (2) to all friendly units within 6" where more than half of their models have the Mark of True Chaos or the Mark of Wrath. If the Battle Shrine gains an Augment spell it may only target units where more than half of the models have the same Mark as the Battle Shrine or the Mark of True Chaos.
Ward Save (4+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
Ward Save (4+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
Ward Save (4+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
Ward Save (4+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
Ward Save (4+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
Ward Save (4+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
Ward Save (5+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
Ward Save (5+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
Ward Save (5+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
Ward Save (5+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
Ward Save (5+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
Ward Save (5+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
Wasteland Wanderer
A Fallen Beast gains Ambush. When entering the Battlefield, the Fallen Beast may perform a 2D6 Random move as if in the Compulsory Moves sub-phase but treating all friendly and enemy units as Impassable Terrain.
Wasteland Wanderer
A Fallen Beast gains Ambush. When entering the Battlefield, the Fallen Beast may perform a 2D6 Random move as if in the Compulsory Moves sub-phase but treating all friendly and enemy units as Impassable Terrain.
Wasteland Wanderer
A Fallen Beast gains Ambush. When entering the Battlefield, the Fallen Beast may perform a 2D6 Random move as if in the Compulsory Moves sub-phase but treating all friendly and enemy units as Impassable Terrain.
Wasteland Wanderer
A Fallen Beast gains Ambush. When entering the Battlefield, the Fallen Beast may perform a 2D6 Random move as if in the Compulsory Moves sub-phase but treating all friendly and enemy units as Impassable Terrain.
Wasteland Wanderer
A Fallen Beast gains Ambush. When entering the Battlefield, the Fallen Beast may perform a 2D6 Random move as if in the Compulsory Moves sub-phase but treating all friendly and enemy units as Impassable Terrain.
Wasteland Wanderer
A Fallen Beast gains Ambush. When entering the Battlefield, the Fallen Beast may perform a 2D6 Random move as if in the Compulsory Moves sub-phase but treating all friendly and enemy units as Impassable Terrain.
Waves of Change
Enemy units within 6" of a Vortex Fiend are affected by Fear as if they were in base contact. Friendly units within 6" of a Vortex Fiend are immune to Fear. Friendly Wizards within 24" of a Vortex Fiend may cast spells with the Type: Damage through this model. When using this ability, the spell range is measured using the Vortex Fiend model using its forward arc and Line of sight. Wizards may cast spells with the Type: Missile through a Vortex Fiend even when Engaged in Combat as long as the Vortex Fiend isn’t. If a spell cast through a Vortex Fiend causes a Miscast, the casting Wizard rolls on the Miscast Table as normal and the Vortex Fiend suffers 1 Strength MDU+2 hit.
Waves of Change
Enemy units within 6" of a Vortex Fiend are affected by Fear as if they were in base contact. Friendly units within 6" of a Vortex Fiend are immune to Fear. Friendly Wizards within 24" of a Vortex Fiend may cast spells with the Type: Damage through this model. When using this ability, the spell range is measured using the Vortex Fiend model using its forward arc and Line of sight. Wizards may cast spells with the Type: Missile through a Vortex Fiend even when Engaged in Combat as long as the Vortex Fiend isn’t. If a spell cast through a Vortex Fiend causes a Miscast, the casting Wizard rolls on the Miscast Table as normal and the Vortex Fiend suffers 1 Strength MDU+2 hit.
Waves of Change
Enemy units within 6" of a Vortex Fiend are affected by Fear as if they were in base contact. Friendly units within 6" of a Vortex Fiend are immune to Fear. Friendly Wizards within 24" of a Vortex Fiend may cast spells with the Type: Damage through this model. When using this ability, the spell range is measured using the Vortex Fiend model using its forward arc and Line of sight. Wizards may cast spells with the Type: Missile through a Vortex Fiend even when Engaged in Combat as long as the Vortex Fiend isn’t. If a spell cast through a Vortex Fiend causes a Miscast, the casting Wizard rolls on the Miscast Table as normal and the Vortex Fiend suffers 1 Strength MDU+2 hit.
Waves of Change
Enemy units within 6" of a Vortex Fiend are affected by Fear as if they were in base contact. Friendly units within 6" of a Vortex Fiend are immune to Fear. Friendly Wizards within 24" of a Vortex Fiend may cast spells with the Type: Damage through this model. When using this ability, the spell range is measured using the Vortex Fiend model using its forward arc and Line of sight. Wizards may cast spells with the Type: Missile through a Vortex Fiend even when Engaged in Combat as long as the Vortex Fiend isn’t. If a spell cast through a Vortex Fiend causes a Miscast, the casting Wizard rolls on the Miscast Table as normal and the Vortex Fiend suffers 1 Strength MDU+2 hit.
Waves of Change
Enemy units within 6" of a Vortex Fiend are affected by Fear as if they were in base contact. Friendly units within 6" of a Vortex Fiend are immune to Fear. Friendly Wizards within 24" of a Vortex Fiend may cast spells with the Type: Damage through this model. When using this ability, the spell range is measured using the Vortex Fiend model using its forward arc and Line of sight. Wizards may cast spells with the Type: Missile through a Vortex Fiend even when Engaged in Combat as long as the Vortex Fiend isn’t. If a spell cast through a Vortex Fiend causes a Miscast, the casting Wizard rolls on the Miscast Table as normal and the Vortex Fiend suffers 1 Strength MDU+2 hit.
Waves of Change
Enemy units within 6" of a Vortex Fiend are affected by Fear as if they were in base contact. Friendly units within 6" of a Vortex Fiend are immune to Fear. Friendly Wizards within 24" of a Vortex Fiend may cast spells with the Type: Damage through this model. When using this ability, the spell range is measured using the Vortex Fiend model using its forward arc and Line of sight. Wizards may cast spells with the Type: Missile through a Vortex Fiend even when Engaged in Combat as long as the Vortex Fiend isn’t. If a spell cast through a Vortex Fiend causes a Miscast, the casting Wizard rolls on the Miscast Table as normal and the Vortex Fiend suffers 1 Strength MDU+2 hit.
Words of Scorn
The Wrath Priest can make Dispel Attempts as if it was a Wizard Master.
Words of Scorn
The Wrath Priest can make Dispel Attempts as if it was a Wizard Master.
Words of Scorn
The Wrath Priest can make Dispel Attempts as if it was a Wizard Master.
Words of Scorn
The Wrath Priest can make Dispel Attempts as if it was a Wizard Master.
Words of Scorn
The Wrath Priest can make Dispel Attempts as if it was a Wizard Master.
Words of Scorn
The Wrath Priest can make Dispel Attempts as if it was a Wizard Master.

Magic Items usable by the army

EN FR DE PL ES IT
Daemonic Wings
The bearer gains Fly (8).
Daemonic Wings
The bearer gains Fly (8).
Daemonic Wings
The bearer gains Fly (8).
Daemonic Wings
The bearer gains Fly (8).
