Orc and Goblin Tribes

Orc and Goblin Tribes

Correspondence of translations with another language

Rules and Equipments used by the army

EN FR DE PL ES IT
’It & Run
With a barked command from their leader, Kiknik’s riders fall back, ready to charge off in pursuit of new prey. Should they win a round of combat, Kiknik and any Goblin Wolf Rider Mob he has joined may choose to Fall Back in Good Order rather than making a follow up or pursuit move.
’It & Run
With a barked command from their leader, Kiknik’s riders fall back, ready to charge off in pursuit of new prey. Should they win a round of combat, Kiknik and any Goblin Wolf Rider Mob he has joined may choose to Fall Back in Good Order rather than making a follow up or pursuit move.
’It & Run
With a barked command from their leader, Kiknik’s riders fall back, ready to charge off in pursuit of new prey. Should they win a round of combat, Kiknik and any Goblin Wolf Rider Mob he has joined may choose to Fall Back in Good Order rather than making a follow up or pursuit move.
’It & Run
With a barked command from their leader, Kiknik’s riders fall back, ready to charge off in pursuit of new prey. Should they win a round of combat, Kiknik and any Goblin Wolf Rider Mob he has joined may choose to Fall Back in Good Order rather than making a follow up or pursuit move.
’It & Run
With a barked command from their leader, Kiknik’s riders fall back, ready to charge off in pursuit of new prey. Should they win a round of combat, Kiknik and any Goblin Wolf Rider Mob he has joined may choose to Fall Back in Good Order rather than making a follow up or pursuit move.
’It & Run
With a barked command from their leader, Kiknik’s riders fall back, ready to charge off in pursuit of new prey. Should they win a round of combat, Kiknik and any Goblin Wolf Rider Mob he has joined may choose to Fall Back in Good Order rather than making a follow up or pursuit move.
*Giant Attacks
*Attaques de Géant
Les Géants n'attaquent pas comme les autres créatures. Ils sont bien trop gros et hargneux pour obéir aux ordres, et trop bêtes pour avoir le moindre plan cohérent. Au lieu d'attaquer normalement à la phase de Combat ou d'effectuer une attaque de Ramassage, un Géant peut choisir d'effectuer une Attaque de Géant. Pour ce faire, désignez une unité ennemie avec qui le Géant est engagé en combat comme cible de l'attaque et faites un jet sur le tableau ci-dessous pour déterminer ce qu'il fait : Tableau d'Attaques de Géant DG Résultat 1 Coup d'Boule : Le Géant choisit une adversaire et lui flanque un coup d'boule. Désignez une figurine individuelle dans le rang combattant d'une unité ennemie avec qui le Géant est engagé en combat comme cible de l'attaque. Cette figurine est touchée et subit D3+1 blessures sans sauvegarde d'armure ni de Régénération autorisée (les sauvegardes Invulnérables peuvent être tentées normalement). 2 Plat du Ventre : Le Géant s'écrase de tout son long sur l'ennemi. Placez un petit gabarit d'explosion de sorte que le trou central soit directement sur le centre de l'unité cible. Toute figurine (amie ou ennemie, à l'exception du Géant) dont le socle se trouve sous le gabarit risque d'être touchée et de subir une seule touche, en utilisant la caractéristique de Force de cette figurine, avec une PA de -2. 3 - 4 Balayage : Le Géant balaie les rangs ennemis de sa massue. Pour cette attaque, le Géant est soumis à la règle spéciale Attaques et a une caractéristique d'Attaques de DG+1, et la massue de Géant a une caractéristique de Force de F+1 et une PA de -2. 5 Coup d'Massue : Le Géant empoigne sa massue à deux mains pour taper sur le crâne de son ennemi. Désignez une figurine individuelle ennemie dans le rang combattant d'une unité ennemie avec qui le Géant est engagé en combat comme cible de l'attaque. Pour cette attaque, la massue de Géant a une caractéristique de Force de F+4, une PA de -4 et la règle spéciale Blessures Multiples (DG). 6 Sauter à Pieds Joints : Le Géant saute sur ses ennemis pour les envoyer voler en tous sens et les aplatir. Pour cette attaque, le Géant n'utilise pas sa massue. À la place, l'unité cible subit DG+1 touches, chacune utilisant la caractéristique de Force du Géant, sans sauvegarde d'armure autorisée (les sauvegardes Invulnérables et de Régénération peuvent être tentées normalement).
*Giant Attacks
*Giant Attacks
*Giant Attacks
*Giant Attacks
*Pick Up And
*Ramassage
Parfois, les Géants oublient qu'ils se trouvent au beau milieu d'une bataille, et face à des amuse-gueules disposés en rangs, ils préfèrent s'affairer à ramasser des guerriers ennemis par poignées entières. Ce qu'il advient de ces malheureux varie : certains sont fourrés dans un sac (ou, dans le pire des cas, sous les habits du Géant) pour être croqués plus tard, d'autres sont engloutis sur-le-champ, et d'autres encore, les moins appétissants, sont jetés au loin d'un geste dédaigneux. Quoi qu'il en soit, le sort de ces infortunés en-cas est scellé. Au lieu d'attaquer normalement à la phase de Combat ou d'effectuer une Attaque de Géant, un Géant qui est engagé en combat avec au moins une unité dont le type de troupe est "infanterie régulière" ou "infanterie lourde" peut choisir d'effectuer une attaque de "Ramassage". Pour ce faire, désignez une unité ennemie d'infanterie régulière ou lourde avec qui le Géant est engagé en combat. L'unité doit immédiatement effectuer un test d'Initiative : En cas d'échec, le Géant ramasse une victime. Mieux vaut ne pas penser à ce qu'il lui arrive ensuite, mais quoi qu'il en soit, une figurine individuelle de l'unité cible est immédiatement retirée du jeu comme pertes. En cas de réussite, les guerriers parviennent à échapper aux mains du Géant. Personne n'est ramassé et l'attaque n'a aucun effet. Ensuite, jetez un DG : Sur 1-3, le Géant oublie ce qu'il faisait et n'effectue pas d'autres attaques. Sur 4+, le Géant tente de ramasser un autre ennemi. L'unité cible doit effectuer un autre test d'Initiative. Cela continue jusqu'à ce que le Géant oublie ce qu'il faisait et cesse d'effectuer des attaques, ou jusqu'à ce que l'unité cible soit détruite. Les figurines ennemies retirées du jeu sont considérées comme ayant été retirées du rang combattant de l'unité ennemie.
*Pick Up And
*Pick Up And
*Pick Up And
*Pick Up And
All Sneaky Like
Kiknik’s packmates are excellent hunters that encircle the enemy before launching their attacks. 0-1 Goblin Wolf Rider Mobs in the same muster list as Kiknik may have the Ambushers special rule for free. In addition, you may apply a +1 or -1 modifier to the result when rolling to determine if a Goblin Wolf Rider Mob with the Ambushers special rule that is currently held in reserve arrives this turn as reinforcements or is delayed.
All Sneaky Like
Kiknik’s packmates are excellent hunters that encircle the enemy before launching their attacks. 0-1 Goblin Wolf Rider Mobs in the same muster list as Kiknik may have the Ambushers special rule for free. In addition, you may apply a +1 or -1 modifier to the result when rolling to determine if a Goblin Wolf Rider Mob with the Ambushers special rule that is currently held in reserve arrives this turn as reinforcements or is delayed.
All Sneaky Like
Kiknik’s packmates are excellent hunters that encircle the enemy before launching their attacks. 0-1 Goblin Wolf Rider Mobs in the same muster list as Kiknik may have the Ambushers special rule for free. In addition, you may apply a +1 or -1 modifier to the result when rolling to determine if a Goblin Wolf Rider Mob with the Ambushers special rule that is currently held in reserve arrives this turn as reinforcements or is delayed.
