Dark Elves

Dark Elves

Correspondence of translations with another language

Rules and Equipments used by the army

EN FR DE PL ES IT
Abyssal Howl
The mournful wail of a Kharibdyss echoes across the battlefield and saps the courage of the enemy. Whilst within 6" of this model, enemy units suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
Abyssal Howl
The mournful wail of a Kharibdyss echoes across the battlefield and saps the courage of the enemy. Whilst within 6" of this model, enemy units suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
Abyssal Howl
The mournful wail of a Kharibdyss echoes across the battlefield and saps the courage of the enemy. Whilst within 6" of this model, enemy units suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
Abyssal Howl
The mournful wail of a Kharibdyss echoes across the battlefield and saps the courage of the enemy. Whilst within 6" of this model, enemy units suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
Abyssal Howl
The mournful wail of a Kharibdyss echoes across the battlefield and saps the courage of the enemy. Whilst within 6" of this model, enemy units suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
Abyssal Howl
The mournful wail of a Kharibdyss echoes across the battlefield and saps the courage of the enemy. Whilst within 6" of this model, enemy units suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
Fear
Peur
Angst
Fear
Miedo
Paura
Hand Weapon
Arme de base
Hand weapon
Hand Weapon
Arma de mano y escudo
Arma a Una Mano
Light armour
Armure légère
Leichte Rüstung
Light armour
Armadura ligera
Armatura Leggera
Heavy armour
Armure lourde
Schwere Rüstung
Heavy armour
Armadura pesada
Armatura Pesante
Throwing Weapons
Armes de jet
Wurfwaffen
Throwing Weapons
Armas Arrojadizas
Armi da Lancio
Armour Bane
Arme Perforante
Armour Bane
Armour Bane
Armour Bane
Armour Bane
Armoured Hide
Peau Blindée
Armoured Hide
Armoured Hide
Armoured Hide
Armoured Hide
Full plate armour
Armure de plate complète
Plate
Full plate armour
Full plate armour
Full plate armour
Stomp Attacks
Attaques de Piétinement
Niedertrampeln-Attacke
Stomp Attacks
Golpetazo
Attacchi di Calpestamento
Poisoned Attacks
Attaques Empoisonnées
Poisoned Attacks
Poisoned Attacks
Poisoned Attacks
Poisoned Attacks
Impact Hits
Touches d'Impact
Aufpralltreffer
Impact Hits
Impactos por Carga
Colpi d'Impatto
Shield
Bouclier
Schild
Shield
Escudos
Scudo
Fast Cavalry
Cavalerie Rapide
Fast Cavalry
Fast Cavalry
Swiftstride
Fast Cavalry
Cavalry Spear
Lance de cavalerie
Cavalry Spear
Cavalry Spear
Cavalry Spear
Cavalry Spear
Cavernous Maw
R S AP Special Rules Cavernous maw Combat S -2 Armour Bane (1), Killing Blow Notes: In combat, this model must make one of its attacks each turn with this weapon
Cavernous Maw
R S AP Special Rules Cavernous maw Combat S -2 Armour Bane (1), Killing Blow Notes: In combat, this model must make one of its attacks each turn with this weapon
Cavernous Maw
R S AP Special Rules Cavernous maw Combat S -2 Armour Bane (1), Killing Blow Notes: In combat, this model must make one of its attacks each turn with this weapon
Cavernous Maw
R S AP Special Rules Cavernous maw Combat S -2 Armour Bane (1), Killing Blow Notes: In combat, this model must make one of its attacks each turn with this weapon
Cavernous Maw
R S AP Special Rules Cavernous maw Combat S -2 Armour Bane (1), Killing Blow Notes: In combat, this model must make one of its attacks each turn with this weapon
Cavernous Maw
R S AP Special Rules Cavernous maw Combat S -2 Armour Bane (1), Killing Blow Notes: In combat, this model must make one of its attacks each turn with this weapon
Claws And Teeth
counts as a hand weapon
Claws And Teeth
counts as a hand weapon
Claws And Teeth
counts as a hand weapon
Claws And Teeth
counts as a hand weapon
Claws And Teeth
counts as a hand weapon
Claws And Teeth
counts as a hand weapon
Close Order
Ordre Serré
Close Order
Close Order
Close Order
Close Order
Counter Charge
Contre Charge
Counter Charge
Counter Charge
ers
Counter Charge
Cursed Coven
Devoted servants of the Ruinous Powers, the Warlock covens of Hag Graef practise powerful sorcery. A unit of Doomfire Warlocks knows a single spell (chosen by their controlling player before armies are deployed) from either the Dark Magic or Daemonology Lore of Magic. The unit may cast this spell as a Bound spell: • If the unit has a Unit Strength of 10 or more and includes a Master, it may cast this Bound spell with a Power Level of 2. • If the unit includes a Master, but has a Unit Strength of 9 or less, it may cast this Bound spell with a Power Level of 1. • Otherwise, the unit may cast this Bound spell with a Power Level of 0.
Cursed Coven
Devoted servants of the Ruinous Powers, the Warlock covens of Hag Graef practise powerful sorcery. A unit of Doomfire Warlocks knows a single spell (chosen by their controlling player before armies are deployed) from either the Dark Magic or Daemonology Lore of Magic. The unit may cast this spell as a Bound spell: • If the unit has a Unit Strength of 10 or more and includes a Master, it may cast this Bound spell with a Power Level of 2. • If the unit includes a Master, but has a Unit Strength of 9 or less, it may cast this Bound spell with a Power Level of 1. • Otherwise, the unit may cast this Bound spell with a Power Level of 0.
Cursed Coven
Devoted servants of the Ruinous Powers, the Warlock covens of Hag Graef practise powerful sorcery. A unit of Doomfire Warlocks knows a single spell (chosen by their controlling player before armies are deployed) from either the Dark Magic or Daemonology Lore of Magic. The unit may cast this spell as a Bound spell: • If the unit has a Unit Strength of 10 or more and includes a Master, it may cast this Bound spell with a Power Level of 2. • If the unit includes a Master, but has a Unit Strength of 9 or less, it may cast this Bound spell with a Power Level of 1. • Otherwise, the unit may cast this Bound spell with a Power Level of 0.
Cursed Coven
Devoted servants of the Ruinous Powers, the Warlock covens of Hag Graef practise powerful sorcery. A unit of Doomfire Warlocks knows a single spell (chosen by their controlling player before armies are deployed) from either the Dark Magic or Daemonology Lore of Magic. The unit may cast this spell as a Bound spell: • If the unit has a Unit Strength of 10 or more and includes a Master, it may cast this Bound spell with a Power Level of 2. • If the unit includes a Master, but has a Unit Strength of 9 or less, it may cast this Bound spell with a Power Level of 1. • Otherwise, the unit may cast this Bound spell with a Power Level of 0.
Cursed Coven
Devoted servants of the Ruinous Powers, the Warlock covens of Hag Graef practise powerful sorcery. A unit of Doomfire Warlocks knows a single spell (chosen by their controlling player before armies are deployed) from either the Dark Magic or Daemonology Lore of Magic. The unit may cast this spell as a Bound spell: • If the unit has a Unit Strength of 10 or more and includes a Master, it may cast this Bound spell with a Power Level of 2. • If the unit includes a Master, but has a Unit Strength of 9 or less, it may cast this Bound spell with a Power Level of 1. • Otherwise, the unit may cast this Bound spell with a Power Level of 0.
Cursed Coven
Devoted servants of the Ruinous Powers, the Warlock covens of Hag Graef practise powerful sorcery. A unit of Doomfire Warlocks knows a single spell (chosen by their controlling player before armies are deployed) from either the Dark Magic or Daemonology Lore of Magic. The unit may cast this spell as a Bound spell: • If the unit has a Unit Strength of 10 or more and includes a Master, it may cast this Bound spell with a Power Level of 2. • If the unit includes a Master, but has a Unit Strength of 9 or less, it may cast this Bound spell with a Power Level of 1. • Otherwise, the unit may cast this Bound spell with a Power Level of 0.
Dance Of Death
Sisters of Slaughter weave through the enemy’s defences, plunging deep into their ranks. If this unit makes a successful charge move (i.e., if the unit makes contact with the charge target), the charge target suffers a -1 modifier to its Maximum Rank Bonus until the end of the Combat phase of that turn.
Dance Of Death
Sisters of Slaughter weave through the enemy’s defences, plunging deep into their ranks. If this unit makes a successful charge move (i.e., if the unit makes contact with the charge target), the charge target suffers a -1 modifier to its Maximum Rank Bonus until the end of the Combat phase of that turn.
Dance Of Death
Sisters of Slaughter weave through the enemy’s defences, plunging deep into their ranks. If this unit makes a successful charge move (i.e., if the unit makes contact with the charge target), the charge target suffers a -1 modifier to its Maximum Rank Bonus until the end of the Combat phase of that turn.
Dance Of Death
Sisters of Slaughter weave through the enemy’s defences, plunging deep into their ranks. If this unit makes a successful charge move (i.e., if the unit makes contact with the charge target), the charge target suffers a -1 modifier to its Maximum Rank Bonus until the end of the Combat phase of that turn.
Dance Of Death
Sisters of Slaughter weave through the enemy’s defences, plunging deep into their ranks. If this unit makes a successful charge move (i.e., if the unit makes contact with the charge target), the charge target suffers a -1 modifier to its Maximum Rank Bonus until the end of the Combat phase of that turn.
Dance Of Death
Sisters of Slaughter weave through the enemy’s defences, plunging deep into their ranks. If this unit makes a successful charge move (i.e., if the unit makes contact with the charge target), the charge target suffers a -1 modifier to its Maximum Rank Bonus until the end of the Combat phase of that turn.
Dark Runes
Infernal runes crawl across the skin of a Doomfire Warlock, blazing with an unholy fire when death draws near. This unit has a 5+ Ward save against any wounds suffered that were caused by a nonmagical enemy attack.