Daemonic Wings
The bearer gains Fly (8).
Ali demoniache
The bearer gains Fly (8).
Ring of Fire
The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
Anneau de Feu
Sort Lié, Puissance 3 : Coulée Pyroclastique (Pyromancie).
Ring of Fire
The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
Ring of Fire
The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
Ring of Fire
The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
Ring of Fire
The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
Armour of Destiny
Infantry, Cavalry and War Beasts only. Type: Heavy Armour. The wearer gains a Ward Save (4+).
Armure du Destin
Infanterie, Bêtes de Guerre et Cavalerie uniquement. Type : Armure Lourde. Le porteur gagne une Sauvegarde Invulnérable (4+).
Armour of Destiny
Infantry, Cavalry and War Beasts only. Type: Heavy Armour. The wearer gains a Ward Save (4+).
Armour of Destiny
Infantry, Cavalry and War Beasts only. Type: Heavy Armour. The wearer gains a Ward Save (4+).
Armour of Destiny
Infantry, Cavalry and War Beasts only. Type: Heavy Armour. The wearer gains a Ward Save (4+).
Armour of Destiny
Infantry, Cavalry and War Beasts only. Type: Heavy Armour. The wearer gains a Ward Save (4+).
Armour of Fortune
Type: Heavy Armour. The wearer gains a Ward Save (5+)
Armure de Bonne Fortune
Type : Armure Lourde. Le porteur gagne une Sauvegarde Invulnérable (5+).
Armour of Fortune
Type: Heavy Armour. The wearer gains a Ward Save (5+)
Armour of Fortune
Type: Heavy Armour. The wearer gains a Ward Save (5+)
Armour of Fortune
Type: Heavy Armour. The wearer gains a Ward Save (5+)
Armour of Fortune
Type: Heavy Armour. The wearer gains a Ward Save (5+)
Axe of Battle
Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
Hache de Bataille
Type : Arme de Base. Le porteur a 6 Attaques quand il utilise cette arme mais ne peut jamais blesser sur un meilleur résultat que 3+.
Axe of Battle
Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
Axe of Battle
Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
Axe of Battle
Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
Axe of Battle
Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
Wand of Stability
The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
Baguette de Stabilité
Usage Unique. Le porteur peut ajouter un Dé de Magie gratuit à un de ses jets de dissipation après avoir vu le résultat du jet.
Wand of Stability
The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
Wand of Stability
The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
Wand of Stability
The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
Wand of Stability
The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
Beast-Bane Halberd
Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
Hallebarde Fléau-des-Bêtes
Type : Hallebarde. Les attaques portées avec cette arme ont toujours Force 5 (quels que soient les modificateurs) et la règle Blessures Multiples (2, Char, Infanterie Monstrueuse, Bête Monstrueuse, Cavalerie Monstrueuse, Monstre, Monstre Monté).
Beast-Bane Halberd
Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
Beast-Bane Halberd
Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
Beast-Bane Halberd
Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
Beast-Bane Halberd
Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
Blessed Sword
Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
Épée Sacrée
Type : Arme de Base. Les attaques portées avec cette arme ont la règle Attaques Divines et leurs jets pour blesser ratés peuvent être relancés.
Blessed Sword
Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
Blessed Sword
Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
Blessed Sword
Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
Blessed Sword
Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
Bluffer's Helm
Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
Heaume de Tromperie
Ne peut pas être pris par une figurine avec la règle Présence Imposante. Type : Aucun (Sauvegarde d’Armure 6+). Les jets pour blesser réussis contre le porteur doivent être relancés.
Bluffer's Helm
Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
Bluffer's Helm
Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
Bluffer's Helm
Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
Bluffer's Helm
Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
Book of Arcane Power
The bearer gains a +1 casting modifier to casting and dispel rolls.
Grimoire de Puissance Cabalistique
Le porteur gagne un modificateur de +1 pour lancer et dissiper les sorts.
Book of Arcane Power
The bearer gains a +1 casting modifier to casting and dispel rolls.
Book of Arcane Power
The bearer gains a +1 casting modifier to casting and dispel rolls.
Book of Arcane Power
The bearer gains a +1 casting modifier to casting and dispel rolls.
Libro del potere arcano
The bearer gains a +1 casting modifier to casting and dispel rolls.
Hardened Shield
Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
Bouclier de Chance
Type : Bouclier. Usage Unique. Ignorez la première touche subie par la figurine du porteur. Si plusieurs attaques se disputent le statut de première touche, le porteur peut choisir la touche à ignorer.
Hardened Shield
Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
Hardened Shield
Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
Hardened Shield
Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
Hardened Shield
Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
Lucky Shield
Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
Bouclier Renforcé
Type : Bouclier. Ajoutez un bonus additionnel de +1 à la Sauvegarde d’Armure du porteur quand il utilise ce bouclier, pour un total de +2. Le porteur subit un malus de -3 en Initiative, jusqu’à un minimum de 1, lorsqu’il porte des Attaques normales de Corps à Corps.
Lucky Shield
Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
Lucky Shield
Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
Lucky Shield
Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
Lucky Shield
Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
Bronze Breastplate
Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated. For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
Plastron de Bronze
Type : Armure Lourde. Usage Unique. Vous pouvez activer l’objet lorsque la figurine du porteur subit une touche. Pour la durée de la Phase, la figurine du porteur gagne alors une Sauvegarde d’Armure de 1+. Si la figurine du porteur a la règle Présence Imposante, cette Sauvegarde d’Armure est limitée à 2+.
Bronze Breastplate
Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated. For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
Bronze Breastplate
Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated. For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
Bronze Breastplate
Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated. For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
Bronze Breastplate
Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated. For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
Burning Blade of Chaos
Type: Hand Weapon. Attacks made with this weapon gain Flaming Attacks, Multiple Wounds (D3) and Armour Piercing (6). After all attacks with this weapon have been made, for each model slain by this weapon, that model’s unit suffers 1 Strength 4 hit with Flaming Attacks. This is considered a Special Close Combat Attack.
Burning Blade of Chaos
Type: Hand Weapon. Attacks made with this weapon gain Flaming Attacks, Multiple Wounds (D3) and Armour Piercing (6). After all attacks with this weapon have been made, for each model slain by this weapon, that model’s unit suffers 1 Strength 4 hit with Flaming Attacks. This is considered a Special Close Combat Attack.
Burning Blade of Chaos
Type: Hand Weapon. Attacks made with this weapon gain Flaming Attacks, Multiple Wounds (D3) and Armour Piercing (6). After all attacks with this weapon have been made, for each model slain by this weapon, that model’s unit suffers 1 Strength 4 hit with Flaming Attacks. This is considered a Special Close Combat Attack.
Burning Blade of Chaos
Type: Hand Weapon. Attacks made with this weapon gain Flaming Attacks, Multiple Wounds (D3) and Armour Piercing (6). After all attacks with this weapon have been made, for each model slain by this weapon, that model’s unit suffers 1 Strength 4 hit with Flaming Attacks. This is considered a Special Close Combat Attack.
