Lizardmen

Lizardmen

Correspondence of translations with another language

Rules and Equipments used by the army

EN FR DE PL ES IT
Halberd
Hallebardes
Hellebarde
Halberd
Alabarda
Alabarda
Fear
Peur
Angst
Fear
Miedo
Paura
Aquatic
Many of Lustria’s denizens have an affinity for water, moving with equal ease through swamp and river as they do over land. Models with this special rule do not suffer any modifiers to their Movement characteristic when moving through any difficult or dangerous terrain feature which has been designated a ‘water feature’. This might include shallow streams or fords, swampy ground, fast flowing rivers, ponds or lakes, and players should agree prior to the game if any terrain is a water feature.
Aquatic
Many of Lustria’s denizens have an affinity for water, moving with equal ease through swamp and river as they do over land. Models with this special rule do not suffer any modifiers to their Movement characteristic when moving through any difficult or dangerous terrain feature which has been designated a ‘water feature’. This might include shallow streams or fords, swampy ground, fast flowing rivers, ponds or lakes, and players should agree prior to the game if any terrain is a water feature.
Aquatic
Many of Lustria’s denizens have an affinity for water, moving with equal ease through swamp and river as they do over land. Models with this special rule do not suffer any modifiers to their Movement characteristic when moving through any difficult or dangerous terrain feature which has been designated a ‘water feature’. This might include shallow streams or fords, swampy ground, fast flowing rivers, ponds or lakes, and players should agree prior to the game if any terrain is a water feature.
Aquatic
Many of Lustria’s denizens have an affinity for water, moving with equal ease through swamp and river as they do over land. Models with this special rule do not suffer any modifiers to their Movement characteristic when moving through any difficult or dangerous terrain feature which has been designated a ‘water feature’. This might include shallow streams or fords, swampy ground, fast flowing rivers, ponds or lakes, and players should agree prior to the game if any terrain is a water feature.
Aquatic
Many of Lustria’s denizens have an affinity for water, moving with equal ease through swamp and river as they do over land. Models with this special rule do not suffer any modifiers to their Movement characteristic when moving through any difficult or dangerous terrain feature which has been designated a ‘water feature’. This might include shallow streams or fords, swampy ground, fast flowing rivers, ponds or lakes, and players should agree prior to the game if any terrain is a water feature.
Aquatic
Many of Lustria’s denizens have an affinity for water, moving with equal ease through swamp and river as they do over land. Models with this special rule do not suffer any modifiers to their Movement characteristic when moving through any difficult or dangerous terrain feature which has been designated a ‘water feature’. This might include shallow streams or fords, swampy ground, fast flowing rivers, ponds or lakes, and players should agree prior to the game if any terrain is a water feature.
Arcane Shield
Pure magic shimmers about the Slann, shielding it from the blows of the enemy. This character has a 5+ Ward save against any wounds suffered.
Arcane Shield
Pure magic shimmers about the Slann, shielding it from the blows of the enemy. This character has a 5+ Ward save against any wounds suffered.
Arcane Shield
Pure magic shimmers about the Slann, shielding it from the blows of the enemy. This character has a 5+ Ward save against any wounds suffered.
Arcane Shield
Pure magic shimmers about the Slann, shielding it from the blows of the enemy. This character has a 5+ Ward save against any wounds suffered.
Arcane Shield
Pure magic shimmers about the Slann, shielding it from the blows of the enemy. This character has a 5+ Ward save against any wounds suffered.
Arcane Shield
Pure magic shimmers about the Slann, shielding it from the blows of the enemy. This character has a 5+ Ward save against any wounds suffered.
Arcane Vassal
Slann Mage-Priests are able to view the world and channel their sorcery through the eyes of their attendant Skink Priests and Oracles. Once per turn, unless this model is fleeing or engaged in combat, a single friendly Slann Mage-Priest that is within 12" of this model may ‘channel’ a spell through this model. If they do, the range, targeting restrictions and all effects of the spell are measured from this model, rather than from the caster. If the spell requires a line of sight, it is determined from this model.
Arcane Vassal
Slann Mage-Priests are able to view the world and channel their sorcery through the eyes of their attendant Skink Priests and Oracles. Once per turn, unless this model is fleeing or engaged in combat, a single friendly Slann Mage-Priest that is within 12" of this model may ‘channel’ a spell through this model. If they do, the range, targeting restrictions and all effects of the spell are measured from this model, rather than from the caster. If the spell requires a line of sight, it is determined from this model.
Arcane Vassal
Slann Mage-Priests are able to view the world and channel their sorcery through the eyes of their attendant Skink Priests and Oracles. Once per turn, unless this model is fleeing or engaged in combat, a single friendly Slann Mage-Priest that is within 12" of this model may ‘channel’ a spell through this model. If they do, the range, targeting restrictions and all effects of the spell are measured from this model, rather than from the caster. If the spell requires a line of sight, it is determined from this model.
Arcane Vassal
Slann Mage-Priests are able to view the world and channel their sorcery through the eyes of their attendant Skink Priests and Oracles. Once per turn, unless this model is fleeing or engaged in combat, a single friendly Slann Mage-Priest that is within 12" of this model may ‘channel’ a spell through this model. If they do, the range, targeting restrictions and all effects of the spell are measured from this model, rather than from the caster. If the spell requires a line of sight, it is determined from this model.
Arcane Vassal
Slann Mage-Priests are able to view the world and channel their sorcery through the eyes of their attendant Skink Priests and Oracles. Once per turn, unless this model is fleeing or engaged in combat, a single friendly Slann Mage-Priest that is within 12" of this model may ‘channel’ a spell through this model. If they do, the range, targeting restrictions and all effects of the spell are measured from this model, rather than from the caster. If the spell requires a line of sight, it is determined from this model.
Arcane Vassal
Slann Mage-Priests are able to view the world and channel their sorcery through the eyes of their attendant Skink Priests and Oracles. Once per turn, unless this model is fleeing or engaged in combat, a single friendly Slann Mage-Priest that is within 12" of this model may ‘channel’ a spell through this model. If they do, the range, targeting restrictions and all effects of the spell are measured from this model, rather than from the caster. If the spell requires a line of sight, it is determined from this model.
Great Weapon
Arme lourde
Zweihandwaffe
Great Weapon
Arma a dos manos
Grande Arma
Hand Weapon
Arme de base
Hand weapon
Hand Weapon
Arma de mano y escudo
Arma a Una Mano
Armour Bane
Arme Perforante
Armour Bane
Armour Bane
Armour Bane
Armour Bane
Armoured Hide
Peau Blindée
Armoured Hide
Armoured Hide
Armoured Hide
Armoured Hide
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
Vanguard
Avant-garde
Vorhut
Vanguard
Vanguardia
Avanguardia
Beast Handlers
Salamanders and Razordons are wild creatures that are often herded into battle by teams of fearless Skink Handlers. When an enemy unit shoots at a Salamander or Razordon Pack that contains one or more Skink Handlers, the enemy player must roll a D6 for each successful roll To Hit before making any rolls To Wound. On a roll of 1-4, the hit is inflicted upon a Salamander or Razordon. On a roll of 5+, the hit is inflicted upon a Skink Handler. In combat, enemy models must allocate their attacks against a model they are in base contact with (or against the closest model if they are within the fighting rank but not in base contact) before rolling To Hit.
Beast Handlers
Salamanders and Razordons are wild creatures that are often herded into battle by teams of fearless Skink Handlers. When an enemy unit shoots at a Salamander or Razordon Pack that contains one or more Skink Handlers, the enemy player must roll a D6 for each successful roll To Hit before making any rolls To Wound. On a roll of 1-4, the hit is inflicted upon a Salamander or Razordon. On a roll of 5+, the hit is inflicted upon a Skink Handler. In combat, enemy models must allocate their attacks against a model they are in base contact with (or against the closest model if they are within the fighting rank but not in base contact) before rolling To Hit.
Beast Handlers
Salamanders and Razordons are wild creatures that are often herded into battle by teams of fearless Skink Handlers. When an enemy unit shoots at a Salamander or Razordon Pack that contains one or more Skink Handlers, the enemy player must roll a D6 for each successful roll To Hit before making any rolls To Wound. On a roll of 1-4, the hit is inflicted upon a Salamander or Razordon. On a roll of 5+, the hit is inflicted upon a Skink Handler. In combat, enemy models must allocate their attacks against a model they are in base contact with (or against the closest model if they are within the fighting rank but not in base contact) before rolling To Hit.
Beast Handlers
Salamanders and Razordons are wild creatures that are often herded into battle by teams of fearless Skink Handlers. When an enemy unit shoots at a Salamander or Razordon Pack that contains one or more Skink Handlers, the enemy player must roll a D6 for each successful roll To Hit before making any rolls To Wound. On a roll of 1-4, the hit is inflicted upon a Salamander or Razordon. On a roll of 5+, the hit is inflicted upon a Skink Handler. In combat, enemy models must allocate their attacks against a model they are in base contact with (or against the closest model if they are within the fighting rank but not in base contact) before rolling To Hit.
Beast Handlers
Salamanders and Razordons are wild creatures that are often herded into battle by teams of fearless Skink Handlers. When an enemy unit shoots at a Salamander or Razordon Pack that contains one or more Skink Handlers, the enemy player must roll a D6 for each successful roll To Hit before making any rolls To Wound. On a roll of 1-4, the hit is inflicted upon a Salamander or Razordon. On a roll of 5+, the hit is inflicted upon a Skink Handler. In combat, enemy models must allocate their attacks against a model they are in base contact with (or against the closest model if they are within the fighting rank but not in base contact) before rolling To Hit.