Dark Runes
Infernal runes crawl across the skin of a Doomfire Warlock, blazing with an unholy fire when death draws near. This unit has a 5+ Ward save against any wounds suffered that were caused by a nonmagical enemy attack.
Dark Runes
Infernal runes crawl across the skin of a Doomfire Warlock, blazing with an unholy fire when death draws near. This unit has a 5+ Ward save against any wounds suffered that were caused by a nonmagical enemy attack.
Dark Runes
Infernal runes crawl across the skin of a Doomfire Warlock, blazing with an unholy fire when death draws near. This unit has a 5+ Ward save against any wounds suffered that were caused by a nonmagical enemy attack.
Dark Runes
Infernal runes crawl across the skin of a Doomfire Warlock, blazing with an unholy fire when death draws near. This unit has a 5+ Ward save against any wounds suffered that were caused by a nonmagical enemy attack.
Dark Runes
Infernal runes crawl across the skin of a Doomfire Warlock, blazing with an unholy fire when death draws near. This unit has a 5+ Ward save against any wounds suffered that were caused by a nonmagical enemy attack.
Stubborn
Obstiné
Unnachgiebig
Stubborn
Tozudo
Determinato
Draconic Scales
counts as full plate armour
Écailles de dragon
compte comme une armure de plate complète
Draconic Scales
counts as full plate armour
Draconic Scales
counts as full plate armour
Draconic Scales
counts as full plate armour
Draconic Scales
counts as full plate armour
Dragged Along
Dragged Along
Dragged Along
Dragged Along
Dragged Along
Dragged Along
Dread Halberd
R S AP Special Rules Dread halberd Combat S+1 -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands Notes: A model wielding a dread halberd cannot make a supporting attack during a turn in which it charged.
Dread Halberd
R S AP Special Rules Dread halberd Combat S+1 -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands Notes: A model wielding a dread halberd cannot make a supporting attack during a turn in which it charged.
Dread Halberd
R S AP Special Rules Dread halberd Combat S+1 -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands Notes: A model wielding a dread halberd cannot make a supporting attack during a turn in which it charged.
Dread Halberd
R S AP Special Rules Dread halberd Combat S+1 -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands Notes: A model wielding a dread halberd cannot make a supporting attack during a turn in which it charged.
Dread Halberd
R S AP Special Rules Dread halberd Combat S+1 -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands Notes: A model wielding a dread halberd cannot make a supporting attack during a turn in which it charged.
Dread Halberd
R S AP Special Rules Dread halberd Combat S+1 -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands Notes: A model wielding a dread halberd cannot make a supporting attack during a turn in which it charged.
Scouts
Eclaireurs
Scouts
Scouts
Scouts
Scouts
Elven Reflexes
Elves possess phenomenal speed and grace, striking at their enemies faster than the eye can see. A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat.
Elven Reflexes
Elves possess phenomenal speed and grace, striking at their enemies faster than the eye can see. A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat.
Elven Reflexes
Elves possess phenomenal speed and grace, striking at their enemies faster than the eye can see. A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat.
Elven Reflexes
Elves possess phenomenal speed and grace, striking at their enemies faster than the eye can see. A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat.
Elven Reflexes
Elves possess phenomenal speed and grace, striking at their enemies faster than the eye can see. A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat.
Elven Reflexes
Elves possess phenomenal speed and grace, striking at their enemies faster than the eye can see. A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat.
Terror
Terreur
Entsetzen
Terror
Terror
Terrore
Evasive
Esquiveur
Evasive
Evasive
Evasive
Evasive
Eternal Hatred
The Dark Elves believe they have been wronged greatly by their enemies over and over again, and the hatred they harbour has grown to become an all-consuming passion. Against High Elves, this model’s Hatred applies in every round of close combat, not just the first. Note that this special rule does not apply to this model’s mount (should it have one).
Eternal Hatred
The Dark Elves believe they have been wronged greatly by their enemies over and over again, and the hatred they harbour has grown to become an all-consuming passion. Against High Elves, this model’s Hatred applies in every round of close combat, not just the first. Note that this special rule does not apply to this model’s mount (should it have one).
Eternal Hatred
The Dark Elves believe they have been wronged greatly by their enemies over and over again, and the hatred they harbour has grown to become an all-consuming passion. Against High Elves, this model’s Hatred applies in every round of close combat, not just the first. Note that this special rule does not apply to this model’s mount (should it have one).
Eternal Hatred
The Dark Elves believe they have been wronged greatly by their enemies over and over again, and the hatred they harbour has grown to become an all-consuming passion. Against High Elves, this model’s Hatred applies in every round of close combat, not just the first. Note that this special rule does not apply to this model’s mount (should it have one).
Eternal Hatred
The Dark Elves believe they have been wronged greatly by their enemies over and over again, and the hatred they harbour has grown to become an all-consuming passion. Against High Elves, this model’s Hatred applies in every round of close combat, not just the first. Note that this special rule does not apply to this model’s mount (should it have one).
Eternal Hatred
The Dark Elves believe they have been wronged greatly by their enemies over and over again, and the hatred they harbour has grown to become an all-consuming passion. Against High Elves, this model’s Hatred applies in every round of close combat, not just the first. Note that this special rule does not apply to this model’s mount (should it have one).
Extra Attacks
Extra Attacks
Extra Attacks
Extra Attacks
Extra Attacks
Extra Attacks
Swiftstride
Rapide
Schnelle Bewegung
Swiftstride
Zancada Veloz
Falcata Rapida
Fiery Breath
R S AP Special Rules Fiery breath N/A * -1 Breath Weapon, Flaming Attacks Notes: The Strength characteristic of this weapon is equal to this model’s remaining Wounds.
Fiery Breath
R S AP Special Rules Fiery breath N/A * -1 Breath Weapon, Flaming Attacks Notes: The Strength characteristic of this weapon is equal to this model’s remaining Wounds.
Fiery Breath
R S AP Special Rules Fiery breath N/A * -1 Breath Weapon, Flaming Attacks Notes: The Strength characteristic of this weapon is equal to this model’s remaining Wounds.
Fiery Breath
R S AP Special Rules Fiery breath N/A * -1 Breath Weapon, Flaming Attacks Notes: The Strength characteristic of this weapon is equal to this model’s remaining Wounds.
Fiery Breath
R S AP Special Rules Fiery breath N/A * -1 Breath Weapon, Flaming Attacks Notes: The Strength characteristic of this weapon is equal to this model’s remaining Wounds.
Fiery Breath
R S AP Special Rules Fiery breath N/A * -1 Breath Weapon, Flaming Attacks Notes: The Strength characteristic of this weapon is equal to this model’s remaining Wounds.
First Charge
Première Charge
First Charge
First Charge
First Charge
First Charge
Fly
Vol
Fliegen
Fly
Volar
Volo
Strike First
Frappe en Premier
Strike First
Strike First
Strike First
Strike First
Frenzy
Frenzy
Raserei
Frenzy
Frenesí
Furia
Goad Beast
The Beastmasters of Clar Karond excel at goading their charges to violence, none more so than the High Beastmasters. During the Command sub-phase of their turn, this character may goad a single friendly model whose troop type is ‘monster’ and that is within their Command range (including their own mount). Until the end of this turn, that model gains a +D3 modifier to its Attacks characteristic (to a maximum of 10).
Goad Beast
The Beastmasters of Clar Karond excel at goading their charges to violence, none more so than the High Beastmasters. During the Command sub-phase of their turn, this character may goad a single friendly model whose troop type is ‘monster’ and that is within their Command range (including their own mount). Until the end of this turn, that model gains a +D3 modifier to its Attacks characteristic (to a maximum of 10).
Goad Beast
The Beastmasters of Clar Karond excel at goading their charges to violence, none more so than the High Beastmasters. During the Command sub-phase of their turn, this character may goad a single friendly model whose troop type is ‘monster’ and that is within their Command range (including their own mount). Until the end of this turn, that model gains a +D3 modifier to its Attacks characteristic (to a maximum of 10).
Goad Beast
The Beastmasters of Clar Karond excel at goading their charges to violence, none more so than the High Beastmasters. During the Command sub-phase of their turn, this character may goad a single friendly model whose troop type is ‘monster’ and that is within their Command range (including their own mount). Until the end of this turn, that model gains a +D3 modifier to its Attacks characteristic (to a maximum of 10).
Goad Beast
The Beastmasters of Clar Karond excel at goading their charges to violence, none more so than the High Beastmasters. During the Command sub-phase of their turn, this character may goad a single friendly model whose troop type is ‘monster’ and that is within their Command range (including their own mount). Until the end of this turn, that model gains a +D3 modifier to its Attacks characteristic (to a maximum of 10).
Goad Beast
The Beastmasters of Clar Karond excel at goading their charges to violence, none more so than the High Beastmasters. During the Command sub-phase of their turn, this character may goad a single friendly model whose troop type is ‘monster’ and that is within their Command range (including their own mount). Until the end of this turn, that model gains a +D3 modifier to its Attacks characteristic (to a maximum of 10).
Large Target
Grande Cible
Large Target
Large Target
Large Target
Large Target
Hatred
Haine
Hass
Hatred
Odio
Odio
Har Ganeth Greatsword
R S AP Special Rules Har Ganeth greatsword Combat S+2 -1 Cleaving Blow, Requires Two Hands
Har Ganeth Greatsword
R S AP Special Rules Har Ganeth greatsword Combat S+2 -1 Cleaving Blow, Requires Two Hands
Har Ganeth Greatsword
R S AP Special Rules Har Ganeth greatsword Combat S+2 -1 Cleaving Blow, Requires Two Hands
Har Ganeth Greatsword
R S AP Special Rules Har Ganeth greatsword Combat S+2 -1 Cleaving Blow, Requires Two Hands
Har Ganeth Greatsword
R S AP Special Rules Har Ganeth greatsword Combat S+2 -1 Cleaving Blow, Requires Two Hands
Har Ganeth Greatsword
R S AP Special Rules Har Ganeth greatsword Combat S+2 -1 Cleaving Blow, Requires Two Hands
Hekarti’s Blessing
Dark Elf Sorceresses make devotions to Hekarti, the Hydra Queen and Elven goddess of conjurations. Once per game, a model with this special rule may re-roll a single failed Casting roll.