Burning Blade of Chaos
Type: Hand Weapon. Attacks made with this weapon gain Flaming Attacks, Multiple Wounds (D3) and Armour Piercing (6). After all attacks with this weapon have been made, for each model slain by this weapon, that model’s unit suffers 1 Strength 4 hit with Flaming Attacks. This is considered a Special Close Combat Attack.
Burning Blade of Chaos
Type: Hand Weapon. Attacks made with this weapon gain Flaming Attacks, Multiple Wounds (D3) and Armour Piercing (6). After all attacks with this weapon have been made, for each model slain by this weapon, that model’s unit suffers 1 Strength 4 hit with Flaming Attacks. This is considered a Special Close Combat Attack.
Dragon Mantle
Type: None. The wearer gains Innate Defence (5+).
Cape en Écailles de Dragon
Type : Aucun. Le porteur gagne la règle Protection Innée (5+).
Dragon Mantle
Type: None. The wearer gains Innate Defence (5+).
Dragon Mantle
Type: None. The wearer gains Innate Defence (5+).
Dragon Mantle
Type: None. The wearer gains Innate Defence (5+).
Dragon Mantle
Type: None. The wearer gains Innate Defence (5+).
Wizard’s Hood
The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before). Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic. Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
Capuche de Magicien
Le porteur devient un Apprenti Magicien avec deux Sorts Appris (peu importe s’il était un Magicien avant). Au lieu de choisir une Voie de Magie normalement, le porteur utilise une Voie déterminée aléatoirement au début de la partie. Tirez au sort parmi toutes les Voies de Magie accessibles à n’importe quelle figurine du même Livre d’Armée, sans prendre en compte les Sorts Liés.
Wizard’s Hood
The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before). Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic. Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
Wizard’s Hood
The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before). Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic. Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
Wizard’s Hood
The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before). Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic. Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
Wizard’s Hood
The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before). Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic. Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
Charm of Cursed Iron
The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
Couronne de Moquerie
Usage Unique. Vous pouvez utiliser cet objet au lieu de faire une tentative de dissipation. Le sort est alors automatiquement dissipé. Vous ne pouvez prendre cet objet que si votre armée ne comprend aucun Magicien. Les figurines alliées ne peuvent pas lancer de sorts, Sorts Liés compris, et ne peuvent pas posséder d’Objets Cabalistiques si votre Liste d’Armée inclut cet objet.
Charm of Cursed Iron
The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
Charm of Cursed Iron
The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
Charm of Cursed Iron
The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
Charm of Cursed Iron
The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
Lucky Charm
One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
Charme de Chance
Usage Unique. Peut être activé quand la figurine du porteur rate un jet de Sauvegarde d’Armure. Ce jet peut alors être relancé.
Lucky Charm
One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
Lucky Charm
One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
Lucky Charm
One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
Monile portafortuna
One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
Crown of Autocracy
The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
Couronne d’Autocratie
Le porteur gagne +1 en Commandement. Un Magicien ne peut pas utiliser ce bonus pour augmenter son Commandement au delà de 9.
Crown of Autocracy
The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
Crown of Autocracy
The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
Crown of Autocracy
The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
Corona dell'autarchia
The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
Mithril Mail
Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
Cotte de Maille en Mithril
Type : Armure Lourde (Sauvegarde d’Armure 2+). Cette Sauvegarde d’Armure ne peut être en aucun cas améliorée.
Mithril Mail
Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
Mithril Mail
Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
Mithril Mail
Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
Mithril Mail
Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
Crown of Scorn
Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
Icône de Fer Maudit
L’unité du porteur gagne une Sauvegarde Invulnérable (5+) contre les blessures causées par des Armes d’Artillerie.
Crown of Scorn
Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
Crown of Scorn
Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
Crown of Scorn
Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
Crown of Scorn
Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
Glittering Cuirass
Type: Heavy Armour. The wearer gains Distracting.
Cuirasse Étincelante
Type : Armure Lourde. Le porteur gagne la règle Distrayant.
Glittering Cuirass
Type: Heavy Armour. The wearer gains Distracting.
Glittering Cuirass
Type: Heavy Armour. The wearer gains Distracting.
Glittering Cuirass
Type: Heavy Armour. The wearer gains Distracting.
Glittering Cuirass
Type: Heavy Armour. The wearer gains Distracting.
Daemonic Idol
Whenever an enemy model rolls on the Miscast Table, you may force the model to reroll the D3 for the Miscast Roll.
Daemonic Idol
Whenever an enemy model rolls on the Miscast Table, you may force the model to reroll the D3 for the Miscast Roll.
Daemonic Idol
Whenever an enemy model rolls on the Miscast Table, you may force the model to reroll the D3 for the Miscast Roll.
Daemonic Idol
Whenever an enemy model rolls on the Miscast Table, you may force the model to reroll the D3 for the Miscast Roll.
Daemonic Idol
Whenever an enemy model rolls on the Miscast Table, you may force the model to reroll the D3 for the Miscast Roll.
Daemonic Idol
Whenever an enemy model rolls on the Miscast Table, you may force the model to reroll the D3 for the Miscast Roll.
Dispel Scroll
Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
Parchemin de Dissipation
Usage Unique. Vous pouvez utiliser ce parchemin au lieu de faire une tentative de dissipation. Le sort est automatiquement dissipé.
Dispel Scroll
Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
Dispel Scroll
Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
Dispel Scroll
Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
Dispel Scroll
Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
Divine Icon
The bearer's model gains Divine Attacks.
Icône Divine
La figurine du porteur gagne la règle Attaques Divines.
Divine Icon
The bearer's model gains Divine Attacks.
Divine Icon
The bearer's model gains Divine Attacks.
Divine Icon
The bearer's model gains Divine Attacks.
Divine Icon
The bearer's model gains Divine Attacks.
Dragonfire Gem
The bearer gains Fireborn.
Gemme de Feu de Dragon
Le porteur gagne la règle Né du Feu.
Dragonfire Gem
The bearer gains Fireborn.
Dragonfire Gem
The bearer gains Fireborn.
Dragonfire Gem
The bearer gains Fireborn.
Gemma draconica
The bearer gains Fireborn.
Dragonscale Helm
Type: None (6+ Armour Save). The wearer gains Fireborn.
Heaume en Écailles de Dragon
Type : Aucun (Sauvegarde d’Armure 6+). Le porteur gagne la règle Né du Feu.
Dragonscale Helm
Type: None (6+ Armour Save). The wearer gains Fireborn.
Dragonscale Helm
Type: None (6+ Armour Save). The wearer gains Fireborn.
Dragonscale Helm
Type: None (6+ Armour Save). The wearer gains Fireborn.
Dragonscale Helm
Type: None (6+ Armour Save). The wearer gains Fireborn.
Dueler’s Shield
Type: Shield. At the start of each Round of Combat, nominate one enemy model in base contact with the user of the shield. For the duration of this Round of Combat, one part of the chosen model (bearer’s choice) suffers -1 Attack, to a minimum of 1.