Beast Handlers
Salamanders and Razordons are wild creatures that are often herded into battle by teams of fearless Skink Handlers. When an enemy unit shoots at a Salamander or Razordon Pack that contains one or more Skink Handlers, the enemy player must roll a D6 for each successful roll To Hit before making any rolls To Wound. On a roll of 1-4, the hit is inflicted upon a Salamander or Razordon. On a roll of 5+, the hit is inflicted upon a Skink Handler. In combat, enemy models must allocate their attacks against a model they are in base contact with (or against the closest model if they are within the fighting rank but not in base contact) before rolling To Hit.
Blood Frenzy
Carnosaurs are huge, aggressive creatures that become almost impossible to control when they taste the blood of the enemy. When this model (but not its rider) inflicts an unsaved wound upon an enemy model, it becomes subject to the Frenzy special rule. A model with this special rule may become Frenzied in this way even if it has lost Frenzy earlier in the game. Note that this model’s rider does not gain a +1 modifier to their Attacks characteristic.
Blood Frenzy
Carnosaurs are huge, aggressive creatures that become almost impossible to control when they taste the blood of the enemy. When this model (but not its rider) inflicts an unsaved wound upon an enemy model, it becomes subject to the Frenzy special rule. A model with this special rule may become Frenzied in this way even if it has lost Frenzy earlier in the game. Note that this model’s rider does not gain a +1 modifier to their Attacks characteristic.
Blood Frenzy
Carnosaurs are huge, aggressive creatures that become almost impossible to control when they taste the blood of the enemy. When this model (but not its rider) inflicts an unsaved wound upon an enemy model, it becomes subject to the Frenzy special rule. A model with this special rule may become Frenzied in this way even if it has lost Frenzy earlier in the game. Note that this model’s rider does not gain a +1 modifier to their Attacks characteristic.
Blood Frenzy
Carnosaurs are huge, aggressive creatures that become almost impossible to control when they taste the blood of the enemy. When this model (but not its rider) inflicts an unsaved wound upon an enemy model, it becomes subject to the Frenzy special rule. A model with this special rule may become Frenzied in this way even if it has lost Frenzy earlier in the game. Note that this model’s rider does not gain a +1 modifier to their Attacks characteristic.
Blood Frenzy
Carnosaurs are huge, aggressive creatures that become almost impossible to control when they taste the blood of the enemy. When this model (but not its rider) inflicts an unsaved wound upon an enemy model, it becomes subject to the Frenzy special rule. A model with this special rule may become Frenzied in this way even if it has lost Frenzy earlier in the game. Note that this model’s rider does not gain a +1 modifier to their Attacks characteristic.
Blood Frenzy
Carnosaurs are huge, aggressive creatures that become almost impossible to control when they taste the blood of the enemy. When this model (but not its rider) inflicts an unsaved wound upon an enemy model, it becomes subject to the Frenzy special rule. A model with this special rule may become Frenzied in this way even if it has lost Frenzy earlier in the game. Note that this model’s rider does not gain a +1 modifier to their Attacks characteristic.
Blowpipe
R S AP Special Rules Blowpipe 12" 3 - Multiple Shots (2), Poisoned Attacks
Blowpipe
R S AP Special Rules Blowpipe 12" 3 - Multiple Shots (2), Poisoned Attacks
Blowpipe
R S AP Special Rules Blowpipe 12" 3 - Multiple Shots (2), Poisoned Attacks
Blowpipe
R S AP Special Rules Blowpipe 12" 3 - Multiple Shots (2), Poisoned Attacks
Blowpipe
R S AP Special Rules Blowpipe 12" 3 - Multiple Shots (2), Poisoned Attacks
Blowpipe
R S AP Special Rules Blowpipe 12" 3 - Multiple Shots (2), Poisoned Attacks
Shield
Bouclier
Schild
Shield
Escudos
Scudo
Calloused Hide
counts as light armour
Calloused Hide
counts as light armour
Calloused Hide
counts as light armour
Calloused Hide
counts as light armour
Calloused Hide
counts as light armour
Calloused Hide
counts as light armour
Cavalry Spear
Lance de cavalerie
Cavalry Spear
Cavalry Spear
Cavalry Spear
Cavalry Spear
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
Cleaving Blow
With a swift and deadly strike, a skilled warrior can cleave through armour. If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal). Note that if an attack wounds automatically, this special rule cannot be used.
Coup de Fendoir
D'un coup vif et précis, un guerrier habile peut fendre même une armure. Si une figurine ayant cette règle spéciale obtient un 6 naturel quand elle effectue un jet de Blessure pour une attaque effectuée en combat, elle a porté un "Coup de Fendoir". Les figurines ennemies dont le type de troupe est "infanterie régulière", "infanterie lourde", "cavalerie légère", "cavalerie lourde" ou "bêtes de guerre" n'ont pas droit à une sauvegarde d'armure ou de Régénération contre un Coup de Fendoir (les sauvegardes Invulnérables peuvent être tentées normalement). Notez que si une attaque blesse automatiquement, on ne peut pas utiliser cette règle spéciale.
Cleaving Blow
With a swift and deadly strike, a skilled warrior can cleave through armour. If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal). Note that if an attack wounds automatically, this special rule cannot be used.
Cleaving Blow
With a swift and deadly strike, a skilled warrior can cleave through armour. If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal). Note that if an attack wounds automatically, this special rule cannot be used.
Cleaving Blow
With a swift and deadly strike, a skilled warrior can cleave through armour. If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal). Note that if an attack wounds automatically, this special rule cannot be used.
Cleaving Blow
With a swift and deadly strike, a skilled warrior can cleave through armour. If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal). Note that if an attack wounds automatically, this special rule cannot be used.
Close Order
Ordre Serré
Close Order
Close Order
Close Order
Close Order
Cold Blooded
To other races, the cold blooded Lizardmen seem incapable of emotion. When required to make a Fear, Panic or Terror test, models with this special rule may roll an extra D6 and discard the highest result.
Cold Blooded
To other races, the cold blooded Lizardmen seem incapable of emotion. When required to make a Fear, Panic or Terror test, models with this special rule may roll an extra D6 and discard the highest result.
Cold Blooded
To other races, the cold blooded Lizardmen seem incapable of emotion. When required to make a Fear, Panic or Terror test, models with this special rule may roll an extra D6 and discard the highest result.
Cold Blooded
To other races, the cold blooded Lizardmen seem incapable of emotion. When required to make a Fear, Panic or Terror test, models with this special rule may roll an extra D6 and discard the highest result.
Cold Blooded
To other races, the cold blooded Lizardmen seem incapable of emotion. When required to make a Fear, Panic or Terror test, models with this special rule may roll an extra D6 and discard the highest result.
Cold Blooded
To other races, the cold blooded Lizardmen seem incapable of emotion. When required to make a Fear, Panic or Terror test, models with this special rule may roll an extra D6 and discard the highest result.
Rallying Cry
Cri de Ralliement
Rallying Cry
Rallying Cry
Rallying Cry
Rallying Cry
Stubborn
Obstiné
Unnachgiebig
Stubborn
Tozudo
Determinato
Drop Rocks
Skinks train Terradons to glide over the battlefield clutching great rocks in their talons. Once per game, a unit with this special rule may perform a ‘Drop Rocks’ attack against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers D3 Strength 4 hits, each with an AP of -, for each model in this unit that moved over it.
Drop Rocks
Skinks train Terradons to glide over the battlefield clutching great rocks in their talons. Once per game, a unit with this special rule may perform a ‘Drop Rocks’ attack against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers D3 Strength 4 hits, each with an AP of -, for each model in this unit that moved over it.
Drop Rocks
Skinks train Terradons to glide over the battlefield clutching great rocks in their talons. Once per game, a unit with this special rule may perform a ‘Drop Rocks’ attack against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers D3 Strength 4 hits, each with an AP of -, for each model in this unit that moved over it.
Drop Rocks
Skinks train Terradons to glide over the battlefield clutching great rocks in their talons. Once per game, a unit with this special rule may perform a ‘Drop Rocks’ attack against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers D3 Strength 4 hits, each with an AP of -, for each model in this unit that moved over it.
Drop Rocks
Skinks train Terradons to glide over the battlefield clutching great rocks in their talons. Once per game, a unit with this special rule may perform a ‘Drop Rocks’ attack against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers D3 Strength 4 hits, each with an AP of -, for each model in this unit that moved over it.
Drop Rocks
Skinks train Terradons to glide over the battlefield clutching great rocks in their talons. Once per game, a unit with this special rule may perform a ‘Drop Rocks’ attack against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers D3 Strength 4 hits, each with an AP of -, for each model in this unit that moved over it.