Hekarti’s Blessing
Dark Elf Sorceresses make devotions to Hekarti, the Hydra Queen and Elven goddess of conjurations. Once per game, a model with this special rule may re-roll a single failed Casting roll.
Hekarti’s Blessing
Dark Elf Sorceresses make devotions to Hekarti, the Hydra Queen and Elven goddess of conjurations. Once per game, a model with this special rule may re-roll a single failed Casting roll.
Hekarti’s Blessing
Dark Elf Sorceresses make devotions to Hekarti, the Hydra Queen and Elven goddess of conjurations. Once per game, a model with this special rule may re-roll a single failed Casting roll.
Hekarti’s Blessing
Dark Elf Sorceresses make devotions to Hekarti, the Hydra Queen and Elven goddess of conjurations. Once per game, a model with this special rule may re-roll a single failed Casting roll.
Hekarti’s Blessing
Dark Elf Sorceresses make devotions to Hekarti, the Hydra Queen and Elven goddess of conjurations. Once per game, a model with this special rule may re-roll a single failed Casting roll.
Hidden
Khainite Assassins hide amongst the ranks of Dark Elf infantry, revealing themselves only to strike at the enemy. Khainite Assassins are not placed on the battlefield at the start of the game. Instead, they are ‘hidden’ within a friendly Dark Elf unit whose troop type is ‘infantry’ and that has a Unit Strength of ten or more (excluding Harpies). Make a note of which unit each Assassin is hiding within. A hidden Assassin may be revealed during any Start of Turn sub-phase or at the start of any Combat phase. Position the revealed Assassin as you would a character that has joined the unit. If a unit in which a Khainite Assassin is hiding is destroyed or flees the battlefield before the Assassin is revealed, the Assassin is removed as a casualty. A Khainite Assassin cannot be your army General.
Hidden
Khainite Assassins hide amongst the ranks of Dark Elf infantry, revealing themselves only to strike at the enemy. Khainite Assassins are not placed on the battlefield at the start of the game. Instead, they are ‘hidden’ within a friendly Dark Elf unit whose troop type is ‘infantry’ and that has a Unit Strength of ten or more (excluding Harpies). Make a note of which unit each Assassin is hiding within. A hidden Assassin may be revealed during any Start of Turn sub-phase or at the start of any Combat phase. Position the revealed Assassin as you would a character that has joined the unit. If a unit in which a Khainite Assassin is hiding is destroyed or flees the battlefield before the Assassin is revealed, the Assassin is removed as a casualty. A Khainite Assassin cannot be your army General.
Hidden
Khainite Assassins hide amongst the ranks of Dark Elf infantry, revealing themselves only to strike at the enemy. Khainite Assassins are not placed on the battlefield at the start of the game. Instead, they are ‘hidden’ within a friendly Dark Elf unit whose troop type is ‘infantry’ and that has a Unit Strength of ten or more (excluding Harpies). Make a note of which unit each Assassin is hiding within. A hidden Assassin may be revealed during any Start of Turn sub-phase or at the start of any Combat phase. Position the revealed Assassin as you would a character that has joined the unit. If a unit in which a Khainite Assassin is hiding is destroyed or flees the battlefield before the Assassin is revealed, the Assassin is removed as a casualty. A Khainite Assassin cannot be your army General.
Hidden
Khainite Assassins hide amongst the ranks of Dark Elf infantry, revealing themselves only to strike at the enemy. Khainite Assassins are not placed on the battlefield at the start of the game. Instead, they are ‘hidden’ within a friendly Dark Elf unit whose troop type is ‘infantry’ and that has a Unit Strength of ten or more (excluding Harpies). Make a note of which unit each Assassin is hiding within. A hidden Assassin may be revealed during any Start of Turn sub-phase or at the start of any Combat phase. Position the revealed Assassin as you would a character that has joined the unit. If a unit in which a Khainite Assassin is hiding is destroyed or flees the battlefield before the Assassin is revealed, the Assassin is removed as a casualty. A Khainite Assassin cannot be your army General.
Hidden
Khainite Assassins hide amongst the ranks of Dark Elf infantry, revealing themselves only to strike at the enemy. Khainite Assassins are not placed on the battlefield at the start of the game. Instead, they are ‘hidden’ within a friendly Dark Elf unit whose troop type is ‘infantry’ and that has a Unit Strength of ten or more (excluding Harpies). Make a note of which unit each Assassin is hiding within. A hidden Assassin may be revealed during any Start of Turn sub-phase or at the start of any Combat phase. Position the revealed Assassin as you would a character that has joined the unit. If a unit in which a Khainite Assassin is hiding is destroyed or flees the battlefield before the Assassin is revealed, the Assassin is removed as a casualty. A Khainite Assassin cannot be your army General.
Hidden
Khainite Assassins hide amongst the ranks of Dark Elf infantry, revealing themselves only to strike at the enemy. Khainite Assassins are not placed on the battlefield at the start of the game. Instead, they are ‘hidden’ within a friendly Dark Elf unit whose troop type is ‘infantry’ and that has a Unit Strength of ten or more (excluding Harpies). Make a note of which unit each Assassin is hiding within. A hidden Assassin may be revealed during any Start of Turn sub-phase or at the start of any Combat phase. Position the revealed Assassin as you would a character that has joined the unit. If a unit in which a Khainite Assassin is hiding is destroyed or flees the battlefield before the Assassin is revealed, the Assassin is removed as a casualty. A Khainite Assassin cannot be your army General.
Hooves
counts as a hand weapon
Sabots
compte comme une arme de base
Hooves
counts as a hand weapon
Hooves
counts as a hand weapon
Hooves
counts as a hand weapon
Hooves
counts as a hand weapon
Horde
Horde
Horde
Horde
Horde
Horde
Immune To Psychology
Immunisé à la Psychologie
Immune To Psychology
Immune To Psychology
Immune To Psychology
Immune To Psychology
Impetuous
Impétueux
Impetuous
Impetuous
Impetuous
Impetuous
Lance
Lances de joute
Lanze
Lance
Lanza de Caballería
Lancia Pesante
Lash & Buckler
R S AP Special Rules Lash & buckler Combat S -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands Notes: A model equipped with a lash & buckler improves its armour value by 1.
Lash & Buckler
R S AP Special Rules Lash & buckler Combat S -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands Notes: A model equipped with a lash & buckler improves its armour value by 1.
Lash & Buckler
R S AP Special Rules Lash & buckler Combat S -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands Notes: A model equipped with a lash & buckler improves its armour value by 1.
Lash & Buckler
R S AP Special Rules Lash & buckler Combat S -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands Notes: A model equipped with a lash & buckler improves its armour value by 1.
Lash & Buckler
R S AP Special Rules Lash & buckler Combat S -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands Notes: A model equipped with a lash & buckler improves its armour value by 1.
Lash & Buckler
R S AP Special Rules Lash & buckler Combat S -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands Notes: A model equipped with a lash & buckler improves its armour value by 1.