Dueler’s Shield
Type: Shield. At the start of each Round of Combat, nominate one enemy model in base contact with the user of the shield. For the duration of this Round of Combat, one part of the chosen model (bearer’s choice) suffers -1 Attack, to a minimum of 1.
Dueler’s Shield
Type: Shield. At the start of each Round of Combat, nominate one enemy model in base contact with the user of the shield. For the duration of this Round of Combat, one part of the chosen model (bearer’s choice) suffers -1 Attack, to a minimum of 1.
Dueler’s Shield
Type: Shield. At the start of each Round of Combat, nominate one enemy model in base contact with the user of the shield. For the duration of this Round of Combat, one part of the chosen model (bearer’s choice) suffers -1 Attack, to a minimum of 1.
Dueler’s Shield
Type: Shield. At the start of each Round of Combat, nominate one enemy model in base contact with the user of the shield. For the duration of this Round of Combat, one part of the chosen model (bearer’s choice) suffers -1 Attack, to a minimum of 1.
Dueler’s Shield
Type: Shield. At the start of each Round of Combat, nominate one enemy model in base contact with the user of the shield. For the duration of this Round of Combat, one part of the chosen model (bearer’s choice) suffers -1 Attack, to a minimum of 1.
Dusk Stone
The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
Pierre du Crépuscule
Le porteur peut relancer ses jets de Sauvegarde d’Armure ratés. S’il choisit de le faire, il ne peut pas utiliser de Sauvegarde Invulnérable ou de Régénération.
Dusk Stone
The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
Dusk Stone
The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
Dusk Stone
The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
Dusk Stone
The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
Obsidian Sword
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
Épée d’Obsidienne
Type : Arme de Base. Les attaques portées avec cette arme ont la règle Perforant (6).
Obsidian Sword
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
Obsidian Sword
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
Obsidian Sword
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
Obsidian Sword
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
Sword of Strength
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
Épée de Force
Type : Arme de Base. Les attaques portées avec cette arme ont +1 en Force.
Sword of Strength
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
Sword of Strength
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
Sword of Strength
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
Sword of Strength
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
Giant Sword
Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
Épée de Géant
Type : Arme de Base. Les attaques portées avec cette arme ont +3 en Force.
Giant Sword
Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
Giant Sword
Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
Giant Sword
Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
Giant Sword
Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
Hero's Sword
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
Épée des Héros
Type : Arme de Base. Les Attaques portées avec cette arme ont +1 en Force. Le porteur gagne +1 Attaque quand il combat avec cette arme. Quand il attaque avec cette arme, le porteur ne peut excéder 4 Attaques et une Force de 5, quels que soient les modificateurs.
Hero's Sword
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
Hero's Sword
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
Hero's Sword
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
Hero's Sword
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
Ogre Sword
Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
Épée Ogre
Type : Arme de Base. Les attaques portées avec cette arme ont +2 en Force.
Ogre Sword
Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
Ogre Sword
Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
Ogre Sword
Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
Ogre Sword
Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
Fencer's Swords
Type: Paired Weapons. The wielder has Weapon Skill 10.
Épées d’Escrimeur
Type : Paire d’Armes. Le porteur obtient une Capacité de Combat de 10.
Fencer's Swords
Type: Paired Weapons. The wielder has Weapon Skill 10.
Fencer's Swords
Type: Paired Weapons. The wielder has Weapon Skill 10.
Fencer's Swords
Type: Paired Weapons. The wielder has Weapon Skill 10.
Fencer's Swords
Type: Paired Weapons. The wielder has Weapon Skill 10.
Essence of a Free Mind
The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
Essence de Libre Pensée
Le Magicien peut inscrire deux Voies de Magie sur la Liste d’Armée plutôt qu’une, parmi les Voies qui lui sont normalement accessibles. Choisissez laquelle de ces deux Voies il va utiliser avant de générer les sorts.
Essence of a Free Mind
The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
Essence of a Free Mind
The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
Essence of a Free Mind
The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
Essenza di una mente libera
The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
Flaming Lance
Type: Lance. Attacks made with this weapon gain Flaming Attacks.
Lance Enflammée
Type : Lance de Cavalerie. Les attaques portées avec cette arme ont la règle Attaques Enflammées.
Flaming Lance
Type: Lance. Attacks made with this weapon gain Flaming Attacks.
Flaming Lance
Type: Lance. Attacks made with this weapon gain Flaming Attacks.
Flaming Lance
Type: Lance. Attacks made with this weapon gain Flaming Attacks.
Flaming Lance
Type: Lance. Attacks made with this weapon gain Flaming Attacks.
Fleshrender
Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
L’Arracheur de Chair
Type : Arme Lourde. Les attaques portées avec cette arme ont la règle Perforant (1).
Fleshrender
Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
Fleshrender
Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
Fleshrender
Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
Fleshrender
Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
Gem of Fortune
Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled, unless the hit was distributed onto a model with Towering Presence.
Gemme de Chance
Les jets pour blesser réussis d’Attaques à Distance dirigées contre l’unité du porteur ayant donné ‘6’ doivent être relancés, à moins que la touche n’ait été distribuée sur une figurine avec la règle Présence Imposante.
Gem of Fortune
Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled, unless the hit was distributed onto a model with Towering Presence.
Gem of Fortune
Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled, unless the hit was distributed onto a model with Towering Presence.
Gem of Fortune
Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled, unless the hit was distributed onto a model with Towering Presence.
Gem of Fortune
Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled, unless the hit was distributed onto a model with Towering Presence.
Obsidian Rock
The bearer gains Magic Resistance (2).
Gemme d’Obsidienne
Le porteur gagne la règle Résistance à la Magie (2).
Obsidian Rock
The bearer gains Magic Resistance (2).
Obsidian Rock
The bearer gains Magic Resistance (2).
Obsidian Rock
The bearer gains Magic Resistance (2).
Pietra d'ossidiana
The bearer gains Magic Resistance (2).
Obsidian Nullstone
The bearer gains Magic Resistance (3).
Graine de Renaissance
Le porteur gagne une Régénération (4+).
Obsidian Nullstone
The bearer gains Magic Resistance (3).
Obsidian Nullstone
The bearer gains Magic Resistance (3).
Obsidian Nullstone
The bearer gains Magic Resistance (3).
Obsidian Nullstone
The bearer gains Magic Resistance (3).
Hellish Grace
- Lust ​only, Models on foot only If the bearer is an Infantry model, it gains +2 Movement. Otherwise, it gains Swiftstride.
Hellish Grace
- Lust ​only, Models on foot only If the bearer is an Infantry model, it gains +2 Movement. Otherwise, it gains Swiftstride.
Hellish Grace
- Lust ​only, Models on foot only If the bearer is an Infantry model, it gains +2 Movement. Otherwise, it gains Swiftstride.
Hellish Grace
- Lust ​only, Models on foot only If the bearer is an Infantry model, it gains +2 Movement. Otherwise, it gains Swiftstride.