Terror
Terreur
Entsetzen
Terror
Terror
Terrore
Swiftstride
Rapide
Schnelle Bewegung
Swiftstride
Zancada Veloz
Falcata Rapida
Fiery breath
R S AP Special Rules Fiery breath N/A 4 -1 Breath Weapon, Flaming Attacks
Fiery breath
R S AP Special Rules Fiery breath N/A 4 -1 Breath Weapon, Flaming Attacks
Fiery breath
R S AP Special Rules Fiery breath N/A 4 -1 Breath Weapon, Flaming Attacks
Fiery breath
R S AP Special Rules Fiery breath N/A 4 -1 Breath Weapon, Flaming Attacks
Fiery breath
R S AP Special Rules Fiery breath N/A 4 -1 Breath Weapon, Flaming Attacks
Fiery breath
R S AP Special Rules Fiery breath N/A 4 -1 Breath Weapon, Flaming Attacks
Fly
Vol
Fliegen
Fly
Volar
Volo
Furious Charge
Frénésie
Furious Charge
Furious Charge
Furious Charge
Furious Charge
Large Target
Grande Cible
Large Target
Large Target
Large Target
Large Target
Great Horns
R S AP Special Rules Great horns Combat S -3 -
Great Horns
R S AP Special Rules Great horns Combat S -3 -
Great Horns
R S AP Special Rules Great horns Combat S -3 -
Great Horns
R S AP Special Rules Great horns Combat S -3 -
Great Horns
R S AP Special Rules Great horns Combat S -3 -
Great Horns
R S AP Special Rules Great horns Combat S -3 -
Guardians
Temple Guard protect the Mage-Priests with their tough, scaled bodies and interlocking shields. Should a friendly Slann Mage-Priest model that is within 3" of this unit suffer a hit during the Shooting phase, roll a D6. On a roll of 2+, you may choose to transfer that hit and all of its effects onto this unit. In addition, any model in a unit of Temple Guard that is within the Command range of a Slann Mage-Priest can issue and accept challenges in the same manner as a character.
Guardians
Temple Guard protect the Mage-Priests with their tough, scaled bodies and interlocking shields. Should a friendly Slann Mage-Priest model that is within 3" of this unit suffer a hit during the Shooting phase, roll a D6. On a roll of 2+, you may choose to transfer that hit and all of its effects onto this unit. In addition, any model in a unit of Temple Guard that is within the Command range of a Slann Mage-Priest can issue and accept challenges in the same manner as a character.
Guardians
Temple Guard protect the Mage-Priests with their tough, scaled bodies and interlocking shields. Should a friendly Slann Mage-Priest model that is within 3" of this unit suffer a hit during the Shooting phase, roll a D6. On a roll of 2+, you may choose to transfer that hit and all of its effects onto this unit. In addition, any model in a unit of Temple Guard that is within the Command range of a Slann Mage-Priest can issue and accept challenges in the same manner as a character.
Guardians
Temple Guard protect the Mage-Priests with their tough, scaled bodies and interlocking shields. Should a friendly Slann Mage-Priest model that is within 3" of this unit suffer a hit during the Shooting phase, roll a D6. On a roll of 2+, you may choose to transfer that hit and all of its effects onto this unit. In addition, any model in a unit of Temple Guard that is within the Command range of a Slann Mage-Priest can issue and accept challenges in the same manner as a character.
Guardians
Temple Guard protect the Mage-Priests with their tough, scaled bodies and interlocking shields. Should a friendly Slann Mage-Priest model that is within 3" of this unit suffer a hit during the Shooting phase, roll a D6. On a roll of 2+, you may choose to transfer that hit and all of its effects onto this unit. In addition, any model in a unit of Temple Guard that is within the Command range of a Slann Mage-Priest can issue and accept challenges in the same manner as a character.
Guardians
Temple Guard protect the Mage-Priests with their tough, scaled bodies and interlocking shields. Should a friendly Slann Mage-Priest model that is within 3" of this unit suffer a hit during the Shooting phase, roll a D6. On a roll of 2+, you may choose to transfer that hit and all of its effects onto this unit. In addition, any model in a unit of Temple Guard that is within the Command range of a Slann Mage-Priest can issue and accept challenges in the same manner as a character.
Immune To Psychology
Immunisé à la Psychologie
Immune To Psychology
Immune To Psychology
Immune To Psychology
Immune To Psychology
Impervious Defence
A Bastiladon is protected by a thick leathery skin, scales and massive iron-like plates. Enemy units cannot claim any bonus combat result points for being engaged with this model’s flank or rear arc.
Impervious Defence
A Bastiladon is protected by a thick leathery skin, scales and massive iron-like plates. Enemy units cannot claim any bonus combat result points for being engaged with this model’s flank or rear arc.
Impervious Defence
A Bastiladon is protected by a thick leathery skin, scales and massive iron-like plates. Enemy units cannot claim any bonus combat result points for being engaged with this model’s flank or rear arc.
Impervious Defence
A Bastiladon is protected by a thick leathery skin, scales and massive iron-like plates. Enemy units cannot claim any bonus combat result points for being engaged with this model’s flank or rear arc.
Impervious Defence
A Bastiladon is protected by a thick leathery skin, scales and massive iron-like plates. Enemy units cannot claim any bonus combat result points for being engaged with this model’s flank or rear arc.
Impervious Defence
A Bastiladon is protected by a thick leathery skin, scales and massive iron-like plates. Enemy units cannot claim any bonus combat result points for being engaged with this model’s flank or rear arc.
Impetuous
Impétueux
Impetuous
Impetuous
Impetuous
Impetuous
Unbreakable
Indémoralisable
Unerschütterlich
Unbreakable
Indesmoralizable
Irriducibile
Javelins
Javelins
Javelins
Javelins
Javelins
Javelins
Loner
Solitaire
Loner
Loner
Loner
Loner
Lore of Lustria
Lore of Lustria
Lore of Lustria
Lore of Lustria
Lore of Lustria
Lore of Lustria
Move Through Cover
Mouvement à Couvert
Move Through Cover
Move Through Cover
Move Through Cover
Move Through Cover
Shieldwall
Mur de Boucliers
Shieldwall
Shieldwall
Shieldwall
Shieldwall
Obsidian Blades
Lizardmen favour weapons studded with shards of razor sharp volcanic glass that cut through flesh and armour with ease. A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -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.
Obsidian Blades
Lizardmen favour weapons studded with shards of razor sharp volcanic glass that cut through flesh and armour with ease. A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -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.
Obsidian Blades
Lizardmen favour weapons studded with shards of razor sharp volcanic glass that cut through flesh and armour with ease. A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -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.
Obsidian Blades
Lizardmen favour weapons studded with shards of razor sharp volcanic glass that cut through flesh and armour with ease. A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -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.
Obsidian Blades
Lizardmen favour weapons studded with shards of razor sharp volcanic glass that cut through flesh and armour with ease. A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -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.
Obsidian Blades
Lizardmen favour weapons studded with shards of razor sharp volcanic glass that cut through flesh and armour with ease. A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -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.
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
Primeval Roar
The wailing cry of a Troglodon stirs the savagery within all Lizardmen and proves they have the Old Ones’ favour. Once per game, during the Command sub-phase of their turn, this model may attempt to unleash the primeval savagery of the Lizardmen by making a Leadership test (using its own Leadership). If this test is passed, until the end of that turn all friendly Lizardmen units within 7" of this model gain the Furious Charge special rule.
Primeval Roar
The wailing cry of a Troglodon stirs the savagery within all Lizardmen and proves they have the Old Ones’ favour. Once per game, during the Command sub-phase of their turn, this model may attempt to unleash the primeval savagery of the Lizardmen by making a Leadership test (using its own Leadership). If this test is passed, until the end of that turn all friendly Lizardmen units within 7" of this model gain the Furious Charge special rule.
Primeval Roar
The wailing cry of a Troglodon stirs the savagery within all Lizardmen and proves they have the Old Ones’ favour. Once per game, during the Command sub-phase of their turn, this model may attempt to unleash the primeval savagery of the Lizardmen by making a Leadership test (using its own Leadership). If this test is passed, until the end of that turn all friendly Lizardmen units within 7" of this model gain the Furious Charge special rule.
Primeval Roar
The wailing cry of a Troglodon stirs the savagery within all Lizardmen and proves they have the Old Ones’ favour. Once per game, during the Command sub-phase of their turn, this model may attempt to unleash the primeval savagery of the Lizardmen by making a Leadership test (using its own Leadership). If this test is passed, until the end of that turn all friendly Lizardmen units within 7" of this model gain the Furious Charge special rule.
Primeval Roar
The wailing cry of a Troglodon stirs the savagery within all Lizardmen and proves they have the Old Ones’ favour. Once per game, during the Command sub-phase of their turn, this model may attempt to unleash the primeval savagery of the Lizardmen by making a Leadership test (using its own Leadership). If this test is passed, until the end of that turn all friendly Lizardmen units within 7" of this model gain the Furious Charge special rule.
Primeval Roar
The wailing cry of a Troglodon stirs the savagery within all Lizardmen and proves they have the Old Ones’ favour. Once per game, during the Command sub-phase of their turn, this model may attempt to unleash the primeval savagery of the Lizardmen by making a Leadership test (using its own Leadership). If this test is passed, until the end of that turn all friendly Lizardmen units within 7" of this model gain the Furious Charge special rule.
Razor Barbs
R S AP Special Rules Razor barbs 18" 4 -1 Move & Shoot, Multiple Shots (D3), Quick Shot
Razor Barbs
R S AP Special Rules Razor barbs 18" 4 -1 Move & Shoot, Multiple Shots (D3), Quick Shot
Razor Barbs
R S AP Special Rules Razor barbs 18" 4 -1 Move & Shoot, Multiple Shots (D3), Quick Shot
Razor Barbs
R S AP Special Rules Razor barbs 18" 4 -1 Move & Shoot, Multiple Shots (D3), Quick Shot
Razor Barbs
R S AP Special Rules Razor barbs 18" 4 -1 Move & Shoot, Multiple Shots (D3), Quick Shot
Razor Barbs
R S AP Special Rules Razor barbs 18" 4 -1 Move & Shoot, Multiple Shots (D3), Quick Shot
Skirmish Screen
In battle, Skinks swarm around the legs of Kroxigor. When the enemy draws near, the Kroxigor charge through the Skinks, who instinctively know to get out of their way. A unit with this special rule can draw a line of sight over or through friendly units of Skink Skirmishers and can move through friendly units of Skink Skirmishers that are in Skirmish formation. If this unit’s move would result in it ending up ‘on top’ of a friendly Skink Skirmisher, simply nudge that model aside, by the smallest amount possible, to make space for this unit. Whilst in Skirmish formation units of Skink Skirmishers can treat friendly models with this special rule that are within 1" of one or more of the unit’s models as a part of the unit for the purposes of unit coherency.