All Sneaky Like
Kiknik’s packmates are excellent hunters that encircle the enemy before launching their attacks. 0-1 Goblin Wolf Rider Mobs in the same muster list as Kiknik may have the Ambushers special rule for free. In addition, you may apply a +1 or -1 modifier to the result when rolling to determine if a Goblin Wolf Rider Mob with the Ambushers special rule that is currently held in reserve arrives this turn as reinforcements or is delayed.
All Sneaky Like
Kiknik’s packmates are excellent hunters that encircle the enemy before launching their attacks. 0-1 Goblin Wolf Rider Mobs in the same muster list as Kiknik may have the Ambushers special rule for free. In addition, you may apply a +1 or -1 modifier to the result when rolling to determine if a Goblin Wolf Rider Mob with the Ambushers special rule that is currently held in reserve arrives this turn as reinforcements or is delayed.
All Sneaky Like
Kiknik’s packmates are excellent hunters that encircle the enemy before launching their attacks. 0-1 Goblin Wolf Rider Mobs in the same muster list as Kiknik may have the Ambushers special rule for free. In addition, you may apply a +1 or -1 modifier to the result when rolling to determine if a Goblin Wolf Rider Mob with the Ambushers special rule that is currently held in reserve arrives this turn as reinforcements or is delayed.
Ambushers
Embusqueur
Ambushers
Ambushers
Ambushers
Ambushers
Fear
Peur
Angst
Fear
Miedo
Paura
Shortbow
Arc court
Shortbow
Shortbow
Cambiar escudos por arcos cortos
Shortbow
Hand Weapon
Arme de base
Hand weapon
Hand Weapon
Arma de mano y escudo
Arma a Una Mano
Light armour
Armure légère
Leichte Rüstung
Light armour
Armadura ligera
Armatura Leggera
Throwing Weapons
Armes de jet
Wurfwaffen
Throwing Weapons
Armas Arrojadizas
Armi da Lancio
Armour Bane
Arme Perforante
Armour Bane
Armour Bane
Armour Bane
Armour Bane
Armoured Hide
Peau Blindée
Armoured Hide
Armoured Hide
Armoured Hide
Armoured Hide
Full plate armour
Armure de plate complète
Plate
Full plate armour
Full plate armour
Full plate armour
Assorted Squig-herding Implements
counts as hand weapon
Instruments variés
compte comme des armes de base
Assorted Squig-herding Implements
counts as hand weapon
Assorted Squig-herding Implements
counts as hand weapon
Assorted Squig-herding Implements
counts as hand weapon
Assorted Squig-herding Implements
counts as hand weapon
Stomp Attacks
Attaques de Piétinement
Niedertrampeln-Attacke
Stomp Attacks
Golpetazo
Attacchi di Calpestamento
Poisoned Attacks
Attaques Empoisonnées
Poisoned Attacks
Poisoned Attacks
Poisoned Attacks
Poisoned Attacks
Impact Hits
Touches d'Impact
Aufpralltreffer
Impact Hits
Impactos por Carga
Colpi d'Impatto
Vanguard
Avant-garde
Vorhut
Vanguard
Vanguardia
Avanguardia
Warband
Bande de Guerre
Warband
Warband
Warband
Warband
Motley Crew
Bande Hétéroclite
Motley Crew
Motley Crew
Motley Crew
Motley Crew
Bog-wood Staff
R S AP Special Rules Combat S+2 -1 Magical Attacks, Requires Two Hands. Notes: For each unsaved Wound inflicted with this weapon, Ogdruz may recover a lost Wound.
Bog-wood Staff
R S AP Special Rules Combat S+2 -1 Magical Attacks, Requires Two Hands. Notes: For each unsaved Wound inflicted with this weapon, Ogdruz may recover a lost Wound.
Bog-wood Staff
R S AP Special Rules Combat S+2 -1 Magical Attacks, Requires Two Hands. Notes: For each unsaved Wound inflicted with this weapon, Ogdruz may recover a lost Wound.
Bog-wood Staff
R S AP Special Rules Combat S+2 -1 Magical Attacks, Requires Two Hands. Notes: For each unsaved Wound inflicted with this weapon, Ogdruz may recover a lost Wound.
Bog-wood Staff
R S AP Special Rules Combat S+2 -1 Magical Attacks, Requires Two Hands. Notes: For each unsaved Wound inflicted with this weapon, Ogdruz may recover a lost Wound.
Bog-wood Staff
R S AP Special Rules Combat S+2 -1 Magical Attacks, Requires Two Hands. Notes: For each unsaved Wound inflicted with this weapon, Ogdruz may recover a lost Wound.
Bolt thrower
Bolt thrower
Bolt thrower
Bolt thrower
Bolt thrower
Bolt thrower
Bonegrinder Giant Attacks
Bonegrinder Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan. Instead of attacking normally during the Combat phase, a Bonegrinder Giant must make a ‘Bonegrinder Giant Attack’. To do so, nominate an enemy unit that the Bonegrinder Giant is engaged in combat with to be the target of the attack and roll on the Bonegrinder Giant Attacks table below. The Troop Type of the target unit determines whether it is a ‘little thing’, a ‘big thing’ or a ‘bigger thing’: - Little Things: Units whose Troop Type is ‘regular infantry’, ‘heavy infantry’, ‘swarms’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’. - Big Things: Units whose Troop Type is ‘monstrous infantry’, ‘monstrous cavalry’, ‘light chariot’ or ‘war machine’. - Bigger Things: Units whose Troop Type is ‘heavy chariot’, ‘monstrous creature’ or ‘behemoth’. Bonegrinder Giant Attacks Table D6 Little Things Big Things Bigger Things 1-2 Crush Underfoot Crush Underfoot Wallop 3-4 Grind its Bones Vomit Mighty Swing 5-6 Vomit Mighty Swing ’Eadbutt Crush Underfoot: The Bonegrinder Giant stomps heavily upon the enemy. Place a large (5") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -3. ’Eadbutt: The Bonegrinder Giant squints angrily at their enemy and ’eadbutts them. The target unit suffers a single hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Grind its Bones: Faced with rank upon rank of bite-sized snacks, the Bonegrinder Giant tries to gobble up enemies by the handful. Every model within the fighting rank of the target unit must immediately make an Initiative test: - Those unable to escape the grasping hands of the Bonegrinder Giant are scooped up and eaten whole. Every model that fails this test is removed from play as a casualty. - Those able to duck or dodge away from the Bonegrinder Giant’s grasping hands escape a terrible fate. Every model that passes this test remains unharmed. Note that any characters in the fighting rank of the target unit can make a “Look Out, Sir!” roll, as if their unit had been hit by a shooting attack. Mighty Swing: The Bonegrinder Giant swings its club at its enemies. The target unit suffers D6+1 hits from the Bonegrinder Giant’s club. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+1 and an AP of -2. Vomit: Peering down at such tiny creatures makes the Bonegrinder Giant dizzy and messily sick! Place a flame template so that the narrow end touches the edge of this model’s base that is in contact with the target unit and the broad end is over the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single Strength 5 hit with an AP of -2. Wallop: The Bonegrinder Giant grasps its club two-handed and cracks its enemy on the head. The Bonegrinder Giant makes a single attack against the target unit. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+3, an AP of -4 and the Multiple Wounds (2D3) special rule.