Loner
Solitaire
Loner
Loner
Loner
Loner
Lore Of Naggaroth
Lore Of Naggaroth
Lore Of Naggaroth
Lore Of Naggaroth
Lore Of Naggaroth
Lore Of Naggaroth
Magic Resistance
Résistance à la Magie
Magieresistenz
Magic Resistance
Resistencia a la Magia
Resistenza alla Magia
Martial Prowess
Elven soldiers spend many hours perfecting their battlefield drill, masterfully wielding their long spears with a skill and grace absent from the ranks of their enemies. A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
Martial Prowess
Elven soldiers spend many hours perfecting their battlefield drill, masterfully wielding their long spears with a skill and grace absent from the ranks of their enemies. A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
Martial Prowess
Elven soldiers spend many hours perfecting their battlefield drill, masterfully wielding their long spears with a skill and grace absent from the ranks of their enemies. A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
Martial Prowess
Elven soldiers spend many hours perfecting their battlefield drill, masterfully wielding their long spears with a skill and grace absent from the ranks of their enemies. A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
Martial Prowess
Elven soldiers spend many hours perfecting their battlefield drill, masterfully wielding their long spears with a skill and grace absent from the ranks of their enemies. A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
Martial Prowess
Elven soldiers spend many hours perfecting their battlefield drill, masterfully wielding their long spears with a skill and grace absent from the ranks of their enemies. A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
Monster Handlers
Monster Handlers
Monster Handlers
Monster Handlers
Monster Handlers
Monster Handlers
Move Through Cover
Mouvement à Couvert
Move Through Cover
Move Through Cover
Move Through Cover
Move Through Cover
Murderous
Trained in the arts of murder from a young age, devotees of Khaine are deadly killers able to strike mortal wounds upon even the most resilient of foes. When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Wound of a natural 1. Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
Murderous
Trained in the arts of murder from a young age, devotees of Khaine are deadly killers able to strike mortal wounds upon even the most resilient of foes. When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Wound of a natural 1. Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
Murderous
Trained in the arts of murder from a young age, devotees of Khaine are deadly killers able to strike mortal wounds upon even the most resilient of foes. When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Wound of a natural 1. Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
Murderous
Trained in the arts of murder from a young age, devotees of Khaine are deadly killers able to strike mortal wounds upon even the most resilient of foes. When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Wound of a natural 1. Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
Murderous
Trained in the arts of murder from a young age, devotees of Khaine are deadly killers able to strike mortal wounds upon even the most resilient of foes. When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Wound of a natural 1. Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
Murderous
Trained in the arts of murder from a young age, devotees of Khaine are deadly killers able to strike mortal wounds upon even the most resilient of foes. When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Wound of a natural 1. Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
Noxious Breath
R S AP Special Rules Noxious breath N/A 4 N/A Breath Weapon Notes: Until your next Start of Turn sub-phase, every model in a unit that suffers one or more unsaved wounds from this weapon suffers a -1 modifier to its Weapon Skill characteristic (to a minimum of 1). No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Noxious Breath
R S AP Special Rules Noxious breath N/A 4 N/A Breath Weapon Notes: Until your next Start of Turn sub-phase, every model in a unit that suffers one or more unsaved wounds from this weapon suffers a -1 modifier to its Weapon Skill characteristic (to a minimum of 1). No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Noxious Breath
R S AP Special Rules Noxious breath N/A 4 N/A Breath Weapon Notes: Until your next Start of Turn sub-phase, every model in a unit that suffers one or more unsaved wounds from this weapon suffers a -1 modifier to its Weapon Skill characteristic (to a minimum of 1). No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Noxious Breath
R S AP Special Rules Noxious breath N/A 4 N/A Breath Weapon Notes: Until your next Start of Turn sub-phase, every model in a unit that suffers one or more unsaved wounds from this weapon suffers a -1 modifier to its Weapon Skill characteristic (to a minimum of 1). No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Noxious Breath
R S AP Special Rules Noxious breath N/A 4 N/A Breath Weapon Notes: Until your next Start of Turn sub-phase, every model in a unit that suffers one or more unsaved wounds from this weapon suffers a -1 modifier to its Weapon Skill characteristic (to a minimum of 1). No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Noxious Breath
R S AP Special Rules Noxious breath N/A 4 N/A Breath Weapon Notes: Until your next Start of Turn sub-phase, every model in a unit that suffers one or more unsaved wounds from this weapon suffers a -1 modifier to its Weapon Skill characteristic (to a minimum of 1). No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Open Order
Ordre Dispersé
Open Order
Open Order
Open Order
Open Order
Scaly Skin
counts as Heavy armour
Peau écailleuse
compte comme une armure lourde
Scaly Skin
counts as Heavy armour
Scaly Skin
counts as Heavy armour
Scaly Skin
counts as Heavy armour
Scaly Skin
counts as Heavy armour
Petrifying Gaze
R S AP Special Rules Petrifying gaze 18" 2 N/A Magical Attacks, Multiple Wounds (D3) Notes: When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Petrifying Gaze
R S AP Special Rules Petrifying gaze 18" 2 N/A Magical Attacks, Multiple Wounds (D3) Notes: When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Petrifying Gaze
R S AP Special Rules Petrifying gaze 18" 2 N/A Magical Attacks, Multiple Wounds (D3) Notes: When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Petrifying Gaze
R S AP Special Rules Petrifying gaze 18" 2 N/A Magical Attacks, Multiple Wounds (D3) Notes: When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Petrifying Gaze
R S AP Special Rules Petrifying gaze 18" 2 N/A Magical Attacks, Multiple Wounds (D3) Notes: When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Petrifying Gaze
R S AP Special Rules Petrifying gaze 18" 2 N/A Magical Attacks, Multiple Wounds (D3) Notes: When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Ravager Harpoon
R S AP Special Rules Ravager harpoon 24" 6 -3 Cumbersome, Multiple Wounds (D3), Ponderous Notes: During the Shooting phase, one of the Beastmaster Crew may fire this weapon instead of their repeater crossbow.
Ravager Harpoon
R S AP Special Rules Ravager harpoon 24" 6 -3 Cumbersome, Multiple Wounds (D3), Ponderous Notes: During the Shooting phase, one of the Beastmaster Crew may fire this weapon instead of their repeater crossbow.
Ravager Harpoon
R S AP Special Rules Ravager harpoon 24" 6 -3 Cumbersome, Multiple Wounds (D3), Ponderous Notes: During the Shooting phase, one of the Beastmaster Crew may fire this weapon instead of their repeater crossbow.
Ravager Harpoon
R S AP Special Rules Ravager harpoon 24" 6 -3 Cumbersome, Multiple Wounds (D3), Ponderous Notes: During the Shooting phase, one of the Beastmaster Crew may fire this weapon instead of their repeater crossbow.
Ravager Harpoon
R S AP Special Rules Ravager harpoon 24" 6 -3 Cumbersome, Multiple Wounds (D3), Ponderous Notes: During the Shooting phase, one of the Beastmaster Crew may fire this weapon instead of their repeater crossbow.
Ravager Harpoon
R S AP Special Rules Ravager harpoon 24" 6 -3 Cumbersome, Multiple Wounds (D3), Ponderous Notes: During the Shooting phase, one of the Beastmaster Crew may fire this weapon instead of their repeater crossbow.
Regeneration
Régénération
Regeneration
Regeneration
Regeneration
Regeneration
Repeater Bolt Thrower
Repeater Bolt Thrower
Repeater Bolt Thrower
Repeater Bolt Thrower
Repeater Bolt Thrower
Repeater Bolt Thrower
Repeater crossbow
Repeater crossbow
Repeater crossbow
Repeater crossbow
Repeater crossbow
Repeater crossbow
Sea Dragon Cloak
The pelt of a Sea Dragon is worn by Dark Elf pirates and corsairs, both as a mark of their rank and as armour against the missiles of the foe. A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks.
Sea Dragon Cloak
The pelt of a Sea Dragon is worn by Dark Elf pirates and corsairs, both as a mark of their rank and as armour against the missiles of the foe. A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks.
Sea Dragon Cloak
The pelt of a Sea Dragon is worn by Dark Elf pirates and corsairs, both as a mark of their rank and as armour against the missiles of the foe. A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks.
Sea Dragon Cloak
The pelt of a Sea Dragon is worn by Dark Elf pirates and corsairs, both as a mark of their rank and as armour against the missiles of the foe. A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks.
Sea Dragon Cloak
The pelt of a Sea Dragon is worn by Dark Elf pirates and corsairs, both as a mark of their rank and as armour against the missiles of the foe. A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks.
Sea Dragon Cloak
The pelt of a Sea Dragon is worn by Dark Elf pirates and corsairs, both as a mark of their rank and as armour against the missiles of the foe. A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks.
Serrated Maw
R S AP Special Rules Serrated maw Combat S - Armour Bane (2), Multiple Wounds (2) Notes: In combat, this model must make one of its attacks each turn with this weapon.
Serrated Maw
R S AP Special Rules Serrated maw Combat S - Armour Bane (2), Multiple Wounds (2) Notes: In combat, this model must make one of its attacks each turn with this weapon.
Serrated Maw
R S AP Special Rules Serrated maw Combat S - Armour Bane (2), Multiple Wounds (2) Notes: In combat, this model must make one of its attacks each turn with this weapon.
Serrated Maw
R S AP Special Rules Serrated maw Combat S - Armour Bane (2), Multiple Wounds (2) Notes: In combat, this model must make one of its attacks each turn with this weapon.
Serrated Maw
R S AP Special Rules Serrated maw Combat S - Armour Bane (2), Multiple Wounds (2) Notes: In combat, this model must make one of its attacks each turn with this weapon.
Serrated Maw
R S AP Special Rules Serrated maw Combat S - Armour Bane (2), Multiple Wounds (2) Notes: In combat, this model must make one of its attacks each turn with this weapon.
Skirmishers
Tirailleurs
Skirmishers
Skirmishers
Skirmishers
Skirmishers
Wizard
Sorcier
Wizard
Wizard
Wizard
Wizard
Stony Stare
Where the creature’s gaze falls, its enemies turn painfully to stone. At the start of each Combat phase, enemy models in base contact with this model must make an Initiative test. If this test is failed, they suffer D3 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
Stony Stare
Where the creature’s gaze falls, its enemies turn painfully to stone. At the start of each Combat phase, enemy models in base contact with this model must make an Initiative test. If this test is failed, they suffer D3 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
Stony Stare
Where the creature’s gaze falls, its enemies turn painfully to stone. At the start of each Combat phase, enemy models in base contact with this model must make an Initiative test. If this test is failed, they suffer D3 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
Stony Stare
Where the creature’s gaze falls, its enemies turn painfully to stone. At the start of each Combat phase, enemy models in base contact with this model must make an Initiative test. If this test is failed, they suffer D3 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
Stony Stare
Where the creature’s gaze falls, its enemies turn painfully to stone. At the start of each Combat phase, enemy models in base contact with this model must make an Initiative test. If this test is failed, they suffer D3 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
Stony Stare
Where the creature’s gaze falls, its enemies turn painfully to stone. At the start of each Combat phase, enemy models in base contact with this model must make an Initiative test. If this test is failed, they suffer D3 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
Stupidity
Stupidity
Stupidity
Stupidity
Stupidity
Stupidity
Two Hand Weapons
Two Hand Weapons
Two Hand Weapons
Two Hand Weapons
Two Hand Weapons
Two Hand Weapons
Veteran
Vétérans
Veteran
Veteran
Veteran
Veteran
Whip
Whip
Whip
Whip
Whip
Whip
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Wilful Beast
Some monsters can never truly be tamed by a rider and, during the heat of battle, can be prone to giving in to their wild and frenzied nature. During the Start of Turn sub-phase of each of their turns, this model must make a Leadership test (using its own unmodified Leadership). If this test is passed, the rider is able to keep control of their mount. If, however, this test is failed, the rider has lost control and their mount becomes subject to the Frenzy special rule until their next Start of Turn sub-phase. Note that the rider does not gain a +1 modifier to their Attacks characteristic.
Wilful Beast
Some monsters can never truly be tamed by a rider and, during the heat of battle, can be prone to giving in to their wild and frenzied nature. During the Start of Turn sub-phase of each of their turns, this model must make a Leadership test (using its own unmodified Leadership). If this test is passed, the rider is able to keep control of their mount. If, however, this test is failed, the rider has lost control and their mount becomes subject to the Frenzy special rule until their next Start of Turn sub-phase. Note that the rider does not gain a +1 modifier to their Attacks characteristic.
Wilful Beast
Some monsters can never truly be tamed by a rider and, during the heat of battle, can be prone to giving in to their wild and frenzied nature. During the Start of Turn sub-phase of each of their turns, this model must make a Leadership test (using its own unmodified Leadership). If this test is passed, the rider is able to keep control of their mount. If, however, this test is failed, the rider has lost control and their mount becomes subject to the Frenzy special rule until their next Start of Turn sub-phase. Note that the rider does not gain a +1 modifier to their Attacks characteristic.