Skirmish Screen
In battle, Skinks swarm around the legs of Kroxigor. When the enemy draws near, the Kroxigor charge through the Skinks, who instinctively know to get out of their way. A unit with this special rule can draw a line of sight over or through friendly units of Skink Skirmishers and can move through friendly units of Skink Skirmishers that are in Skirmish formation. If this unit’s move would result in it ending up ‘on top’ of a friendly Skink Skirmisher, simply nudge that model aside, by the smallest amount possible, to make space for this unit. Whilst in Skirmish formation units of Skink Skirmishers can treat friendly models with this special rule that are within 1" of one or more of the unit’s models as a part of the unit for the purposes of unit coherency.
Skirmish Screen
In battle, Skinks swarm around the legs of Kroxigor. When the enemy draws near, the Kroxigor charge through the Skinks, who instinctively know to get out of their way. A unit with this special rule can draw a line of sight over or through friendly units of Skink Skirmishers and can move through friendly units of Skink Skirmishers that are in Skirmish formation. If this unit’s move would result in it ending up ‘on top’ of a friendly Skink Skirmisher, simply nudge that model aside, by the smallest amount possible, to make space for this unit. Whilst in Skirmish formation units of Skink Skirmishers can treat friendly models with this special rule that are within 1" of one or more of the unit’s models as a part of the unit for the purposes of unit coherency.
Skirmish Screen
In battle, Skinks swarm around the legs of Kroxigor. When the enemy draws near, the Kroxigor charge through the Skinks, who instinctively know to get out of their way. A unit with this special rule can draw a line of sight over or through friendly units of Skink Skirmishers and can move through friendly units of Skink Skirmishers that are in Skirmish formation. If this unit’s move would result in it ending up ‘on top’ of a friendly Skink Skirmisher, simply nudge that model aside, by the smallest amount possible, to make space for this unit. Whilst in Skirmish formation units of Skink Skirmishers can treat friendly models with this special rule that are within 1" of one or more of the unit’s models as a part of the unit for the purposes of unit coherency.
Skirmish Screen
In battle, Skinks swarm around the legs of Kroxigor. When the enemy draws near, the Kroxigor charge through the Skinks, who instinctively know to get out of their way. A unit with this special rule can draw a line of sight over or through friendly units of Skink Skirmishers and can move through friendly units of Skink Skirmishers that are in Skirmish formation. If this unit’s move would result in it ending up ‘on top’ of a friendly Skink Skirmisher, simply nudge that model aside, by the smallest amount possible, to make space for this unit. Whilst in Skirmish formation units of Skink Skirmishers can treat friendly models with this special rule that are within 1" of one or more of the unit’s models as a part of the unit for the purposes of unit coherency.
Skirmish Screen
In battle, Skinks swarm around the legs of Kroxigor. When the enemy draws near, the Kroxigor charge through the Skinks, who instinctively know to get out of their way. A unit with this special rule can draw a line of sight over or through friendly units of Skink Skirmishers and can move through friendly units of Skink Skirmishers that are in Skirmish formation. If this unit’s move would result in it ending up ‘on top’ of a friendly Skink Skirmisher, simply nudge that model aside, by the smallest amount possible, to make space for this unit. Whilst in Skirmish formation units of Skink Skirmishers can treat friendly models with this special rule that are within 1" of one or more of the unit’s models as a part of the unit for the purposes of unit coherency.
Skirmishers
Tirailleurs
Skirmishers
Skirmishers
Skirmishers
Skirmishers
Slashing Talons
R S AP Special Rules Slashing talons Combat S -3 Multiple Wounds (D3) Notes: The Multiple Wounds (D3) special rule only applies against enemy models whose troop type is ‘monster’.
Slashing Talons
R S AP Special Rules Slashing talons Combat S -3 Multiple Wounds (D3) Notes: The Multiple Wounds (D3) special rule only applies against enemy models whose troop type is ‘monster’.
Slashing Talons
R S AP Special Rules Slashing talons Combat S -3 Multiple Wounds (D3) Notes: The Multiple Wounds (D3) special rule only applies against enemy models whose troop type is ‘monster’.
Slashing Talons
R S AP Special Rules Slashing talons Combat S -3 Multiple Wounds (D3) Notes: The Multiple Wounds (D3) special rule only applies against enemy models whose troop type is ‘monster’.
Slashing Talons
R S AP Special Rules Slashing talons Combat S -3 Multiple Wounds (D3) Notes: The Multiple Wounds (D3) special rule only applies against enemy models whose troop type is ‘monster’.
Slashing Talons
R S AP Special Rules Slashing talons Combat S -3 Multiple Wounds (D3) Notes: The Multiple Wounds (D3) special rule only applies against enemy models whose troop type is ‘monster’.
Wizard
Sorcier
Wizard
Wizard
Wizard
Wizard
Stupidity
Stupidity
Stupidity
Stupidity
Stupidity
Stupidity
Thunderous Bludgeon
R S AP Special Rules Thunderous Bludgeon Combat S -3 Strike Last
Thunderous Bludgeon
R S AP Special Rules Thunderous Bludgeon Combat S -3 Strike Last
Thunderous Bludgeon
R S AP Special Rules Thunderous Bludgeon Combat S -3 Strike Last
Thunderous Bludgeon
R S AP Special Rules Thunderous Bludgeon Combat S -3 Strike Last
Thunderous Bludgeon
R S AP Special Rules Thunderous Bludgeon Combat S -3 Strike Last
Thunderous Bludgeon
R S AP Special Rules Thunderous Bludgeon Combat S -3 Strike Last
Toad Rage
Ripperdactyls are driven into a feeding frenzy by the scent of their favourite food – the Lustrian blot toad. Should one of these ugly amphibians seek refuge amongst the ranks of the enemy, flocks of ravenous Ripperdactyls will quickly descend upon them. Before the game starts, but after Scouts have been deployed, you may place one Lustrian blot toad marker for each unit of Ripperdactyl Riders in your army (counting only units, not including characters mounted on Ripperdactyls). A single blot toad marker can be placed on any enemy unit on the battlefield, this marker remains throughout the battle. When engaged in combat with an enemy unit with a blot toad marker, Ripperdactyls (but not their riders) gain the Extra Attacks (1) special rule, and may re-roll any roll To Hit of a natural 1.
Toad Rage
Ripperdactyls are driven into a feeding frenzy by the scent of their favourite food – the Lustrian blot toad. Should one of these ugly amphibians seek refuge amongst the ranks of the enemy, flocks of ravenous Ripperdactyls will quickly descend upon them. Before the game starts, but after Scouts have been deployed, you may place one Lustrian blot toad marker for each unit of Ripperdactyl Riders in your army (counting only units, not including characters mounted on Ripperdactyls). A single blot toad marker can be placed on any enemy unit on the battlefield, this marker remains throughout the battle. When engaged in combat with an enemy unit with a blot toad marker, Ripperdactyls (but not their riders) gain the Extra Attacks (1) special rule, and may re-roll any roll To Hit of a natural 1.
Toad Rage
Ripperdactyls are driven into a feeding frenzy by the scent of their favourite food – the Lustrian blot toad. Should one of these ugly amphibians seek refuge amongst the ranks of the enemy, flocks of ravenous Ripperdactyls will quickly descend upon them. Before the game starts, but after Scouts have been deployed, you may place one Lustrian blot toad marker for each unit of Ripperdactyl Riders in your army (counting only units, not including characters mounted on Ripperdactyls). A single blot toad marker can be placed on any enemy unit on the battlefield, this marker remains throughout the battle. When engaged in combat with an enemy unit with a blot toad marker, Ripperdactyls (but not their riders) gain the Extra Attacks (1) special rule, and may re-roll any roll To Hit of a natural 1.
Toad Rage
Ripperdactyls are driven into a feeding frenzy by the scent of their favourite food – the Lustrian blot toad. Should one of these ugly amphibians seek refuge amongst the ranks of the enemy, flocks of ravenous Ripperdactyls will quickly descend upon them. Before the game starts, but after Scouts have been deployed, you may place one Lustrian blot toad marker for each unit of Ripperdactyl Riders in your army (counting only units, not including characters mounted on Ripperdactyls). A single blot toad marker can be placed on any enemy unit on the battlefield, this marker remains throughout the battle. When engaged in combat with an enemy unit with a blot toad marker, Ripperdactyls (but not their riders) gain the Extra Attacks (1) special rule, and may re-roll any roll To Hit of a natural 1.
Toad Rage
Ripperdactyls are driven into a feeding frenzy by the scent of their favourite food – the Lustrian blot toad. Should one of these ugly amphibians seek refuge amongst the ranks of the enemy, flocks of ravenous Ripperdactyls will quickly descend upon them. Before the game starts, but after Scouts have been deployed, you may place one Lustrian blot toad marker for each unit of Ripperdactyl Riders in your army (counting only units, not including characters mounted on Ripperdactyls). A single blot toad marker can be placed on any enemy unit on the battlefield, this marker remains throughout the battle. When engaged in combat with an enemy unit with a blot toad marker, Ripperdactyls (but not their riders) gain the Extra Attacks (1) special rule, and may re-roll any roll To Hit of a natural 1.