Bonegrinder Giant Attacks
Bonegrinder Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan. Instead of attacking normally during the Combat phase, a Bonegrinder Giant must make a ‘Bonegrinder Giant Attack’. To do so, nominate an enemy unit that the Bonegrinder Giant is engaged in combat with to be the target of the attack and roll on the Bonegrinder Giant Attacks table below. The Troop Type of the target unit determines whether it is a ‘little thing’, a ‘big thing’ or a ‘bigger thing’: - Little Things: Units whose Troop Type is ‘regular infantry’, ‘heavy infantry’, ‘swarms’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’. - Big Things: Units whose Troop Type is ‘monstrous infantry’, ‘monstrous cavalry’, ‘light chariot’ or ‘war machine’. - Bigger Things: Units whose Troop Type is ‘heavy chariot’, ‘monstrous creature’ or ‘behemoth’. Bonegrinder Giant Attacks Table D6 Little Things Big Things Bigger Things 1-2 Crush Underfoot Crush Underfoot Wallop 3-4 Grind its Bones Vomit Mighty Swing 5-6 Vomit Mighty Swing ’Eadbutt Crush Underfoot: The Bonegrinder Giant stomps heavily upon the enemy. Place a large (5") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -3. ’Eadbutt: The Bonegrinder Giant squints angrily at their enemy and ’eadbutts them. The target unit suffers a single hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Grind its Bones: Faced with rank upon rank of bite-sized snacks, the Bonegrinder Giant tries to gobble up enemies by the handful. Every model within the fighting rank of the target unit must immediately make an Initiative test: - Those unable to escape the grasping hands of the Bonegrinder Giant are scooped up and eaten whole. Every model that fails this test is removed from play as a casualty. - Those able to duck or dodge away from the Bonegrinder Giant’s grasping hands escape a terrible fate. Every model that passes this test remains unharmed. Note that any characters in the fighting rank of the target unit can make a “Look Out, Sir!” roll, as if their unit had been hit by a shooting attack. Mighty Swing: The Bonegrinder Giant swings its club at its enemies. The target unit suffers D6+1 hits from the Bonegrinder Giant’s club. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+1 and an AP of -2. Vomit: Peering down at such tiny creatures makes the Bonegrinder Giant dizzy and messily sick! Place a flame template so that the narrow end touches the edge of this model’s base that is in contact with the target unit and the broad end is over the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single Strength 5 hit with an AP of -2. Wallop: The Bonegrinder Giant grasps its club two-handed and cracks its enemy on the head. The Bonegrinder Giant makes a single attack against the target unit. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+3, an AP of -4 and the Multiple Wounds (2D3) special rule.
Bonegrinder Giant Attacks
Bonegrinder Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan. Instead of attacking normally during the Combat phase, a Bonegrinder Giant must make a ‘Bonegrinder Giant Attack’. To do so, nominate an enemy unit that the Bonegrinder Giant is engaged in combat with to be the target of the attack and roll on the Bonegrinder Giant Attacks table below. The Troop Type of the target unit determines whether it is a ‘little thing’, a ‘big thing’ or a ‘bigger thing’: - Little Things: Units whose Troop Type is ‘regular infantry’, ‘heavy infantry’, ‘swarms’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’. - Big Things: Units whose Troop Type is ‘monstrous infantry’, ‘monstrous cavalry’, ‘light chariot’ or ‘war machine’. - Bigger Things: Units whose Troop Type is ‘heavy chariot’, ‘monstrous creature’ or ‘behemoth’. Bonegrinder Giant Attacks Table D6 Little Things Big Things Bigger Things 1-2 Crush Underfoot Crush Underfoot Wallop 3-4 Grind its Bones Vomit Mighty Swing 5-6 Vomit Mighty Swing ’Eadbutt Crush Underfoot: The Bonegrinder Giant stomps heavily upon the enemy. Place a large (5") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -3. ’Eadbutt: The Bonegrinder Giant squints angrily at their enemy and ’eadbutts them. The target unit suffers a single hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Grind its Bones: Faced with rank upon rank of bite-sized snacks, the Bonegrinder Giant tries to gobble up enemies by the handful. Every model within the fighting rank of the target unit must immediately make an Initiative test: - Those unable to escape the grasping hands of the Bonegrinder Giant are scooped up and eaten whole. Every model that fails this test is removed from play as a casualty. - Those able to duck or dodge away from the Bonegrinder Giant’s grasping hands escape a terrible fate. Every model that passes this test remains unharmed. Note that any characters in the fighting rank of the target unit can make a “Look Out, Sir!” roll, as if their unit had been hit by a shooting attack. Mighty Swing: The Bonegrinder Giant swings its club at its enemies. The target unit suffers D6+1 hits from the Bonegrinder Giant’s club. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+1 and an AP of -2. Vomit: Peering down at such tiny creatures makes the Bonegrinder Giant dizzy and messily sick! Place a flame template so that the narrow end touches the edge of this model’s base that is in contact with the target unit and the broad end is over the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single Strength 5 hit with an AP of -2. Wallop: The Bonegrinder Giant grasps its club two-handed and cracks its enemy on the head. The Bonegrinder Giant makes a single attack against the target unit. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+3, an AP of -4 and the Multiple Wounds (2D3) special rule.
Bonegrinder Giant Attacks
Bonegrinder Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan. Instead of attacking normally during the Combat phase, a Bonegrinder Giant must make a ‘Bonegrinder Giant Attack’. To do so, nominate an enemy unit that the Bonegrinder Giant is engaged in combat with to be the target of the attack and roll on the Bonegrinder Giant Attacks table below. The Troop Type of the target unit determines whether it is a ‘little thing’, a ‘big thing’ or a ‘bigger thing’: - Little Things: Units whose Troop Type is ‘regular infantry’, ‘heavy infantry’, ‘swarms’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’. - Big Things: Units whose Troop Type is ‘monstrous infantry’, ‘monstrous cavalry’, ‘light chariot’ or ‘war machine’. - Bigger Things: Units whose Troop Type is ‘heavy chariot’, ‘monstrous creature’ or ‘behemoth’. Bonegrinder Giant Attacks Table D6 Little Things Big Things Bigger Things 1-2 Crush Underfoot Crush Underfoot Wallop 3-4 Grind its Bones Vomit Mighty Swing 5-6 Vomit Mighty Swing ’Eadbutt Crush Underfoot: The Bonegrinder Giant stomps heavily upon the enemy. Place a large (5") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -3. ’Eadbutt: The Bonegrinder Giant squints angrily at their enemy and ’eadbutts them. The target unit suffers a single hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Grind its Bones: Faced with rank upon rank of bite-sized snacks, the Bonegrinder Giant tries to gobble up enemies by the handful. Every model within the fighting rank of the target unit must immediately make an Initiative test: - Those unable to escape the grasping hands of the Bonegrinder Giant are scooped up and eaten whole. Every model that fails this test is removed from play as a casualty. - Those able to duck or dodge away from the Bonegrinder Giant’s grasping hands escape a terrible fate. Every model that passes this test remains unharmed. Note that any characters in the fighting rank of the target unit can make a “Look Out, Sir!” roll, as if their unit had been hit by a shooting attack. Mighty Swing: The Bonegrinder Giant swings its club at its enemies. The target unit suffers D6+1 hits from the Bonegrinder Giant’s club. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+1 and an AP of -2. Vomit: Peering down at such tiny creatures makes the Bonegrinder Giant dizzy and messily sick! Place a flame template so that the narrow end touches the edge of this model’s base that is in contact with the target unit and the broad end is over the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single Strength 5 hit with an AP of -2. Wallop: The Bonegrinder Giant grasps its club two-handed and cracks its enemy on the head. The Bonegrinder Giant makes a single attack against the target unit. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+3, an AP of -4 and the Multiple Wounds (2D3) special rule.
