Correspondence of translations with another language
EN | FR | DE | PL | ES | IT |
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Hand Weapon
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Arme de base
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Hand weapon
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Hand Weapon
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Arma de mano y escudo
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Arma a Una Mano
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Heavy armour
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Armure lourde
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Schwere Rüstung
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Heavy armour
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Armadura pesada
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Armatura Pesante
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Ensorcelled Weapon
R S AP Special Rules
Ensorcelled weapon Combat S -1 -
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Arme ensorcelée
P: Combat
F: F
PA : -1
Règles Spéciales : -
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Ensorcelled Weapon
R S AP Special Rules
Ensorcelled weapon Combat S -1 -
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Ensorcelled Weapon
R S AP Special Rules
Ensorcelled weapon Combat S -1 -
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Ensorcelled Weapon
R S AP Special Rules
Ensorcelled weapon Combat S -1 -
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Ensorcelled Weapon
R S AP Special Rules
Ensorcelled weapon Combat S -1 -
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Armour Bane
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Arme Perforante
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Armour Bane
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Armour Bane
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Armour Bane
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Armour Bane
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Armoured Hide
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Peau Blindée
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Armoured Hide
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Armoured Hide
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Armoured Hide
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Armoured Hide
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Chaos Armour
Chaos armour is the living gift of the gods. As mortal champions progress towards glory, their armour becomes ever more heavy and baroque as new plates are added, each new piece obscuring more of their humanity.
This model has a 4+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty.
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Armure du Chaos
L'Armure du Chaos est le cadeau vivant des dieux. Au fur et à mesure que les champions mortels progressent vers la gloire, leur armure devient de plus en plus lourde et baroque à mesure que de nouvelles plaques sont ajoutées, chaque nouvelle pièce masquant un peu plus leur humanité.
Cette figurine a une sauvegarde Invulnérable de 4+ contre toute blessure subie. De plus, un Sorcier ayant cette règle spéciale peut porter une armure sans pénalité.
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Chaos Armour
Chaos armour is the living gift of the gods. As mortal champions progress towards glory, their armour becomes ever more heavy and baroque as new plates are added, each new piece obscuring more of their humanity.
This model has a 4+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty.
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Chaos Armour
Chaos armour is the living gift of the gods. As mortal champions progress towards glory, their armour becomes ever more heavy and baroque as new plates are added, each new piece obscuring more of their humanity.
This model has a 4+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty.
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Chaos Armour
Chaos armour is the living gift of the gods. As mortal champions progress towards glory, their armour becomes ever more heavy and baroque as new plates are added, each new piece obscuring more of their humanity.
This model has a 4+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty.
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Chaos Armour
Chaos armour is the living gift of the gods. As mortal champions progress towards glory, their armour becomes ever more heavy and baroque as new plates are added, each new piece obscuring more of their humanity.
This model has a 4+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty.
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Flaming Attacks
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Attaque enflammée
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Flammenattacken
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Flaming Attacks
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Ataques Flamígeros
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Attacchi Infuocati
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Stomp Attacks
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Attaques de Piétinement
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Niedertrampeln-Attacke
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Stomp Attacks
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Golpetazo
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Attacchi di Calpestamento
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Slashing Attack
Screamers’ slashing blades tear through the foe as they dive close and pass quickly by.
A unit with this special rule may perform a ‘Slashing 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.
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Attaque au Passage
Les lames tranchantes des Hurleurs transpercent l'ennemi en plongeant au plus près et en passant rapidement.
Une unité ayant cette règle spéciale peut effectuer une "Attaque au Passage" contre une seule unité ennemie qui n'est pas engagée dans un combat. Pour ce faire, cette unité doit se déplacer (en volant) au-dessus de l'unité qu'elle souhaite attaquer pendant la sous-phase des Autres Mouvements. Une fois le mouvement de cette unité terminé, l'unité ennemie subit D3 touches de Force 4, chacune avec une PA de -, pour chaque figurine de cette unité qui s'est déplacée au-dessus d'elle.
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Slashing Attack
Screamers’ slashing blades tear through the foe as they dive close and pass quickly by.
A unit with this special rule may perform a ‘Slashing 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.
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Slashing Attack
Screamers’ slashing blades tear through the foe as they dive close and pass quickly by.
A unit with this special rule may perform a ‘Slashing 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.
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Slashing Attack
Screamers’ slashing blades tear through the foe as they dive close and pass quickly by.
A unit with this special rule may perform a ‘Slashing 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.
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Slashing Attack
Screamers’ slashing blades tear through the foe as they dive close and pass quickly by.
A unit with this special rule may perform a ‘Slashing 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.
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Poisoned Attacks
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Attaques Empoisonnées
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Poisoned Attacks
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Poisoned Attacks
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Poisoned Attacks
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Poisoned Attacks
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Attention Seeker
Beasts of Nurgle bound enthusiastically towards newcomers, lavishing affection upon them.
Every model in a unit of Beasts of Nurgle can issue and accept challenges in the same manner as a character.
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En Quête d’Attention
Les Bêtes de Nurgle bondissent avec enthousiasme vers les nouveaux arrivants, leur prodiguant des marques d’affections.
Toutes les figurines d’une unité de Bêtes de Nurgle peuvent relever et accepter des défis comme un personnage.
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Attention Seeker
Beasts of Nurgle bound enthusiastically towards newcomers, lavishing affection upon them.
Every model in a unit of Beasts of Nurgle can issue and accept challenges in the same manner as a character.
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Attention Seeker
Beasts of Nurgle bound enthusiastically towards newcomers, lavishing affection upon them.
Every model in a unit of Beasts of Nurgle can issue and accept challenges in the same manner as a character.
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Attention Seeker
Beasts of Nurgle bound enthusiastically towards newcomers, lavishing affection upon them.
Every model in a unit of Beasts of Nurgle can issue and accept challenges in the same manner as a character.
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Attention Seeker
Beasts of Nurgle bound enthusiastically towards newcomers, lavishing affection upon them.
Every model in a unit of Beasts of Nurgle can issue and accept challenges in the same manner as a character.
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Impact Hits
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Touches d'Impact
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Aufpralltreffer
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Impact Hits
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Impactos por Carga
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Colpi d'Impatto
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Vanguard
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Avant-garde
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Vorhut
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Vanguard
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Vanguardia
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Avanguardia
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Brass bound hoove
R S AP Special Rules
Brass bound hooves Combat S -2 -
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Sabots sertis d'airain
P F PA Règles Spéciales
Combat F -2 -
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Brass bound hoove
R S AP Special Rules
Brass bound hooves Combat S -2 -
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Brass bound hoove
R S AP Special Rules
Brass bound hooves Combat S -2 -
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Brass bound hoove
R S AP Special Rules
Brass bound hooves Combat S -2 -
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Brass bound hoove
R S AP Special Rules
Brass bound hooves Combat S -2 -
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Brazen hide
counts as barding
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Brazen hide
counts as barding
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Brazen hide
counts as barding
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Brazen hide
counts as barding
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Brazen hide
counts as barding
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Brazen hide
counts as barding
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Brazen wheels
The brazen bulk of a Skull Cannon grinds inexorably across the battlefield, its churning wheels, driven by its daemonic engine, crushing all before it.
Stomp Attacks made by a Skull Cannon of Khorne have an Armour Piercing characteristic of -3. However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath a Skull Cannon’s wheels.
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Roues d'Airain
La masse d’airain d'un Canon à Crânes s'abat inexorablement sur le champ de bataille, ses rouages, entraînés par son moteur démoniaque, écrasant tout ce qui se présente à lui.
Les Attaques de Piétinement effectuées par un Canon à Crânes de Khorne ont une caractéristique de Pénétration d’Armure de -3. Cependant, cette règle ne peut pas être utilisée contre les figurines dont le type de troupe est “béhémoth” – ils sont tout simplement trop grands pour être pris sous les roues d'un Canon à Crânes.
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Brazen wheels
The brazen bulk of a Skull Cannon grinds inexorably across the battlefield, its churning wheels, driven by its daemonic engine, crushing all before it.
Stomp Attacks made by a Skull Cannon of Khorne have an Armour Piercing characteristic of -3. However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath a Skull Cannon’s wheels.
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Brazen wheels
The brazen bulk of a Skull Cannon grinds inexorably across the battlefield, its churning wheels, driven by its daemonic engine, crushing all before it.
Stomp Attacks made by a Skull Cannon of Khorne have an Armour Piercing characteristic of -3. However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath a Skull Cannon’s wheels.
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Brazen wheels
The brazen bulk of a Skull Cannon grinds inexorably across the battlefield, its churning wheels, driven by its daemonic engine, crushing all before it.
Stomp Attacks made by a Skull Cannon of Khorne have an Armour Piercing characteristic of -3. However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath a Skull Cannon’s wheels.
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Brazen wheels
The brazen bulk of a Skull Cannon grinds inexorably across the battlefield, its churning wheels, driven by its daemonic engine, crushing all before it.
Stomp Attacks made by a Skull Cannon of Khorne have an Armour Piercing characteristic of -3. However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath a Skull Cannon’s wheels.
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Calloused Hide
counts as light armour
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Calloused Hide
counts as light armour
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Calloused Hide
counts as light armour
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Calloused Hide
counts as light armour
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Calloused Hide
counts as light armour
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Calloused Hide
counts as light armour
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Cannon of Khorne
Cannon of Khorne R S AP Special Rules
Solid shot 36" 8 -2 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3)
Scatter shot N/A 4 -1 Breath Weapon
Notes: A Cannon of Khorne has two profiles, representing its two modes of firing. When firing solid shot, this weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. If a ‘Misfire’ is rolled on the Artillery dice during step 2, this model loses a single Wound (instead of rolling on a Misfire table).
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Canon de Khorne
Tir solide
P: 36"
F: 8
PA: -2
Règles Spéciales: Arme Perforante (2), Tir au Canon, Encombrant, Blessures Multiples (D3)
Tir de mitraille
P: N/A
F: 4
PA: -1
Règles Spéciales: Arme À Souffle
Notes : Un Canon de Khorne possède deux profils, représentant ses deux modes de tir.
Lorsqu'il réalise un tir solide, cette arme tire comme un canon, en utilisant la règle spéciale “Tir au Canon”. Si un “Misfire” est obtenu sur les dés d'artillerie lors de l'étape 2, cette figurine perd un seul Point de Vie (au lieu de faire un jet sur le tableau des Incidents de Tir).
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Cannon of Khorne
Cannon of Khorne R S AP Special Rules
Solid shot 36" 8 -2 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3)
Scatter shot N/A 4 -1 Breath Weapon
Notes: A Cannon of Khorne has two profiles, representing its two modes of firing. When firing solid shot, this weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. If a ‘Misfire’ is rolled on the Artillery dice during step 2, this model loses a single Wound (instead of rolling on a Misfire table).
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Cannon of Khorne
Cannon of Khorne R S AP Special Rules
Solid shot 36" 8 -2 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3)
Scatter shot N/A 4 -1 Breath Weapon
Notes: A Cannon of Khorne has two profiles, representing its two modes of firing. When firing solid shot, this weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. If a ‘Misfire’ is rolled on the Artillery dice during step 2, this model loses a single Wound (instead of rolling on a Misfire table).
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Cannon of Khorne
Cannon of Khorne R S AP Special Rules
Solid shot 36" 8 -2 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3)
Scatter shot N/A 4 -1 Breath Weapon
Notes: A Cannon of Khorne has two profiles, representing its two modes of firing. When firing solid shot, this weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. If a ‘Misfire’ is rolled on the Artillery dice during step 2, this model loses a single Wound (instead of rolling on a Misfire table).
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Cannon of Khorne
Cannon of Khorne R S AP Special Rules
Solid shot 36" 8 -2 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3)
Scatter shot N/A 4 -1 Breath Weapon
Notes: A Cannon of Khorne has two profiles, representing its two modes of firing. When firing solid shot, this weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. If a ‘Misfire’ is rolled on the Artillery dice during step 2, this model loses a single Wound (instead of rolling on a Misfire table).
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Harvester cannon
R S AP Special Rules
Harvester cannon 12" 4 -1 Cumbersome, Needs More Nails
Notes: This weapon shoots like a cannon firing grape shot, using the ‘Needs More Nails’ special rule. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table).
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Canon Moissonneur
P: 12"
F : 4
PA: -1
Règles Spéciales: Cumbersome, Needs More Nails
Notes : Cette arme tire comme un canon faisant un tir de mitraille, en utilisant la règle spéciale 'Plus de Clous'. Si un ‘Incident de Tir’ est obtenu sur le dé d'artillerie, cette figurine perd un seul Point de Vie (au lieu d'obtenir un résultat sur une table des Incidents de Tir).
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Harvester cannon
R S AP Special Rules
Harvester cannon 12" 4 -1 Cumbersome, Needs More Nails
Notes: This weapon shoots like a cannon firing grape shot, using the ‘Needs More Nails’ special rule. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table).
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Harvester cannon
R S AP Special Rules
Harvester cannon 12" 4 -1 Cumbersome, Needs More Nails
Notes: This weapon shoots like a cannon firing grape shot, using the ‘Needs More Nails’ special rule. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table).
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Harvester cannon
R S AP Special Rules
Harvester cannon 12" 4 -1 Cumbersome, Needs More Nails
Notes: This weapon shoots like a cannon firing grape shot, using the ‘Needs More Nails’ special rule. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table).
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Harvester cannon
R S AP Special Rules
Harvester cannon 12" 4 -1 Cumbersome, Needs More Nails
Notes: This weapon shoots like a cannon firing grape shot, using the ‘Needs More Nails’ special rule. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table).
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Fast Cavalry
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Cavalerie Rapide
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Fast Cavalry
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Fast Cavalry
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Swiftstride
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Fast Cavalry
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Daemonic Charge
Filled with rage and fury, a charging Bloodthirster crushes its foes beneath its brazen hooves.
Impact Hits caused by this model have an Armour Piercing characteristic of -2.
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Charge Démoniaque
Empli de rage et de fureur, un Buveur de Sang en charge écrase ses ennemis sous ses sabots d’airain.
Les Touches d’Impact causées par cette figurine ont une caractéristique de Pénétration d’Armure de -2.
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Daemonic Charge
Filled with rage and fury, a charging Bloodthirster crushes its foes beneath its brazen hooves.
Impact Hits caused by this model have an Armour Piercing characteristic of -2.
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Daemonic Charge
Filled with rage and fury, a charging Bloodthirster crushes its foes beneath its brazen hooves.
Impact Hits caused by this model have an Armour Piercing characteristic of -2.
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Daemonic Charge
Filled with rage and fury, a charging Bloodthirster crushes its foes beneath its brazen hooves.
Impact Hits caused by this model have an Armour Piercing characteristic of -2.
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Daemonic Charge
Filled with rage and fury, a charging Bloodthirster crushes its foes beneath its brazen hooves.
Impact Hits caused by this model have an Armour Piercing characteristic of -2.
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Claws And Fangs
counts as hand weapons
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Griffes et crocs
compte comme une arme de base
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Claws And Fangs
counts as hand weapons
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Claws And Fangs
counts as hand weapons
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Claws And Fangs
counts as hand weapons
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Claws And Fangs
counts as hand weapons
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Close Order
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Ordre Serré
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Close Order
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Close Order
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Close Order
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Close Order
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Counter Charge
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Contre Charge
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Counter Charge
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Counter Charge
|
ers
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Counter Charge
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Daemon(s) Of Khorne
The ranks of Khorne’s daemonic hosts are filled with ferocious and frenzied fiends, fuelled by a constant hunger to spill blood and claim skulls.