Toad Rage
Ripperdactyls are driven into a feeding frenzy by the scent of their favourite food – the Lustrian blot toad. Should one of these ugly amphibians seek refuge amongst the ranks of the enemy, flocks of ravenous Ripperdactyls will quickly descend upon them. Before the game starts, but after Scouts have been deployed, you may place one Lustrian blot toad marker for each unit of Ripperdactyl Riders in your army (counting only units, not including characters mounted on Ripperdactyls). A single blot toad marker can be placed on any enemy unit on the battlefield, this marker remains throughout the battle. When engaged in combat with an enemy unit with a blot toad marker, Ripperdactyls (but not their riders) gain the Extra Attacks (1) special rule, and may re-roll any roll To Hit of a natural 1.
Venom Spray
R S AP Special Rules Venom spray N/A 3 -1 Breath Weapon Notes: When a model using this weapon makes a roll To Wound, a roll of 5+ is always a success, regardless of the target’s Toughness.
Venom Spray
R S AP Special Rules Venom spray N/A 3 -1 Breath Weapon Notes: When a model using this weapon makes a roll To Wound, a roll of 5+ is always a success, regardless of the target’s Toughness.
Venom Spray
R S AP Special Rules Venom spray N/A 3 -1 Breath Weapon Notes: When a model using this weapon makes a roll To Wound, a roll of 5+ is always a success, regardless of the target’s Toughness.
Venom Spray
R S AP Special Rules Venom spray N/A 3 -1 Breath Weapon Notes: When a model using this weapon makes a roll To Wound, a roll of 5+ is always a success, regardless of the target’s Toughness.
Venom Spray
R S AP Special Rules Venom spray N/A 3 -1 Breath Weapon Notes: When a model using this weapon makes a roll To Wound, a roll of 5+ is always a success, regardless of the target’s Toughness.
Venom Spray
R S AP Special Rules Venom spray N/A 3 -1 Breath Weapon Notes: When a model using this weapon makes a roll To Wound, a roll of 5+ is always a success, regardless of the target’s Toughness.
Venomous Talons
R S AP Special Rules Venomous talons Combat S -2 Poisoned Attacks
Venomous Talons
R S AP Special Rules Venomous talons Combat S -2 Poisoned Attacks
Venomous Talons
R S AP Special Rules Venomous talons Combat S -2 Poisoned Attacks
Venomous Talons
R S AP Special Rules Venomous talons Combat S -2 Poisoned Attacks
Venomous Talons
R S AP Special Rules Venomous talons Combat S -2 Poisoned Attacks
Venomous Talons
R S AP Special Rules Venomous talons Combat S -2 Poisoned Attacks
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 -

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.
Aura Of Quetzl
Blessed by Quetzl, this string of beaded shells, feathers and bones exudes a powerful protective aura. Any enemy model that directs its attacks against the bearer of the Aura of Quetzl during the Combat phase suffers a -1 modifier to its rolls To Hit.
Aura Of Quetzl
Blessed by Quetzl, this string of beaded shells, feathers and bones exudes a powerful protective aura. Any enemy model that directs its attacks against the bearer of the Aura of Quetzl during the Combat phase suffers a -1 modifier to its rolls To Hit.
Aura Of Quetzl
Blessed by Quetzl, this string of beaded shells, feathers and bones exudes a powerful protective aura. Any enemy model that directs its attacks against the bearer of the Aura of Quetzl during the Combat phase suffers a -1 modifier to its rolls To Hit.
Aura Of Quetzl
Blessed by Quetzl, this string of beaded shells, feathers and bones exudes a powerful protective aura. Any enemy model that directs its attacks against the bearer of the Aura of Quetzl during the Combat phase suffers a -1 modifier to its rolls To Hit.
Aura Of Quetzl
Blessed by Quetzl, this string of beaded shells, feathers and bones exudes a powerful protective aura. Any enemy model that directs its attacks against the bearer of the Aura of Quetzl during the Combat phase suffers a -1 modifier to its rolls To Hit.
Aura Of Quetzl
Blessed by Quetzl, this string of beaded shells, feathers and bones exudes a powerful protective aura. Any enemy model that directs its attacks against the bearer of the Aura of Quetzl 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.
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
Blade Of Revered Tzunki
Supposedly wielded by the legendary Tzunki, this exquisite weapon hums as it cuts through the air. R S AP Special Rules Blade Of Revered Tzunki Combat S+1 * Magical Attacks Notes: *No armour or Ward saves are permitted against wounds caused by the Blade of Revered Tzunki (Regeneration saves can be attempted as normal).
Blade Of Revered Tzunki
Supposedly wielded by the legendary Tzunki, this exquisite weapon hums as it cuts through the air. R S AP Special Rules Blade Of Revered Tzunki Combat S+1 * Magical Attacks Notes: *No armour or Ward saves are permitted against wounds caused by the Blade of Revered Tzunki (Regeneration saves can be attempted as normal).
Blade Of Revered Tzunki
Supposedly wielded by the legendary Tzunki, this exquisite weapon hums as it cuts through the air. R S AP Special Rules Blade Of Revered Tzunki Combat S+1 * Magical Attacks Notes: *No armour or Ward saves are permitted against wounds caused by the Blade of Revered Tzunki (Regeneration saves can be attempted as normal).
Blade Of Revered Tzunki
Supposedly wielded by the legendary Tzunki, this exquisite weapon hums as it cuts through the air. R S AP Special Rules Blade Of Revered Tzunki Combat S+1 * Magical Attacks Notes: *No armour or Ward saves are permitted against wounds caused by the Blade of Revered Tzunki (Regeneration saves can be attempted as normal).
Blade Of Revered Tzunki
Supposedly wielded by the legendary Tzunki, this exquisite weapon hums as it cuts through the air. R S AP Special Rules Blade Of Revered Tzunki Combat S+1 * Magical Attacks Notes: *No armour or Ward saves are permitted against wounds caused by the Blade of Revered Tzunki (Regeneration saves can be attempted as normal).
Blade Of Revered Tzunki
Supposedly wielded by the legendary Tzunki, this exquisite weapon hums as it cuts through the air. R S AP Special Rules Blade Of Revered Tzunki Combat S+1 * Magical Attacks Notes: *No armour or Ward saves are permitted against wounds caused by the Blade of Revered Tzunki (Regeneration saves can be attempted as normal).
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.
Cloak Of Feathers
When the wearer of this finely woven cloak extends their arms, the feathers rise up like powerful wings, lifting them into the air. Skink Heroes whose troop type is ‘infantry’ only. The wearer of the Cloak of Feathers gains the Fly (10) and Swiftstride special rules.
Cloak Of Feathers
When the wearer of this finely woven cloak extends their arms, the feathers rise up like powerful wings, lifting them into the air. Skink Heroes whose troop type is ‘infantry’ only. The wearer of the Cloak of Feathers gains the Fly (10) and Swiftstride special rules.
Cloak Of Feathers
When the wearer of this finely woven cloak extends their arms, the feathers rise up like powerful wings, lifting them into the air. Skink Heroes whose troop type is ‘infantry’ only. The wearer of the Cloak of Feathers gains the Fly (10) and Swiftstride special rules.
Cloak Of Feathers
When the wearer of this finely woven cloak extends their arms, the feathers rise up like powerful wings, lifting them into the air. Skink Heroes whose troop type is ‘infantry’ only. The wearer of the Cloak of Feathers gains the Fly (10) and Swiftstride special rules.
Cloak Of Feathers
When the wearer of this finely woven cloak extends their arms, the feathers rise up like powerful wings, lifting them into the air. Skink Heroes whose troop type is ‘infantry’ only. The wearer of the Cloak of Feathers gains the Fly (10) and Swiftstride special rules.
Cloak Of Feathers
When the wearer of this finely woven cloak extends their arms, the feathers rise up like powerful wings, lifting them into the air. Skink Heroes whose troop type is ‘infantry’ only. The wearer of the Cloak of Feathers gains the Fly (10) and Swiftstride special rules.
Cube Of Darkness
Through careful contemplation, this small black cube may be opened for a fraction of a second, drawing the Winds of Magic into its depths. Single use. A Wizard may use this item instead of making a dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required. In addition, all ‘remains in play’ spells currently in play are dispelled, including spells cast by friendly Wizards.
Cube Of Darkness
Through careful contemplation, this small black cube may be opened for a fraction of a second, drawing the Winds of Magic into its depths. Single use. A Wizard may use this item instead of making a dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required. In addition, all ‘remains in play’ spells currently in play are dispelled, including spells cast by friendly Wizards.
Cube Of Darkness
Through careful contemplation, this small black cube may be opened for a fraction of a second, drawing the Winds of Magic into its depths. Single use. A Wizard may use this item instead of making a dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required. In addition, all ‘remains in play’ spells currently in play are dispelled, including spells cast by friendly Wizards.
Cube Of Darkness
Through careful contemplation, this small black cube may be opened for a fraction of a second, drawing the Winds of Magic into its depths. Single use. A Wizard may use this item instead of making a dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required. In addition, all ‘remains in play’ spells currently in play are dispelled, including spells cast by friendly Wizards.