Bonegrinder Giant Attacks
Bonegrinder Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan. Instead of attacking normally during the Combat phase, a Bonegrinder Giant must make a ‘Bonegrinder Giant Attack’. To do so, nominate an enemy unit that the Bonegrinder Giant is engaged in combat with to be the target of the attack and roll on the Bonegrinder Giant Attacks table below. The Troop Type of the target unit determines whether it is a ‘little thing’, a ‘big thing’ or a ‘bigger thing’: - Little Things: Units whose Troop Type is ‘regular infantry’, ‘heavy infantry’, ‘swarms’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’. - Big Things: Units whose Troop Type is ‘monstrous infantry’, ‘monstrous cavalry’, ‘light chariot’ or ‘war machine’. - Bigger Things: Units whose Troop Type is ‘heavy chariot’, ‘monstrous creature’ or ‘behemoth’. Bonegrinder Giant Attacks Table D6 Little Things Big Things Bigger Things 1-2 Crush Underfoot Crush Underfoot Wallop 3-4 Grind its Bones Vomit Mighty Swing 5-6 Vomit Mighty Swing ’Eadbutt Crush Underfoot: The Bonegrinder Giant stomps heavily upon the enemy. Place a large (5") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -3. ’Eadbutt: The Bonegrinder Giant squints angrily at their enemy and ’eadbutts them. The target unit suffers a single hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Grind its Bones: Faced with rank upon rank of bite-sized snacks, the Bonegrinder Giant tries to gobble up enemies by the handful. Every model within the fighting rank of the target unit must immediately make an Initiative test: - Those unable to escape the grasping hands of the Bonegrinder Giant are scooped up and eaten whole. Every model that fails this test is removed from play as a casualty. - Those able to duck or dodge away from the Bonegrinder Giant’s grasping hands escape a terrible fate. Every model that passes this test remains unharmed. Note that any characters in the fighting rank of the target unit can make a “Look Out, Sir!” roll, as if their unit had been hit by a shooting attack. Mighty Swing: The Bonegrinder Giant swings its club at its enemies. The target unit suffers D6+1 hits from the Bonegrinder Giant’s club. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+1 and an AP of -2. Vomit: Peering down at such tiny creatures makes the Bonegrinder Giant dizzy and messily sick! Place a flame template so that the narrow end touches the edge of this model’s base that is in contact with the target unit and the broad end is over the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single Strength 5 hit with an AP of -2. Wallop: The Bonegrinder Giant grasps its club two-handed and cracks its enemy on the head. The Bonegrinder Giant makes a single attack against the target unit. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+3, an AP of -4 and the Multiple Wounds (2D3) special rule.
Bonegrinder Giant Attacks
Bonegrinder Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan. Instead of attacking normally during the Combat phase, a Bonegrinder Giant must make a ‘Bonegrinder Giant Attack’. To do so, nominate an enemy unit that the Bonegrinder Giant is engaged in combat with to be the target of the attack and roll on the Bonegrinder Giant Attacks table below. The Troop Type of the target unit determines whether it is a ‘little thing’, a ‘big thing’ or a ‘bigger thing’: - Little Things: Units whose Troop Type is ‘regular infantry’, ‘heavy infantry’, ‘swarms’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’. - Big Things: Units whose Troop Type is ‘monstrous infantry’, ‘monstrous cavalry’, ‘light chariot’ or ‘war machine’. - Bigger Things: Units whose Troop Type is ‘heavy chariot’, ‘monstrous creature’ or ‘behemoth’. Bonegrinder Giant Attacks Table D6 Little Things Big Things Bigger Things 1-2 Crush Underfoot Crush Underfoot Wallop 3-4 Grind its Bones Vomit Mighty Swing 5-6 Vomit Mighty Swing ’Eadbutt Crush Underfoot: The Bonegrinder Giant stomps heavily upon the enemy. Place a large (5") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -3. ’Eadbutt: The Bonegrinder Giant squints angrily at their enemy and ’eadbutts them. The target unit suffers a single hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Grind its Bones: Faced with rank upon rank of bite-sized snacks, the Bonegrinder Giant tries to gobble up enemies by the handful. Every model within the fighting rank of the target unit must immediately make an Initiative test: - Those unable to escape the grasping hands of the Bonegrinder Giant are scooped up and eaten whole. Every model that fails this test is removed from play as a casualty. - Those able to duck or dodge away from the Bonegrinder Giant’s grasping hands escape a terrible fate. Every model that passes this test remains unharmed. Note that any characters in the fighting rank of the target unit can make a “Look Out, Sir!” roll, as if their unit had been hit by a shooting attack. Mighty Swing: The Bonegrinder Giant swings its club at its enemies. The target unit suffers D6+1 hits from the Bonegrinder Giant’s club. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+1 and an AP of -2. Vomit: Peering down at such tiny creatures makes the Bonegrinder Giant dizzy and messily sick! Place a flame template so that the narrow end touches the edge of this model’s base that is in contact with the target unit and the broad end is over the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single Strength 5 hit with an AP of -2. Wallop: The Bonegrinder Giant grasps its club two-handed and cracks its enemy on the head. The Bonegrinder Giant makes a single attack against the target unit. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+3, an AP of -4 and the Multiple Wounds (2D3) special rule.
Bonegrinder Giant's club
R S AP Special Rules Combat * * * Notes: *A Bonegrinder Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Bonegrinder Giant Attacks special rules.
Bonegrinder Giant's club
R S AP Special Rules Combat * * * Notes: *A Bonegrinder Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Bonegrinder Giant Attacks special rules.
Bonegrinder Giant's club
R S AP Special Rules Combat * * * Notes: *A Bonegrinder Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Bonegrinder Giant Attacks special rules.
Bonegrinder Giant's club
R S AP Special Rules Combat * * * Notes: *A Bonegrinder Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Bonegrinder Giant Attacks special rules.
Bonegrinder Giant's club
R S AP Special Rules Combat * * * Notes: *A Bonegrinder Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Bonegrinder Giant Attacks special rules.
Bonegrinder Giant's club
R S AP Special Rules Combat * * * Notes: *A Bonegrinder Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Bonegrinder Giant Attacks special rules.
Shield
Bouclier
Schild
Shield
Escudos
Scudo
Fanatic Ball & Chain
Any unit (friend or foe) that is moved through by a moving Fanatic, or that moves through a Fanatic, suffers D6 Strength 5 hits, each with an AP of -3.
Boulet du Fanatique
Toute unité (amie ou ennemie) qui est traversée par un Fanatique en mouvement, ou qui traverse un Fanatique, subit DG touches de Force 5, chacune avec une PA de -3.
Fanatic Ball & Chain
Any unit (friend or foe) that is moved through by a moving Fanatic, or that moves through a Fanatic, suffers D6 Strength 5 hits, each with an AP of -3.
Fanatic Ball & Chain
Any unit (friend or foe) that is moved through by a moving Fanatic, or that moves through a Fanatic, suffers D6 Strength 5 hits, each with an AP of -3.
Fanatic Ball & Chain
Any unit (friend or foe) that is moved through by a moving Fanatic, or that moves through a Fanatic, suffers D6 Strength 5 hits, each with an AP of -3.
Fanatic Ball & Chain
Any unit (friend or foe) that is moved through by a moving Fanatic, or that moves through a Fanatic, suffers D6 Strength 5 hits, each with an AP of -3.
Flammable
Inflammable
Brennbar
Flammable
Inflamable
Infiammabile
Bully
Goblins are prone to flights of fancy and daydreaming. Not desirable character traits amongst the crew of a war machine, but nothing the presence of a glowering Orc can’t rectify! An Orc Bully is a special type of character that can be taken as an upgrade to accompany a war machine. During deployment, position an Orc Bully with its war machine, as you would a character that has joined a unit. Once placed, an Orc Bully cannot leave its war machine. Unless this model is fleeing, friendly war machines that are within its Command range can use this model’s Leadership instead of their own.
Brute
Les Gobelins ont tendance à dépasser, ce qui n'est guère souhaitable chez les serviteurs d'une machine de guerre, mais la présence d'un Orque irascible peut rectifier cela sans mal ! Une Brute Orque est un type de personnage spécial qui peut être pris en tant qu'amélioration d'une machine de guerre. Pendant le déploiement, placez une Brute Orque avec sa machine de guerre, comme vous le feriez pour un personnage qui a rejoint une unité. Une fois placée, la Brute Orque ne peut pas quitter sa machine de guerre. À moins que cette figurine soit en fuite, les machines de guerre amies qui sont à sa portée de Commandement peuvent utiliser le Commandement de cette figurine à sa place du leur.
Bully
Goblins are prone to flights of fancy and daydreaming. Not desirable character traits amongst the crew of a war machine, but nothing the presence of a glowering Orc can’t rectify! An Orc Bully is a special type of character that can be taken as an upgrade to accompany a war machine. During deployment, position an Orc Bully with its war machine, as you would a character that has joined a unit. Once placed, an Orc Bully cannot leave its war machine. Unless this model is fleeing, friendly war machines that are within its Command range can use this model’s Leadership instead of their own.