Daemons of Khorne have the Hatred (Daemons of Slaanesh) special rule. In addition, during a turn in which it made a charge move, a Daemon of Khorne (but not its mount) gains a +1 modifier to its Strength characteristic.
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Démon(s) de Khorne
Les rangs des Démons de Khorne sont remplis de monstres féroces et frénétiques, animés par une faim constante de sang et de crânes.
Les Démons de Khorne ont la Règle Spéciale Haine (Démons de Slaanesh). De plus, lors d'un tour où il a effectué un mouvement de charge, un Démon de Khorne gagne un modificateur de +1 à sa Force (mais pas sa monture).
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Daemon(s) Of Khorne
The ranks of Khorne’s daemonic hosts are filled with ferocious and frenzied fiends, fuelled by a constant hunger to spill blood and claim skulls.
Daemons of Khorne have the Hatred (Daemons of Slaanesh) special rule. In addition, during a turn in which it made a charge move, a Daemon of Khorne (but not its mount) gains a +1 modifier to its Strength characteristic.
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Daemon(s) Of Khorne
The ranks of Khorne’s daemonic hosts are filled with ferocious and frenzied fiends, fuelled by a constant hunger to spill blood and claim skulls.
Daemons of Khorne have the Hatred (Daemons of Slaanesh) special rule. In addition, during a turn in which it made a charge move, a Daemon of Khorne (but not its mount) gains a +1 modifier to its Strength characteristic.
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Daemon(s) Of Khorne
The ranks of Khorne’s daemonic hosts are filled with ferocious and frenzied fiends, fuelled by a constant hunger to spill blood and claim skulls.
Daemons of Khorne have the Hatred (Daemons of Slaanesh) special rule. In addition, during a turn in which it made a charge move, a Daemon of Khorne (but not its mount) gains a +1 modifier to its Strength characteristic.
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Daemon(s) Of Khorne
The ranks of Khorne’s daemonic hosts are filled with ferocious and frenzied fiends, fuelled by a constant hunger to spill blood and claim skulls.
Daemons of Khorne have the Hatred (Daemons of Slaanesh) special rule. In addition, during a turn in which it made a charge move, a Daemon of Khorne (but not its mount) gains a +1 modifier to its Strength characteristic.
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Daemon(s) Of Nurgle
Enshrouded in dense clouds of flies, the legions of Nurgle trudge across the battlefield, spreading his multitudinous gifts and cataloguing their effects upon mortals.
Daemons of Nurgle have the Hatred (Daemons of Tzeentch) special rule. In addition, any enemy model that directs its attacks against a Daemon of Nurgle during the Combat phase must re-roll any rolls To Hit of a natural 6.
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Démon(s) de Nurgle
Enveloppées dans d'épais nuages de mouches, les légions de Nurgle parcourent le champ de bataille, répandant ses multiples dons et cataloguant leurs effets sur les mortels.
Les Démons de Nurgle ont la Règle Spéciale Haine (Démons de Tzeentch). De plus, toute figurine ennemie qui dirige ses attaques contre un Démon de Nurgle pendant la phase de combat doit relancer tous les jets de 6 naturel pour Toucher.
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Daemon(s) Of Nurgle
Enshrouded in dense clouds of flies, the legions of Nurgle trudge across the battlefield, spreading his multitudinous gifts and cataloguing their effects upon mortals.
Daemons of Nurgle have the Hatred (Daemons of Tzeentch) special rule. In addition, any enemy model that directs its attacks against a Daemon of Nurgle during the Combat phase must re-roll any rolls To Hit of a natural 6.
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Daemon(s) Of Nurgle
Enshrouded in dense clouds of flies, the legions of Nurgle trudge across the battlefield, spreading his multitudinous gifts and cataloguing their effects upon mortals.
Daemons of Nurgle have the Hatred (Daemons of Tzeentch) special rule. In addition, any enemy model that directs its attacks against a Daemon of Nurgle during the Combat phase must re-roll any rolls To Hit of a natural 6.
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Daemon(s) Of Nurgle
Enshrouded in dense clouds of flies, the legions of Nurgle trudge across the battlefield, spreading his multitudinous gifts and cataloguing their effects upon mortals.
Daemons of Nurgle have the Hatred (Daemons of Tzeentch) special rule. In addition, any enemy model that directs its attacks against a Daemon of Nurgle during the Combat phase must re-roll any rolls To Hit of a natural 6.
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Daemon(s) Of Nurgle
Enshrouded in dense clouds of flies, the legions of Nurgle trudge across the battlefield, spreading his multitudinous gifts and cataloguing their effects upon mortals.
Daemons of Nurgle have the Hatred (Daemons of Tzeentch) special rule. In addition, any enemy model that directs its attacks against a Daemon of Nurgle during the Combat phase must re-roll any rolls To Hit of a natural 6.
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Daemon(s) Of Slaanesh
Shrouded in hypnotic glamour, the Daemons of Slaanesh surge across the battlefield on lithe limbs, capering from foe to foe, claw-hands slicing through flesh and armour.
Daemons of Slaanesh have the Hatred (Daemons of Khorne) special rule. In addition, Daemons of Slaanesh increase their maximum possible charge range by 1" and have a +1 modifier to the result of any Charge or Pursuit roll they make.
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Démon(s) de Slaanesh
Enveloppés d'un charme hypnotique, les Démons de Slaanesh traversent le champ de bataille sur leurs membres graciles, bondissant d'un ennemi à l'autre, leurs griffes tranchant la chair et l'armure.
Les Démons de Slaanesh ont la Règle Spéciale Haine (Démons de Khorne). De plus, les Démons de Slaanesh augmentent leur portée de charge maximale possible de 1" et ont un modificateur de +1 au résultat de tout jet de Charge ou de Poursuite qu'ils effectuent.
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Daemon(s) Of Slaanesh
Shrouded in hypnotic glamour, the Daemons of Slaanesh surge across the battlefield on lithe limbs, capering from foe to foe, claw-hands slicing through flesh and armour.
Daemons of Slaanesh have the Hatred (Daemons of Khorne) special rule. In addition, Daemons of Slaanesh increase their maximum possible charge range by 1" and have a +1 modifier to the result of any Charge or Pursuit roll they make.
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Daemon(s) Of Slaanesh
Shrouded in hypnotic glamour, the Daemons of Slaanesh surge across the battlefield on lithe limbs, capering from foe to foe, claw-hands slicing through flesh and armour.
Daemons of Slaanesh have the Hatred (Daemons of Khorne) special rule. In addition, Daemons of Slaanesh increase their maximum possible charge range by 1" and have a +1 modifier to the result of any Charge or Pursuit roll they make.
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Daemon(s) Of Slaanesh
Shrouded in hypnotic glamour, the Daemons of Slaanesh surge across the battlefield on lithe limbs, capering from foe to foe, claw-hands slicing through flesh and armour.
Daemons of Slaanesh have the Hatred (Daemons of Khorne) special rule. In addition, Daemons of Slaanesh increase their maximum possible charge range by 1" and have a +1 modifier to the result of any Charge or Pursuit roll they make.
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Daemon(s) Of Slaanesh
Shrouded in hypnotic glamour, the Daemons of Slaanesh surge across the battlefield on lithe limbs, capering from foe to foe, claw-hands slicing through flesh and armour.
Daemons of Slaanesh have the Hatred (Daemons of Khorne) special rule. In addition, Daemons of Slaanesh increase their maximum possible charge range by 1" and have a +1 modifier to the result of any Charge or Pursuit roll they make.
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Daemon(s) Of Tzeentch
Created from the raw stuff of magic by the Changer of Ways, the Daemons of Tzeentch blur with ever-changing colours and crawling warpflame.
Daemons of Tzeentch have the Hatred (Daemons of Nurgle) special rule. In addition, a Daemon of Tzeentch that is also a Wizard may apply a +1 modifier to any Casting roll they make.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Démon(s) de Tzeentch
Créés à partir de la matière première de la magie par le Modeleur de Voies, les Démons de Tzeentch mutent dans le flou d'innombrables couleurs et de flammes rampantes.
Les Démons de Tzeentch ont la Règle Spéciale Haine (Démons de Nurgle). De plus, un Démon de Tzeentch qui est aussi un Sorcier peut appliquer un modificateur de +1 à tout jet de Lancement qu'il effectue.
Notez qu'il s'agit d'un modificateur du résultat d'un jet – il n'annule pas un jet naturel de double 1.
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Daemon(s) Of Tzeentch
Created from the raw stuff of magic by the Changer of Ways, the Daemons of Tzeentch blur with ever-changing colours and crawling warpflame.
Daemons of Tzeentch have the Hatred (Daemons of Nurgle) special rule. In addition, a Daemon of Tzeentch that is also a Wizard may apply a +1 modifier to any Casting roll they make.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Daemon(s) Of Tzeentch
Created from the raw stuff of magic by the Changer of Ways, the Daemons of Tzeentch blur with ever-changing colours and crawling warpflame.
Daemons of Tzeentch have the Hatred (Daemons of Nurgle) special rule. In addition, a Daemon of Tzeentch that is also a Wizard may apply a +1 modifier to any Casting roll they make.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Daemon(s) Of Tzeentch
Created from the raw stuff of magic by the Changer of Ways, the Daemons of Tzeentch blur with ever-changing colours and crawling warpflame.
Daemons of Tzeentch have the Hatred (Daemons of Nurgle) special rule. In addition, a Daemon of Tzeentch that is also a Wizard may apply a +1 modifier to any Casting roll they make.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Daemon(s) Of Tzeentch
Created from the raw stuff of magic by the Changer of Ways, the Daemons of Tzeentch blur with ever-changing colours and crawling warpflame.
Daemons of Tzeentch have the Hatred (Daemons of Nurgle) special rule. In addition, a Daemon of Tzeentch that is also a Wizard may apply a +1 modifier to any Casting roll they make.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Daemonic
Daemons are creatures of magic that advance inexorably into battle, yet fade quickly into nothingness when struck a banishing blow.
Models with this special rule are ‘Daemonic’. All Daemonic models have a 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. In addition, all Daemonic models have the following universal special rules:
• Daemonic Instability
• Fear
• Immune to Psychology
• Magical Attacks
• Unbreakable
• Warp-spawned
A character with this special rule cannot join a unit without this special rule, and vice versa.
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Démoniaque
Les démons sont des créatures magiques qui avancent inexorablement dans la bataille, mais qui s'évanouissent rapidement dans le néant lorsqu'elles sont frappées d'un coup fatal.
Les figurines ayant cette règle spéciale sont des “Démoniaques”. Toutes les figurines Démoniaques ont une sauvegarde Invulnérable de 5+ contre les blessures causées par une attaque ennemie non-magique. De plus, toutes les figurines Démoniaque ont les Règles Spéciales Universelles suivantes :
• Instabilité Démoniaque
• Peur
• Immunisé à la Psychologie
• Attaques Magiques
• Indémoralisable
• Engeance du Warp
Un Personnage avec cette règle spéciale ne peut pas rejoindre une unité sans cette règle spéciale, et vice versa.
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Daemonic
Daemons are creatures of magic that advance inexorably into battle, yet fade quickly into nothingness when struck a banishing blow.
Models with this special rule are ‘Daemonic’. All Daemonic models have a 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. In addition, all Daemonic models have the following universal special rules:
• Daemonic Instability
• Fear
• Immune to Psychology
• Magical Attacks
• Unbreakable
• Warp-spawned
A character with this special rule cannot join a unit without this special rule, and vice versa.
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Daemonic
Daemons are creatures of magic that advance inexorably into battle, yet fade quickly into nothingness when struck a banishing blow.
Models with this special rule are ‘Daemonic’. All Daemonic models have a 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. In addition, all Daemonic models have the following universal special rules:
• Daemonic Instability
• Fear
• Immune to Psychology
• Magical Attacks
• Unbreakable
• Warp-spawned
A character with this special rule cannot join a unit without this special rule, and vice versa.
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Daemonic
Daemons are creatures of magic that advance inexorably into battle, yet fade quickly into nothingness when struck a banishing blow.
Models with this special rule are ‘Daemonic’. All Daemonic models have a 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. In addition, all Daemonic models have the following universal special rules:
• Daemonic Instability
• Fear
• Immune to Psychology
• Magical Attacks
• Unbreakable
• Warp-spawned
A character with this special rule cannot join a unit without this special rule, and vice versa.
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Daemonic
Daemons are creatures of magic that advance inexorably into battle, yet fade quickly into nothingness when struck a banishing blow.
Models with this special rule are ‘Daemonic’. All Daemonic models have a 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. In addition, all Daemonic models have the following universal special rules:
• Daemonic Instability
• Fear
• Immune to Psychology
• Magical Attacks
• Unbreakable
• Warp-spawned
A character with this special rule cannot join a unit without this special rule, and vice versa.
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Daemonic flesh
counts as heavy armmour
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Daemonic flesh
counts as heavy armmour
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Daemonic flesh
counts as heavy armmour
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Daemonic flesh
counts as heavy armmour
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Daemonic flesh
counts as heavy armmour
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Daemonic flesh
counts as heavy armmour
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Daemonic talon
R S AP Special Rules
Daemonic talons Combat S -1 -
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Serres démoniaques
P: Combat
F: F
PA: -1
Règles Spéciales: -
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Daemonic talon
R S AP Special Rules
Daemonic talons Combat S -1 -
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Daemonic talon
R S AP Special Rules
Daemonic talons Combat S -1 -
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Daemonic talon
R S AP Special Rules
Daemonic talons Combat S -1 -
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Daemonic talon
R S AP Special Rules
Daemonic talons Combat S -1 -
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Death’s Heads
Their openings sealed with coarse thread and their insides filled with pus and viscera, these crude grenades wreak terrible damage upon the flesh of their victims.
R S AP Special Rules
Death’s heads 12" S+1 -1 Move & Shoot, Multiple Wounds (D3)
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Têtes De Morts
Leurs ouvertures sont scellées par un fil grossier et leurs intérieurs sont remplis de pus et de viscères. Ces grenades rudimentaires causent de terribles dommages à la chair de leurs victimes.
P F PA Règles Spéciales
Têtes de Morts 12" F+1 -1 Mouvement & Tir, Blessures Multiples (D3)
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Death’s Heads
Their openings sealed with coarse thread and their insides filled with pus and viscera, these crude grenades wreak terrible damage upon the flesh of their victims.
R S AP Special Rules
Death’s heads 12" S+1 -1 Move & Shoot, Multiple Wounds (D3)
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Death’s Heads
Their openings sealed with coarse thread and their insides filled with pus and viscera, these crude grenades wreak terrible damage upon the flesh of their victims.
R S AP Special Rules
Death’s heads 12" S+1 -1 Move & Shoot, Multiple Wounds (D3)
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Death’s Heads
Their openings sealed with coarse thread and their insides filled with pus and viscera, these crude grenades wreak terrible damage upon the flesh of their victims.
R S AP Special Rules
Death’s heads 12" S+1 -1 Move & Shoot, Multiple Wounds (D3)
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Death’s Heads
Their openings sealed with coarse thread and their insides filled with pus and viscera, these crude grenades wreak terrible damage upon the flesh of their victims.