Cube Of Darkness
Through careful contemplation, this small black cube may be opened for a fraction of a second, drawing the Winds of Magic into its depths. Single use. A Wizard may use this item instead of making a dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required. In addition, all ‘remains in play’ spells currently in play are dispelled, including spells cast by friendly Wizards.
Cube Of Darkness
Through careful contemplation, this small black cube may be opened for a fraction of a second, drawing the Winds of Magic into its depths. Single use. A Wizard may use this item instead of making a dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required. In addition, all ‘remains in play’ spells currently in play are dispelled, including spells cast by friendly Wizards.
Cupped Hands Of The Old Ones
A sphere of glowing light extends around the bearer as the divine protection of the Old Ones deflects the uncontrolled maelstrom of the Winds of Magic. Should the bearer of the Cupped Hands of the Old Ones miscast a spell, roll a D6. On a roll of 1, the bearer rolls on the Miscast table as normal. On a roll of 2+, the bearer instead nominates an enemy character. Centre a 3" blast template over this character. Every model whose base lies underneath the template risks being hit and suffering a single Strength 6 hit with an AP of -2.
Cupped Hands Of The Old Ones
A sphere of glowing light extends around the bearer as the divine protection of the Old Ones deflects the uncontrolled maelstrom of the Winds of Magic. Should the bearer of the Cupped Hands of the Old Ones miscast a spell, roll a D6. On a roll of 1, the bearer rolls on the Miscast table as normal. On a roll of 2+, the bearer instead nominates an enemy character. Centre a 3" blast template over this character. Every model whose base lies underneath the template risks being hit and suffering a single Strength 6 hit with an AP of -2.
Cupped Hands Of The Old Ones
A sphere of glowing light extends around the bearer as the divine protection of the Old Ones deflects the uncontrolled maelstrom of the Winds of Magic. Should the bearer of the Cupped Hands of the Old Ones miscast a spell, roll a D6. On a roll of 1, the bearer rolls on the Miscast table as normal. On a roll of 2+, the bearer instead nominates an enemy character. Centre a 3" blast template over this character. Every model whose base lies underneath the template risks being hit and suffering a single Strength 6 hit with an AP of -2.
Cupped Hands Of The Old Ones
A sphere of glowing light extends around the bearer as the divine protection of the Old Ones deflects the uncontrolled maelstrom of the Winds of Magic. Should the bearer of the Cupped Hands of the Old Ones miscast a spell, roll a D6. On a roll of 1, the bearer rolls on the Miscast table as normal. On a roll of 2+, the bearer instead nominates an enemy character. Centre a 3" blast template over this character. Every model whose base lies underneath the template risks being hit and suffering a single Strength 6 hit with an AP of -2.
Cupped Hands Of The Old Ones
A sphere of glowing light extends around the bearer as the divine protection of the Old Ones deflects the uncontrolled maelstrom of the Winds of Magic. Should the bearer of the Cupped Hands of the Old Ones miscast a spell, roll a D6. On a roll of 1, the bearer rolls on the Miscast table as normal. On a roll of 2+, the bearer instead nominates an enemy character. Centre a 3" blast template over this character. Every model whose base lies underneath the template risks being hit and suffering a single Strength 6 hit with an AP of -2.
Cupped Hands Of The Old Ones
A sphere of glowing light extends around the bearer as the divine protection of the Old Ones deflects the uncontrolled maelstrom of the Winds of Magic. Should the bearer of the Cupped Hands of the Old Ones miscast a spell, roll a D6. On a roll of 1, the bearer rolls on the Miscast table as normal. On a roll of 2+, the bearer instead nominates an enemy character. Centre a 3" blast template over this character. Every model whose base lies underneath the template risks being hit and suffering a single Strength 6 hit with an AP of -2.
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.
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.
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.
Glyph Necklace
This ancient token of protection wards off attacks, causing enemies to fumble their blows. The bearer of the Glyph Necklace has a 5+ Ward save against any wounds suffered and gains the Magic Resistance (-2) special rule.
Glyph Necklace
This ancient token of protection wards off attacks, causing enemies to fumble their blows. The bearer of the Glyph Necklace has a 5+ Ward save against any wounds suffered and gains the Magic Resistance (-2) special rule.
Glyph Necklace
This ancient token of protection wards off attacks, causing enemies to fumble their blows. The bearer of the Glyph Necklace has a 5+ Ward save against any wounds suffered and gains the Magic Resistance (-2) special rule.
Glyph Necklace
This ancient token of protection wards off attacks, causing enemies to fumble their blows. The bearer of the Glyph Necklace has a 5+ Ward save against any wounds suffered and gains the Magic Resistance (-2) special rule.
Glyph Necklace
This ancient token of protection wards off attacks, causing enemies to fumble their blows. The bearer of the Glyph Necklace has a 5+ Ward save against any wounds suffered and gains the Magic Resistance (-2) special rule.
Glyph Necklace
This ancient token of protection wards off attacks, causing enemies to fumble their blows. The bearer of the Glyph Necklace has a 5+ Ward save against any wounds suffered and gains the Magic Resistance (-2) special rule.
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.
Hide Of The Cold Ones
The hide of a Cold One exudes a toxic slime that dulls the wearer’s mind. May be worn with other armour. The wearer of the Hide of the Cold Ones improves their armour value by 1 (to a maximum of 2+). However, its wearer is also subject to the Stupidity special rule.
Hide Of The Cold Ones
The hide of a Cold One exudes a toxic slime that dulls the wearer’s mind. May be worn with other armour. The wearer of the Hide of the Cold Ones improves their armour value by 1 (to a maximum of 2+). However, its wearer is also subject to the Stupidity special rule.
Hide Of The Cold Ones
The hide of a Cold One exudes a toxic slime that dulls the wearer’s mind. May be worn with other armour. The wearer of the Hide of the Cold Ones improves their armour value by 1 (to a maximum of 2+). However, its wearer is also subject to the Stupidity special rule.
Hide Of The Cold Ones
The hide of a Cold One exudes a toxic slime that dulls the wearer’s mind. May be worn with other armour. The wearer of the Hide of the Cold Ones improves their armour value by 1 (to a maximum of 2+). However, its wearer is also subject to the Stupidity special rule.
Hide Of The Cold Ones
The hide of a Cold One exudes a toxic slime that dulls the wearer’s mind. May be worn with other armour. The wearer of the Hide of the Cold Ones improves their armour value by 1 (to a maximum of 2+). However, its wearer is also subject to the Stupidity special rule.
Hide Of The Cold Ones
The hide of a Cold One exudes a toxic slime that dulls the wearer’s mind. May be worn with other armour. The wearer of the Hide of the Cold Ones improves their armour value by 1 (to a maximum of 2+). However, its wearer is also subject to the Stupidity special rule.
Horned One
Horned Ones are a very rare, highly intelligent and preternaturally swift sub-species of Cold One. This magic item may only be taken by a Saurus Hero mounted on a Cold One. This character’s mount loses the Stupidity special rule and has Movement characteristic of 8.
Horned One
Horned Ones are a very rare, highly intelligent and preternaturally swift sub-species of Cold One. This magic item may only be taken by a Saurus Hero mounted on a Cold One. This character’s mount loses the Stupidity special rule and has Movement characteristic of 8.
Horned One
Horned Ones are a very rare, highly intelligent and preternaturally swift sub-species of Cold One. This magic item may only be taken by a Saurus Hero mounted on a Cold One. This character’s mount loses the Stupidity special rule and has Movement characteristic of 8.
Horned One
Horned Ones are a very rare, highly intelligent and preternaturally swift sub-species of Cold One. This magic item may only be taken by a Saurus Hero mounted on a Cold One. This character’s mount loses the Stupidity special rule and has Movement characteristic of 8.
Horned One
Horned Ones are a very rare, highly intelligent and preternaturally swift sub-species of Cold One. This magic item may only be taken by a Saurus Hero mounted on a Cold One. This character’s mount loses the Stupidity special rule and has Movement characteristic of 8.
Horned One
Horned Ones are a very rare, highly intelligent and preternaturally swift sub-species of Cold One. This magic item may only be taken by a Saurus Hero mounted on a Cold One. This character’s mount loses the Stupidity special rule and has Movement characteristic of 8.
Itxi Grub
The Wizard carries a gourd containing magically charged (and delicious) Itxi grubs. Single use. Before making a Casting roll, the bearer may attempt to consume a single Itxi Grub by making a Toughness test. If this test is passed, the bearer may apply a +3 modifier to the Casting roll. However, if this test is failed, the bearer immediately loses a single Wound.
Itxi Grub
The Wizard carries a gourd containing magically charged (and delicious) Itxi grubs. Single use. Before making a Casting roll, the bearer may attempt to consume a single Itxi Grub by making a Toughness test. If this test is passed, the bearer may apply a +3 modifier to the Casting roll. However, if this test is failed, the bearer immediately loses a single Wound.
Itxi Grub
The Wizard carries a gourd containing magically charged (and delicious) Itxi grubs. Single use. Before making a Casting roll, the bearer may attempt to consume a single Itxi Grub by making a Toughness test. If this test is passed, the bearer may apply a +3 modifier to the Casting roll. However, if this test is failed, the bearer immediately loses a single Wound.
Itxi Grub
The Wizard carries a gourd containing magically charged (and delicious) Itxi grubs. Single use. Before making a Casting roll, the bearer may attempt to consume a single Itxi Grub by making a Toughness test. If this test is passed, the bearer may apply a +3 modifier to the Casting roll. However, if this test is failed, the bearer immediately loses a single Wound.