Bully
Goblins are prone to flights of fancy and daydreaming. Not desirable character traits amongst the crew of a war machine, but nothing the presence of a glowering Orc can’t rectify! An Orc Bully is a special type of character that can be taken as an upgrade to accompany a war machine. During deployment, position an Orc Bully with its war machine, as you would a character that has joined a unit. Once placed, an Orc Bully cannot leave its war machine. Unless this model is fleeing, friendly war machines that are within its Command range can use this model’s Leadership instead of their own.
Bully
Goblins are prone to flights of fancy and daydreaming. Not desirable character traits amongst the crew of a war machine, but nothing the presence of a glowering Orc can’t rectify! An Orc Bully is a special type of character that can be taken as an upgrade to accompany a war machine. During deployment, position an Orc Bully with its war machine, as you would a character that has joined a unit. Once placed, an Orc Bully cannot leave its war machine. Unless this model is fleeing, friendly war machines that are within its Command range can use this model’s Leadership instead of their own.
Bully
Goblins are prone to flights of fancy and daydreaming. Not desirable character traits amongst the crew of a war machine, but nothing the presence of a glowering Orc can’t rectify! An Orc Bully is a special type of character that can be taken as an upgrade to accompany a war machine. During deployment, position an Orc Bully with its war machine, as you would a character that has joined a unit. Once placed, an Orc Bully cannot leave its war machine. Unless this model is fleeing, friendly war machines that are within its Command range can use this model’s Leadership instead of their own.
Calloused Hide
counts as light armour
Calloused Hide
counts as light armour
Calloused Hide
counts as light armour
Calloused Hide
counts as light armour
Calloused Hide
counts as light armour
Calloused Hide
counts as light armour
Quell Impetuosity
Where most Orcs and Goblins are impetuous, Black Orcs are disciplined warriors. This discipline is usually extended to those around them through threats and intimidation. Whilst within 6" of a unit with this special rule, friendly units may choose to ignore the Impetuous special rule.
Calme l'Impétuosité
À la différence de la plupart des peaux-vertes, les Orques Noirs sont des guerriers disciplinés, et transmettent cette discipline par des invectives et des regards noirs bien placés. Tant qu'elles sont à 6" d'une unité ayant cette règle spéciale, les unités amies peuvent choisir d'ignorer la règle spéciale Impérieux.
Quell Impetuosity
Where most Orcs and Goblins are impetuous, Black Orcs are disciplined warriors. This discipline is usually extended to those around them through threats and intimidation. Whilst within 6" of a unit with this special rule, friendly units may choose to ignore the Impetuous special rule.
Quell Impetuosity
Where most Orcs and Goblins are impetuous, Black Orcs are disciplined warriors. This discipline is usually extended to those around them through threats and intimidation. Whilst within 6" of a unit with this special rule, friendly units may choose to ignore the Impetuous special rule.
Quell Impetuosity
Where most Orcs and Goblins are impetuous, Black Orcs are disciplined warriors. This discipline is usually extended to those around them through threats and intimidation. Whilst within 6" of a unit with this special rule, friendly units may choose to ignore the Impetuous special rule.
Quell Impetuosity
Where most Orcs and Goblins are impetuous, Black Orcs are disciplined warriors. This discipline is usually extended to those around them through threats and intimidation. Whilst within 6" of a unit with this special rule, friendly units may choose to ignore the Impetuous special rule.
Fast Cavalry
Cavalerie Rapide
Fast Cavalry
Fast Cavalry
Swiftstride
Fast Cavalry
Cavalry Spear
Lance de cavalerie
Cavalry Spear
Cavalry Spear
Cavalry Spear
Cavalry Spear
Spiked Ball & Chains
Night Goblins attempt to control Mangler Squigs by means of long, heavy lengths of spiked chain fitted with heavy iron balls. This seldom works, but it does make them more dangerous. Impact Hits caused by this model have an Armour Piercing characteristic of -3.
Chaînes & Boulets
Les Gobelins de la Nuit emploient de lourdes chaînes pour maîtriser les Squigs Broyeurs. En vain. Les Touches d'Impact causées par cette figurine ont une caractéristique de PA de -3.
Spiked Ball & Chains
Night Goblins attempt to control Mangler Squigs by means of long, heavy lengths of spiked chain fitted with heavy iron balls. This seldom works, but it does make them more dangerous. Impact Hits caused by this model have an Armour Piercing characteristic of -3.
Spiked Ball & Chains
Night Goblins attempt to control Mangler Squigs by means of long, heavy lengths of spiked chain fitted with heavy iron balls. This seldom works, but it does make them more dangerous. Impact Hits caused by this model have an Armour Piercing characteristic of -3.
Spiked Ball & Chains
Night Goblins attempt to control Mangler Squigs by means of long, heavy lengths of spiked chain fitted with heavy iron balls. This seldom works, but it does make them more dangerous. Impact Hits caused by this model have an Armour Piercing characteristic of -3.
Spiked Ball & Chains
Night Goblins attempt to control Mangler Squigs by means of long, heavy lengths of spiked chain fitted with heavy iron balls. This seldom works, but it does make them more dangerous. Impact Hits caused by this model have an Armour Piercing characteristic of -3.
Tusker Charge
A charging War Boar is an ill-tempered mound of bloody-minded muscle with savage tusks and a terrible attitude. During a turn in which it charged, a War Boar’s Tusks (hand weapon) have a Strength characteristic of S+1 and an Armour Piercing characteristic of -1. Note that this special rule only applies to attacks made by a War Boar, not to their rider, a chariot or its crew.
Charge de Sangier
Un Sanglier qui charge n'est ni plus ni moins qu'une montagne de muscles dotée de denses pointes et d'un sale caractère. Lors d'un tour où il a chargé, les défenses (arme de base) d'un Sanglier de Guerre ont une caractéristique de Force de F+1 et une caractéristique de PA de -1. Notez que cette règle spéciale s'applique uniquement aux attaques effectuées par un Sanglier de Guerre lui-même, pas à son cavalier, à un char ou à son équipage.
Tusker Charge
A charging War Boar is an ill-tempered mound of bloody-minded muscle with savage tusks and a terrible attitude. During a turn in which it charged, a War Boar’s Tusks (hand weapon) have a Strength characteristic of S+1 and an Armour Piercing characteristic of -1. Note that this special rule only applies to attacks made by a War Boar, not to their rider, a chariot or its crew.
Tusker Charge
A charging War Boar is an ill-tempered mound of bloody-minded muscle with savage tusks and a terrible attitude. During a turn in which it charged, a War Boar’s Tusks (hand weapon) have a Strength characteristic of S+1 and an Armour Piercing characteristic of -1. Note that this special rule only applies to attacks made by a War Boar, not to their rider, a chariot or its crew.
Tusker Charge
A charging War Boar is an ill-tempered mound of bloody-minded muscle with savage tusks and a terrible attitude. During a turn in which it charged, a War Boar’s Tusks (hand weapon) have a Strength characteristic of S+1 and an Armour Piercing characteristic of -1. Note that this special rule only applies to attacks made by a War Boar, not to their rider, a chariot or its crew.
Tusker Charge
A charging War Boar is an ill-tempered mound of bloody-minded muscle with savage tusks and a terrible attitude. During a turn in which it charged, a War Boar’s Tusks (hand weapon) have a Strength characteristic of S+1 and an Armour Piercing characteristic of -1. Note that this special rule only applies to attacks made by a War Boar, not to their rider, a chariot or its crew.
Chariot Runners
Escorteurs de Chars
Chariot Runners
Chariot Runners
Chariot Runners
Chariot Runners
Choppas
Orc weapons are big, crude and not very sharp… much like the creatures that wield them! During a turn in which it charged, a model with this special rule may re-roll any rolls To Wound of a natural 1, and improves the Armour Piercing characteristic of its weapon(s) by 1. Note that this special rule only applies to non-magical weapons and does not apply to a model’s mount (should it have one). If the model is using a magic weapon, this special rule ceases to apply.