R S AP Special Rules
Death’s heads 12" S+1 -1 Move & Shoot, Multiple Wounds (D3)
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Lore Of Daemons
A Daemon’s sorcerous powers – indeed its entire being – are fixed at the moment of creation. Daemons cannot grow, develop or learn as mortals can. Those Daemons steeped in the mysteries of magic were created with that knowledge and, though it rarely grows or diminishes, such power is a primal expression of the Dark Gods’ will.
A Wizard with ‘Lore of Daemons’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells that corresponds to their Daemonic Alignment listed below.
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Domaine des Démons
Les pouvoirs magiques d'un démon - voire son être tout entier - sont fixés au moment de sa création. Les démons ne peuvent pas grandir, se développer ou apprendre comme les mortels. Les démons imprégnés des mystères de la magie ont été créés avec ce savoir et, bien qu'il ne croisse ou ne diminue que rarement, ce pouvoir est primaire de la volonté des Dieux.
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Lore Of Daemons
A Daemon’s sorcerous powers – indeed its entire being – are fixed at the moment of creation. Daemons cannot grow, develop or learn as mortals can. Those Daemons steeped in the mysteries of magic were created with that knowledge and, though it rarely grows or diminishes, such power is a primal expression of the Dark Gods’ will.
A Wizard with ‘Lore of Daemons’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells that corresponds to their Daemonic Alignment listed below.
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Lore Of Daemons
A Daemon’s sorcerous powers – indeed its entire being – are fixed at the moment of creation. Daemons cannot grow, develop or learn as mortals can. Those Daemons steeped in the mysteries of magic were created with that knowledge and, though it rarely grows or diminishes, such power is a primal expression of the Dark Gods’ will.
A Wizard with ‘Lore of Daemons’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells that corresponds to their Daemonic Alignment listed below.
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Lore Of Daemons
A Daemon’s sorcerous powers – indeed its entire being – are fixed at the moment of creation. Daemons cannot grow, develop or learn as mortals can. Those Daemons steeped in the mysteries of magic were created with that knowledge and, though it rarely grows or diminishes, such power is a primal expression of the Dark Gods’ will.
A Wizard with ‘Lore of Daemons’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells that corresponds to their Daemonic Alignment listed below.
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Lore Of Daemons
A Daemon’s sorcerous powers – indeed its entire being – are fixed at the moment of creation. Daemons cannot grow, develop or learn as mortals can. Those Daemons steeped in the mysteries of magic were created with that knowledge and, though it rarely grows or diminishes, such power is a primal expression of the Dark Gods’ will.
A Wizard with ‘Lore of Daemons’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells that corresponds to their Daemonic Alignment listed below.
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Terror
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Terreur
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Entsetzen
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Terror
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Terror
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Terrore
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Plaguesword
From the pitted edges of these ugly weapons loathsome toxins ooze, infecting the jagged wounds they inflict with innumerable maladies.
R S AP Special Rules
Plaguesword Combat S - Armour Bane (1)
Notes: Regeneration saves are not permitted against wounds caused by this weapon (armour and Ward saves can be attempted as normal).
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Épée Pestilentielle
Des toxines répugnantes suintent des arêtes de ces armes hideuses, infectant d'innombrables maladies les plaies déchiquetées qu'elles infligent.
P F PA Règles Spéciales
Épée Pestilentielle Combat F - Arme Perforante (1)
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Plaguesword
From the pitted edges of these ugly weapons loathsome toxins ooze, infecting the jagged wounds they inflict with innumerable maladies.
R S AP Special Rules
Plaguesword Combat S - Armour Bane (1)
Notes: Regeneration saves are not permitted against wounds caused by this weapon (armour and Ward saves can be attempted as normal).
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Plaguesword
From the pitted edges of these ugly weapons loathsome toxins ooze, infecting the jagged wounds they inflict with innumerable maladies.
R S AP Special Rules
Plaguesword Combat S - Armour Bane (1)
Notes: Regeneration saves are not permitted against wounds caused by this weapon (armour and Ward saves can be attempted as normal).
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Plaguesword
From the pitted edges of these ugly weapons loathsome toxins ooze, infecting the jagged wounds they inflict with innumerable maladies.
R S AP Special Rules
Plaguesword Combat S - Armour Bane (1)
Notes: Regeneration saves are not permitted against wounds caused by this weapon (armour and Ward saves can be attempted as normal).
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Plaguesword
From the pitted edges of these ugly weapons loathsome toxins ooze, infecting the jagged wounds they inflict with innumerable maladies.
R S AP Special Rules
Plaguesword Combat S - Armour Bane (1)
Notes: Regeneration saves are not permitted against wounds caused by this weapon (armour and Ward saves can be attempted as normal).
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Swiftstride
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Rapide
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Schnelle Bewegung
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Swiftstride
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Zancada Veloz
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Falcata Rapida
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Scything blade
counts as a hand weapon
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Faux
compte comme une arme de base
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Scything blade
counts as a hand weapon
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Scything blade
counts as a hand weapon
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Scything blade
counts as a hand weapon
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Scything blade
counts as a hand weapon
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Infernal Favour
Powerful Daemons can maintain their corporeal form long after lesser Daemons have been banished.
A unit with this special rule reduces the number of wounds suffered due to the Daemonic Instability special rule by the number shown in brackets (shown here as ‘X’).
Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit.
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Faveur Infernale
Les Démons les plus puissants peuvent conserver leur forme corporelle longtemps après que les Démons mineurs aient été bannis.
Une unité avec cette règle spéciale réduit le nombre de blessures subies à cause de l'Instabilité Démoniaque du nombre indiqué entre parenthèses (ici 'X').
Notez que cette règle spéciale n'est pas cumulative. Si deux ou plusieurs figurines d'une unité ont cette règle spéciale, utilisez la valeur la plus élevée pour l'ensemble de l'unité.
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Infernal Favour
Powerful Daemons can maintain their corporeal form long after lesser Daemons have been banished.
A unit with this special rule reduces the number of wounds suffered due to the Daemonic Instability special rule by the number shown in brackets (shown here as ‘X’).
Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit.
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Infernal Favour
Powerful Daemons can maintain their corporeal form long after lesser Daemons have been banished.
A unit with this special rule reduces the number of wounds suffered due to the Daemonic Instability special rule by the number shown in brackets (shown here as ‘X’).
Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit.
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Infernal Favour
Powerful Daemons can maintain their corporeal form long after lesser Daemons have been banished.
A unit with this special rule reduces the number of wounds suffered due to the Daemonic Instability special rule by the number shown in brackets (shown here as ‘X’).
Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit.
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Infernal Favour
Powerful Daemons can maintain their corporeal form long after lesser Daemons have been banished.
A unit with this special rule reduces the number of wounds suffered due to the Daemonic Instability special rule by the number shown in brackets (shown here as ‘X’).
Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit.
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Gorefeast
The blood and skulls of the fallen are consumed by a Blood Throne, fed into its infernal workings to bring the daemonic engine fresh vigour.
For each Wound an enemy unit loses as a result of an Impact Hit caused by this model, roll a D6. For each roll of 6, this model immediately recovers a single lost Wound.
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Festin Sanglant
Le sang et les crânes des morts sont ingurgités par le Trône de Sang, alimentant ses rouages infernaux pour redonner de la vigueur au moteur démoniaque.
Pour chaque blessure perdue par une unité ennemie à la suite d'une Touche d'Impact causée par cette figurine, lancez un D6. Pour chaque résultat de 6, cette figurine récupère immédiatement un Point de Vie perdu.
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Gorefeast
The blood and skulls of the fallen are consumed by a Blood Throne, fed into its infernal workings to bring the daemonic engine fresh vigour.
For each Wound an enemy unit loses as a result of an Impact Hit caused by this model, roll a D6. For each roll of 6, this model immediately recovers a single lost Wound.
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Gorefeast
The blood and skulls of the fallen are consumed by a Blood Throne, fed into its infernal workings to bring the daemonic engine fresh vigour.
For each Wound an enemy unit loses as a result of an Impact Hit caused by this model, roll a D6. For each roll of 6, this model immediately recovers a single lost Wound.
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Gorefeast
The blood and skulls of the fallen are consumed by a Blood Throne, fed into its infernal workings to bring the daemonic engine fresh vigour.
For each Wound an enemy unit loses as a result of an Impact Hit caused by this model, roll a D6. For each roll of 6, this model immediately recovers a single lost Wound.
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Gorefeast
The blood and skulls of the fallen are consumed by a Blood Throne, fed into its infernal workings to bring the daemonic engine fresh vigour.
For each Wound an enemy unit loses as a result of an Impact Hit caused by this model, roll a D6. For each roll of 6, this model immediately recovers a single lost Wound.
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Warpflame
R S AP Special Rules
Warpflame 18" 4 -1 Flaming Attacks, Move & Shoot, Multiple Shots (D3), Quick Shot
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Feu mutant
P : 18"
F : 4
PA : -1
Règles Spéciales : Attaques Enflammées, Mouvement & Tir, Tirs Multiples (D3), Tir Rapide
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Warpflame
R S AP Special Rules
Warpflame 18" 4 -1 Flaming Attacks, Move & Shoot, Multiple Shots (D3), Quick Shot
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Warpflame
R S AP Special Rules
Warpflame 18" 4 -1 Flaming Attacks, Move & Shoot, Multiple Shots (D3), Quick Shot
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Warpflame
R S AP Special Rules
Warpflame 18" 4 -1 Flaming Attacks, Move & Shoot, Multiple Shots (D3), Quick Shot
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Warpflame
R S AP Special Rules
Warpflame 18" 4 -1 Flaming Attacks, Move & Shoot, Multiple Shots (D3), Quick Shot
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Filth-encrusted claws
counts as hand weapon
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Filth-encrusted claws
counts as hand weapon
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Filth-encrusted claws
counts as hand weapon
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Filth-encrusted claws
counts as hand weapon
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Filth-encrusted claws
counts as hand weapon
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Filth-encrusted claws
counts as hand weapon
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First Charge
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Première Charge
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First Charge
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First Charge
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First Charge
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First Charge
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Flames Of Tzeentch
From the iridescent flesh of their blazing limbs, Horrors and Flamers alike hurl bolts of roiling magical flame and writhing chaos energy at the foe.
R S AP Special Rules
Flames of Tzeentch 18" 3 - Flaming Attacks, Multiple Shots (2), Quick Shot
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Flammes De Tzeentch
De la chair irisée de leurs membres enflammés, Horreurs et Incendiaires lancent des éclairs de flammes magiques et d'énergie chaotique sur l'ennemi.
P F PA Règles Spéciales
Flammes de Tzeentch 18" 3 - Attaques Enflammées, Tir Rapide, Tirs Multiples (2)
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Flames Of Tzeentch
From the iridescent flesh of their blazing limbs, Horrors and Flamers alike hurl bolts of roiling magical flame and writhing chaos energy at the foe.
R S AP Special Rules
Flames of Tzeentch 18" 3 - Flaming Attacks, Multiple Shots (2), Quick Shot
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Flames Of Tzeentch
From the iridescent flesh of their blazing limbs, Horrors and Flamers alike hurl bolts of roiling magical flame and writhing chaos energy at the foe.
R S AP Special Rules
Flames of Tzeentch 18" 3 - Flaming Attacks, Multiple Shots (2), Quick Shot
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Flames Of Tzeentch
From the iridescent flesh of their blazing limbs, Horrors and Flamers alike hurl bolts of roiling magical flame and writhing chaos energy at the foe.
R S AP Special Rules
Flames of Tzeentch 18" 3 - Flaming Attacks, Multiple Shots (2), Quick Shot
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Flames Of Tzeentch
From the iridescent flesh of their blazing limbs, Horrors and Flamers alike hurl bolts of roiling magical flame and writhing chaos energy at the foe.
R S AP Special Rules
Flames of Tzeentch 18" 3 - Flaming Attacks, Multiple Shots (2), Quick Shot
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Fly
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Vol
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Fliegen
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Fly
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Volar
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Volo
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Furious Charge
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Frénésie
|
Furious Charge
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Furious Charge
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Furious Charge
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Furious Charge
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Large Target
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Grande Cible
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Large Target
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Large Target
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Large Target
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Large Target
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Iron claw
R S AP Special Rules
Iron claw Combat S -3 Killing Blow
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Griffe de fer
P F PA Règles Spéciales
Combat F -3 Coup Fatal
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Iron claw
R S AP Special Rules
Iron claw Combat S -3 Killing Blow
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Iron claw
R S AP Special Rules
Iron claw Combat S -3 Killing Blow
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Iron claw
R S AP Special Rules
Iron claw Combat S -3 Killing Blow
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Iron claw
R S AP Special Rules
Iron claw Combat S -3 Killing Blow
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Hellblade
Each life taken by a Hellblade’s wicked edge strengthens its bearer, filling the Daemon with an overwhelming need to take more skulls for the throne of Khorne.
R S AP Special Rules
Hellblade Combat S -1 Cleaving Blow
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Lame Infernale
Chaque vie fauchée par le tranchant d'une Lame infernale renforce son porteur, remplissant le Démon d'un besoin irrésistible de prendre plus de crânes pour le trône de Khorne.
P F PA Règles Spéciales
Lame Infernale Combat F -1 Coup de Fendoir
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Hellblade
Each life taken by a Hellblade’s wicked edge strengthens its bearer, filling the Daemon with an overwhelming need to take more skulls for the throne of Khorne.
R S AP Special Rules
Hellblade Combat S -1 Cleaving Blow
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Hellblade
Each life taken by a Hellblade’s wicked edge strengthens its bearer, filling the Daemon with an overwhelming need to take more skulls for the throne of Khorne.
R S AP Special Rules
Hellblade Combat S -1 Cleaving Blow
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Hellblade
Each life taken by a Hellblade’s wicked edge strengthens its bearer, filling the Daemon with an overwhelming need to take more skulls for the throne of Khorne.
R S AP Special Rules
Hellblade Combat S -1 Cleaving Blow
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Hellblade
Each life taken by a Hellblade’s wicked edge strengthens its bearer, filling the Daemon with an overwhelming need to take more skulls for the throne of Khorne.
R S AP Special Rules
Hellblade Combat S -1 Cleaving Blow
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Impaling claw
R S AP Special Rules
Impaling claws Combat S -2 Killing Blow, Strike First
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Pinces empaleuses
P F
Combat F
PA : -2
Règles Spéciales : Coup Fatal, Frappe En Premier
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Impaling claw
R S AP Special Rules
Impaling claws Combat S -2 Killing Blow, Strike First
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Impaling claw
R S AP Special Rules
Impaling claws Combat S -2 Killing Blow, Strike First
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Impaling claw
R S AP Special Rules
Impaling claws Combat S -2 Killing Blow, Strike First
|
Impaling claw
R S AP Special Rules
Impaling claws Combat S -2 Killing Blow, Strike First
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Impetuous
|
Impétueux
|
Impetuous
|
Impetuous
|
Impetuous
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Impetuous
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Lamprey's bite
Screamers flock around creatures larger than them, latching on to their enemy’s flanks with their hideous jaws and tearing chunks from their flesh.
R S AP Special Rules
Lamprey’s bite Combat S -1 Multiple Wounds (D3)
Notes: The Multiple Wounds (D3) special rule only applies against enemy models whose troop type is ‘monster’
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Morsure De Lamproie
Les Hurleurs se rassemblent autour des créatures plus grandes qu'eux, s'accrochant aux flancs de leurs ennemis avec leurs mâchoires hideuses et déchirant des morceaux de leur chair.
P F
Combat F
PA Règles Spéciales
-1 Blessures Multiples (D3)
Notes: La règle spéciale Blessures Multiples (D3) ne s'applique qu'aux figurines ennemies dont le type de troupe est “monstre”.