Itxi Grub
The Wizard carries a gourd containing magically charged (and delicious) Itxi grubs. Single use. Before making a Casting roll, the bearer may attempt to consume a single Itxi Grub by making a Toughness test. If this test is passed, the bearer may apply a +3 modifier to the Casting roll. However, if this test is failed, the bearer immediately loses a single Wound.
Itxi Grub
The Wizard carries a gourd containing magically charged (and delicious) Itxi grubs. Single use. Before making a Casting roll, the bearer may attempt to consume a single Itxi Grub by making a Toughness test. If this test is passed, the bearer may apply a +3 modifier to the Casting roll. However, if this test is failed, the bearer immediately loses a single Wound.
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.
Piranha Blade
The blade of this weapon is inlaid with thousands of tiny barbed teeth that rip and tear through the flesh of the enemy. R S AP Special Rules Piranha blade Combat S -1 Magical Attacks, Multiple Wounds (2)
Piranha Blade
The blade of this weapon is inlaid with thousands of tiny barbed teeth that rip and tear through the flesh of the enemy. R S AP Special Rules Piranha blade Combat S -1 Magical Attacks, Multiple Wounds (2)
Piranha Blade
The blade of this weapon is inlaid with thousands of tiny barbed teeth that rip and tear through the flesh of the enemy. R S AP Special Rules Piranha blade Combat S -1 Magical Attacks, Multiple Wounds (2)
Piranha Blade
The blade of this weapon is inlaid with thousands of tiny barbed teeth that rip and tear through the flesh of the enemy. R S AP Special Rules Piranha blade Combat S -1 Magical Attacks, Multiple Wounds (2)
Piranha Blade
The blade of this weapon is inlaid with thousands of tiny barbed teeth that rip and tear through the flesh of the enemy. R S AP Special Rules Piranha blade Combat S -1 Magical Attacks, Multiple Wounds (2)
Piranha Blade
The blade of this weapon is inlaid with thousands of tiny barbed teeth that rip and tear through the flesh of the enemy. R S AP Special Rules Piranha blade Combat S -1 Magical Attacks, Multiple Wounds (2)
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.
Scimitar Of The Sun Resplendent
As light as a dagger, this curved blade invigorates its wielder with the power of the sun. R S AP Special Rules Scimitar Of The Sun Resplendent Combat S -1 Extra Attacks (+D3), Flaming Attacks, Magical Attacks
Scimitar Of The Sun Resplendent
As light as a dagger, this curved blade invigorates its wielder with the power of the sun. R S AP Special Rules Scimitar Of The Sun Resplendent Combat S -1 Extra Attacks (+D3), Flaming Attacks, Magical Attacks
Scimitar Of The Sun Resplendent
As light as a dagger, this curved blade invigorates its wielder with the power of the sun. R S AP Special Rules Scimitar Of The Sun Resplendent Combat S -1 Extra Attacks (+D3), Flaming Attacks, Magical Attacks
Scimitar Of The Sun Resplendent
As light as a dagger, this curved blade invigorates its wielder with the power of the sun. R S AP Special Rules Scimitar Of The Sun Resplendent Combat S -1 Extra Attacks (+D3), Flaming Attacks, Magical Attacks
Scimitar Of The Sun Resplendent
As light as a dagger, this curved blade invigorates its wielder with the power of the sun. R S AP Special Rules Scimitar Of The Sun Resplendent Combat S -1 Extra Attacks (+D3), Flaming Attacks, Magical Attacks
Scimitar Of The Sun Resplendent
As light as a dagger, this curved blade invigorates its wielder with the power of the sun. R S AP Special Rules Scimitar Of The Sun Resplendent Combat S -1 Extra Attacks (+D3), Flaming Attacks, Magical Attacks
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 The Mirror Pool
Hostile enemy magic is absorbed by this ancient shield, and reflected back upon the caster. The Shield of the Mirror Pool is a shield. In addition, each time the bearer loses one or more Wounds to a Magic Missile, the caster suffers a single Strength 5 hit with an AP of -2.
Shield Of The Mirror Pool
Hostile enemy magic is absorbed by this ancient shield, and reflected back upon the caster. The Shield of the Mirror Pool is a shield. In addition, each time the bearer loses one or more Wounds to a Magic Missile, the caster suffers a single Strength 5 hit with an AP of -2.
Shield Of The Mirror Pool
Hostile enemy magic is absorbed by this ancient shield, and reflected back upon the caster. The Shield of the Mirror Pool is a shield. In addition, each time the bearer loses one or more Wounds to a Magic Missile, the caster suffers a single Strength 5 hit with an AP of -2.
Shield Of The Mirror Pool
Hostile enemy magic is absorbed by this ancient shield, and reflected back upon the caster. The Shield of the Mirror Pool is a shield. In addition, each time the bearer loses one or more Wounds to a Magic Missile, the caster suffers a single Strength 5 hit with an AP of -2.
Shield Of The Mirror Pool
Hostile enemy magic is absorbed by this ancient shield, and reflected back upon the caster. The Shield of the Mirror Pool is a shield. In addition, each time the bearer loses one or more Wounds to a Magic Missile, the caster suffers a single Strength 5 hit with an AP of -2.
Shield Of The Mirror Pool
Hostile enemy magic is absorbed by this ancient shield, and reflected back upon the caster. The Shield of the Mirror Pool is a shield. In addition, each time the bearer loses one or more Wounds to a Magic Missile, the caster suffers a single Strength 5 hit with an AP of -2.
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.
Staff Of The Lost Sun
Made of an alien metal, the Staff of the Lost Sun projects beams of hot light from its tip, searing the flesh of those caught in the blast. Staff of the Lost Sun R S AP Special Rules Ranged 12" 4 -3 Magical Attacks, Multiple Shots (3) Combat Combat S+1 - Magical Attacks, Requires Two Hands Notes: The Staff of the Lost Sun has two profiles, representing its use as both a combat and missile weapon.
Staff Of The Lost Sun
Made of an alien metal, the Staff of the Lost Sun projects beams of hot light from its tip, searing the flesh of those caught in the blast. Staff of the Lost Sun R S AP Special Rules Ranged 12" 4 -3 Magical Attacks, Multiple Shots (3) Combat Combat S+1 - Magical Attacks, Requires Two Hands Notes: The Staff of the Lost Sun has two profiles, representing its use as both a combat and missile weapon.
Staff Of The Lost Sun
Made of an alien metal, the Staff of the Lost Sun projects beams of hot light from its tip, searing the flesh of those caught in the blast. Staff of the Lost Sun R S AP Special Rules Ranged 12" 4 -3 Magical Attacks, Multiple Shots (3) Combat Combat S+1 - Magical Attacks, Requires Two Hands Notes: The Staff of the Lost Sun has two profiles, representing its use as both a combat and missile weapon.
Staff Of The Lost Sun
Made of an alien metal, the Staff of the Lost Sun projects beams of hot light from its tip, searing the flesh of those caught in the blast. Staff of the Lost Sun R S AP Special Rules Ranged 12" 4 -3 Magical Attacks, Multiple Shots (3) Combat Combat S+1 - Magical Attacks, Requires Two Hands Notes: The Staff of the Lost Sun has two profiles, representing its use as both a combat and missile weapon.
Staff Of The Lost Sun
Made of an alien metal, the Staff of the Lost Sun projects beams of hot light from its tip, searing the flesh of those caught in the blast. Staff of the Lost Sun R S AP Special Rules Ranged 12" 4 -3 Magical Attacks, Multiple Shots (3) Combat Combat S+1 - Magical Attacks, Requires Two Hands Notes: The Staff of the Lost Sun has two profiles, representing its use as both a combat and missile weapon.
Staff Of The Lost Sun
Made of an alien metal, the Staff of the Lost Sun projects beams of hot light from its tip, searing the flesh of those caught in the blast. Staff of the Lost Sun R S AP Special Rules Ranged 12" 4 -3 Magical Attacks, Multiple Shots (3) Combat Combat S+1 - Magical Attacks, Requires Two Hands Notes: The Staff of the Lost Sun has two profiles, representing its use as both a combat and missile weapon.
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 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.
Venom Of The Firefly Frog
Extracted from the rare and deadly firefly frog, even a tiny amount of this poison can prove fatal. All attacks made during the Combat phase by the bearer of the Venom of the Firefly Frog have the Poisoned Attacks and Flaming Attacks special rules. Note that this only applies to non-magical weapons and does not apply to a model’s mount (should it have one).
Venom Of The Firefly Frog
Extracted from the rare and deadly firefly frog, even a tiny amount of this poison can prove fatal. All attacks made during the Combat phase by the bearer of the Venom of the Firefly Frog have the Poisoned Attacks and Flaming Attacks special rules. Note that this only applies to non-magical weapons and does not apply to a model’s mount (should it have one).
Venom Of The Firefly Frog
Extracted from the rare and deadly firefly frog, even a tiny amount of this poison can prove fatal. All attacks made during the Combat phase by the bearer of the Venom of the Firefly Frog have the Poisoned Attacks and Flaming Attacks special rules. Note that this only applies to non-magical weapons and does not apply to a model’s mount (should it have one).
Venom Of The Firefly Frog
Extracted from the rare and deadly firefly frog, even a tiny amount of this poison can prove fatal. All attacks made during the Combat phase by the bearer of the Venom of the Firefly Frog have the Poisoned Attacks and Flaming Attacks special rules. Note that this only applies to non-magical weapons and does not apply to a model’s mount (should it have one).