Choppas
Orc weapons are big, crude and not very sharp… much like the creatures that wield them! During a turn in which it charged, a model with this special rule may re-roll any rolls To Wound of a natural 1, and improves the Armour Piercing characteristic of its weapon(s) by 1. Note that this special rule only applies to non-magical weapons and does not apply to a model’s mount (should it have one). If the model is using a magic weapon, this special rule ceases to apply.
Choppas
Orc weapons are big, crude and not very sharp… much like the creatures that wield them! During a turn in which it charged, a model with this special rule may re-roll any rolls To Wound of a natural 1, and improves the Armour Piercing characteristic of its weapon(s) by 1. Note that this special rule only applies to non-magical weapons and does not apply to a model’s mount (should it have one). If the model is using a magic weapon, this special rule ceases to apply.
Choppas
Orc weapons are big, crude and not very sharp… much like the creatures that wield them! During a turn in which it charged, a model with this special rule may re-roll any rolls To Wound of a natural 1, and improves the Armour Piercing characteristic of its weapon(s) by 1. Note that this special rule only applies to non-magical weapons and does not apply to a model’s mount (should it have one). If the model is using a magic weapon, this special rule ceases to apply.
Choppas
Orc weapons are big, crude and not very sharp… much like the creatures that wield them! During a turn in which it charged, a model with this special rule may re-roll any rolls To Wound of a natural 1, and improves the Armour Piercing characteristic of its weapon(s) by 1. Note that this special rule only applies to non-magical weapons and does not apply to a model’s mount (should it have one). If the model is using a magic weapon, this special rule ceases to apply.
Choppas
Orc weapons are big, crude and not very sharp… much like the creatures that wield them! During a turn in which it charged, a model with this special rule may re-roll any rolls To Wound of a natural 1, and improves the Armour Piercing characteristic of its weapon(s) by 1. Note that this special rule only applies to non-magical weapons and does not apply to a model’s mount (should it have one). If the model is using a magic weapon, this special rule ceases to apply.
Claws And Fangs
counts as hand weapons
Griffes et crocs
compte comme une arme de base
Claws And Fangs
counts as hand weapons
Claws And Fangs
counts as hand weapons
Claws And Fangs
counts as hand weapons
Claws And Fangs
counts as hand weapons
Close Order
Ordre Serré
Close Order
Close Order
Close Order
Close Order
Colossal Fang-filled Gob
R S AP Special Rules Colossal fang-filled gob Combat S -2 Killing Blow
Colossale gueule garnie de crocs
P F PA Règles Spéciales Combat F -2 Coup Fatal
Colossal Fang-filled Gob
R S AP Special Rules Colossal fang-filled gob Combat S -2 Killing Blow
Colossal Fang-filled Gob
R S AP Special Rules Colossal fang-filled gob Combat S -2 Killing Blow
Colossal Fang-filled Gob
R S AP Special Rules Colossal fang-filled gob Combat S -2 Killing Blow
Colossal Fang-filled Gob
R S AP Special Rules Colossal fang-filled gob Combat S -2 Killing Blow
Counter Charge
Contre Charge
Counter Charge
Counter Charge
ers
Counter Charge
Rallying Cry
Cri de Ralliement
Rallying Cry
Rallying Cry
Rallying Cry
Rallying Cry
Poisonous fangs
counts as hand weapon
Crochets empoisonnés
compte comme une arme de base
Poisonous fangs
counts as hand weapon
Poisonous fangs
counts as hand weapon
Poisonous fangs
counts as hand weapon
Poisonous fangs
counts as hand weapon
Da Boss’s Trophy Rack
Grisly trinkets swing from Kiknik’s trophy rack, striking fear into his enemies’ hearts. During a turn in which he charged, Kiknik and any Goblin Wolf Rider Mob he has joined cause Fear and receive a bonus of +1 combat result point.
Da Boss’s Trophy Rack
Grisly trinkets swing from Kiknik’s trophy rack, striking fear into his enemies’ hearts. During a turn in which he charged, Kiknik and any Goblin Wolf Rider Mob he has joined cause Fear and receive a bonus of +1 combat result point.
Da Boss’s Trophy Rack
Grisly trinkets swing from Kiknik’s trophy rack, striking fear into his enemies’ hearts. During a turn in which he charged, Kiknik and any Goblin Wolf Rider Mob he has joined cause Fear and receive a bonus of +1 combat result point.
Da Boss’s Trophy Rack
Grisly trinkets swing from Kiknik’s trophy rack, striking fear into his enemies’ hearts. During a turn in which he charged, Kiknik and any Goblin Wolf Rider Mob he has joined cause Fear and receive a bonus of +1 combat result point.
Da Boss’s Trophy Rack
Grisly trinkets swing from Kiknik’s trophy rack, striking fear into his enemies’ hearts. During a turn in which he charged, Kiknik and any Goblin Wolf Rider Mob he has joined cause Fear and receive a bonus of +1 combat result point.
Da Boss’s Trophy Rack
Grisly trinkets swing from Kiknik’s trophy rack, striking fear into his enemies’ hearts. During a turn in which he charged, Kiknik and any Goblin Wolf Rider Mob he has joined cause Fear and receive a bonus of +1 combat result point.
Da Boyz
Black Orcs will only follow the biggest and strongest leaders, which in their opinion means another Black Orc. Black Orc Bosses think the same, and will surround themselves with their own elite mob of hand-picked Black Orc boyz. Your army must include one Black Orc Boss for every Black Orc Mob it includes, and vice versa. In other words: • For each Black Orc Mob your army includes, it must also include one Black Orc War Boss or Big Boss. • For each Black Orc War Boss or Big Boss your army includes, it must also include one Black Orc Mob.
Lé Boyz
Les Orques Noirs ne suivent que les chefs les plus grands et les plus forts, autrement dit un autre Orque Noir. Les Chefs Orques Noirs voient les choses de la même façon, et s'entourent d'unités de boyz Orques Noirs triés sur le volet. Votre armée doit inclure 1 Chef Orque Noir pour chaque Bande d'Orques Noirs qu'elle inclut, et vice versa. En d'autres termes: Pour chaque Bande d'Orques Noirs incluse dans votre armée, celle-ci doit inclure 1 Chef de Guerre ou Grand Chef Orque Noir. Pour chaque Chef de Guerre ou Grand Chef Orque Noir inclus dans votre armée, celle-ci doit inclure également 1 Bande d'Orques Noirs.
Da Boyz
Black Orcs will only follow the biggest and strongest leaders, which in their opinion means another Black Orc. Black Orc Bosses think the same, and will surround themselves with their own elite mob of hand-picked Black Orc boyz. Your army must include one Black Orc Boss for every Black Orc Mob it includes, and vice versa. In other words: • For each Black Orc Mob your army includes, it must also include one Black Orc War Boss or Big Boss. • For each Black Orc War Boss or Big Boss your army includes, it must also include one Black Orc Mob.
Da Boyz
Black Orcs will only follow the biggest and strongest leaders, which in their opinion means another Black Orc. Black Orc Bosses think the same, and will surround themselves with their own elite mob of hand-picked Black Orc boyz. Your army must include one Black Orc Boss for every Black Orc Mob it includes, and vice versa. In other words: • For each Black Orc Mob your army includes, it must also include one Black Orc War Boss or Big Boss. • For each Black Orc War Boss or Big Boss your army includes, it must also include one Black Orc Mob.
Da Boyz
Black Orcs will only follow the biggest and strongest leaders, which in their opinion means another Black Orc. Black Orc Bosses think the same, and will surround themselves with their own elite mob of hand-picked Black Orc boyz. Your army must include one Black Orc Boss for every Black Orc Mob it includes, and vice versa. In other words: • For each Black Orc Mob your army includes, it must also include one Black Orc War Boss or Big Boss. • For each Black Orc War Boss or Big Boss your army includes, it must also include one Black Orc Mob.