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Lamprey's bite
Screamers flock around creatures larger than them, latching on to their enemy’s flanks with their hideous jaws and tearing chunks from their flesh.
R S AP Special Rules
Lamprey’s bite Combat S -1 Multiple Wounds (D3)
Notes: The Multiple Wounds (D3) special rule only applies against enemy models whose troop type is ‘monster’
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Lamprey's bite
Screamers flock around creatures larger than them, latching on to their enemy’s flanks with their hideous jaws and tearing chunks from their flesh.
R S AP Special Rules
Lamprey’s bite Combat S -1 Multiple Wounds (D3)
Notes: The Multiple Wounds (D3) special rule only applies against enemy models whose troop type is ‘monster’
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Lamprey's bite
Screamers flock around creatures larger than them, latching on to their enemy’s flanks with their hideous jaws and tearing chunks from their flesh.
R S AP Special Rules
Lamprey’s bite Combat S -1 Multiple Wounds (D3)
Notes: The Multiple Wounds (D3) special rule only applies against enemy models whose troop type is ‘monster’
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Lamprey's bite
Screamers flock around creatures larger than them, latching on to their enemy’s flanks with their hideous jaws and tearing chunks from their flesh.
R S AP Special Rules
Lamprey’s bite Combat S -1 Multiple Wounds (D3)
Notes: The Multiple Wounds (D3) special rule only applies against enemy models whose troop type is ‘monster’
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Loner
|
Solitaire
|
Loner
|
Loner
|
Loner
|
Loner
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Magic Resistance
|
Résistance à la Magie
|
Magieresistenz
|
Magic Resistance
|
Resistencia a la Magia
|
Resistenza alla Magia
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Many Grasping Claws
counts as a hand weapon
|
Many Grasping Claws
counts as a hand weapon
|
Many Grasping Claws
counts as a hand weapon
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Many Grasping Claws
counts as a hand weapon
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Many Grasping Claws
counts as a hand weapon
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Many Grasping Claws
counts as a hand weapon
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Move Through Cover
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Mouvement à Couvert
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Move Through Cover
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Move Through Cover
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Move Through Cover
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Move Through Cover
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Soporific Musk
Fiends of Slaanesh exude a pervasive and oily musk that, when inhaled, numbs the mind and slows the limbs of all who venture too close.
Enemy models engaged in combat with a model with this special rule cannot use the Strike First special rule. Enemy models that do not have the Strike First special rule become subject to the Strike Last special rule instead.
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Musc Soporifique
Les Bêtes de Slaanesh exsudent un musc omniprésent et huileux qui, lorsqu'il est inhalé, engourdit l'esprit et ralentit les membres de tous ceux qui s'aventurent trop près.
Les figurines ennemies engagées dans un combat avec une figurine ayant cette règle spéciale ne peuvent pas utiliser la règle spéciale Frappe En Premier. Les figurines ennemies qui ne bénéficient pas de la règle spéciale Frappe En Premier sont sujettes à la règle spéciale Frappe En Dernier à la place.
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Soporific Musk
Fiends of Slaanesh exude a pervasive and oily musk that, when inhaled, numbs the mind and slows the limbs of all who venture too close.
Enemy models engaged in combat with a model with this special rule cannot use the Strike First special rule. Enemy models that do not have the Strike First special rule become subject to the Strike Last special rule instead.
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Soporific Musk
Fiends of Slaanesh exude a pervasive and oily musk that, when inhaled, numbs the mind and slows the limbs of all who venture too close.
Enemy models engaged in combat with a model with this special rule cannot use the Strike First special rule. Enemy models that do not have the Strike First special rule become subject to the Strike Last special rule instead.
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Soporific Musk
Fiends of Slaanesh exude a pervasive and oily musk that, when inhaled, numbs the mind and slows the limbs of all who venture too close.
Enemy models engaged in combat with a model with this special rule cannot use the Strike First special rule. Enemy models that do not have the Strike First special rule become subject to the Strike Last special rule instead.
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Soporific Musk
Fiends of Slaanesh exude a pervasive and oily musk that, when inhaled, numbs the mind and slows the limbs of all who venture too close.
Enemy models engaged in combat with a model with this special rule cannot use the Strike First special rule. Enemy models that do not have the Strike First special rule become subject to the Strike Last special rule instead.
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Open Order
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Ordre Dispersé
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Open Order
|
Open Order
|
Open Order
|
Open Order
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Piercing Claws
The Daemons of Slaanesh strike at their foes with wicked claws, slicing through the sturdiest armour with ease to sever limbs and claim souls for their thirsting master.
R S AP Special Rules
Piercing claws Combat S -1 Armour Bane (2), Extra Attacks (1), Requires Two Hands
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Pinces Perforantes
Les Démons de Slaanesh frappent leurs ennemis avec des griffes redoutables, tranchant facilement les armures les plus solides pour couper les membres et réclamer des âmes pour leur maître assoiffé.
P F PA Règles Spéciales
Pinces perforantes Combat F -1 Arme Perforante (2), Arme à Deux Mains, Attaques Supplémentaires (1)
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Piercing Claws
The Daemons of Slaanesh strike at their foes with wicked claws, slicing through the sturdiest armour with ease to sever limbs and claim souls for their thirsting master.
R S AP Special Rules
Piercing claws Combat S -1 Armour Bane (2), Extra Attacks (1), Requires Two Hands
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Piercing Claws
The Daemons of Slaanesh strike at their foes with wicked claws, slicing through the sturdiest armour with ease to sever limbs and claim souls for their thirsting master.
R S AP Special Rules
Piercing claws Combat S -1 Armour Bane (2), Extra Attacks (1), Requires Two Hands
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Piercing Claws
The Daemons of Slaanesh strike at their foes with wicked claws, slicing through the sturdiest armour with ease to sever limbs and claim souls for their thirsting master.
R S AP Special Rules
Piercing claws Combat S -1 Armour Bane (2), Extra Attacks (1), Requires Two Hands
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Piercing Claws
The Daemons of Slaanesh strike at their foes with wicked claws, slicing through the sturdiest armour with ease to sever limbs and claim souls for their thirsting master.
R S AP Special Rules
Piercing claws Combat S -1 Armour Bane (2), Extra Attacks (1), Requires Two Hands
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Venomous tail
R S AP Special Rules
Venomous tail Combat S - Poisoned Attacks, Strike First
Note: In combat, this model must make one of its attacks each turn with this weapon.
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Queue Venimeuse
P F PA
Combat F -
Règles Spéciales: Attaques Empoisonnées, Frappe En Premier
Note : En combat, cette figurine doit effectuer une de ses attaques à chaque tour avec cette arme.
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Venomous tail
R S AP Special Rules
Venomous tail Combat S - Poisoned Attacks, Strike First
Note: In combat, this model must make one of its attacks each turn with this weapon.
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Venomous tail
R S AP Special Rules
Venomous tail Combat S - Poisoned Attacks, Strike First
Note: In combat, this model must make one of its attacks each turn with this weapon.
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Venomous tail
R S AP Special Rules
Venomous tail Combat S - Poisoned Attacks, Strike First
Note: In combat, this model must make one of its attacks each turn with this weapon.
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Venomous tail
R S AP Special Rules
Venomous tail Combat S - Poisoned Attacks, Strike First
Note: In combat, this model must make one of its attacks each turn with this weapon.
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Random Attacks
|
Random Attacks
|
Random Attacks
|
Random Attacks
|
Random Attacks
|
Random Attacks
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Regeneration
|
Régénération
|
Regeneration
|
Regeneration
|
Regeneration
|
Regeneration
|
Reserve Move
|
Reserve Move
|
Reserve Move
|
Reserve Move
|
Reserve Move
|
Reserve Move
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Scintillating Sorcery
Spellcasting fills Pink Horrors with joy, and they emit especial merriment as eldritch energy screeches from their upraised hands.
A unit of Pink Horrors knows one of the spells that corresponds to their Daemonic Alignment, as listed on page 34 (chosen by their controlling player before armies are deployed). The unit may cast this spell as a Bound spell, with a Power Level equal to the unit’s current Rank Bonus.
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Sorcellerie Scintillante
Incanter remplit les Horreurs Roses de joie, et elles expriment une gaieté particulière alors qu’une énergie d’un autre monde s'échappe de leurs mains levées.
Une unité d'Horreurs Roses connaît l'un des sortilèges correspondant à son Alignement Démoniaque, tel que listé en page 34 (choisi par le joueur qui la contrôle, avant que les armées ne soient déployées). L'unité peut lancer ce sort en tant que sort Lié, avec un Niveau de Puissance égal au Bonus de Rang actuel de l'unité.
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Scintillating Sorcery
Spellcasting fills Pink Horrors with joy, and they emit especial merriment as eldritch energy screeches from their upraised hands.
A unit of Pink Horrors knows one of the spells that corresponds to their Daemonic Alignment, as listed on page 34 (chosen by their controlling player before armies are deployed). The unit may cast this spell as a Bound spell, with a Power Level equal to the unit’s current Rank Bonus.
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Scintillating Sorcery
Spellcasting fills Pink Horrors with joy, and they emit especial merriment as eldritch energy screeches from their upraised hands.
A unit of Pink Horrors knows one of the spells that corresponds to their Daemonic Alignment, as listed on page 34 (chosen by their controlling player before armies are deployed). The unit may cast this spell as a Bound spell, with a Power Level equal to the unit’s current Rank Bonus.
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Scintillating Sorcery
Spellcasting fills Pink Horrors with joy, and they emit especial merriment as eldritch energy screeches from their upraised hands.
A unit of Pink Horrors knows one of the spells that corresponds to their Daemonic Alignment, as listed on page 34 (chosen by their controlling player before armies are deployed). The unit may cast this spell as a Bound spell, with a Power Level equal to the unit’s current Rank Bonus.
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Scintillating Sorcery
Spellcasting fills Pink Horrors with joy, and they emit especial merriment as eldritch energy screeches from their upraised hands.
A unit of Pink Horrors knows one of the spells that corresponds to their Daemonic Alignment, as listed on page 34 (chosen by their controlling player before armies are deployed). The unit may cast this spell as a Bound spell, with a Power Level equal to the unit’s current Rank Bonus.
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Skirmishers
|
Tirailleurs
|
Skirmishers
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Skirmishers
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Skirmishers
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Skirmishers
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Slime Trail
In their wake, Beasts of Nurgle leave prolific trails of thick slime through which those that follow slip and slide most precariously.
Enemy units cannot claim any bonus combat result points for being engaged within this nit’s flank or rear arc.
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Traînée de Bave
Dans leur sillage, les Bêtes de Nurgle laissent de nombreuses traces de bave épaisse à travers lesquelles ceux qui les suivent glissent et ne tiennent debout que de façon très précaire.
Les unités ennemies ne peuvent pas obtenir de points supplémentaire au résultat de combat pour être engagées avec le flanc ou l'arrière de cette unité.
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Slime Trail
In their wake, Beasts of Nurgle leave prolific trails of thick slime through which those that follow slip and slide most precariously.
Enemy units cannot claim any bonus combat result points for being engaged within this nit’s flank or rear arc.
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Slime Trail
In their wake, Beasts of Nurgle leave prolific trails of thick slime through which those that follow slip and slide most precariously.
Enemy units cannot claim any bonus combat result points for being engaged within this nit’s flank or rear arc.
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Slime Trail
In their wake, Beasts of Nurgle leave prolific trails of thick slime through which those that follow slip and slide most precariously.
Enemy units cannot claim any bonus combat result points for being engaged within this nit’s flank or rear arc.
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Slime Trail
In their wake, Beasts of Nurgle leave prolific trails of thick slime through which those that follow slip and slide most precariously.
Enemy units cannot claim any bonus combat result points for being engaged within this nit’s flank or rear arc.
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Wizard
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Sorcier
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Wizard
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Wizard
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Wizard
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Wizard
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Staff of Tzeentch
counts as great weapon
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Staff of Tzeentch
counts as great weapon
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Staff of Tzeentch
counts as great weapon
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Staff of Tzeentch
counts as great weapon
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Staff of Tzeentch
counts as great weapon
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Staff of Tzeentch
counts as great weapon
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Tentacles
counts as a hand weapon
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Tentacles
counts as a hand weapon
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Tentacles
counts as a hand weapon
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Tentacles
counts as a hand weapon
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Tentacles
counts as a hand weapon
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Tentacles
counts as a hand weapon
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Writhing tentacles
R S AP Special Rules
Writhing tentacles Combat S -1 Armour Bane (1)
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Tentacules Frétillants
P F PA
Combat S -1
Règles Spéciales: Arme Perforante (1)
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Writhing tentacles
R S AP Special Rules
Writhing tentacles Combat S -1 Armour Bane (1)
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Writhing tentacles
R S AP Special Rules
Writhing tentacles Combat S -1 Armour Bane (1)
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Writhing tentacles
R S AP Special Rules
Writhing tentacles Combat S -1 Armour Bane (1)
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Writhing tentacles
R S AP Special Rules
Writhing tentacles Combat S -1 Armour Bane (1)
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Totem Of Endless Bloodletting
A Blood Throne is a physical manifestation of the Blood God’s favour. In its presence, Daemons of Khorne are driven into a raging bloodlust.
Friendly Daemons of Khorne that are within this model’s Command range and that made a Charge move this turn may re-roll any rolls To Hit of a natural 1 made during the Combat phase.
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Totem Du Massacre éternel
Un Trône de Sang est une manifestation physique de la faveur du Dieu du Sang. En sa présence, les Démons de Khorne sont pris d'une furieuse soif de sang
Les Démons de Khorne amis qui sont à portée de Commandement de cette figurine, et qui ont effectué un mouvement de Charge ce tour-ci, peuvent relancer pendant la phase de Combat tous les jets naturels de 1 pour Toucher.
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Totem Of Endless Bloodletting
A Blood Throne is a physical manifestation of the Blood God’s favour. In its presence, Daemons of Khorne are driven into a raging bloodlust.
Friendly Daemons of Khorne that are within this model’s Command range and that made a Charge move this turn may re-roll any rolls To Hit of a natural 1 made during the Combat phase.
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Totem Of Endless Bloodletting
A Blood Throne is a physical manifestation of the Blood God’s favour. In its presence, Daemons of Khorne are driven into a raging bloodlust.
Friendly Daemons of Khorne that are within this model’s Command range and that made a Charge move this turn may re-roll any rolls To Hit of a natural 1 made during the Combat phase.
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Totem Of Endless Bloodletting
A Blood Throne is a physical manifestation of the Blood God’s favour. In its presence, Daemons of Khorne are driven into a raging bloodlust.
Friendly Daemons of Khorne that are within this model’s Command range and that made a Charge move this turn may re-roll any rolls To Hit of a natural 1 made during the Combat phase.
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Totem Of Endless Bloodletting
A Blood Throne is a physical manifestation of the Blood God’s favour. In its presence, Daemons of Khorne are driven into a raging bloodlust.
Friendly Daemons of Khorne that are within this model’s Command range and that made a Charge move this turn may re-roll any rolls To Hit of a natural 1 made during the Combat phase.
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EN | FR | DE | PL | ES | IT |
---|---|---|---|---|---|
AEther Blade
The Daemon’s weapon flickers in and out of reality, slipping through armour and into the soft flesh beneath.
No armour saves are permitted against wounds caused by this Daemon’s hand weapon (Ward and Regeneration saves can be attempted as normal).