Venom Of The Firefly Frog
Extracted from the rare and deadly firefly frog, even a tiny amount of this poison can prove fatal. All attacks made during the Combat phase by the bearer of the Venom of the Firefly Frog have the Poisoned Attacks and Flaming Attacks special rules. Note that this only applies to non-magical weapons and does not apply to a model’s mount (should it have one).
Venom Of The Firefly Frog
Extracted from the rare and deadly firefly frog, even a tiny amount of this poison can prove fatal. All attacks made during the Combat phase by the bearer of the Venom of the Firefly Frog have the Poisoned Attacks and Flaming Attacks special rules. Note that this only applies to non-magical weapons and does not apply to a model’s mount (should it have one).
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.
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 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.
Jaguar Standard
Those in the shadow of this jungle beast hunt down their enemies with relentless ferocity. When a unit carrying the Jaguar Standard makes a Pursuit roll, it may roll an extra D6 and discard the lowest result.
Jaguar Standard
Those in the shadow of this jungle beast hunt down their enemies with relentless ferocity. When a unit carrying the Jaguar Standard makes a Pursuit roll, it may roll an extra D6 and discard the lowest result.
Jaguar Standard
Those in the shadow of this jungle beast hunt down their enemies with relentless ferocity. When a unit carrying the Jaguar Standard makes a Pursuit roll, it may roll an extra D6 and discard the lowest result.
Jaguar Standard
Those in the shadow of this jungle beast hunt down their enemies with relentless ferocity. When a unit carrying the Jaguar Standard makes a Pursuit roll, it may roll an extra D6 and discard the lowest result.
Jaguar Standard
Those in the shadow of this jungle beast hunt down their enemies with relentless ferocity. When a unit carrying the Jaguar Standard makes a Pursuit roll, it may roll an extra D6 and discard the lowest result.
Jaguar Standard
Those in the shadow of this jungle beast hunt down their enemies with relentless ferocity. When a unit carrying the Jaguar Standard makes a Pursuit roll, it may roll an extra D6 and discard the lowest 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.
Skavenpelt Banner
The stench of this ragged Skaven hide fires the blood of those who venerate Sotek. A unit carrying the Skavenpelt Banner gains the Frenzy and Hatred (Skaven) special rules.
Skavenpelt Banner
The stench of this ragged Skaven hide fires the blood of those who venerate Sotek. A unit carrying the Skavenpelt Banner gains the Frenzy and Hatred (Skaven) special rules.
Skavenpelt Banner
The stench of this ragged Skaven hide fires the blood of those who venerate Sotek. A unit carrying the Skavenpelt Banner gains the Frenzy and Hatred (Skaven) special rules.
Skavenpelt Banner
The stench of this ragged Skaven hide fires the blood of those who venerate Sotek. A unit carrying the Skavenpelt Banner gains the Frenzy and Hatred (Skaven) special rules.
Skavenpelt Banner
The stench of this ragged Skaven hide fires the blood of those who venerate Sotek. A unit carrying the Skavenpelt Banner gains the Frenzy and Hatred (Skaven) special rules.
Skavenpelt Banner
The stench of this ragged Skaven hide fires the blood of those who venerate Sotek. A unit carrying the Skavenpelt Banner gains the Frenzy and Hatred (Skaven) special rules.
Sun Standard Of Chotec
Beams of reflected sunlight blind all who look too long upon the Sun Standard of Chotec. Enemy units cannot declare a Stand & Shoot charge reaction against a unit carrying the Sun Standard of Chotec. In addition, any enemy model that targets a unit carrying this banner during the Shooting phase suffers an additional -1 To Hit modifier.
Sun Standard Of Chotec
Beams of reflected sunlight blind all who look too long upon the Sun Standard of Chotec. Enemy units cannot declare a Stand & Shoot charge reaction against a unit carrying the Sun Standard of Chotec. In addition, any enemy model that targets a unit carrying this banner during the Shooting phase suffers an additional -1 To Hit modifier.
Sun Standard Of Chotec
Beams of reflected sunlight blind all who look too long upon the Sun Standard of Chotec. Enemy units cannot declare a Stand & Shoot charge reaction against a unit carrying the Sun Standard of Chotec. In addition, any enemy model that targets a unit carrying this banner during the Shooting phase suffers an additional -1 To Hit modifier.
Sun Standard Of Chotec
Beams of reflected sunlight blind all who look too long upon the Sun Standard of Chotec. Enemy units cannot declare a Stand & Shoot charge reaction against a unit carrying the Sun Standard of Chotec. In addition, any enemy model that targets a unit carrying this banner during the Shooting phase suffers an additional -1 To Hit modifier.
Sun Standard Of Chotec
Beams of reflected sunlight blind all who look too long upon the Sun Standard of Chotec. Enemy units cannot declare a Stand & Shoot charge reaction against a unit carrying the Sun Standard of Chotec. In addition, any enemy model that targets a unit carrying this banner during the Shooting phase suffers an additional -1 To Hit modifier.
Sun Standard Of Chotec
Beams of reflected sunlight blind all who look too long upon the Sun Standard of Chotec. Enemy units cannot declare a Stand & Shoot charge reaction against a unit carrying the Sun Standard of Chotec. In addition, any enemy model that targets a unit carrying this banner during the Shooting phase suffers an additional -1 To Hit modifier.
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.
Totem Of Prophecy
Those who look upon this totem witness the truth and learn of their insignificance in the scheme of the Old Ones. A unit carrying the Totem of Prophecy gains the Fear special rule.
Totem Of Prophecy
Those who look upon this totem witness the truth and learn of their insignificance in the scheme of the Old Ones. A unit carrying the Totem of Prophecy gains the Fear special rule.
Totem Of Prophecy
Those who look upon this totem witness the truth and learn of their insignificance in the scheme of the Old Ones. A unit carrying the Totem of Prophecy gains the Fear special rule.
Totem Of Prophecy
Those who look upon this totem witness the truth and learn of their insignificance in the scheme of the Old Ones. A unit carrying the Totem of Prophecy gains the Fear special rule.
Totem Of Prophecy
Those who look upon this totem witness the truth and learn of their insignificance in the scheme of the Old Ones. A unit carrying the Totem of Prophecy gains the Fear special rule.
Totem Of Prophecy
Those who look upon this totem witness the truth and learn of their insignificance in the scheme of the Old Ones. A unit carrying the Totem of Prophecy gains the Fear 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
Slann Mage-Priest
Slann Mage-Priest
Slann Mage-Priest
Slann Mage-Priest
Slann Mage-Priest
Slann Mage-Priest
Saurus Oldblood
Saurus Oldblood
Saurus Oldblood
Saurus Oldblood
Saurus Oldblood
Saurus Oldblood
Saurus Scar-Veteran
Saurus Scar-Veteran
Saurus Scar-Veteran
Saurus Scar-Veteran
Saurus Scar-Veteran
Saurus Scar-Veteran
Skink Priest
Skink Priest
Skink Priest
Skink Priest
Skink Priest
Skink Priest
Skink Chief
Skink Chief
Skink Chief
Skink Chief
Skink Chief
Skink Chief
Cold One
Cold One
Cold One
Cold One
Cold One
Cold One
Terradon
Terradon
Terradon
Terradon
Terradon
Terradon
Ripperdactyl
Ripperdactyl
Ripperdactyl
Ripperdactyl
Ripperdactyl
Ripperdactyl
Carnosaur
Carnosaur
Carnosaur
Carnosaur
Carnosaur
Carnosaur
Ancient Stegadon
Ancient Stegadon
Ancient Stegadon
Ancient Stegadon
Ancient Stegadon
Ancient Stegadon
Stegadon
Stegadon
Stegadon
Stegadon
Stegadon
Stegadon
Temple Guard
Temple Guard
Temple Guard
Temple Guard
Temple Guard
Temple Guard
Saurus Warriors
Saurus Warriors
Saurus Warriors
Saurus Warriors
Saurus Warriors
Saurus Warriors
Skink Skirmishers
Skink Skirmishers
Skink Skirmishers
Skink Skirmishers
Skink Skirmishers
Skink Skirmishers
Chameleon Skinks
Chameleon Skinks
Chameleon Skinks
Chameleon Skinks
Chameleon Skinks
Chameleon Skinks
Kroxigor
Kroxigor
Kroxigor
Kroxigor
Kroxigor
Kroxigor
Jungle Swarms
Jungle Swarms
Jungle Swarms
Jungle Swarms
Jungle Swarms
Jungle Swarms
Salamander Packs
Salamander Packs
Salamander Packs
Salamander Packs
Salamander Packs
Salamander Packs
Razordon Packs
Razordon Packs
Razordon Packs
Razordon Packs
Razordon Packs
Razordon Packs
Cold One Riders
Cold One Riders
Cold One Riders
Cold One Riders
Cold One Riders
Cold One Riders
Terradon Riders
Terradon Riders
Terradon Riders
Terradon Riders
Terradon Riders
Terradon Riders
Ripperdactyl Riders
Ripperdactyl Riders
Ripperdactyl Riders
Ripperdactyl Riders
Ripperdactyl Riders
Ripperdactyl Riders
Bastiladon
Bastiladon
Bastiladon
Bastiladon
Bastiladon
Bastiladon
Troglodon
Troglodon
Troglodon
Troglodon
Troglodon
Troglodon
Stegadon
Stegadon
Stegadon
Stegadon
Stegadon
Stegadon
Ancient Stegadon
Ancient Stegadon
Ancient Stegadon
Ancient Stegadon
Ancient Stegadon
Ancient Stegadon