Hellish Grace
- Lust ​only, Models on foot only If the bearer is an Infantry model, it gains +2 Movement. Otherwise, it gains Swiftstride.
Hellish Grace
- Lust ​only, Models on foot only If the bearer is an Infantry model, it gains +2 Movement. Otherwise, it gains Swiftstride.
Jack's Pickaxe
cannot be taken by models with Towering Presence. Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
La Pioche de Jack
Ne peut pas être pris par une figurine avec la règle Présence Imposante. Type : Arme de Base. Les Attaques portées avec cette arme ont +1 en Force. Contre les figurines avec la règle Présence Imposante, elles gagnent aussi la règle Blessures Multiples (2), et comptent comme ayant une Force égale à l’Endurance de leur cible pour le jet pour blesser. Ignorez tout autre modificateur de Force que celui fourni par cette arme quand la cible est une figurine avec la règle Présence Imposante. Notez que le bonus de +1 en Force s’applique après avoir égalé la Force avec l’Endurance de la cible.
Jack's Pickaxe
cannot be taken by models with Towering Presence. Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
Jack's Pickaxe
cannot be taken by models with Towering Presence. Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
Jack's Pickaxe
cannot be taken by models with Towering Presence. Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
Jack's Pickaxe
cannot be taken by models with Towering Presence. Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
King Slayer
Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
Tueuse de Rois
Type : Arme de Base. Le porteur gagne +1 en Force et +1 Attaque quand il attaque avec cette arme pour chaque Personnage ennemi en contact socle à socle avec l’unité du porteur. Ce bonus est calculé et prend effet au palier d’Initiative auquel sont faites les attaques.
King Slayer
Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
King Slayer
Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
King Slayer
Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
Sterminatrice di re
Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
Razor Blade
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
Lame Tranchante
Type : Arme de Base. Les attaques portées avec cette arme ont la règle Perforant (1).
Razor Blade
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
Razor Blade
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
Razor Blade
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
Razor Blade
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
Necrotic Miasma
- Pestilence ​only The bearer gains a Breath Weapon (Toxic Attacks). In addition, every Round of Combat each enemy model in base contact with the bearer suffers 1 Strength 1 hit with Armour Piercing (6) at Initiative 10.
Necrotic Miasma
- Pestilence ​only The bearer gains a Breath Weapon (Toxic Attacks). In addition, every Round of Combat each enemy model in base contact with the bearer suffers 1 Strength 1 hit with Armour Piercing (6) at Initiative 10.
Necrotic Miasma
- Pestilence ​only The bearer gains a Breath Weapon (Toxic Attacks). In addition, every Round of Combat each enemy model in base contact with the bearer suffers 1 Strength 1 hit with Armour Piercing (6) at Initiative 10.
Necrotic Miasma
- Pestilence ​only The bearer gains a Breath Weapon (Toxic Attacks). In addition, every Round of Combat each enemy model in base contact with the bearer suffers 1 Strength 1 hit with Armour Piercing (6) at Initiative 10.
Necrotic Miasma
- Pestilence ​only The bearer gains a Breath Weapon (Toxic Attacks). In addition, every Round of Combat each enemy model in base contact with the bearer suffers 1 Strength 1 hit with Armour Piercing (6) at Initiative 10.
Necrotic Miasma
- Pestilence ​only The bearer gains a Breath Weapon (Toxic Attacks). In addition, every Round of Combat each enemy model in base contact with the bearer suffers 1 Strength 1 hit with Armour Piercing (6) at Initiative 10.
Shielding Scroll
Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
Parchemin de Protection
Usage Unique. Vous pouvez utiliser ce parchemin au lieu de faire une tentative de dissipation. Toutes les figurines affectées gagnent une Sauvegarde Invulnérable (4+) contre les effets de ce sort.
Shielding Scroll
Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
Shielding Scroll
Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
Shielding Scroll
Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
Shielding Scroll
Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
Path of the Fallen
- Infantry models on foot only A bearer with this Gift gains +1 Wound, +2 Movement, suffers -1 Initiative, has a 40x40mm base size and is a Monstrous Infantry model.
Path of the Fallen
- Infantry models on foot only A bearer with this Gift gains +1 Wound, +2 Movement, suffers -1 Initiative, has a 40x40mm base size and is a Monstrous Infantry model.
Path of the Fallen
- Infantry models on foot only A bearer with this Gift gains +1 Wound, +2 Movement, suffers -1 Initiative, has a 40x40mm base size and is a Monstrous Infantry model.
Path of the Fallen
- Infantry models on foot only A bearer with this Gift gains +1 Wound, +2 Movement, suffers -1 Initiative, has a 40x40mm base size and is a Monstrous Infantry model.
Path of the Fallen
- Infantry models on foot only A bearer with this Gift gains +1 Wound, +2 Movement, suffers -1 Initiative, has a 40x40mm base size and is a Monstrous Infantry model.
Path of the Fallen
- Infantry models on foot only A bearer with this Gift gains +1 Wound, +2 Movement, suffers -1 Initiative, has a 40x40mm base size and is a Monstrous Infantry model.
Sprout of Rebirth
The bearer gains a Regeneration (4+).
Pierre d’Annulation d’Obsidienne
Le porteur gagne la règle Résistance à la Magie (3).
Sprout of Rebirth
The bearer gains a Regeneration (4+).
Sprout of Rebirth
The bearer gains a Regeneration (4+).
Sprout of Rebirth
The bearer gains a Regeneration (4+).
Sprout of Rebirth
The bearer gains a Regeneration (4+).
Potion of Strength
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
Potion de Force
Usage Unique. Peut être activée au début de n’importe quelle Phase ou Manche de Corps à Corps. Le porteur gagne +2 en Force jusqu’à la fin du Tour de Joueur.
Potion of Strength
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
Potion of Strength
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
Potion of Strength
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
Pozione della forza
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
Potion of Swiftness
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
Potion de Rapidité
Usage Unique. Peut être activée au début de n’importe quelle Phase ou Manche de Corps à Corps. Le porteur gagne +3 en Initiative jusqu’à la fin du Tour de Joueur.
Potion of Swiftness
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
Potion of Swiftness
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
Potion of Swiftness
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
Pozione della rapidit
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
Sceptre of Power
The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
Sceptre de Pouvoir
Usage Unique. Le porteur peut ajouter un unique Dé de Magie depuis sa réserve à un jet de lancement de sort après avoir vu le résultat du jet. Cela ne permet pas de dépasser la limite de 5 Dés de Magie pour lancer des sorts.
Sceptre of Power
The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
Sceptre of Power
The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
Sceptre of Power
The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
Scettro del potere
The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
Skull Splitter
Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
Trancheuse de Crâne
Type : Arme de Tir. Portée 24″, Force 4, Perforant (1), Tirs Multiples (4). Les Attaques de Tir réalisées avec cette arme ignorent la Capacité de Tir et les modificateurs pour toucher, et touchent à la place toujours sur 4+.