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Lame d'Ether
L’arme du Démon passe d’une réalité à l’autre, se frayant un chemin à travers les armures et s'enfonçant dans la chair tendre derrière.
Aucune sauvegarde d’armure n’est autorisée contre les blessures causées par l’arme de base de ce démon (Les sauvegardes Invulnérables et de Régénération peuvent être tentées normalement).
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AEther Blade
The Daemon’s weapon flickers in and out of reality, slipping through armour and into the soft flesh beneath.
No armour saves are permitted against wounds caused by this Daemon’s hand weapon (Ward and Regeneration saves can be attempted as normal).
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AEther Blade
The Daemon’s weapon flickers in and out of reality, slipping through armour and into the soft flesh beneath.
No armour saves are permitted against wounds caused by this Daemon’s hand weapon (Ward and Regeneration saves can be attempted as normal).
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AEther Blade
The Daemon’s weapon flickers in and out of reality, slipping through armour and into the soft flesh beneath.
No armour saves are permitted against wounds caused by this Daemon’s hand weapon (Ward and Regeneration saves can be attempted as normal).
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AEther Blade
The Daemon’s weapon flickers in and out of reality, slipping through armour and into the soft flesh beneath.
No armour saves are permitted against wounds caused by this Daemon’s hand weapon (Ward and Regeneration saves can be attempted as normal).
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Allure Of Slaanesh
The Daemon is possessed of a peculiarly captivating and disarming visage.
Enemy units must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
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Beauté de Slaanesh
Le Démon possède un visage particulièrement captivant et désarmant.
Pendant la phase de combat, les unités ennemies doivent faire un test de Commandement avant d’effectuer tout jet pour Toucher contre cette figurine. Si ce test est un échec, le porteur n’est touché que sur un jet de 6 naturel.
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Allure Of Slaanesh
The Daemon is possessed of a peculiarly captivating and disarming visage.
Enemy units must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
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Allure Of Slaanesh
The Daemon is possessed of a peculiarly captivating and disarming visage.
Enemy units must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
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Allure Of Slaanesh
The Daemon is possessed of a peculiarly captivating and disarming visage.
Enemy units must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
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Allure Of Slaanesh
The Daemon is possessed of a peculiarly captivating and disarming visage.
Enemy units must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
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Armour Of Khorne
Clad in rune-laden armour, the Daemon’s hide is all but immune to the blows of mere mortals.
The Armour of Khorne is a suit of heavy armour. In addition, its wearer has a 5+ Ward save against any wounds suffered.
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Armure De Khorne
Vêtue d’une armure chargée de runes, la peau du Démon est presque immunisée contre les coups des simples mortels.
L’armure de Khorne est une armure lourde. En outre, son porteur a une sauvegarde Invulnérable de 5+ contre toute blessure subie.
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Armour Of Khorne
Clad in rune-laden armour, the Daemon’s hide is all but immune to the blows of mere mortals.
The Armour of Khorne is a suit of heavy armour. In addition, its wearer has a 5+ Ward save against any wounds suffered.
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Armour Of Khorne
Clad in rune-laden armour, the Daemon’s hide is all but immune to the blows of mere mortals.
The Armour of Khorne is a suit of heavy armour. In addition, its wearer has a 5+ Ward save against any wounds suffered.
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Armour Of Khorne
Clad in rune-laden armour, the Daemon’s hide is all but immune to the blows of mere mortals.
The Armour of Khorne is a suit of heavy armour. In addition, its wearer has a 5+ Ward save against any wounds suffered.
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Armour Of Khorne
Clad in rune-laden armour, the Daemon’s hide is all but immune to the blows of mere mortals.
The Armour of Khorne is a suit of heavy armour. In addition, its wearer has a 5+ Ward save against any wounds suffered.
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Trappings Of Nurgle
The Daemon is bedecked in rusted armour and rotted robes.
The Trappings of Nurgle is a suit of armour that gives its wearer an armour value of 4+ which cannot be improved in any way.
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Atours de Nurgle
Le démon est paré d’une armure rouillée et de robes pourries.
Les Atours de Nurgle sont une armure qui donne à son porteur une valeur d’armure de 4+ qui ne peut pas être améliorée de quelque manière que ce soit.
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Trappings Of Nurgle
The Daemon is bedecked in rusted armour and rotted robes.
The Trappings of Nurgle is a suit of armour that gives its wearer an armour value of 4+ which cannot be improved in any way.
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Trappings Of Nurgle
The Daemon is bedecked in rusted armour and rotted robes.
The Trappings of Nurgle is a suit of armour that gives its wearer an armour value of 4+ which cannot be improved in any way.
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Trappings Of Nurgle
The Daemon is bedecked in rusted armour and rotted robes.
The Trappings of Nurgle is a suit of armour that gives its wearer an armour value of 4+ which cannot be improved in any way.
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Trappings Of Nurgle
The Daemon is bedecked in rusted armour and rotted robes.
The Trappings of Nurgle is a suit of armour that gives its wearer an armour value of 4+ which cannot be improved in any way.
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Axe Of Khorne
Screaming with the power of a bound Daemon, this unholy blade thirsts for the blood of mortals.
R S AP Special Rules
Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
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Hache de Khorne
Hurlant du pouvoir d’un Démon lié, cette lame impie a soif du sang des mortels.
P F
Combat F+1
PA : -1
Règles Spéciales : Coup fatal, Attaques Magiques, Arme à Deux Mains
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Axe Of Khorne
Screaming with the power of a bound Daemon, this unholy blade thirsts for the blood of mortals.
R S AP Special Rules
Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
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Axe Of Khorne
Screaming with the power of a bound Daemon, this unholy blade thirsts for the blood of mortals.
R S AP Special Rules
Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
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Axe Of Khorne
Screaming with the power of a bound Daemon, this unholy blade thirsts for the blood of mortals.
R S AP Special Rules
Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
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Axe Of Khorne
Screaming with the power of a bound Daemon, this unholy blade thirsts for the blood of mortals.
R S AP Special Rules
Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
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Staff Of Change
The mere presence of this staff causes all natural things to cry out in pain as it reshapes the world according to the Daemon’s whim.
R S AP Special Rules
Combat S -1 Flaming Attacks, Magical Attacks
Notes: Any enemy model that suffers one or more unsaved wounds from the Staff of Change must immediately make a Toughness test. If this test is failed, the wounded model loses all of its remaining Wounds.
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Bâton du Changement
La simple présence de ce bâton fait hurler de douleur la réalité tandis qu’elle est remodelée selon les envies de son porteur.
P F
Combat F
PA
-1
Règles Spéciales : Attaques Enflammées, Attaques Magiques
Notes: Toute figurine ennemie qui subit une ou plusieurs blessures non sauvegardées doit immédiatement faire un test d’Endurance. Si ce test est raté, la figurine blessée perd tous ses Points de Vie restants.
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Staff Of Change
The mere presence of this staff causes all natural things to cry out in pain as it reshapes the world according to the Daemon’s whim.
R S AP Special Rules
Combat S -1 Flaming Attacks, Magical Attacks
Notes: Any enemy model that suffers one or more unsaved wounds from the Staff of Change must immediately make a Toughness test. If this test is failed, the wounded model loses all of its remaining Wounds.
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Staff Of Change
The mere presence of this staff causes all natural things to cry out in pain as it reshapes the world according to the Daemon’s whim.
R S AP Special Rules
Combat S -1 Flaming Attacks, Magical Attacks
Notes: Any enemy model that suffers one or more unsaved wounds from the Staff of Change must immediately make a Toughness test. If this test is failed, the wounded model loses all of its remaining Wounds.
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Staff Of Change
The mere presence of this staff causes all natural things to cry out in pain as it reshapes the world according to the Daemon’s whim.
R S AP Special Rules
Combat S -1 Flaming Attacks, Magical Attacks
Notes: Any enemy model that suffers one or more unsaved wounds from the Staff of Change must immediately make a Toughness test. If this test is failed, the wounded model loses all of its remaining Wounds.
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Staff Of Change
The mere presence of this staff causes all natural things to cry out in pain as it reshapes the world according to the Daemon’s whim.
R S AP Special Rules
Combat S -1 Flaming Attacks, Magical Attacks
Notes: Any enemy model that suffers one or more unsaved wounds from the Staff of Change must immediately make a Toughness test. If this test is failed, the wounded model loses all of its remaining Wounds.
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Many Arms
The Daemon has been blessed with a surfeit of grasping and clawing appendages.
This model has a +1 modifier to its Attacks characteristic
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Bras Multiples
Le Démon a été béni avec un surplus d’appendices griffus et agrippants.
Cette figurine à un modificateur de +1 à sa caractéristique d’Attaque.
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Many Arms
The Daemon has been blessed with a surfeit of grasping and clawing appendages.
This model has a +1 modifier to its Attacks characteristic
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Many Arms
The Daemon has been blessed with a surfeit of grasping and clawing appendages.
This model has a +1 modifier to its Attacks characteristic
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Many Arms
The Daemon has been blessed with a surfeit of grasping and clawing appendages.
This model has a +1 modifier to its Attacks characteristic
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Many Arms
The Daemon has been blessed with a surfeit of grasping and clawing appendages.
This model has a +1 modifier to its Attacks characteristic
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Siren Song
The Daemon sings an alluring song, drawing its enemies to their doom.
Single use. At the start of your opponent’s Declare Charges & Charge Reactions sub-phase, nominate a single enemy unit that is able to declare a charge against this model (or its unit).
That enemy unit must make a Leadership test. If this test is passed, the unit may act as normal. However, if this test is failed, it must declare a charge against this model (or its unit).
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Chant de la Sirène
Le Démon chante une chanson séduisante, attirant ses ennemis vers leur damnation.
Usage unique. Au début de la sous-phase Déclaration des Charges & Réactions aux Charges de votre adversaire, désignez une seule unité ennemie qui est en mesure de déclarer une charge contre cette figurine (ou son unité). Cette unité ennemie doit faire un test de Commandement. Si ce test est réussi, l'unité peut agir normalement. En cas d’échec, l’ennemi doit déclarer une charge sur cette figurine (ou son unité).
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Siren Song
The Daemon sings an alluring song, drawing its enemies to their doom.
Single use. At the start of your opponent’s Declare Charges & Charge Reactions sub-phase, nominate a single enemy unit that is able to declare a charge against this model (or its unit).
That enemy unit must make a Leadership test. If this test is passed, the unit may act as normal. However, if this test is failed, it must declare a charge against this model (or its unit).
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Siren Song
The Daemon sings an alluring song, drawing its enemies to their doom.
Single use. At the start of your opponent’s Declare Charges & Charge Reactions sub-phase, nominate a single enemy unit that is able to declare a charge against this model (or its unit).
That enemy unit must make a Leadership test. If this test is passed, the unit may act as normal. However, if this test is failed, it must declare a charge against this model (or its unit).
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Siren Song
The Daemon sings an alluring song, drawing its enemies to their doom.
Single use. At the start of your opponent’s Declare Charges & Charge Reactions sub-phase, nominate a single enemy unit that is able to declare a charge against this model (or its unit).
That enemy unit must make a Leadership test. If this test is passed, the unit may act as normal. However, if this test is failed, it must declare a charge against this model (or its unit).
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Siren Song
The Daemon sings an alluring song, drawing its enemies to their doom.
Single use. At the start of your opponent’s Declare Charges & Charge Reactions sub-phase, nominate a single enemy unit that is able to declare a charge against this model (or its unit).
That enemy unit must make a Leadership test. If this test is passed, the unit may act as normal. However, if this test is failed, it must declare a charge against this model (or its unit).
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Collar Of Khorne
The dread sigils inscribed upon this brass necklace provide protection against the most powerful of magics.
The wearer of a Collar of Khorne improves its Magic Resistance by 1. For example, a model with Magic Resistance (-2) wearing a Collar of Khorne would have Magic Resistance (-3).
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Collier de Khorne
Les symboles d’effroi gravés sur ce collier d’airain fournissent une protection contre la plus puissante des magies.
Le porteur d’un collier de Khorne améliore sa Résistance Magique de 1. Par exemple, une figurine avec Résistance Magique (-2) portant un Collier de Khorne aura une Résistance Magique (-3).
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Collar Of Khorne
The dread sigils inscribed upon this brass necklace provide protection against the most powerful of magics.
The wearer of a Collar of Khorne improves its Magic Resistance by 1. For example, a model with Magic Resistance (-2) wearing a Collar of Khorne would have Magic Resistance (-3).
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Collar Of Khorne
The dread sigils inscribed upon this brass necklace provide protection against the most powerful of magics.
The wearer of a Collar of Khorne improves its Magic Resistance by 1. For example, a model with Magic Resistance (-2) wearing a Collar of Khorne would have Magic Resistance (-3).
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Collar Of Khorne
The dread sigils inscribed upon this brass necklace provide protection against the most powerful of magics.
The wearer of a Collar of Khorne improves its Magic Resistance by 1. For example, a model with Magic Resistance (-2) wearing a Collar of Khorne would have Magic Resistance (-3).
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Collar Of Khorne
The dread sigils inscribed upon this brass necklace provide protection against the most powerful of magics.
The wearer of a Collar of Khorne improves its Magic Resistance by 1. For example, a model with Magic Resistance (-2) wearing a Collar of Khorne would have Magic Resistance (-3).
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Iridescent Corona
Glittering multi-coloured fire encases the Daemon’s form, confounding the aim of the enemy.
Any enemy model that targets this model during the Shooting phase suffers an additional -1 To Hit modifier.
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Couronne Irisée
Un feu multicolore et scintillant enveloppe la forme du démon, rendant trouble la cible de l’ennemi.
Toute figurine qui cible le démon durant la phase de tir subit un modificateur supplémentaire de -1 pour Toucher.
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Iridescent Corona
Glittering multi-coloured fire encases the Daemon’s form, confounding the aim of the enemy.
Any enemy model that targets this model during the Shooting phase suffers an additional -1 To Hit modifier.
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Iridescent Corona
Glittering multi-coloured fire encases the Daemon’s form, confounding the aim of the enemy.
Any enemy model that targets this model during the Shooting phase suffers an additional -1 To Hit modifier.
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Iridescent Corona
Glittering multi-coloured fire encases the Daemon’s form, confounding the aim of the enemy.
Any enemy model that targets this model during the Shooting phase suffers an additional -1 To Hit modifier.
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Iridescent Corona
Glittering multi-coloured fire encases the Daemon’s form, confounding the aim of the enemy.
Any enemy model that targets this model during the Shooting phase suffers an additional -1 To Hit modifier.
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Daemonic Robes
The Daemon is clad in shimmering robes that deflect the fury of incoming blows.
This model cannot be wounded by a roll To Wound of 2, regardless of the Strength of the attack.
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Robes Démoniaques.
Le démon est vêtu de robes chatoyantes qui détourne la fureur des coups à venir.
Cette figurine ne peut pas être blessée par un jet de blessure de 2, indépendamment de la Force de l’attaque.
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Daemonic Robes
The Daemon is clad in shimmering robes that deflect the fury of incoming blows.
This model cannot be wounded by a roll To Wound of 2, regardless of the Strength of the attack.
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Daemonic Robes
The Daemon is clad in shimmering robes that deflect the fury of incoming blows.
This model cannot be wounded by a roll To Wound of 2, regardless of the Strength of the attack.
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Daemonic Robes
The Daemon is clad in shimmering robes that deflect the fury of incoming blows.
This model cannot be wounded by a roll To Wound of 2, regardless of the Strength of the attack.