Wilful Beast
Some monsters can never truly be tamed by a rider and, during the heat of battle, can be prone to giving in to their wild and frenzied nature. During the Start of Turn sub-phase of each of their turns, this model must make a Leadership test (using its own unmodified Leadership). If this test is passed, the rider is able to keep control of their mount. If, however, this test is failed, the rider has lost control and their mount becomes subject to the Frenzy special rule until their next Start of Turn sub-phase. Note that the rider does not gain a +1 modifier to their Attacks characteristic.
Wilful Beast
Some monsters can never truly be tamed by a rider and, during the heat of battle, can be prone to giving in to their wild and frenzied nature. During the Start of Turn sub-phase of each of their turns, this model must make a Leadership test (using its own unmodified Leadership). If this test is passed, the rider is able to keep control of their mount. If, however, this test is failed, the rider has lost control and their mount becomes subject to the Frenzy special rule until their next Start of Turn sub-phase. Note that the rider does not gain a +1 modifier to their Attacks characteristic.
Wilful Beast
Some monsters can never truly be tamed by a rider and, during the heat of battle, can be prone to giving in to their wild and frenzied nature. During the Start of Turn sub-phase of each of their turns, this model must make a Leadership test (using its own unmodified Leadership). If this test is passed, the rider is able to keep control of their mount. If, however, this test is failed, the rider has lost control and their mount becomes subject to the Frenzy special rule until their next Start of Turn sub-phase. Note that the rider does not gain a +1 modifier to their Attacks characteristic.
Writhing Tentacles
R S AP Special Rules Writhing tentacles Combat S -2 Poisoned Attacks
Writhing Tentacles
R S AP Special Rules Writhing tentacles Combat S -2 Poisoned Attacks
Writhing Tentacles
R S AP Special Rules Writhing tentacles Combat S -2 Poisoned Attacks
Writhing Tentacles
R S AP Special Rules Writhing tentacles Combat S -2 Poisoned Attacks
Writhing Tentacles
R S AP Special Rules Writhing tentacles Combat S -2 Poisoned Attacks
Writhing Tentacles
R S AP Special Rules Writhing tentacles Combat S -2 Poisoned Attacks

Magic Items usable by the army

EN FR DE PL ES IT
Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master. The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master. The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master. The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master. The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master. The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master. The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm. The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm. The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm. The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm. The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm. The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm. The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens. The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens. The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens. The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens. The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens. The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens. The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe. The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe. The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe. The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe. The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe. The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe. The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease. R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease. R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease. R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease. R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease. R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease. R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
Black Dragon Egg
When a Black Dragon egg is eaten, the properties of the Dragon are temporarily passed on. Single use. During the Command sub-phase of their turn, the bearer of a Black Dragon Egg can consume it. Until the end of that turn, the model has a Toughness characteristic of 6 (which cannot be improved further) and gains noxious breath (see page 18).
Black Dragon Egg
When a Black Dragon egg is eaten, the properties of the Dragon are temporarily passed on. Single use. During the Command sub-phase of their turn, the bearer of a Black Dragon Egg can consume it. Until the end of that turn, the model has a Toughness characteristic of 6 (which cannot be improved further) and gains noxious breath (see page 18).
Black Dragon Egg
When a Black Dragon egg is eaten, the properties of the Dragon are temporarily passed on. Single use. During the Command sub-phase of their turn, the bearer of a Black Dragon Egg can consume it. Until the end of that turn, the model has a Toughness characteristic of 6 (which cannot be improved further) and gains noxious breath (see page 18).
Black Dragon Egg
When a Black Dragon egg is eaten, the properties of the Dragon are temporarily passed on. Single use. During the Command sub-phase of their turn, the bearer of a Black Dragon Egg can consume it. Until the end of that turn, the model has a Toughness characteristic of 6 (which cannot be improved further) and gains noxious breath (see page 18).
Black Dragon Egg
When a Black Dragon egg is eaten, the properties of the Dragon are temporarily passed on. Single use. During the Command sub-phase of their turn, the bearer of a Black Dragon Egg can consume it. Until the end of that turn, the model has a Toughness characteristic of 6 (which cannot be improved further) and gains noxious breath (see page 18).
Black Dragon Egg
When a Black Dragon egg is eaten, the properties of the Dragon are temporarily passed on. Single use. During the Command sub-phase of their turn, the bearer of a Black Dragon Egg can consume it. Until the end of that turn, the model has a Toughness characteristic of 6 (which cannot be improved further) and gains noxious breath (see page 18).
Black Staf
A Black Staff is the talisman of the High Mistresses of the Convent of Sorceresses. The bearer of the Black Staff may use it when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Black Staf
A Black Staff is the talisman of the High Mistresses of the Convent of Sorceresses. The bearer of the Black Staff may use it when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Black Staf
A Black Staff is the talisman of the High Mistresses of the Convent of Sorceresses. The bearer of the Black Staff may use it when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Black Staf
A Black Staff is the talisman of the High Mistresses of the Convent of Sorceresses. The bearer of the Black Staff may use it when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Black Staf
A Black Staff is the talisman of the High Mistresses of the Convent of Sorceresses. The bearer of the Black Staff may use it when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Black Staf
A Black Staff is the talisman of the High Mistresses of the Convent of Sorceresses. The bearer of the Black Staff may use it when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Blood Armour
When anointed with the blood of the foe, this armour becomes ever more endurable. The Blood Armour is a suit of armour that gives its wearer an armour value of 5+. For each unsaved wound the wearer inflicts, this armour value is improved by 1, to a maximum of 2+.
Blood Armour
When anointed with the blood of the foe, this armour becomes ever more endurable. The Blood Armour is a suit of armour that gives its wearer an armour value of 5+. For each unsaved wound the wearer inflicts, this armour value is improved by 1, to a maximum of 2+.
Blood Armour
When anointed with the blood of the foe, this armour becomes ever more endurable. The Blood Armour is a suit of armour that gives its wearer an armour value of 5+. For each unsaved wound the wearer inflicts, this armour value is improved by 1, to a maximum of 2+.
Blood Armour
When anointed with the blood of the foe, this armour becomes ever more endurable. The Blood Armour is a suit of armour that gives its wearer an armour value of 5+. For each unsaved wound the wearer inflicts, this armour value is improved by 1, to a maximum of 2+.
Blood Armour
When anointed with the blood of the foe, this armour becomes ever more endurable. The Blood Armour is a suit of armour that gives its wearer an armour value of 5+. For each unsaved wound the wearer inflicts, this armour value is improved by 1, to a maximum of 2+.
Blood Armour
When anointed with the blood of the foe, this armour becomes ever more endurable. The Blood Armour is a suit of armour that gives its wearer an armour value of 5+. For each unsaved wound the wearer inflicts, this armour value is improved by 1, to a maximum of 2+.
Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame. R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame. R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame. R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame. R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame. R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame. R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long. The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long. The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long. The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long. The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long. The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long. The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates. The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates. The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates. The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates. The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates. The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates. The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll. Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll. Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll. Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll. Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll. Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll. Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters. R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters. R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters. R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters. R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters. R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters. R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening. R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening. R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening. R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening. R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening. R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening. R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth. Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth. Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth. Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth. Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth. Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth. Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again. The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again. The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again. The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again. The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again. The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again. The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Executioner’s Axe
A single blow from this huge, black-bladed weapon can cut any opponent in half. R S AP Special Rules Executioner’s Axe Combat S -2 Killing Blow, Magical Attacks, Strike Last Notes: When making a roll To Wound for a hit caused with the Executioner’s Axe, a roll of 2+ is always a success, regardless of the target’s Toughness.
Executioner’s Axe
A single blow from this huge, black-bladed weapon can cut any opponent in half. R S AP Special Rules Executioner’s Axe Combat S -2 Killing Blow, Magical Attacks, Strike Last Notes: When making a roll To Wound for a hit caused with the Executioner’s Axe, a roll of 2+ is always a success, regardless of the target’s Toughness.
Executioner’s Axe
A single blow from this huge, black-bladed weapon can cut any opponent in half. R S AP Special Rules Executioner’s Axe Combat S -2 Killing Blow, Magical Attacks, Strike Last Notes: When making a roll To Wound for a hit caused with the Executioner’s Axe, a roll of 2+ is always a success, regardless of the target’s Toughness.
Executioner’s Axe
A single blow from this huge, black-bladed weapon can cut any opponent in half. R S AP Special Rules Executioner’s Axe Combat S -2 Killing Blow, Magical Attacks, Strike Last Notes: When making a roll To Wound for a hit caused with the Executioner’s Axe, a roll of 2+ is always a success, regardless of the target’s Toughness.
Executioner’s Axe
A single blow from this huge, black-bladed weapon can cut any opponent in half. R S AP Special Rules Executioner’s Axe Combat S -2 Killing Blow, Magical Attacks, Strike Last Notes: When making a roll To Wound for a hit caused with the Executioner’s Axe, a roll of 2+ is always a success, regardless of the target’s Toughness.
Executioner’s Axe
A single blow from this huge, black-bladed weapon can cut any opponent in half. R S AP Special Rules Executioner’s Axe Combat S -2 Killing Blow, Magical Attacks, Strike Last Notes: When making a roll To Wound for a hit caused with the Executioner’s Axe, a roll of 2+ is always a success, regardless of the target’s Toughness.
Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard. Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard. Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard. Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard. Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard. Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard. Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
Focus Familiar
The Wizard channels their spells through the eyes of an arcane homunculus. Single use. The owner of a Focus Familiar may use it when they attempt to cast a spell. Place a marker (such as a Familiar model) completely within 12" of the owner. The range and all effects of the spell are measured from this marker, rather than from the owner. If the spell requires a line of sight, this is determined from the marker (which has a 360° vision arc).