Skull Splitter
Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
Skull Splitter
Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
Skull Splitter
Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
Skull Splitter
Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
Soul Reaper
- Wrath ​only, cannot be taken by Ridden Monsters If the bearer inflicts one or more (unsaved) wounds with non-Special Attacks during a Round of Combat, roll a D6 at the end of the phase. On a 4+ the bearer Recovers 1 Wound (note that this can be used to Recover Wounds to a model with Combined Profile.
Soul Reaper
- Wrath ​only, cannot be taken by Ridden Monsters If the bearer inflicts one or more (unsaved) wounds with non-Special Attacks during a Round of Combat, roll a D6 at the end of the phase. On a 4+ the bearer Recovers 1 Wound (note that this can be used to Recover Wounds to a model with Combined Profile.
Soul Reaper
- Wrath ​only, cannot be taken by Ridden Monsters If the bearer inflicts one or more (unsaved) wounds with non-Special Attacks during a Round of Combat, roll a D6 at the end of the phase. On a 4+ the bearer Recovers 1 Wound (note that this can be used to Recover Wounds to a model with Combined Profile.
Soul Reaper
- Wrath ​only, cannot be taken by Ridden Monsters If the bearer inflicts one or more (unsaved) wounds with non-Special Attacks during a Round of Combat, roll a D6 at the end of the phase. On a 4+ the bearer Recovers 1 Wound (note that this can be used to Recover Wounds to a model with Combined Profile.
Soul Reaper
- Wrath ​only, cannot be taken by Ridden Monsters If the bearer inflicts one or more (unsaved) wounds with non-Special Attacks during a Round of Combat, roll a D6 at the end of the phase. On a 4+ the bearer Recovers 1 Wound (note that this can be used to Recover Wounds to a model with Combined Profile.
Soul Reaper
- Wrath ​only, cannot be taken by Ridden Monsters If the bearer inflicts one or more (unsaved) wounds with non-Special Attacks during a Round of Combat, roll a D6 at the end of the phase. On a 4+ the bearer Recovers 1 Wound (note that this can be used to Recover Wounds to a model with Combined Profile.
Spear of Gagnir
Type: Spear. Attacks made with this weapon gain +1 Strength and Lethal Strike.
Spear of Gagnir
Type: Spear. Attacks made with this weapon gain +1 Strength and Lethal Strike.
Spear of Gagnir
Type: Spear. Attacks made with this weapon gain +1 Strength and Lethal Strike.
Spear of Gagnir
Type: Spear. Attacks made with this weapon gain +1 Strength and Lethal Strike.
Spear of Gagnir
Type: Spear. Attacks made with this weapon gain +1 Strength and Lethal Strike.
Spear of Gagnir
Type: Spear. Attacks made with this weapon gain +1 Strength and Lethal Strike.
Talisman of Shielding
The bearer gains a Ward Save (6+).
Talisman de Protection
Le porteur gagne une Sauvegarde Invulnérable (6+).
Talisman of Shielding
The bearer gains a Ward Save (6+).
Talisman of Shielding
The bearer gains a Ward Save (6+).
Talisman of Shielding
The bearer gains a Ward Save (6+).
Talismano di protezione
The bearer gains a Ward Save (6+).
Talisman of Greater Shielding
The bearer gains a Ward Save (5+).
Talisman de Protection Majeure
Le porteur gagne une Sauvegarde Invulnérable (5+).
Talisman of Greater Shielding
The bearer gains a Ward Save (5+).
Talisman of Greater Shielding
The bearer gains a Ward Save (5+).
Talisman of Greater Shielding
The bearer gains a Ward Save (5+).
Talisman of Greater Shielding
The bearer gains a Ward Save (5+).
Talisman of Supreme Shielding
The bearer gains a Ward Save (4+).
Talisman de Protection Suprême
Le porteur gagne une Sauvegarde Invulnérable (4+).
Talisman of Supreme Shielding
The bearer gains a Ward Save (4+).
Talisman of Supreme Shielding
The bearer gains a Ward Save (4+).
Talisman of Supreme Shielding
The bearer gains a Ward Save (4+).
Talisman of Supreme Shielding
The bearer gains a Ward Save (4+).
Third Eye of Change
- Change only (Daemon Prince 90 pts / other models 60pts) The bearer gains +1 to its Ward Save, to a maximum of 4+.
Third Eye of Change
- Change only (Daemon Prince 90 pts / other models 60pts) The bearer gains +1 to its Ward Save, to a maximum of 4+.
Third Eye of Change
- Change only (Daemon Prince 90 pts / other models 60pts) The bearer gains +1 to its Ward Save, to a maximum of 4+.
Third Eye of Change
- Change only (Daemon Prince 90 pts / other models 60pts) The bearer gains +1 to its Ward Save, to a maximum of 4+.
Third Eye of Change
- Change only (Daemon Prince 90 pts / other models 60pts) The bearer gains +1 to its Ward Save, to a maximum of 4+.
Third Eye of Change
- Change only (Daemon Prince 90 pts / other models 60pts) The bearer gains +1 to its Ward Save, to a maximum of 4+.
Waste-Hardened Skin
The bearer gains Innate Defense (6+), or Innate Defense (5+) if the bearer is Infantry. This Gift cannot be taken by a model mounted on a Manticore.
Waste-Hardened Skin
The bearer gains Innate Defense (6+), or Innate Defense (5+) if the bearer is Infantry. This Gift cannot be taken by a model mounted on a Manticore.
Waste-Hardened Skin
The bearer gains Innate Defense (6+), or Innate Defense (5+) if the bearer is Infantry. This Gift cannot be taken by a model mounted on a Manticore.
Waste-Hardened Skin
The bearer gains Innate Defense (6+), or Innate Defense (5+) if the bearer is Infantry. This Gift cannot be taken by a model mounted on a Manticore.
Waste-Hardened Skin
The bearer gains Innate Defense (6+), or Innate Defense (5+) if the bearer is Infantry. This Gift cannot be taken by a model mounted on a Manticore.
Waste-Hardened Skin
The bearer gains Innate Defense (6+), or Innate Defense (5+) if the bearer is Infantry. This Gift cannot be taken by a model mounted on a Manticore.
Wildling Blood
Bearer gains Inspiring Presence, but only units with Troop Type: War Beast, Monstrous Infantry, Monstrous Beast or Monster may benefit from it (unless the bearer is the General). If the bearer is a Wizard, he must generate his spells from Shamanism, even if it otherwise would randomly chooses a Path.
Wildling Blood
Bearer gains Inspiring Presence, but only units with Troop Type: War Beast, Monstrous Infantry, Monstrous Beast or Monster may benefit from it (unless the bearer is the General). If the bearer is a Wizard, he must generate his spells from Shamanism, even if it otherwise would randomly chooses a Path.