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Daemonic Robes
The Daemon is clad in shimmering robes that deflect the fury of incoming blows.
This model cannot be wounded by a roll To Wound of 2, regardless of the Strength of the attack.
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Infernal Enrapturess
Weaving a discordant melody upon an accursed harp, the Daemon enraptures those with the mage-sight.
Daemonic Heralds whose troop type is ‘infantry’ only. Whilst within this character’s Command range, friendly Daemons of Slaanesh that are also Wizards (not including this model) may apply a +1 modifier to any Casting roll they make. Whilst within this character’s Command range, enemy Wizards suffer a -1 modifier to any Casting roll they make.
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Enchantement Infernal
Tissant une mélodie discordante sur une harpe maudite, le démon enchante ceux qui ont la mage-vision.
Hérauts Démoniaques dont le type de troupe est « infanterie » seulement. Tant qu’ils sont à la portée de Commandement de ce personnage, les Démons de Slaanesh du même camp, qui sont également Sorciers (mais pas le porteur), peuvent ajouter +1 à n’importe quel jet de Lancement de Sort. Tant qu'elles sont dans la portée de commandement de ce Démon, les sorciers du camp adverse subissent un malus de -1 à leurs jets de Lancement de sort.
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Infernal Enrapturess
Weaving a discordant melody upon an accursed harp, the Daemon enraptures those with the mage-sight.
Daemonic Heralds whose troop type is ‘infantry’ only. Whilst within this character’s Command range, friendly Daemons of Slaanesh that are also Wizards (not including this model) may apply a +1 modifier to any Casting roll they make. Whilst within this character’s Command range, enemy Wizards suffer a -1 modifier to any Casting roll they make.
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Infernal Enrapturess
Weaving a discordant melody upon an accursed harp, the Daemon enraptures those with the mage-sight.
Daemonic Heralds whose troop type is ‘infantry’ only. Whilst within this character’s Command range, friendly Daemons of Slaanesh that are also Wizards (not including this model) may apply a +1 modifier to any Casting roll they make. Whilst within this character’s Command range, enemy Wizards suffer a -1 modifier to any Casting roll they make.
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Infernal Enrapturess
Weaving a discordant melody upon an accursed harp, the Daemon enraptures those with the mage-sight.
Daemonic Heralds whose troop type is ‘infantry’ only. Whilst within this character’s Command range, friendly Daemons of Slaanesh that are also Wizards (not including this model) may apply a +1 modifier to any Casting roll they make. Whilst within this character’s Command range, enemy Wizards suffer a -1 modifier to any Casting roll they make.
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Infernal Enrapturess
Weaving a discordant melody upon an accursed harp, the Daemon enraptures those with the mage-sight.
Daemonic Heralds whose troop type is ‘infantry’ only. Whilst within this character’s Command range, friendly Daemons of Slaanesh that are also Wizards (not including this model) may apply a +1 modifier to any Casting roll they make. Whilst within this character’s Command range, enemy Wizards suffer a -1 modifier to any Casting roll they make.
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Enrapturing Gaze
The beguiling gaze of this Daemon holds the attention of all foolish enough to meet it.
Enemy models engaged in combat with this model cannot use the Inspiring Presence special rule of their General.
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Regard Envoûtant
Le regard séduisant de ce démon retient l’attention de tous ceux assez fous pour le croiser.
Les figurines ennemies engagées au combat avec cette figurine ne peuvent pas utiliser la règle spéciale Présence Inspirante de leur Général.
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Enrapturing Gaze
The beguiling gaze of this Daemon holds the attention of all foolish enough to meet it.
Enemy models engaged in combat with this model cannot use the Inspiring Presence special rule of their General.
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Enrapturing Gaze
The beguiling gaze of this Daemon holds the attention of all foolish enough to meet it.
Enemy models engaged in combat with this model cannot use the Inspiring Presence special rule of their General.
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Enrapturing Gaze
The beguiling gaze of this Daemon holds the attention of all foolish enough to meet it.
Enemy models engaged in combat with this model cannot use the Inspiring Presence special rule of their General.
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Enrapturing Gaze
The beguiling gaze of this Daemon holds the attention of all foolish enough to meet it.
Enemy models engaged in combat with this model cannot use the Inspiring Presence special rule of their General.
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Stream Of Contagion
Opening its gullet wide, the Daemon unleashes a stream of noxious bile upon its foes.
R S AP Special Rules
N/A 3 -2 Breath Weapon, Magical Attacks
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Flot de Bile
Ouvrant grand son gosier, le démon régurgite un flot de bile toxique sur ses ennemis.
P F PA
N/A 3 -2
Règles Spéciales: Arme à Souffle, Attaques Magiques
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Stream Of Contagion
Opening its gullet wide, the Daemon unleashes a stream of noxious bile upon its foes.
R S AP Special Rules
N/A 3 -2 Breath Weapon, Magical Attacks
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Stream Of Contagion
Opening its gullet wide, the Daemon unleashes a stream of noxious bile upon its foes.
R S AP Special Rules
N/A 3 -2 Breath Weapon, Magical Attacks
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Stream Of Contagion
Opening its gullet wide, the Daemon unleashes a stream of noxious bile upon its foes.
R S AP Special Rules
N/A 3 -2 Breath Weapon, Magical Attacks
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Stream Of Contagion
Opening its gullet wide, the Daemon unleashes a stream of noxious bile upon its foes.
R S AP Special Rules
N/A 3 -2 Breath Weapon, Magical Attacks
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Winged Horror
Gigantic wings sprout from the Daemon’s back, allowing it to dive upon the unprepared foe.
Daemonic Heralds whose troop type is ‘regular infantry’ only. This model gains the Fly (8) and Swiftstride special rules.
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Horreur Ailée
Des ailes gigantesques jaillissent du dos du Démon, lui permettant de plonger sur l’ennemi avant qu’il ne soit prêt.
Les Hérauts Démoniaques dont le type de troupe est “Infanterie régulière” seulement. Cette figurine gagne les règles spéciales Vol (8) et Rapide.
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Winged Horror
Gigantic wings sprout from the Daemon’s back, allowing it to dive upon the unprepared foe.
Daemonic Heralds whose troop type is ‘regular infantry’ only. This model gains the Fly (8) and Swiftstride special rules.
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Winged Horror
Gigantic wings sprout from the Daemon’s back, allowing it to dive upon the unprepared foe.
Daemonic Heralds whose troop type is ‘regular infantry’ only. This model gains the Fly (8) and Swiftstride special rules.
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Winged Horror
Gigantic wings sprout from the Daemon’s back, allowing it to dive upon the unprepared foe.
Daemonic Heralds whose troop type is ‘regular infantry’ only. This model gains the Fly (8) and Swiftstride special rules.
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Winged Horror
Gigantic wings sprout from the Daemon’s back, allowing it to dive upon the unprepared foe.
Daemonic Heralds whose troop type is ‘regular infantry’ only. This model gains the Fly (8) and Swiftstride special rules.
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Nurgling Infestation
Multitudinous Nurglings swarm about the Great Unclean One and nestle within the folds of its skin.
Great Unclean One only. Whilst engaged in combat, this model may make an additional D6 attacks. These attacks are resolved at Initiative 2, with a Weapon Skill and Strength of 2, and with an AP of -. Additionally, when this model loses its last Wound, place a Nurgling Swarm of D3 models so that each model is within 3" of this model before removing this model from play.
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Infestation de Nurglings
De nombreux Nurglings fourmillent autour du Grand Immonde et se nichent dans les plis de sa peau.
Grand Immonde uniquement. Tant qu’elle est engagée au combat, cette figurine peut effectuer D6 attaques supplémentaires. Ces attaques sont résolues à Initiative 2, avec une Capacité de Combat et une Force de 2, et une PA de -. De plus, lorsque cette figurine perd son dernier point de vie, placez une Nuée de Nurglings de D3 socles de sorte que chaque socle soit dans les 3” de cette figurine avant de la retirer du jeu.
Notez que ces Nuées de Nurglings ne rapportent aucun Point de Victoire.
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Nurgling Infestation
Multitudinous Nurglings swarm about the Great Unclean One and nestle within the folds of its skin.
Great Unclean One only. Whilst engaged in combat, this model may make an additional D6 attacks. These attacks are resolved at Initiative 2, with a Weapon Skill and Strength of 2, and with an AP of -. Additionally, when this model loses its last Wound, place a Nurgling Swarm of D3 models so that each model is within 3" of this model before removing this model from play.
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Nurgling Infestation
Multitudinous Nurglings swarm about the Great Unclean One and nestle within the folds of its skin.
Great Unclean One only. Whilst engaged in combat, this model may make an additional D6 attacks. These attacks are resolved at Initiative 2, with a Weapon Skill and Strength of 2, and with an AP of -. Additionally, when this model loses its last Wound, place a Nurgling Swarm of D3 models so that each model is within 3" of this model before removing this model from play.
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Nurgling Infestation
Multitudinous Nurglings swarm about the Great Unclean One and nestle within the folds of its skin.
Great Unclean One only. Whilst engaged in combat, this model may make an additional D6 attacks. These attacks are resolved at Initiative 2, with a Weapon Skill and Strength of 2, and with an AP of -. Additionally, when this model loses its last Wound, place a Nurgling Swarm of D3 models so that each model is within 3" of this model before removing this model from play.
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Nurgling Infestation
Multitudinous Nurglings swarm about the Great Unclean One and nestle within the folds of its skin.
Great Unclean One only. Whilst engaged in combat, this model may make an additional D6 attacks. These attacks are resolved at Initiative 2, with a Weapon Skill and Strength of 2, and with an AP of -. Additionally, when this model loses its last Wound, place a Nurgling Swarm of D3 models so that each model is within 3" of this model before removing this model from play.
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Spell Eater
Like a predator feasting upon the flesh of its prey, the Daemon hungrily consumes the magic of its enemies.
This model may be nominated to attempt a Wizardly Dispel, as if it were a Wizard. For the purposes of Wizardly Dispel attempts, this model counts as a Level 2 Wizard.
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Mange Sorts
Comme un prédateur se régalant de la chair de sa proie, le Démon dévore avidement la magie de ses ennemis.
Cette figurine peut être désignée pour tenter une Dissipation comme si c’était un Sorcier. Pour les tentatives de Dissipation, cette figurine compte comme étant un Sorcier de Niveau 2.
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Spell Eater
Like a predator feasting upon the flesh of its prey, the Daemon hungrily consumes the magic of its enemies.
This model may be nominated to attempt a Wizardly Dispel, as if it were a Wizard. For the purposes of Wizardly Dispel attempts, this model counts as a Level 2 Wizard.
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Spell Eater
Like a predator feasting upon the flesh of its prey, the Daemon hungrily consumes the magic of its enemies.
This model may be nominated to attempt a Wizardly Dispel, as if it were a Wizard. For the purposes of Wizardly Dispel attempts, this model counts as a Level 2 Wizard.
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Spell Eater
Like a predator feasting upon the flesh of its prey, the Daemon hungrily consumes the magic of its enemies.
This model may be nominated to attempt a Wizardly Dispel, as if it were a Wizard. For the purposes of Wizardly Dispel attempts, this model counts as a Level 2 Wizard.
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Spell Eater
Like a predator feasting upon the flesh of its prey, the Daemon hungrily consumes the magic of its enemies.
This model may be nominated to attempt a Wizardly Dispel, as if it were a Wizard. For the purposes of Wizardly Dispel attempts, this model counts as a Level 2 Wizard.
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Might Of Khorne
Blessed by its patron, the Daemon’s massive limbs bulge with strength and power.
This model has a +1 modifier to its Strength characteristic.
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Puissance de Khorne
Bénis par sa divinité, les membres massifs du démon gonflent de force et de puissance.
Cette figurine à un modificateur de +1 à sa caractéristique de Force.
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Might Of Khorne
Blessed by its patron, the Daemon’s massive limbs bulge with strength and power.
This model has a +1 modifier to its Strength characteristic.
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Might Of Khorne
Blessed by its patron, the Daemon’s massive limbs bulge with strength and power.
This model has a +1 modifier to its Strength characteristic.
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Might Of Khorne
Blessed by its patron, the Daemon’s massive limbs bulge with strength and power.
This model has a +1 modifier to its Strength characteristic.
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Might Of Khorne
Blessed by its patron, the Daemon’s massive limbs bulge with strength and power.
This model has a +1 modifier to its Strength characteristic.
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Soporific Musk
The Daemon exudes a heady and cloying musk that dulls the wits of its enemies.
Enemy models engaged in combat with this model cannot use the Strike First special rule. Enemy models that do not have the Strike First special rule become subject to the Strike Last special rule instead.
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Musc Soporifique
Le démon dégage un musc entêtant et écœurant qui émousse l’esprit de ses ennemis.
Les figurines ennemies engagées au combat avec cette figurine ne peuvent pas utiliser la règle Frappe Toujours en Premier. Les figurines ennemies qui n’ont pas la règle Frappe Toujours en Premier sont soumises à la règle Frappe Toujours en Dernier à la place.
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Soporific Musk
The Daemon exudes a heady and cloying musk that dulls the wits of its enemies.
Enemy models engaged in combat with this model cannot use the Strike First special rule. Enemy models that do not have the Strike First special rule become subject to the Strike Last special rule instead.
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Soporific Musk
The Daemon exudes a heady and cloying musk that dulls the wits of its enemies.
Enemy models engaged in combat with this model cannot use the Strike First special rule. Enemy models that do not have the Strike First special rule become subject to the Strike Last special rule instead.
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Soporific Musk
The Daemon exudes a heady and cloying musk that dulls the wits of its enemies.
Enemy models engaged in combat with this model cannot use the Strike First special rule. Enemy models that do not have the Strike First special rule become subject to the Strike Last special rule instead.
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Soporific Musk
The Daemon exudes a heady and cloying musk that dulls the wits of its enemies.
Enemy models engaged in combat with this model cannot use the Strike First special rule. Enemy models that do not have the Strike First special rule become subject to the Strike Last special rule instead.
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Sloppity Bilepiper
The infectious tunes of a Bilepiper fill their companions with joyous murrain.
Daemonic Heralds whose troop type is ‘infantry’ only.
Friendly units with the Daemons of Nurgle special rule that begin their movement within this model’s Command range have a +1 modifier to their Movement characteristic.
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Omique Trippier
L'air entraînant d'un Comique Trippier contamine ses compagnons qui se mettent à fredonner joyeusement.
Hérauts Démoniaques dont le type de troupe est “infanterie” seulement. Les unités démoniaques avec la règle Démons de Nurgle qui commencent leur mouvement à portée de Commandement de cette figurine ont un modificateur de +1 à leur caractéristique de Mouvement.
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Sloppity Bilepiper
The infectious tunes of a Bilepiper fill their companions with joyous murrain.
Daemonic Heralds whose troop type is ‘infantry’ only.
Friendly units with the Daemons of Nurgle special rule that begin their movement within this model’s Command range have a +1 modifier to their Movement characteristic.
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Sloppity Bilepiper
The infectious tunes of a Bilepiper fill their companions with joyous murrain.
Daemonic Heralds whose troop type is ‘infantry’ only.
Friendly units with the Daemons of Nurgle special rule that begin their movement within this model’s Command range have a +1 modifier to their Movement characteristic.
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Sloppity Bilepiper
The infectious tunes of a Bilepiper fill their companions with joyous murrain.
Daemonic Heralds whose troop type is ‘infantry’ only.