Focus Familiar
The Wizard channels their spells through the eyes of an arcane homunculus. Single use. The owner of a Focus Familiar may use it when they attempt to cast a spell. Place a marker (such as a Familiar model) completely within 12" of the owner. The range and all effects of the spell are measured from this marker, rather than from the owner. If the spell requires a line of sight, this is determined from the marker (which has a 360° vision arc).
Focus Familiar
The Wizard channels their spells through the eyes of an arcane homunculus. Single use. The owner of a Focus Familiar may use it when they attempt to cast a spell. Place a marker (such as a Familiar model) completely within 12" of the owner. The range and all effects of the spell are measured from this marker, rather than from the owner. If the spell requires a line of sight, this is determined from the marker (which has a 360° vision arc).
Focus Familiar
The Wizard channels their spells through the eyes of an arcane homunculus. Single use. The owner of a Focus Familiar may use it when they attempt to cast a spell. Place a marker (such as a Familiar model) completely within 12" of the owner. The range and all effects of the spell are measured from this marker, rather than from the owner. If the spell requires a line of sight, this is determined from the marker (which has a 360° vision arc).
Focus Familiar
The Wizard channels their spells through the eyes of an arcane homunculus. Single use. The owner of a Focus Familiar may use it when they attempt to cast a spell. Place a marker (such as a Familiar model) completely within 12" of the owner. The range and all effects of the spell are measured from this marker, rather than from the owner. If the spell requires a line of sight, this is determined from the marker (which has a 360° vision arc).
Focus Familiar
The Wizard channels their spells through the eyes of an arcane homunculus. Single use. The owner of a Focus Familiar may use it when they attempt to cast a spell. Place a marker (such as a Familiar model) completely within 12" of the owner. The range and all effects of the spell are measured from this marker, rather than from the owner. If the spell requires a line of sight, this is determined from the marker (which has a 360° vision arc).
Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon. R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon. R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon. R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon. R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon. R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon. R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal. The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal. The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal. The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal. The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal. The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal. The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims. R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims. R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims. R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims. R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims. R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims. R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not. Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not. Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not. Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not. Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not. Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not. Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
Hydra’s Tooth
Fangs are taken from the maw of a slain Hydra and crafted into deadly throwing weapons. A Hydra’s Tooth is a missile weapon with the following profile: R S AP Special Rules 9" S -3 Magical Attacks, Move & Shoot, Quick Shot Notes: This weapon can target a specific model within the target unit, such as a champion or a character
Hydra’s Tooth
Fangs are taken from the maw of a slain Hydra and crafted into deadly throwing weapons. A Hydra’s Tooth is a missile weapon with the following profile: R S AP Special Rules 9" S -3 Magical Attacks, Move & Shoot, Quick Shot Notes: This weapon can target a specific model within the target unit, such as a champion or a character
Hydra’s Tooth
Fangs are taken from the maw of a slain Hydra and crafted into deadly throwing weapons. A Hydra’s Tooth is a missile weapon with the following profile: R S AP Special Rules 9" S -3 Magical Attacks, Move & Shoot, Quick Shot Notes: This weapon can target a specific model within the target unit, such as a champion or a character
Hydra’s Tooth
Fangs are taken from the maw of a slain Hydra and crafted into deadly throwing weapons. A Hydra’s Tooth is a missile weapon with the following profile: R S AP Special Rules 9" S -3 Magical Attacks, Move & Shoot, Quick Shot Notes: This weapon can target a specific model within the target unit, such as a champion or a character
Hydra’s Tooth
Fangs are taken from the maw of a slain Hydra and crafted into deadly throwing weapons. A Hydra’s Tooth is a missile weapon with the following profile: R S AP Special Rules 9" S -3 Magical Attacks, Move & Shoot, Quick Shot Notes: This weapon can target a specific model within the target unit, such as a champion or a character
Hydra’s Tooth
Fangs are taken from the maw of a slain Hydra and crafted into deadly throwing weapons. A Hydra’s Tooth is a missile weapon with the following profile: R S AP Special Rules 9" S -3 Magical Attacks, Move & Shoot, Quick Shot Notes: This weapon can target a specific model within the target unit, such as a champion or a character
Lifetaker
Finely fashioned from blackest steel, Lifetaker fires bolts dipped in the venom of a Black Dragon. R S AP Special Rules Lifetaker 24" 3 -1 Armour Bane (1), Magical Attacks, Multiple Shots (D3+1), Poisoned Attacks
Lifetaker
Finely fashioned from blackest steel, Lifetaker fires bolts dipped in the venom of a Black Dragon. R S AP Special Rules Lifetaker 24" 3 -1 Armour Bane (1), Magical Attacks, Multiple Shots (D3+1), Poisoned Attacks
Lifetaker
Finely fashioned from blackest steel, Lifetaker fires bolts dipped in the venom of a Black Dragon. R S AP Special Rules Lifetaker 24" 3 -1 Armour Bane (1), Magical Attacks, Multiple Shots (D3+1), Poisoned Attacks
Lifetaker
Finely fashioned from blackest steel, Lifetaker fires bolts dipped in the venom of a Black Dragon. R S AP Special Rules Lifetaker 24" 3 -1 Armour Bane (1), Magical Attacks, Multiple Shots (D3+1), Poisoned Attacks
Lifetaker
Finely fashioned from blackest steel, Lifetaker fires bolts dipped in the venom of a Black Dragon. R S AP Special Rules Lifetaker 24" 3 -1 Armour Bane (1), Magical Attacks, Multiple Shots (D3+1), Poisoned Attacks
Lifetaker
Finely fashioned from blackest steel, Lifetaker fires bolts dipped in the venom of a Black Dragon. R S AP Special Rules Lifetaker 24" 3 -1 Armour Bane (1), Magical Attacks, Multiple Shots (D3+1), Poisoned Attacks
Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies. The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies. The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies. The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies. The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies. The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies. The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
Luckstone
Can luck be trapped within a dull stone pendant? Possibly. Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
Luckstone
Can luck be trapped within a dull stone pendant? Possibly. Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
Luckstone
Can luck be trapped within a dull stone pendant? Possibly. Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
Luckstone
Can luck be trapped within a dull stone pendant? Possibly. Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
Luckstone
Can luck be trapped within a dull stone pendant? Possibly. Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
Luckstone
Can luck be trapped within a dull stone pendant? Possibly. Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence. A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence. A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence. A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence. A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence. A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence. A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon. R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon. R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon. R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon. R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon. R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon. R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism. Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism. Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism. Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism. Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism. Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism. Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
Pearl Of Infinite Bleakness
Swirled with red and black veins, this magical pearl emits a soul-numbing aura. The bearer of the Pearl of Infinite Bleakness and any unit they have joined gains the Immune to Psychology special rule.
Pearl Of Infinite Bleakness
Swirled with red and black veins, this magical pearl emits a soul-numbing aura. The bearer of the Pearl of Infinite Bleakness and any unit they have joined gains the Immune to Psychology special rule.
Pearl Of Infinite Bleakness
Swirled with red and black veins, this magical pearl emits a soul-numbing aura. The bearer of the Pearl of Infinite Bleakness and any unit they have joined gains the Immune to Psychology special rule.
Pearl Of Infinite Bleakness
Swirled with red and black veins, this magical pearl emits a soul-numbing aura. The bearer of the Pearl of Infinite Bleakness and any unit they have joined gains the Immune to Psychology special rule.
Pearl Of Infinite Bleakness
Swirled with red and black veins, this magical pearl emits a soul-numbing aura. The bearer of the Pearl of Infinite Bleakness and any unit they have joined gains the Immune to Psychology special rule.
Pearl Of Infinite Bleakness
Swirled with red and black veins, this magical pearl emits a soul-numbing aura. The bearer of the Pearl of Infinite Bleakness and any unit they have joined gains the Immune to Psychology special rule.
Pendant Of Khaeleth
The protection offered by this amulet grows to match the power of an enemy’s attack. The Pendant of Khaeleth gives its bearer a 5+ Ward save against any wounds suffered that were caused by an attack with a Strength of 4 or lower, and a 4+ Ward save against any wounds suffered that were caused by an attack with a Strength of 5 or higher.
Pendant Of Khaeleth
The protection offered by this amulet grows to match the power of an enemy’s attack. The Pendant of Khaeleth gives its bearer a 5+ Ward save against any wounds suffered that were caused by an attack with a Strength of 4 or lower, and a 4+ Ward save against any wounds suffered that were caused by an attack with a Strength of 5 or higher.
Pendant Of Khaeleth
The protection offered by this amulet grows to match the power of an enemy’s attack. The Pendant of Khaeleth gives its bearer a 5+ Ward save against any wounds suffered that were caused by an attack with a Strength of 4 or lower, and a 4+ Ward save against any wounds suffered that were caused by an attack with a Strength of 5 or higher.
Pendant Of Khaeleth
The protection offered by this amulet grows to match the power of an enemy’s attack. The Pendant of Khaeleth gives its bearer a 5+ Ward save against any wounds suffered that were caused by an attack with a Strength of 4 or lower, and a 4+ Ward save against any wounds suffered that were caused by an attack with a Strength of 5 or higher.
Pendant Of Khaeleth
The protection offered by this amulet grows to match the power of an enemy’s attack. The Pendant of Khaeleth gives its bearer a 5+ Ward save against any wounds suffered that were caused by an attack with a Strength of 4 or lower, and a 4+ Ward save against any wounds suffered that were caused by an attack with a Strength of 5 or higher.
Pendant Of Khaeleth
The protection offered by this amulet grows to match the power of an enemy’s attack. The Pendant of Khaeleth gives its bearer a 5+ Ward save against any wounds suffered that were caused by an attack with a Strength of 4 or lower, and a 4+ Ward save against any wounds suffered that were caused by an attack with a Strength of 5 or higher.
Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power. Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power. Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power. Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power. Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power. Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power. Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes. The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes. The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes. The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes. The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes. The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes. The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog. Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army. On a roll of 4+, the Wizard returns to normal (but retains a love of water).
Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog. Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army. On a roll of 4+, the Wizard returns to normal (but retains a love of water).
Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog. Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army. On a roll of 4+, the Wizard returns to normal (but retains a love of water).
Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog. Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army. On a roll of 4+, the Wizard returns to normal (but retains a love of water).
Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog. Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army. On a roll of 4+, the Wizard returns to normal (but retains a love of water).
Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog. Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army. On a roll of 4+, the Wizard returns to normal (but retains a love of water).
Shield Of Ghrond
The Daemon-faced Shield of Ghrond consumes the strength of the enemy’s attacks The Shield of Ghrond is a shield. In addition, all attacks directed against its bearer suffer a -1 modifier to their Strength characteristic.
Shield Of Ghrond
The Daemon-faced Shield of Ghrond consumes the strength of the enemy’s attacks The Shield of Ghrond is a shield. In addition, all attacks directed against its bearer suffer a -1 modifier to their Strength characteristic.
Shield Of Ghrond
The Daemon-faced Shield of Ghrond consumes the strength of the enemy’s attacks The Shield of Ghrond is a shield. In addition, all attacks directed against its bearer suffer a -1 modifier to their Strength characteristic.
Shield Of Ghrond
The Daemon-faced Shield of Ghrond consumes the strength of the enemy’s attacks The Shield of Ghrond is a shield. In addition, all attacks directed against its bearer suffer a -1 modifier to their Strength characteristic.
Shield Of Ghrond
The Daemon-faced Shield of Ghrond consumes the strength of the enemy’s attacks The Shield of Ghrond is a shield. In addition, all attacks directed against its bearer suffer a -1 modifier to their Strength characteristic.
Shield Of Ghrond
The Daemon-faced Shield of Ghrond consumes the strength of the enemy’s attacks The Shield of Ghrond is a shield. In addition, all attacks directed against its bearer suffer a -1 modifier to their Strength characteristic.
Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles. The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles. The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles. The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles. The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles. The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles. The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic. R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic. R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic. R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic. R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic. R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic. R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield. The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield. The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield. The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield. The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield. The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield. The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests. R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests. R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests. R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests. R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests. R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests. R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer. R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer. R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer. R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer. R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer. R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer. R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
Sword Of Ruin
The wickedly sharp edge of the Sword of Ruin can cleave through armour as if it were air. R S AP Special Rules Sword of Ruin Combat S * Magical Attacks Notes: No armour, Ward or Regeneration saves are permitted against wounds caused by the Sword of Ruin.
Sword Of Ruin
The wickedly sharp edge of the Sword of Ruin can cleave through armour as if it were air. R S AP Special Rules Sword of Ruin Combat S * Magical Attacks Notes: No armour, Ward or Regeneration saves are permitted against wounds caused by the Sword of Ruin.
Sword Of Ruin
The wickedly sharp edge of the Sword of Ruin can cleave through armour as if it were air. R S AP Special Rules Sword of Ruin Combat S * Magical Attacks Notes: No armour, Ward or Regeneration saves are permitted against wounds caused by the Sword of Ruin.
Sword Of Ruin
The wickedly sharp edge of the Sword of Ruin can cleave through armour as if it were air. R S AP Special Rules Sword of Ruin Combat S * Magical Attacks Notes: No armour, Ward or Regeneration saves are permitted against wounds caused by the Sword of Ruin.
Sword Of Ruin
The wickedly sharp edge of the Sword of Ruin can cleave through armour as if it were air. R S AP Special Rules Sword of Ruin Combat S * Magical Attacks Notes: No armour, Ward or Regeneration saves are permitted against wounds caused by the Sword of Ruin.
Sword Of Ruin
The wickedly sharp edge of the Sword of Ruin can cleave through armour as if it were air. R S AP Special Rules Sword of Ruin Combat S * Magical Attacks Notes: No armour, Ward or Regeneration saves are permitted against wounds caused by the Sword of Ruin.
Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision. R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision. R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision. R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision. R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision. R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision. R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own. R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own. R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own. R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own. R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own. R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own. R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm. The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm. The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm. The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm. The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm. The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm. The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
The Guiding Eye
Set in black iron, this oval ruby grants mystical sight to the wearer. Single use. The bearer of the Guiding Eye and any unit they have joined may re-roll any failed rolls To Hit made during the Shooting phase.
The Guiding Eye
Set in black iron, this oval ruby grants mystical sight to the wearer. Single use. The bearer of the Guiding Eye and any unit they have joined may re-roll any failed rolls To Hit made during the Shooting phase.
The Guiding Eye
Set in black iron, this oval ruby grants mystical sight to the wearer. Single use. The bearer of the Guiding Eye and any unit they have joined may re-roll any failed rolls To Hit made during the Shooting phase.
The Guiding Eye
Set in black iron, this oval ruby grants mystical sight to the wearer. Single use. The bearer of the Guiding Eye and any unit they have joined may re-roll any failed rolls To Hit made during the Shooting phase.
The Guiding Eye
Set in black iron, this oval ruby grants mystical sight to the wearer. Single use. The bearer of the Guiding Eye and any unit they have joined may re-roll any failed rolls To Hit made during the Shooting phase.
The Guiding Eye
Set in black iron, this oval ruby grants mystical sight to the wearer. Single use. The bearer of the Guiding Eye and any unit they have joined may re-roll any failed rolls To Hit made during the Shooting phase.
Tome Of Furion
Furion of Clar Karond inscribed his knowledge onto sheets of flayed skin. The bearer of the Tome of Furion knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry.
Tome Of Furion
Furion of Clar Karond inscribed his knowledge onto sheets of flayed skin. The bearer of the Tome of Furion knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry.
Tome Of Furion
Furion of Clar Karond inscribed his knowledge onto sheets of flayed skin. The bearer of the Tome of Furion knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry.
Tome Of Furion
Furion of Clar Karond inscribed his knowledge onto sheets of flayed skin. The bearer of the Tome of Furion knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry.
Tome Of Furion
Furion of Clar Karond inscribed his knowledge onto sheets of flayed skin. The bearer of the Tome of Furion knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry.
Tome Of Furion
Furion of Clar Karond inscribed his knowledge onto sheets of flayed skin. The bearer of the Tome of Furion knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry.
Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken. The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken. The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken. The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken. The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken. The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken. The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Whip Of Agony
An heirloom of the feared Beastlords of clan Rakarth, the Whip of Agony inflicts enduring torment upon its victims. R S AP Special Rules Whip of Agony Combat S+1 -1 Magical Attacks, Strike First Notes: High Beastmasters only. Any enemy model that suffers one or more unsaved wounds from the Whip of Agony suffers a -1 modifier to its Toughness characteristic (to a minimum of 1) for the remainder of the game.
Whip Of Agony
An heirloom of the feared Beastlords of clan Rakarth, the Whip of Agony inflicts enduring torment upon its victims. R S AP Special Rules Whip of Agony Combat S+1 -1 Magical Attacks, Strike First Notes: High Beastmasters only. Any enemy model that suffers one or more unsaved wounds from the Whip of Agony suffers a -1 modifier to its Toughness characteristic (to a minimum of 1) for the remainder of the game.
Whip Of Agony
An heirloom of the feared Beastlords of clan Rakarth, the Whip of Agony inflicts enduring torment upon its victims. R S AP Special Rules Whip of Agony Combat S+1 -1 Magical Attacks, Strike First Notes: High Beastmasters only. Any enemy model that suffers one or more unsaved wounds from the Whip of Agony suffers a -1 modifier to its Toughness characteristic (to a minimum of 1) for the remainder of the game.
Whip Of Agony
An heirloom of the feared Beastlords of clan Rakarth, the Whip of Agony inflicts enduring torment upon its victims. R S AP Special Rules Whip of Agony Combat S+1 -1 Magical Attacks, Strike First Notes: High Beastmasters only. Any enemy model that suffers one or more unsaved wounds from the Whip of Agony suffers a -1 modifier to its Toughness characteristic (to a minimum of 1) for the remainder of the game.
Whip Of Agony
An heirloom of the feared Beastlords of clan Rakarth, the Whip of Agony inflicts enduring torment upon its victims. R S AP Special Rules Whip of Agony Combat S+1 -1 Magical Attacks, Strike First Notes: High Beastmasters only. Any enemy model that suffers one or more unsaved wounds from the Whip of Agony suffers a -1 modifier to its Toughness characteristic (to a minimum of 1) for the remainder of the game.
Whip Of Agony
An heirloom of the feared Beastlords of clan Rakarth, the Whip of Agony inflicts enduring torment upon its victims. R S AP Special Rules Whip of Agony Combat S+1 -1 Magical Attacks, Strike First Notes: High Beastmasters only. Any enemy model that suffers one or more unsaved wounds from the Whip of Agony suffers a -1 modifier to its Toughness characteristic (to a minimum of 1) for the remainder of the game.
Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost. The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing. However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost. The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing. However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost. The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing. However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost. The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing. However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost. The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing. However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost. The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing. However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.

Magic Standards usable by the army

EN FR DE PL ES IT
Banner Of Har Ganeth
Under the influence of this ancient banner, warriors strike with deadly precision. A unit carrying the Banner of Har Ganeth improves the Armour Piercing characteristic of its combat weapons by 1.
Banner Of Har Ganeth
Under the influence of this ancient banner, warriors strike with deadly precision. A unit carrying the Banner of Har Ganeth improves the Armour Piercing characteristic of its combat weapons by 1.
Banner Of Har Ganeth
Under the influence of this ancient banner, warriors strike with deadly precision. A unit carrying the Banner of Har Ganeth improves the Armour Piercing characteristic of its combat weapons by 1.
Banner Of Har Ganeth
Under the influence of this ancient banner, warriors strike with deadly precision. A unit carrying the Banner of Har Ganeth improves the Armour Piercing characteristic of its combat weapons by 1.