Wildling Blood
Bearer gains Inspiring Presence, but only units with Troop Type: War Beast, Monstrous Infantry, Monstrous Beast or Monster may benefit from it (unless the bearer is the General). If the bearer is a Wizard, he must generate his spells from Shamanism, even if it otherwise would randomly chooses a Path.
Wildling Blood
Bearer gains Inspiring Presence, but only units with Troop Type: War Beast, Monstrous Infantry, Monstrous Beast or Monster may benefit from it (unless the bearer is the General). If the bearer is a Wizard, he must generate his spells from Shamanism, even if it otherwise would randomly chooses a Path.
Wildling Blood
Bearer gains Inspiring Presence, but only units with Troop Type: War Beast, Monstrous Infantry, Monstrous Beast or Monster may benefit from it (unless the bearer is the General). If the bearer is a Wizard, he must generate his spells from Shamanism, even if it otherwise would randomly chooses a Path.
Wildling Blood
Bearer gains Inspiring Presence, but only units with Troop Type: War Beast, Monstrous Infantry, Monstrous Beast or Monster may benefit from it (unless the bearer is the General). If the bearer is a Wizard, he must generate his spells from Shamanism, even if it otherwise would randomly chooses a Path.

Magic Standards usable by the army

EN FR DE PL ES IT
Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
Icône d’Éther
Le porteur peut effectuer des tentatives de dissipation comme s’il était un Maître Magicien.
Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
Icona d'etere
The bearer can make Dispel Attempts as if it was a Wizard Master.
Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
Bannière de Discipline
L’unité du porteur réussit automatiquement ses tests de Panique.
Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
Insegna della disciplina
The bearer's unit automatically passes all Panic Tests.
Banner of Filth
- Pestilence only. Close Combat Attacks of all models in the bearer’s unit gain Poisoned Attacks.
Banner of Filth
- Pestilence only. Close Combat Attacks of all models in the bearer’s unit gain Poisoned Attacks.
Banner of Filth
- Pestilence only. Close Combat Attacks of all models in the bearer’s unit gain Poisoned Attacks.
Banner of Filth
- Pestilence only. Close Combat Attacks of all models in the bearer’s unit gain Poisoned Attacks.
Banner of Filth
- Pestilence only. Close Combat Attacks of all models in the bearer’s unit gain Poisoned Attacks.
Banner of Filth
- Pestilence only. Close Combat Attacks of all models in the bearer’s unit gain Poisoned Attacks.
Banner of Fury
- Wrath only. The bearer gains Frenzy, and only loses Frenzy if the banner ceases to work. All models in the bearer's unit have Frenzy for as long as the bearer also has it and remains in the unit.
Banner of Fury
- Wrath only. The bearer gains Frenzy, and only loses Frenzy if the banner ceases to work. All models in the bearer's unit have Frenzy for as long as the bearer also has it and remains in the unit.
Banner of Fury
- Wrath only. The bearer gains Frenzy, and only loses Frenzy if the banner ceases to work. All models in the bearer's unit have Frenzy for as long as the bearer also has it and remains in the unit.
Banner of Fury
- Wrath only. The bearer gains Frenzy, and only loses Frenzy if the banner ceases to work. All models in the bearer's unit have Frenzy for as long as the bearer also has it and remains in the unit.
Banner of Fury
- Wrath only. The bearer gains Frenzy, and only loses Frenzy if the banner ceases to work. All models in the bearer's unit have Frenzy for as long as the bearer also has it and remains in the unit.
Banner of Fury
- Wrath only. The bearer gains Frenzy, and only loses Frenzy if the banner ceases to work. All models in the bearer's unit have Frenzy for as long as the bearer also has it and remains in the unit.
Banner of Speed
The bearer's unit gains +1 Movement.
Bannière de Vitesse
L’unité du porteur gagne +1 en Mouvement.
Banner of Speed
The bearer's unit gains +1 Movement.
Banner of Speed
The bearer's unit gains +1 Movement.
Banner of Speed
The bearer's unit gains +1 Movement.
Insegna della velocit
The bearer's unit gains +1 Movement.
Banner of Temptation
- Lust only. One use only. The Banner may be activated when the bearer declares a charge. The target of the charge must declare Hold as their Charge Reaction, unless they are already fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently charged by other units.
Banner of Temptation
- Lust only. One use only. The Banner may be activated when the bearer declares a charge. The target of the charge must declare Hold as their Charge Reaction, unless they are already fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently charged by other units.
Banner of Temptation
- Lust only. One use only. The Banner may be activated when the bearer declares a charge. The target of the charge must declare Hold as their Charge Reaction, unless they are already fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently charged by other units.
Banner of Temptation
- Lust only. One use only. The Banner may be activated when the bearer declares a charge. The target of the charge must declare Hold as their Charge Reaction, unless they are already fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently charged by other units.
Banner of Temptation
- Lust only. One use only. The Banner may be activated when the bearer declares a charge. The target of the charge must declare Hold as their Charge Reaction, unless they are already fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently charged by other units.
Banner of Temptation
- Lust only. One use only. The Banner may be activated when the bearer declares a charge. The target of the charge must declare Hold as their Charge Reaction, unless they are already fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently charged by other units.
Banner of Transmutation
- Change only. All Shooting Attacks made against the bearer’s unit suffer a -1 to-wound modifier.
Banner of Transmutation
- Change only. All Shooting Attacks made against the bearer’s unit suffer a -1 to-wound modifier.
Banner of Transmutation
- Change only. All Shooting Attacks made against the bearer’s unit suffer a -1 to-wound modifier.
Banner of Transmutation
- Change only. All Shooting Attacks made against the bearer’s unit suffer a -1 to-wound modifier.
Banner of Transmutation
- Change only. All Shooting Attacks made against the bearer’s unit suffer a -1 to-wound modifier.
Banner of Transmutation
- Change only. All Shooting Attacks made against the bearer’s unit suffer a -1 to-wound modifier.
Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
Bannière Lacérante
Les figurines non Personnage de l’unité du porteur gagnent la règle Perforant (1).
Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
Insegna lacerante
All non-character models in the bearer’s unit gain Armour Piercing (1).
War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
Étendard de Guerre
L’unité du porteur ajoute un bonus de Résultat de Combat de +1 dans n’importe quel Corps à Corps dans lequel elle est impliquée.
War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
Étendard du Pisteur
L’unité du porteur gagne les règles Course Rapide et Guide.
Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
Stendardo dell'oppressore
The bearer’s unit gains Strider and Swiftstride.
Flaming Standard
The bearer's unit automatically passes all Panic Tests.
Étendard Flamboyant
Au début de chaque Manche de Corps à Corps, ou avant de tirer avec l’unité du porteur, la bannière peut être activée. Dans ce cas, toutes les Attaques de Tir et de Corps à Corps non spéciales de l’unité gagnent la règle Attaques Enflammées jusqu’à la fin de la phase.
Flaming Standard
The bearer's unit automatically passes all Panic Tests.
Flaming Standard
The bearer's unit automatically passes all Panic Tests.