Friendly units with the Daemons of Nurgle special rule that begin their movement within this model’s Command range have a +1 modifier to their Movement characteristic.
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Sloppity Bilepiper
The infectious tunes of a Bilepiper fill their companions with joyous murrain.
Daemonic Heralds whose troop type is ‘infantry’ only.
Friendly units with the Daemons of Nurgle special rule that begin their movement within this model’s Command range have a +1 modifier to their Movement characteristic.
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Power Vortex
The Winds of Magic billow about the Daemon, but remain beyond the reach of its enemies.
Whilst within this Wizard’s dispel range, enemy Wizards suffer a -1 modifier to their Casting rolls.
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Vortex de Puissance
Les vents de la magie tourbillonnent autour du démon, mais restent hors de portée de ses ennemis.
Tant qu’ils sont à portée de dissipation de ce Sorcier, les Sorciers ennemis subissent un malus de -1 à leurs jets de Lancement.
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Power Vortex
The Winds of Magic billow about the Daemon, but remain beyond the reach of its enemies.
Whilst within this Wizard’s dispel range, enemy Wizards suffer a -1 modifier to their Casting rolls.
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Power Vortex
The Winds of Magic billow about the Daemon, but remain beyond the reach of its enemies.
Whilst within this Wizard’s dispel range, enemy Wizards suffer a -1 modifier to their Casting rolls.
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Power Vortex
The Winds of Magic billow about the Daemon, but remain beyond the reach of its enemies.
Whilst within this Wizard’s dispel range, enemy Wizards suffer a -1 modifier to their Casting rolls.
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Power Vortex
The Winds of Magic billow about the Daemon, but remain beyond the reach of its enemies.
Whilst within this Wizard’s dispel range, enemy Wizards suffer a -1 modifier to their Casting rolls.
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Spoilpox Scrivener
A Spoilpox Scrivener scrutinises the work of Nurgle’s Daemons as they spread and record their master’s blessings.
Daemonic Heralds whose troop type is ‘infantry’ only. Whilst within this model’s Command range, friendly units with the Daemons of Nurgle special rule may re-roll any rolls To Hit of a natural 1.
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Scribe Gâchevariole
Un scribe Gâchevariole surveille le travail des démons de Nurgle tandis qu’ils répandent et enregistrent les bénédictions de leur maître.
Hérauts Démoniaques dont le type de troupe est « infanterie » seulement. Les unités démoniaques avec la règle Démons de Nurgle à portée de Commandement de cette figurine peuvent relancer tous les jets pour Toucher ayant donné un 1 naturel.
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Spoilpox Scrivener
A Spoilpox Scrivener scrutinises the work of Nurgle’s Daemons as they spread and record their master’s blessings.
Daemonic Heralds whose troop type is ‘infantry’ only. Whilst within this model’s Command range, friendly units with the Daemons of Nurgle special rule may re-roll any rolls To Hit of a natural 1.
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Spoilpox Scrivener
A Spoilpox Scrivener scrutinises the work of Nurgle’s Daemons as they spread and record their master’s blessings.
Daemonic Heralds whose troop type is ‘infantry’ only. Whilst within this model’s Command range, friendly units with the Daemons of Nurgle special rule may re-roll any rolls To Hit of a natural 1.
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Spoilpox Scrivener
A Spoilpox Scrivener scrutinises the work of Nurgle’s Daemons as they spread and record their master’s blessings.
Daemonic Heralds whose troop type is ‘infantry’ only. Whilst within this model’s Command range, friendly units with the Daemons of Nurgle special rule may re-roll any rolls To Hit of a natural 1.
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Spoilpox Scrivener
A Spoilpox Scrivener scrutinises the work of Nurgle’s Daemons as they spread and record their master’s blessings.
Daemonic Heralds whose troop type is ‘infantry’ only. Whilst within this model’s Command range, friendly units with the Daemons of Nurgle special rule may re-roll any rolls To Hit of a natural 1.
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Twin Heads
Possessed of two personalities and two intellects, this two-headed Daemon is a master of the Winds of Magic.
This model knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry.
Note that this does not increase the Wizard’s Level.
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Têtes Jumelles
Ce démon possède une double personnalité et deux esprits bien distincts. Ce démon à deux têtes est un maître des vents de magie.
Cette figurine connaît un sort supplémentaire (choisi de la manière habituelle) par rapport à son niveau de Sorcellerie.
Notez que cela n’augmente pas le niveau du Sorcier.
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Twin Heads
Possessed of two personalities and two intellects, this two-headed Daemon is a master of the Winds of Magic.
This model knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry.
Note that this does not increase the Wizard’s Level.
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Twin Heads
Possessed of two personalities and two intellects, this two-headed Daemon is a master of the Winds of Magic.
This model knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry.
Note that this does not increase the Wizard’s Level.
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Twin Heads
Possessed of two personalities and two intellects, this two-headed Daemon is a master of the Winds of Magic.
This model knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry.
Note that this does not increase the Wizard’s Level.
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Twin Heads
Possessed of two personalities and two intellects, this two-headed Daemon is a master of the Winds of Magic.
This model knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry.
Note that this does not increase the Wizard’s Level.
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Will Of Tzeentch
The Daemon perceives the intricate pathways of fate and can tug upon the strands of destiny should it so desire.
Once per round, this model may re-roll a single D6. This may be a D6 rolled on its own, as part of a batch of dice, or as part of a multiple dice roll.
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Volonté de Tzeentch
Le Démon perçoit les voies complexes du destin et peut modifier les fils de la destinée, si tel est son désir.
Une fois par tour, cette figurine peut relancer un seul D6. Ceci peut être un D6 lancé seul ou l’un des dés utilisés lors d’un lancer de dés multiples.
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Will Of Tzeentch
The Daemon perceives the intricate pathways of fate and can tug upon the strands of destiny should it so desire.
Once per round, this model may re-roll a single D6. This may be a D6 rolled on its own, as part of a batch of dice, or as part of a multiple dice roll.
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Will Of Tzeentch
The Daemon perceives the intricate pathways of fate and can tug upon the strands of destiny should it so desire.
Once per round, this model may re-roll a single D6. This may be a D6 rolled on its own, as part of a batch of dice, or as part of a multiple dice roll.
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Will Of Tzeentch
The Daemon perceives the intricate pathways of fate and can tug upon the strands of destiny should it so desire.
Once per round, this model may re-roll a single D6. This may be a D6 rolled on its own, as part of a batch of dice, or as part of a multiple dice roll.
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Will Of Tzeentch
The Daemon perceives the intricate pathways of fate and can tug upon the strands of destiny should it so desire.
Once per round, this model may re-roll a single D6. This may be a D6 rolled on its own, as part of a batch of dice, or as part of a multiple dice roll.
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Banner Of Acquiescence
Beneath the shadow of this standard, enemies lower their weapons and bear their breasts to the blades of the foe.
A single enemy unit engaged in combat with the bearer of the Banner of Acquiescence suffers a -D3 modifier to its Weapon Skill and Initiative characteristics (to a minimum of 1).
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Bannière du Consentement
Sous l’ombre de cet étendard, les ennemis baissent leurs armes et exposent leur poitrine aux lames de l’ennemi.
Une seule unité ennemie engagée au combat avec le porteur de la Bannière du Consentement subit un modificateur de -D3 à ses caractéristiques de Capacité de Combat et d’Initiative (jusqu’à un minimum de 1).
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Banner Of Acquiescence
Beneath the shadow of this standard, enemies lower their weapons and bear their breasts to the blades of the foe.
A single enemy unit engaged in combat with the bearer of the Banner of Acquiescence suffers a -D3 modifier to its Weapon Skill and Initiative characteristics (to a minimum of 1).
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Banner Of Acquiescence
Beneath the shadow of this standard, enemies lower their weapons and bear their breasts to the blades of the foe.
A single enemy unit engaged in combat with the bearer of the Banner of Acquiescence suffers a -D3 modifier to its Weapon Skill and Initiative characteristics (to a minimum of 1).
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Banner Of Acquiescence
Beneath the shadow of this standard, enemies lower their weapons and bear their breasts to the blades of the foe.
A single enemy unit engaged in combat with the bearer of the Banner of Acquiescence suffers a -D3 modifier to its Weapon Skill and Initiative characteristics (to a minimum of 1).
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Banner Of Acquiescence
Beneath the shadow of this standard, enemies lower their weapons and bear their breasts to the blades of the foe.
A single enemy unit engaged in combat with the bearer of the Banner of Acquiescence suffers a -D3 modifier to its Weapon Skill and Initiative characteristics (to a minimum of 1).
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Banner Of Change
So saturated is this banner with the power of change that it distorts and mutates everything around it.
At the start of the Combat phase, a single enemy unit engaged in combat with this model suffers 3D6 Strength 2 hits, each with an AP of -.
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Bannière du Changement
Cette bannière est tellement saturée du pouvoir du changement qu’elle déforme et mute tout ce qui l’entoure.
Au début de la phase de Combat, une seule unité ennemie engagée au combat avec cette figurine subit 3D6 touches de F2 avec une PA de -.
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Banner Of Change
So saturated is this banner with the power of change that it distorts and mutates everything around it.
At the start of the Combat phase, a single enemy unit engaged in combat with this model suffers 3D6 Strength 2 hits, each with an AP of -.
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Banner Of Change
So saturated is this banner with the power of change that it distorts and mutates everything around it.
At the start of the Combat phase, a single enemy unit engaged in combat with this model suffers 3D6 Strength 2 hits, each with an AP of -.
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Banner Of Change
So saturated is this banner with the power of change that it distorts and mutates everything around it.
At the start of the Combat phase, a single enemy unit engaged in combat with this model suffers 3D6 Strength 2 hits, each with an AP of -.
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Banner Of Change
So saturated is this banner with the power of change that it distorts and mutates everything around it.
At the start of the Combat phase, a single enemy unit engaged in combat with this model suffers 3D6 Strength 2 hits, each with an AP of -.
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Banner Of Discord
The air around this warped banner shimmers with the explosive unbinding of enemy spells.
A unit carrying the Banner of Discord gains the Magic Resistance (-3) special rule. In addition, friendly units within 6" of the model carrying this standard gain the Magic Resistance (-1) special rule.
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Bannière de Discorde
L’air autour de cette bannière maudite scintille tandis qu’elle délie et annule les sorts ennemis.
Une unité portant la Bannière de Discorde gagne la règle spéciale Résistance à la Magie (-3).
De plus, les unités amies dans les 6" de la figurine portant cette bannière gagnent la règle spéciale Résistance à la Magie (-1).
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Banner Of Discord
The air around this warped banner shimmers with the explosive unbinding of enemy spells.
A unit carrying the Banner of Discord gains the Magic Resistance (-3) special rule. In addition, friendly units within 6" of the model carrying this standard gain the Magic Resistance (-1) special rule.
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Banner Of Discord
The air around this warped banner shimmers with the explosive unbinding of enemy spells.
A unit carrying the Banner of Discord gains the Magic Resistance (-3) special rule. In addition, friendly units within 6" of the model carrying this standard gain the Magic Resistance (-1) special rule.
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Banner Of Discord
The air around this warped banner shimmers with the explosive unbinding of enemy spells.
A unit carrying the Banner of Discord gains the Magic Resistance (-3) special rule. In addition, friendly units within 6" of the model carrying this standard gain the Magic Resistance (-1) special rule.
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Banner Of Discord
The air around this warped banner shimmers with the explosive unbinding of enemy spells.
A unit carrying the Banner of Discord gains the Magic Resistance (-3) special rule. In addition, friendly units within 6" of the model carrying this standard gain the Magic Resistance (-1) special rule.
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Banner Of Unholy Victory
Scenes from a million battles fill the minds of those that gaze upon this banner.
When calculating its combat result, a unit carrying the Banner of Unholy Victory may claim an additional bonus of +D3 combat result points.
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Bannière de Victoire Impie
Les scènes d’un million de batailles remplissent l’esprit de ceux qui regardent cette bannière.
Lors du calcul de son résultat de combat, une unité portant la Bannière de la Victoire impie peut ajouter un bonus supplémentaire de +D3 points au résultat de combat.
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Banner Of Unholy Victory
Scenes from a million battles fill the minds of those that gaze upon this banner.
When calculating its combat result, a unit carrying the Banner of Unholy Victory may claim an additional bonus of +D3 combat result points.
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Banner Of Unholy Victory
Scenes from a million battles fill the minds of those that gaze upon this banner.
When calculating its combat result, a unit carrying the Banner of Unholy Victory may claim an additional bonus of +D3 combat result points.
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Banner Of Unholy Victory
Scenes from a million battles fill the minds of those that gaze upon this banner.
When calculating its combat result, a unit carrying the Banner of Unholy Victory may claim an additional bonus of +D3 combat result points.
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Banner Of Unholy Victory
Scenes from a million battles fill the minds of those that gaze upon this banner.
When calculating its combat result, a unit carrying the Banner of Unholy Victory may claim an additional bonus of +D3 combat result points.
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Rapturous Standard
Gripped by a strange euphoria, enemy formations crumble into confusion in the presence of this standard.
Any enemy unit that charges the front arc of a unit carrying the Rapturous Standard makes a disordered charge.
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Étendard d’Enthousiasme
Saisis par une étrange euphorie, les formations ennemies plongent dans la confusion en présence de cet étendard.
Toute unité ennemie qui charge l’arc avant d’une unité portant l’Étendard d’Enthousiasme compte comme ayant effectué une Charge Désordonnée.
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Rapturous Standard
Gripped by a strange euphoria, enemy formations crumble into confusion in the presence of this standard.
Any enemy unit that charges the front arc of a unit carrying the Rapturous Standard makes a disordered charge.
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Rapturous Standard
Gripped by a strange euphoria, enemy formations crumble into confusion in the presence of this standard.
Any enemy unit that charges the front arc of a unit carrying the Rapturous Standard makes a disordered charge.
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Rapturous Standard
Gripped by a strange euphoria, enemy formations crumble into confusion in the presence of this standard.
Any enemy unit that charges the front arc of a unit carrying the Rapturous Standard makes a disordered charge.
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Rapturous Standard
Gripped by a strange euphoria, enemy formations crumble into confusion in the presence of this standard.
Any enemy unit that charges the front arc of a unit carrying the Rapturous Standard makes a disordered charge.
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Standard Of Seeping Decay
A pervasive aura of pestilence surrounds this moth-eaten banner, sapping the health of all around it.
During the Combat phase, a unit carrying the Standard of Seeping Decay may re-roll any rolls To Wound of a natural 1.
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Étendard de la Décrépitude Purulente
Une aura envahissante de pestilence se dégage de cette bannière rongée par les mites, sapant la santé de tout ce qui l’entoure.
Au cours de la phase de combat, une unité portant l’Étendard de la Décrépitude Purulente peut relancer tous ses jets pour Blesser ayant donné un 1 naturel.
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Standard Of Seeping Decay
A pervasive aura of pestilence surrounds this moth-eaten banner, sapping the health of all around it.
During the Combat phase, a unit carrying the Standard of Seeping Decay may re-roll any rolls To Wound of a natural 1.
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Standard Of Seeping Decay
A pervasive aura of pestilence surrounds this moth-eaten banner, sapping the health of all around it.
During the Combat phase, a unit carrying the Standard of Seeping Decay may re-roll any rolls To Wound of a natural 1.
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Standard Of Seeping Decay
A pervasive aura of pestilence surrounds this moth-eaten banner, sapping the health of all around it.