Da Boyz
Black Orcs will only follow the biggest and strongest leaders, which in their opinion means another Black Orc. Black Orc Bosses think the same, and will surround themselves with their own elite mob of hand-picked Black Orc boyz. Your army must include one Black Orc Boss for every Black Orc Mob it includes, and vice versa. In other words: • For each Black Orc Mob your army includes, it must also include one Black Orc War Boss or Big Boss. • For each Black Orc War Boss or Big Boss your army includes, it must also include one Black Orc Mob.
Da Skull Smasha
R S AP Special Rules Hammer Combat S+2 -1 Armour Bane (2), Magical Attacks Pick Combat S -2 Armour Bane (2), Magical Attacks, Multiple Wounds (2) Notes: Da Skull Smasha has two profiles. You must choose which Kiknik will use at the start of the first round of combat.
Da Skull Smasha
R S AP Special Rules Hammer Combat S+2 -1 Armour Bane (2), Magical Attacks Pick Combat S -2 Armour Bane (2), Magical Attacks, Multiple Wounds (2) Notes: Da Skull Smasha has two profiles. You must choose which Kiknik will use at the start of the first round of combat.
Da Skull Smasha
R S AP Special Rules Hammer Combat S+2 -1 Armour Bane (2), Magical Attacks Pick Combat S -2 Armour Bane (2), Magical Attacks, Multiple Wounds (2) Notes: Da Skull Smasha has two profiles. You must choose which Kiknik will use at the start of the first round of combat.
Da Skull Smasha
R S AP Special Rules Hammer Combat S+2 -1 Armour Bane (2), Magical Attacks Pick Combat S -2 Armour Bane (2), Magical Attacks, Multiple Wounds (2) Notes: Da Skull Smasha has two profiles. You must choose which Kiknik will use at the start of the first round of combat.
Da Skull Smasha
R S AP Special Rules Hammer Combat S+2 -1 Armour Bane (2), Magical Attacks Pick Combat S -2 Armour Bane (2), Magical Attacks, Multiple Wounds (2) Notes: Da Skull Smasha has two profiles. You must choose which Kiknik will use at the start of the first round of combat.
Da Skull Smasha
R S AP Special Rules Hammer Combat S+2 -1 Armour Bane (2), Magical Attacks Pick Combat S -2 Armour Bane (2), Magical Attacks, Multiple Wounds (2) Notes: Da Skull Smasha has two profiles. You must choose which Kiknik will use at the start of the first round of combat.
Da Troll Calla
The Trolls that follow Ogdruz do so knowing he leads them to find plenty of fresh meat – even if that meat fights back! Unless he is fleeing, friendly Troll Mobs within Ogdruz’s Command range may use his Leadership characteristic instead of their own.
Da Troll Calla
The Trolls that follow Ogdruz do so knowing he leads them to find plenty of fresh meat – even if that meat fights back! Unless he is fleeing, friendly Troll Mobs within Ogdruz’s Command range may use his Leadership characteristic instead of their own.
Da Troll Calla
The Trolls that follow Ogdruz do so knowing he leads them to find plenty of fresh meat – even if that meat fights back! Unless he is fleeing, friendly Troll Mobs within Ogdruz’s Command range may use his Leadership characteristic instead of their own.
Da Troll Calla
The Trolls that follow Ogdruz do so knowing he leads them to find plenty of fresh meat – even if that meat fights back! Unless he is fleeing, friendly Troll Mobs within Ogdruz’s Command range may use his Leadership characteristic instead of their own.
Da Troll Calla
The Trolls that follow Ogdruz do so knowing he leads them to find plenty of fresh meat – even if that meat fights back! Unless he is fleeing, friendly Troll Mobs within Ogdruz’s Command range may use his Leadership characteristic instead of their own.
Da Troll Calla
The Trolls that follow Ogdruz do so knowing he leads them to find plenty of fresh meat – even if that meat fights back! Unless he is fleeing, friendly Troll Mobs within Ogdruz’s Command range may use his Leadership characteristic instead of their own.
Tusks
counts as hand weapon
Défense
compte comme une arme de base
Tusks
counts as hand weapon
Tusks
counts as hand weapon
Tusks
counts as hand weapon
Tusks
counts as hand weapon
Stubborn
Obstiné
Unnachgiebig
Stubborn
Tozudo
Determinato
Lore Of Gork
Surrounded by Boyz, Orc Shamans tap into the superstitious beliefs of their mates to conjure spells that are, much like the wildly gesticulating and gibbering Shamans themselves, flamboyant and rowdy, but brutal in their effects.
Domaine de Gork
Les Chamanes Orques puisent dans les croyances des Boyz qui les entourent pour invoquer des sorts qui sont, à l'instar de celles des Chamanes eux-mêmes, spectaculaires et tapageurs, mais brutalement efficaces.
Lore Of Gork
Surrounded by Boyz, Orc Shamans tap into the superstitious beliefs of their mates to conjure spells that are, much like the wildly gesticulating and gibbering Shamans themselves, flamboyant and rowdy, but brutal in their effects.
Lore Of Gork
Surrounded by Boyz, Orc Shamans tap into the superstitious beliefs of their mates to conjure spells that are, much like the wildly gesticulating and gibbering Shamans themselves, flamboyant and rowdy, but brutal in their effects.
Lore Of Gork
Surrounded by Boyz, Orc Shamans tap into the superstitious beliefs of their mates to conjure spells that are, much like the wildly gesticulating and gibbering Shamans themselves, flamboyant and rowdy, but brutal in their effects.
Lore Of Gork
Surrounded by Boyz, Orc Shamans tap into the superstitious beliefs of their mates to conjure spells that are, much like the wildly gesticulating and gibbering Shamans themselves, flamboyant and rowdy, but brutal in their effects.
Lore Of Mork
Goblin Shamans delight in casting cunning curses upon their enemies. These petty charms are intended to disrupt and confuse the foe, leaving them vulnerable to sneaky attacks.
Domaine de Mork
Les Chamanes Gobelins adorent lancer sur leurs ennemis des maléfices mesquins qui visent à perturber et gêner les combattants adverses, pour les rendre vulnérables aux attaques sournoises de leurs compagnons.
Lore Of Mork
Goblin Shamans delight in casting cunning curses upon their enemies. These petty charms are intended to disrupt and confuse the foe, leaving them vulnerable to sneaky attacks.
Lore Of Mork
Goblin Shamans delight in casting cunning curses upon their enemies. These petty charms are intended to disrupt and confuse the foe, leaving them vulnerable to sneaky attacks.
Lore Of Mork
Goblin Shamans delight in casting cunning curses upon their enemies. These petty charms are intended to disrupt and confuse the foe, leaving them vulnerable to sneaky attacks.
Lore Of Mork
Goblin Shamans delight in casting cunning curses upon their enemies. These petty charms are intended to disrupt and confuse the foe, leaving them vulnerable to sneaky attacks.
Doom Diver
Thanks to their large wings and aerodynamic headgear, a Doom Diver can steer their erratic flight with remarkable accuracy. Sadly, this ability to control their flight is unlikely to soften their landing. When shooting a Doom Diver catapult, follow the Bombardment special rule as usual. Once step 2, Scatter, is complete, you may roll a D3 and move the 3" blast template by that many inches in any direction, representing the Doom Diver wildly flapping its arms to guide its erratic flight. Should you choose to fire a Doom Diver catapult indirectly, the skill of the crew has no bearing on the accuracy of the shot. If a ‘Hit!’ is rolled on the Scatter dice, use the small arrow above the Hit! symbol to determine the direction of the Scatter as usual, then move the template a number of inches equal to the roll of the Artillery dice minus D3 (to a minimum of zero), representing the efforts of the Doom Diver to steer its flight.