Banner Of Har Ganeth
Under the influence of this ancient banner, warriors strike with deadly precision. A unit carrying the Banner of Har Ganeth improves the Armour Piercing characteristic of its combat weapons by 1.
Banner Of Har Ganeth
Under the influence of this ancient banner, warriors strike with deadly precision. A unit carrying the Banner of Har Ganeth improves the Armour Piercing characteristic of its combat weapons by 1.
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Banner Of Nagarythe
The personal banner of the Dread-King proclaims his reign over the Elven Kingdoms. A unit carrying the Banner of Nagarythe gains the Stubborn special rule. In addition, when calculating its combat result, the unit may claim an additional bonus of +1 combat result point.
Banner Of Nagarythe
The personal banner of the Dread-King proclaims his reign over the Elven Kingdoms. A unit carrying the Banner of Nagarythe gains the Stubborn special rule. In addition, when calculating its combat result, the unit may claim an additional bonus of +1 combat result point.
Banner Of Nagarythe
The personal banner of the Dread-King proclaims his reign over the Elven Kingdoms. A unit carrying the Banner of Nagarythe gains the Stubborn special rule. In addition, when calculating its combat result, the unit may claim an additional bonus of +1 combat result point.
Banner Of Nagarythe
The personal banner of the Dread-King proclaims his reign over the Elven Kingdoms. A unit carrying the Banner of Nagarythe gains the Stubborn special rule. In addition, when calculating its combat result, the unit may claim an additional bonus of +1 combat result point.
Banner Of Nagarythe
The personal banner of the Dread-King proclaims his reign over the Elven Kingdoms. A unit carrying the Banner of Nagarythe gains the Stubborn special rule. In addition, when calculating its combat result, the unit may claim an additional bonus of +1 combat result point.
Banner Of Nagarythe
The personal banner of the Dread-King proclaims his reign over the Elven Kingdoms. A unit carrying the Banner of Nagarythe gains the Stubborn special rule. In addition, when calculating its combat result, the unit may claim an additional bonus of +1 combat result point.
Cold-Blooded Banner
Those that march beneath this Cold One blood-soaked banner display a steely discipline. Single use. A unit carrying the Cold-blooded Banner may use it when making any test against its Leadership characteristic, including a Break test. When it does, it may roll an extra D6 and discard the highest result.
Cold-Blooded Banner
Those that march beneath this Cold One blood-soaked banner display a steely discipline. Single use. A unit carrying the Cold-blooded Banner may use it when making any test against its Leadership characteristic, including a Break test. When it does, it may roll an extra D6 and discard the highest result.
Cold-Blooded Banner
Those that march beneath this Cold One blood-soaked banner display a steely discipline. Single use. A unit carrying the Cold-blooded Banner may use it when making any test against its Leadership characteristic, including a Break test. When it does, it may roll an extra D6 and discard the highest result.
Cold-Blooded Banner
Those that march beneath this Cold One blood-soaked banner display a steely discipline. Single use. A unit carrying the Cold-blooded Banner may use it when making any test against its Leadership characteristic, including a Break test. When it does, it may roll an extra D6 and discard the highest result.
Cold-Blooded Banner
Those that march beneath this Cold One blood-soaked banner display a steely discipline. Single use. A unit carrying the Cold-blooded Banner may use it when making any test against its Leadership characteristic, including a Break test. When it does, it may roll an extra D6 and discard the highest result.
Cold-Blooded Banner
Those that march beneath this Cold One blood-soaked banner display a steely discipline. Single use. A unit carrying the Cold-blooded Banner may use it when making any test against its Leadership characteristic, including a Break test. When it does, it may roll an extra D6 and discard the highest result.
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
Standard Of Slaughter
Anointed with the blood of an Ulthuan Elf, this banner exudes a sense of bitter determination. When calculating its combat result during a turn in which it charged, a unit carrying the Standard of Slaughter may claim an additional bonus of +D3 combat result points.
Standard Of Slaughter
Anointed with the blood of an Ulthuan Elf, this banner exudes a sense of bitter determination. When calculating its combat result during a turn in which it charged, a unit carrying the Standard of Slaughter may claim an additional bonus of +D3 combat result points.
Standard Of Slaughter
Anointed with the blood of an Ulthuan Elf, this banner exudes a sense of bitter determination. When calculating its combat result during a turn in which it charged, a unit carrying the Standard of Slaughter may claim an additional bonus of +D3 combat result points.
Standard Of Slaughter
Anointed with the blood of an Ulthuan Elf, this banner exudes a sense of bitter determination. When calculating its combat result during a turn in which it charged, a unit carrying the Standard of Slaughter may claim an additional bonus of +D3 combat result points.
Standard Of Slaughter
Anointed with the blood of an Ulthuan Elf, this banner exudes a sense of bitter determination. When calculating its combat result during a turn in which it charged, a unit carrying the Standard of Slaughter may claim an additional bonus of +D3 combat result points.
Standard Of Slaughter
Anointed with the blood of an Ulthuan Elf, this banner exudes a sense of bitter determination. When calculating its combat result during a turn in which it charged, a unit carrying the Standard of Slaughter may claim an additional bonus of +D3 combat result points.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.

Units od the army

EN FR DE PL ES IT
Dark Elf Dreadlord
Dark Elf Dreadlord
Dark Elf Dreadlord
Dark Elf Dreadlord
Dark Elf Dreadlord
Dark Elf Dreadlord
Dark Elf Master
Dark Elf Master
Dark Elf Master
Dark Elf Master
Dark Elf Master
Dark Elf Master
Supreme Sorceress
Supreme Sorceress
Supreme Sorceress
Supreme Sorceress
Supreme Sorceress
Supreme Sorceress
Sorceress
Sorceress
Sorceress
Sorceress
Sorceress
Sorceress
High Beastmaster
High Beastmaster
High Beastmaster
High Beastmaster
High Beastmaster
High Beastmaster
Death Hag
Death Hag
Death Hag
Death Hag
Death Hag
Death Hag
Khainite Assassins
Khainite Assassins
Khainite Assassins
Khainite Assassins
Khainite Assassins
Khainite Assassins
Dark Steed
Dark Steed
Dark Steed
Dark Steed
Dark Steed
Dark Steed
Cold One
Cold One
Cold One
Cold One
Cold One
Cold One
Cold One Chariot
Cold One Chariot
Cold One Chariot
Cold One Chariot
Cold One Chariot
Cold One Chariot
Black Dragon
Black Dragon
Black Dragon
Black Dragon
Black Dragon
Black Dragon
Manticore
Manticore
Manticore
Manticore
Manticore
Manticore
Dark Pegasus
Dark Pegasus
Dark Pegasus
Dark Pegasus
Dark Pegasus
Dark Pegasus
Scourgerunner Chariots
Scourgerunner Chariots
Scourgerunner Chariots
Scourgerunner Chariots
Scourgerunner Chariots
Scourgerunner Chariots
Cauldron of Blood
Cauldron of Blood
Cauldron of Blood
Cauldron of Blood
Cauldron of Blood
Cauldron of Blood
Dark Elf Warriors
Dark Elf Warriors
Dark Elf Warriors
Dark Elf Warriors
Dark Elf Warriors
Dark Elf Warriors
Repeater Crossbowmen
Repeater Crossbowmen
Repeater Crossbowmen
Repeater Crossbowmen
Repeater Crossbowmen
Repeater Crossbowmen
Black Ark Corsairs
Black Ark Corsairs
Black Ark Corsairs
Black Ark Corsairs
Black Ark Corsairs
Black Ark Corsairs
Dark Riders
Dark Riders
Dark Riders
Dark Riders
Dark Riders
Dark Riders
Witch Elves
Witch Elves
Witch Elves
Witch Elves
Witch Elves
Witch Elves
Sisters Of Slaughter
Sisters Of Slaughter
Sisters Of Slaughter
Sisters Of Slaughter
Sisters Of Slaughter
Sisters Of Slaughter
Witch Elves
Witch Elves
Witch Elves
Witch Elves
Witch Elves
Witch Elves
Har Ganeth Executioners
Har Ganeth Executioners
Har Ganeth Executioners
Har Ganeth Executioners
Har Ganeth Executioners
Har Ganeth Executioners
Dark Elf Shades
Dark Elf Shades
Dark Elf Shades
Dark Elf Shades
Dark Elf Shades
Dark Elf Shades
Harpies
Harpies
Harpies
Harpies
Harpies
Harpies
Black Guard Of Naggarond
Black Guard Of Naggarond
Black Guard Of Naggarond
Black Guard Of Naggarond
Black Guard Of Naggarond
Black Guard Of Naggarond
Cold One Knights
Cold One Knights
Cold One Knights
Cold One Knights
Cold One Knights
Cold One Knights
Scourgerunner Chariots
Scourgerunner Chariots
Scourgerunner Chariots
Scourgerunner Chariots
Scourgerunner Chariots
Scourgerunner Chariots
Cold One Chariot
Cold One Chariot
Cold One Chariot
Cold One Chariot
Cold One Chariot
Cold One Chariot
War Hydra
War Hydra
War Hydra
War Hydra
War Hydra
War Hydra
Kharibdyss
Kharibdyss
Kharibdyss
Kharibdyss
Kharibdyss
Kharibdyss
Bloodwrack Shrine
Bloodwrack Shrine
Bloodwrack Shrine
Bloodwrack Shrine
Bloodwrack Shrine
Bloodwrack Shrine
Bloodwrack Medusa
Bloodwrack Medusa
Bloodwrack Medusa
Bloodwrack Medusa
Bloodwrack Medusa
Bloodwrack Medusa
Doomfire Warlocks
Doomfire Warlocks
Doomfire Warlocks
Doomfire Warlocks
Doomfire Warlocks
Doomfire Warlocks
Reaper Bolt Thrower
Reaper Bolt Thrower
Reaper Bolt Thrower
Reaper Bolt Thrower
Reaper Bolt Thrower
Reaper Bolt Thrower
War Hydra
War Hydra
War Hydra
War Hydra
War Hydra
War Hydra