During the Combat phase, a unit carrying the Standard of Seeping Decay may re-roll any rolls To Wound of a natural 1.
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Standard Of Seeping Decay
A pervasive aura of pestilence surrounds this moth-eaten banner, sapping the health of all around it.
During the Combat phase, a unit carrying the Standard of Seeping Decay may re-roll any rolls To Wound of a natural 1.
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Siren Standard
A Daemonic Siren is imprisoned in this banner, its seductive song lulling the senses of all who hear it.
If an enemy unit charged by a unit carrying the Siren Standard wishes to Flee (or Fire & Flee) as a charge reaction, it must first make a Leadership test. If this test is passed, the unit may Flee (or Fire & Flee). However, if this test is failed, the unit must Hold.
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Étendard de la Sirène
Une Sirène démoniaque est emprisonnée dans cette bannière, sa séduisante chanson apaise les sens de tous ceux qui l’entendent.
Si une unité ennemie chargée par une unité portant l’Étendard de la Sirène souhaite Fuir (ou Tirer & Fuir) en réaction à une charge, elle doit d’abord effectuer un test de Commandement.
Si ce test est réussi, l’unité peut Fuir (ou Tirer & Fuir).
Cependant, si ce test échoue, l’unité doit Tenir sa Position.
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Siren Standard
A Daemonic Siren is imprisoned in this banner, its seductive song lulling the senses of all who hear it.
If an enemy unit charged by a unit carrying the Siren Standard wishes to Flee (or Fire & Flee) as a charge reaction, it must first make a Leadership test. If this test is passed, the unit may Flee (or Fire & Flee). However, if this test is failed, the unit must Hold.
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Siren Standard
A Daemonic Siren is imprisoned in this banner, its seductive song lulling the senses of all who hear it.
If an enemy unit charged by a unit carrying the Siren Standard wishes to Flee (or Fire & Flee) as a charge reaction, it must first make a Leadership test. If this test is passed, the unit may Flee (or Fire & Flee). However, if this test is failed, the unit must Hold.
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Siren Standard
A Daemonic Siren is imprisoned in this banner, its seductive song lulling the senses of all who hear it.
If an enemy unit charged by a unit carrying the Siren Standard wishes to Flee (or Fire & Flee) as a charge reaction, it must first make a Leadership test. If this test is passed, the unit may Flee (or Fire & Flee). However, if this test is failed, the unit must Hold.
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Siren Standard
A Daemonic Siren is imprisoned in this banner, its seductive song lulling the senses of all who hear it.
If an enemy unit charged by a unit carrying the Siren Standard wishes to Flee (or Fire & Flee) as a charge reaction, it must first make a Leadership test. If this test is passed, the unit may Flee (or Fire & Flee). However, if this test is failed, the unit must Hold.
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Great Standard Of Sundering
Runes of warding crowd close about this banner, their power focussed to deny enemy Wizards access to the Winds of Magic.
Any enemy Wizard that can draw a line of sight to the model carrying the Great Standard of Sundering suffers a -1 modifier to any Casting roll it makes.
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Grand Étendard de l'Écrasement
Des runes de protection entourent cette bannière, leur pouvoir interdisant aux sorciers ennemis d’accéder aux Vents de Magie.
Tout Sorcier ennemi qui peut tracer une ligne de vue sur le porteur du Grand Étendard de l'Écrasement souffre d’un modificateur de -1 pour toute tentative de Lancement de sort qu’il fait.
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Great Standard Of Sundering
Runes of warding crowd close about this banner, their power focussed to deny enemy Wizards access to the Winds of Magic.
Any enemy Wizard that can draw a line of sight to the model carrying the Great Standard of Sundering suffers a -1 modifier to any Casting roll it makes.
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Great Standard Of Sundering
Runes of warding crowd close about this banner, their power focussed to deny enemy Wizards access to the Winds of Magic.
Any enemy Wizard that can draw a line of sight to the model carrying the Great Standard of Sundering suffers a -1 modifier to any Casting roll it makes.
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Great Standard Of Sundering
Runes of warding crowd close about this banner, their power focussed to deny enemy Wizards access to the Winds of Magic.
Any enemy Wizard that can draw a line of sight to the model carrying the Great Standard of Sundering suffers a -1 modifier to any Casting roll it makes.
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Great Standard Of Sundering
Runes of warding crowd close about this banner, their power focussed to deny enemy Wizards access to the Winds of Magic.
Any enemy Wizard that can draw a line of sight to the model carrying the Great Standard of Sundering suffers a -1 modifier to any Casting roll it makes.
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Icon Of Endless War
This brass standard constantly drips blood, the smell of which drives all of Khorne’s followers mad with battle-lust.
When a unit carrying the Banner of Rage declares a charge, it may re-roll its Charge roll.
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Icône De Guerre Infinie
Cette icône en airain goutte constamment d’un sang dont l’odeur rend tous les suivants de Khorne fou de désir de bataille.
Lorsqu’une unité portant l’Icône de Guerre Infinie déclare une charge, elle peut relancer son jet de Charge.
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Icon Of Endless War
This brass standard constantly drips blood, the smell of which drives all of Khorne’s followers mad with battle-lust.
When a unit carrying the Banner of Rage declares a charge, it may re-roll its Charge roll.
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Icon Of Endless War
This brass standard constantly drips blood, the smell of which drives all of Khorne’s followers mad with battle-lust.
When a unit carrying the Banner of Rage declares a charge, it may re-roll its Charge roll.
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Icon Of Endless War
This brass standard constantly drips blood, the smell of which drives all of Khorne’s followers mad with battle-lust.
When a unit carrying the Banner of Rage declares a charge, it may re-roll its Charge roll.
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Icon Of Endless War
This brass standard constantly drips blood, the smell of which drives all of Khorne’s followers mad with battle-lust.
When a unit carrying the Banner of Rage declares a charge, it may re-roll its Charge roll.
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Icon Of Eternal Virulence
Each drop of blood spilt beneath this dank shroud becomes infected with every affliction known to Nurgle.
When calculating its combat result, a unit carrying the Icon of Eternal Virulence may claim an additional bonus of +1 combat result point (to a maximum of +3) for each unsaved wound caused by a Poisoned Attack.
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Icône de Virulence Infinie
Chaque goutte de sang versée sous ce suaire humide se voit infectée par toutes les afflictions connues de Nurgle.
Lors du calcul de son résultat de combat, une unité portant l’Icône de Virulence infinie peut réclamer un bonus supplémentaire de +1 point au résultat de combat (jusqu’à un maximum de +3) pour chaque blessure non sauvegardée causée par une Attaque Empoisonnée.
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Icon Of Eternal Virulence
Each drop of blood spilt beneath this dank shroud becomes infected with every affliction known to Nurgle.
When calculating its combat result, a unit carrying the Icon of Eternal Virulence may claim an additional bonus of +1 combat result point (to a maximum of +3) for each unsaved wound caused by a Poisoned Attack.
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Icon Of Eternal Virulence
Each drop of blood spilt beneath this dank shroud becomes infected with every affliction known to Nurgle.
When calculating its combat result, a unit carrying the Icon of Eternal Virulence may claim an additional bonus of +1 combat result point (to a maximum of +3) for each unsaved wound caused by a Poisoned Attack.
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Icon Of Eternal Virulence
Each drop of blood spilt beneath this dank shroud becomes infected with every affliction known to Nurgle.
When calculating its combat result, a unit carrying the Icon of Eternal Virulence may claim an additional bonus of +1 combat result point (to a maximum of +3) for each unsaved wound caused by a Poisoned Attack.
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Icon Of Eternal Virulence
Each drop of blood spilt beneath this dank shroud becomes infected with every affliction known to Nurgle.
When calculating its combat result, a unit carrying the Icon of Eternal Virulence may claim an additional bonus of +1 combat result point (to a maximum of +3) for each unsaved wound caused by a Poisoned Attack.
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Icon Of Sorcery
The runes upon this banner swirl and distort as they magnify the sorcerous might of the Horrors that caper beneath it.
Pink Horrors only. When a unit carrying the Icon of Sorcery casts a Bound spell, it does so with a power level equal to twice its Rank Bonus.
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Icône de Sorcellerie
Les runes sur cette bannière tourbillonnent et se tordent comme elles magnifient la puissance magique des Horreurs qui évoluent dans son ombre.
Horreurs Roses seulement. Quand une unité portant l’Icône de la sorcellerie lance un sort Lié, elle le fait avec un niveau de puissance égal à deux fois son Bonus de Rang.
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Icon Of Sorcery
The runes upon this banner swirl and distort as they magnify the sorcerous might of the Horrors that caper beneath it.
Pink Horrors only. When a unit carrying the Icon of Sorcery casts a Bound spell, it does so with a power level equal to twice its Rank Bonus.
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Icon Of Sorcery
The runes upon this banner swirl and distort as they magnify the sorcerous might of the Horrors that caper beneath it.
Pink Horrors only. When a unit carrying the Icon of Sorcery casts a Bound spell, it does so with a power level equal to twice its Rank Bonus.
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Icon Of Sorcery
The runes upon this banner swirl and distort as they magnify the sorcerous might of the Horrors that caper beneath it.
Pink Horrors only. When a unit carrying the Icon of Sorcery casts a Bound spell, it does so with a power level equal to twice its Rank Bonus.
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Icon Of Sorcery
The runes upon this banner swirl and distort as they magnify the sorcerous might of the Horrors that caper beneath it.
Pink Horrors only. When a unit carrying the Icon of Sorcery casts a Bound spell, it does so with a power level equal to twice its Rank Bonus.
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Rotten Icon
Pus and slime drip constantly from the Rotten Icon, turning the dry earth into noisome mud.
Enemy units cannot claim any bonus combat result points for being engaged with the rear arc of a unit carrying the Rotten Icon
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Icône Pourrie
Pus et bave gouttent constamment de l’Icône Pourrie, transformant la terre sèche en une boue répugnante.
Les unités ennemies ne peuvent pas réclamer de point de bonus au résultat de combat pour être engagées avec l'arc arrière d'une unité porteuse de l’Icône Pourrie.
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Rotten Icon
Pus and slime drip constantly from the Rotten Icon, turning the dry earth into noisome mud.
Enemy units cannot claim any bonus combat result points for being engaged with the rear arc of a unit carrying the Rotten Icon
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Rotten Icon
Pus and slime drip constantly from the Rotten Icon, turning the dry earth into noisome mud.
Enemy units cannot claim any bonus combat result points for being engaged with the rear arc of a unit carrying the Rotten Icon
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Rotten Icon
Pus and slime drip constantly from the Rotten Icon, turning the dry earth into noisome mud.
Enemy units cannot claim any bonus combat result points for being engaged with the rear arc of a unit carrying the Rotten Icon
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Rotten Icon
Pus and slime drip constantly from the Rotten Icon, turning the dry earth into noisome mud.
Enemy units cannot claim any bonus combat result points for being engaged with the rear arc of a unit carrying the Rotten Icon
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Skull Totem
The pole of this banner is thick-set with the captured skulls of Khorne’s victims, each marked with a brass-etched rune of slaughter.
A unit carrying the Skull Totem (but not its mounts) gains the Furious Charge special rule.
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Totem des Crânes
Le poteau de cette bannière est orné avec les crânes récoltés des victimes de Khorne, chacun gravé d’une rune de massacre.
Une unité portant le Totem des Crânes gagne la règle spéciale Charge Dévastatrice (mais pas ses montures).
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Skull Totem
The pole of this banner is thick-set with the captured skulls of Khorne’s victims, each marked with a brass-etched rune of slaughter.
A unit carrying the Skull Totem (but not its mounts) gains the Furious Charge special rule.
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Skull Totem
The pole of this banner is thick-set with the captured skulls of Khorne’s victims, each marked with a brass-etched rune of slaughter.
A unit carrying the Skull Totem (but not its mounts) gains the Furious Charge special rule.
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Skull Totem
The pole of this banner is thick-set with the captured skulls of Khorne’s victims, each marked with a brass-etched rune of slaughter.
A unit carrying the Skull Totem (but not its mounts) gains the Furious Charge special rule.
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Skull Totem
The pole of this banner is thick-set with the captured skulls of Khorne’s victims, each marked with a brass-etched rune of slaughter.
A unit carrying the Skull Totem (but not its mounts) gains the Furious Charge special rule.
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Standard Of Chaotic Glory
This banner flickers in and out of existence, creating a tear in reality through which the power of Chaos flows.
Daemonic Locus only. Friendly Daemonic units gain a +1 modifier to their Leadership characteristic whilst within this character’s command range (to a maximum of 10).
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Standard Of Chaotic Glory
This banner flickers in and out of existence, creating a tear in reality through which the power of Chaos flows.
Daemonic Locus only. Friendly Daemonic units gain a +1 modifier to their Leadership characteristic whilst within this character’s command range (to a maximum of 10).
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Standard Of Chaotic Glory
This banner flickers in and out of existence, creating a tear in reality through which the power of Chaos flows.
Daemonic Locus only. Friendly Daemonic units gain a +1 modifier to their Leadership characteristic whilst within this character’s command range (to a maximum of 10).
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Standard Of Chaotic Glory
This banner flickers in and out of existence, creating a tear in reality through which the power of Chaos flows.
Daemonic Locus only. Friendly Daemonic units gain a +1 modifier to their Leadership characteristic whilst within this character’s command range (to a maximum of 10).
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Standard Of Chaotic Glory
This banner flickers in and out of existence, creating a tear in reality through which the power of Chaos flows.
Daemonic Locus only. Friendly Daemonic units gain a +1 modifier to their Leadership characteristic whilst within this character’s command range (to a maximum of 10).
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Standard Of Chaotic Glory
This banner flickers in and out of existence, creating a tear in reality through which the power of Chaos flows.
Daemonic Locus only. Friendly Daemonic units gain a +1 modifier to their Leadership characteristic whilst within this character’s command range (to a maximum of 10).
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Totem Of Eternal War
The power of the æther flows from this accursed icon and into the Daemons that march beneath it.
Daemonic Locus only. Friendly Daemonic units reduce the number of wounds suffered due to the Daemonic Instability special rule by an additional D3 whilst within the command range of this model.
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Totem de la Guerre éternelle
La puissance de l’éther s'écoule de cette icône maudite jusque sur les Démons qui marchent en dessous.
Locus Démoniaque seulement. Les unités démoniaques amies à portée de commandement de cette figurine réduisent le nombre de blessures subies en raison de l’Instabilité démoniaque d’un D3 supplémentaire.
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Totem Of Eternal War
The power of the æther flows from this accursed icon and into the Daemons that march beneath it.
Daemonic Locus only. Friendly Daemonic units reduce the number of wounds suffered due to the Daemonic Instability special rule by an additional D3 whilst within the command range of this model.
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Totem Of Eternal War
The power of the æther flows from this accursed icon and into the Daemons that march beneath it.
Daemonic Locus only. Friendly Daemonic units reduce the number of wounds suffered due to the Daemonic Instability special rule by an additional D3 whilst within the command range of this model.
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Totem Of Eternal War
The power of the æther flows from this accursed icon and into the Daemons that march beneath it.
Daemonic Locus only. Friendly Daemonic units reduce the number of wounds suffered due to the Daemonic Instability special rule by an additional D3 whilst within the command range of this model.
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Totem Of Eternal War
The power of the æther flows from this accursed icon and into the Daemons that march beneath it.
Daemonic Locus only. Friendly Daemonic units reduce the number of wounds suffered due to the Daemonic Instability special rule by an additional D3 whilst within the command range of this model.
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