Flaming Standard
The bearer's unit automatically passes all Panic Tests.
Stendardo infuocato
The bearer's unit automatically passes all Panic Tests.
Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
Icône Étincelante
Usage Unique. Peut être activée la première fois que l’unité du porteur rate un test de Commandement. L’unité peut alors relancer les dés pour ce test raté.
Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
Icône de la Compagnie Implacable
Usage Unique. Vous pouvez l’activer au début de n’importe laquelle de vos étapes des Autres Mouvements. Les figurines d’Infanterie de l’unité du porteur peuvent alors tripler leur Mouvement en Marche Forcée plutôt que le doubler pour ce tour. Le déplacement ne peut toutefois pas dépasser 15″. Cet effet ne peut pas être activé au premier Tour de Jeu si l’unité a utilisé la règle Avant-Garde ou Éclaireur.
Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
Nine-Tailed Standard
All friendly Infantry models in units within 12" of the bearer of this banner gain +1 Movement.
Nine-Tailed Standard
All friendly Infantry models in units within 12" of the bearer of this banner gain +1 Movement.
Nine-Tailed Standard
All friendly Infantry models in units within 12" of the bearer of this banner gain +1 Movement.
Nine-Tailed Standard
All friendly Infantry models in units within 12" of the bearer of this banner gain +1 Movement.
Nine-Tailed Standard
All friendly Infantry models in units within 12" of the bearer of this banner gain +1 Movement.
Nine-Tailed Standard
All friendly Infantry models in units within 12" of the bearer of this banner gain +1 Movement.

Units od the army

EN FR DE PL ES IT
Daemon Prince
Daemon Prince
Daemon Prince
Daemon Prince
Daemon Prince
Principe demone
Wrath Priest
Wrath Priest
Wrath Priest
Wrath Priest
Wrath Priest
Wrath Priest
Sorcerer
Sorcerer
Sorcerer
Sorcerer
Sorcerer
Stregone
Anointed - Harbinger of Chaos
Anointed - Harbinger of Chaos
Anointed - Harbinger of Chaos
Anointed - Harbinger of Chaos
Anointed - Harbinger of Chaos
Anointed - Harbinger of Chaos
Anointed - Lord of Chaos
Anointed - Lord of Chaos
Anointed - Lord of Chaos
Anointed - Lord of Chaos
Anointed - Lord of Chaos
Anointed - Lord of Chaos
Barbarian Chief
Barbarian Chief
Barbarian Chief
Barbarian Chief
Barbarian Chief
Capo barbaro
Disc of Change
Disc of Change
Disc of Change
Disc of Change
Disc of Change
Disco del Mutamento
Daemonic Steed
Daemonic Steed
Daemonic Steed
Daemonic Steed
Daemonic Steed
Daemonic Steed
Pestilent Palanquin
Pestilent Palanquin
Pestilent Palanquin
Pestilent Palanquin
Pestilent Palanquin
Palanchino pestilente
Steed of Lust
Steed of Lust
Steed of Lust
Steed of Lust
Steed of Lust
Destriero della Lussuria
Crusher
Crusher
Crusher
Crusher
Crusher
Distruttore
Wasteland Manticore
Wasteland Manticore
Wasteland Manticore
Wasteland Manticore
Wasteland Manticore
Wasteland Manticore
Wasteland Steed
Wasteland Steed
Wasteland Steed
Wasteland Steed
Wasteland Steed
Wasteland Steed
Wasteland Dragon
Wasteland Dragon
Wasteland Dragon
Wasteland Dragon
Wasteland Dragon
Drago della Desolazione
Wasteland Chariot
Wasteland Chariot
Wasteland Chariot
Wasteland Chariot
Wasteland Chariot
Wasteland Chariot
Wasteland Warriors
Wasteland Warriors
Wasteland Warriors
Wasteland Warriors
Wasteland Warriors
Wasteland Warriors
Barbarians
Barbarians
Barbarians
Barbarians
Barbarians
Barbari
Fallen
Fallen
Fallen
Fallen
Fallen
Caduto
Barbarian Horsemen
Barbarian Horsemen
Barbarian Horsemen
Barbarian Horsemen
Barbarian Horsemen
Barbari a cavallo
Barbarian Horsemen - Hell Riders
Barbarian Horsemen - Hell Riders
Barbarian Horsemen - Hell Riders
Barbarian Horsemen - Hell Riders
Barbarian Horsemen - Hell Riders
Barbarian Horsemen - Hell Riders
Battle Shrine
Battle Shrine
Battle Shrine
Battle Shrine
Battle Shrine
Battle Shrine
Chosen
Chosen
Chosen
Chosen
Chosen
Prescelti
Crusher Knights
Crusher Knights
Crusher Knights
Crusher Knights
Crusher Knights
Crusher Knights
Dragon Centaurs
Dragon Centaurs
Dragon Centaurs
Dragon Centaurs
Dragon Centaurs
Dragon Centaurs
Fallen Beast
Fallen Beast
Fallen Beast
Fallen Beast
Fallen Beast
Fallen Beast
Once-Chosen
Once-Chosen
Once-Chosen
Once-Chosen
Once-Chosen
Once-Chosen
Warhounds
Warhounds
Warhounds
Warhounds
Warhounds
Segugi da guerra
Wasteland Chariot - Pair of Waste Steeds
Wasteland Chariot - Pair of Waste Steeds
Wasteland Chariot - Pair of Waste Steeds
Wasteland Chariot - Pair of Waste Steeds
Wasteland Chariot - Pair of Waste Steeds
Wasteland Chariot - Pair of Waste Steeds
Wasteland Chariot - Single Mauler
Wasteland Chariot - Single Mauler
Wasteland Chariot - Single Mauler
Wasteland Chariot - Single Mauler
Wasteland Chariot - Single Mauler
Wasteland Chariot - Single Mauler
Wasteland Knights
Wasteland Knights
Wasteland Knights
Wasteland Knights
Wasteland Knights
Wasteland Knights
Wasteland Trolls
Wasteland Trolls
Wasteland Trolls
Wasteland Trolls
Wasteland Trolls
Wasteland Trolls
Elder Dragon Centaur
Elder Dragon Centaur
Elder Dragon Centaur
Elder Dragon Centaur
Elder Dragon Centaur
Elder Dragon Centaur
Bloodbeast
Bloodbeast
Bloodbeast
Bloodbeast
Bloodbeast
Bloodbeast
Chimera
Chimera
Chimera
Chimera
Chimera
Chimera
Wasteland Giant
Wasteland Giant
Wasteland Giant
Wasteland Giant
Wasteland Giant
Wasteland Giant
Hellscream Cannon
Hellscream Cannon
Hellscream Cannon
Hellscream Cannon
Hellscream Cannon
Hellscream Cannon
Vortex Fiend
Vortex Fiend
Vortex Fiend
Vortex Fiend
Vortex Fiend
Vortex Fiend