Doom Diver
Thanks to their large wings and aerodynamic headgear, a Doom Diver can steer their erratic flight with remarkable accuracy. Sadly, this ability to control their flight is unlikely to soften their landing. When shooting a Doom Diver catapult, follow the Bombardment special rule as usual. Once step 2, Scatter, is complete, you may roll a D3 and move the 3" blast template by that many inches in any direction, representing the Doom Diver wildly flapping its arms to guide its erratic flight. Should you choose to fire a Doom Diver catapult indirectly, the skill of the crew has no bearing on the accuracy of the shot. If a ‘Hit!’ is rolled on the Scatter dice, use the small arrow above the Hit! symbol to determine the direction of the Scatter as usual, then move the template a number of inches equal to the roll of the Artillery dice minus D3 (to a minimum of zero), representing the efforts of the Doom Diver to steer its flight.
Doom Diver
Thanks to their large wings and aerodynamic headgear, a Doom Diver can steer their erratic flight with remarkable accuracy. Sadly, this ability to control their flight is unlikely to soften their landing. When shooting a Doom Diver catapult, follow the Bombardment special rule as usual. Once step 2, Scatter, is complete, you may roll a D3 and move the 3" blast template by that many inches in any direction, representing the Doom Diver wildly flapping its arms to guide its erratic flight. Should you choose to fire a Doom Diver catapult indirectly, the skill of the crew has no bearing on the accuracy of the shot. If a ‘Hit!’ is rolled on the Scatter dice, use the small arrow above the Hit! symbol to determine the direction of the Scatter as usual, then move the template a number of inches equal to the roll of the Artillery dice minus D3 (to a minimum of zero), representing the efforts of the Doom Diver to steer its flight.
Doom Diver
Thanks to their large wings and aerodynamic headgear, a Doom Diver can steer their erratic flight with remarkable accuracy. Sadly, this ability to control their flight is unlikely to soften their landing. When shooting a Doom Diver catapult, follow the Bombardment special rule as usual. Once step 2, Scatter, is complete, you may roll a D3 and move the 3" blast template by that many inches in any direction, representing the Doom Diver wildly flapping its arms to guide its erratic flight. Should you choose to fire a Doom Diver catapult indirectly, the skill of the crew has no bearing on the accuracy of the shot. If a ‘Hit!’ is rolled on the Scatter dice, use the small arrow above the Hit! symbol to determine the direction of the Scatter as usual, then move the template a number of inches equal to the roll of the Artillery dice minus D3 (to a minimum of zero), representing the efforts of the Doom Diver to steer its flight.
Doom Diver
Thanks to their large wings and aerodynamic headgear, a Doom Diver can steer their erratic flight with remarkable accuracy. Sadly, this ability to control their flight is unlikely to soften their landing. When shooting a Doom Diver catapult, follow the Bombardment special rule as usual. Once step 2, Scatter, is complete, you may roll a D3 and move the 3" blast template by that many inches in any direction, representing the Doom Diver wildly flapping its arms to guide its erratic flight. Should you choose to fire a Doom Diver catapult indirectly, the skill of the crew has no bearing on the accuracy of the shot. If a ‘Hit!’ is rolled on the Scatter dice, use the small arrow above the Hit! symbol to determine the direction of the Scatter as usual, then move the template a number of inches equal to the roll of the Artillery dice minus D3 (to a minimum of zero), representing the efforts of the Doom Diver to steer its flight.
Doom Diver
Thanks to their large wings and aerodynamic headgear, a Doom Diver can steer their erratic flight with remarkable accuracy. Sadly, this ability to control their flight is unlikely to soften their landing. When shooting a Doom Diver catapult, follow the Bombardment special rule as usual. Once step 2, Scatter, is complete, you may roll a D3 and move the 3" blast template by that many inches in any direction, representing the Doom Diver wildly flapping its arms to guide its erratic flight. Should you choose to fire a Doom Diver catapult indirectly, the skill of the crew has no bearing on the accuracy of the shot. If a ‘Hit!’ is rolled on the Scatter dice, use the small arrow above the Hit! symbol to determine the direction of the Scatter as usual, then move the template a number of inches equal to the roll of the Artillery dice minus D3 (to a minimum of zero), representing the efforts of the Doom Diver to steer its flight.
Doom Diver Catapult
counts as stone thrower
Doom Diver Catapult
counts as stone thrower
Doom Diver Catapult
counts as stone thrower
Doom Diver Catapult
counts as stone thrower
Doom Diver Catapult
counts as stone thrower
Doom Diver Catapult
counts as stone thrower
Terror
Terreur
Entsetzen
Terror
Terror
Terrore
Swiftstride
Rapide
Schnelle Bewegung
Swiftstride
Zancada Veloz
Falcata Rapida
Fear Of Elves
Goblins don’t like Elves. They smell of soap, they walk funny and they’re too tall. Elves of any type cause Fear in models with this special rule.
Peur des Elfes
Les Gobelins n'aiment pas les Elfes. Ils sentent le propre, ils marchent bizarrement et en plus, ils sont trop grands. Les Elfes de tout type causent la Peur chez les figurines qui ont cette règle spéciale.
Fear Of Elves
Goblins don’t like Elves. They smell of soap, they walk funny and they’re too tall. Elves of any type cause Fear in models with this special rule.
Fear Of Elves
Goblins don’t like Elves. They smell of soap, they walk funny and they’re too tall. Elves of any type cause Fear in models with this special rule.
Fear Of Elves
Goblins don’t like Elves. They smell of soap, they walk funny and they’re too tall. Elves of any type cause Fear in models with this special rule.
Fear Of Elves
Goblins don’t like Elves. They smell of soap, they walk funny and they’re too tall. Elves of any type cause Fear in models with this special rule.
Fear Of Elves
Goblins don’t like Elves. They smell of soap, they walk funny and they’re too tall. Elves of any type cause Fear in models with this special rule.
Peur des Elfes
Les Gobelins n'aiment pas les Elfes. Ils sentent le propre, ils marchent bizarrement et en plus, ils sont trop grands. Les Elfes de tout type causent la Peur chez les figurines qui ont cette règle spéciale.
Fear Of Elves
Goblins don’t like Elves. They smell of soap, they walk funny and they’re too tall. Elves of any type cause Fear in models with this special rule.
Fear Of Elves
Goblins don’t like Elves. They smell of soap, they walk funny and they’re too tall. Elves of any type cause Fear in models with this special rule.
Fear Of Elves
Goblins don’t like Elves. They smell of soap, they walk funny and they’re too tall. Elves of any type cause Fear in models with this special rule.
Fear Of Elves
Goblins don’t like Elves. They smell of soap, they walk funny and they’re too tall. Elves of any type cause Fear in models with this special rule.
Fire & Flee
Tir&Fuite
Fire & Flee
Fire & Flee
Fire & Flee
Fire & Flee
First Charge
Première Charge
First Charge
First Charge
First Charge
First Charge
Fly
Vol
Fliegen
Fly
Volar
Volo
Strike First
Frappe en Premier
Strike First
Strike First
Strike First
Strike First
Furious Charge
Frénésie
Furious Charge
Furious Charge
Furious Charge
Furious Charge
Furious Charge*
Furious Charge*
Furious Charge*
Furious Charge*
Furious Charge*
Furious Charge*
Giant's club
Massue de Géant
P F PA Règles Spéciales Combat * * * Notes: *Une massue de Géant peut avoir des caraétéristiques et des règles spéciales d!fférentes, selon comme elle est utilisée, comme d écrit dans la règle spéciale Attaques de Géant.
Giant's club
Giant's club
Giant's club
Giant's club
Large Target
Grande Cible
Large Target
Large Target
Large Target
Large Target
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Griffes mortelles
P F PA Règles Spéciales Griffes mortelles Combat F -2 -
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Massive Gob
R S AP Special Rules Massive Gob Combat S -1 Armour Bane (1), Killing Bl
Gueule Immense
P F PA Règles Spéciales Combat F -1 Arme Perforante(1), Coup Fatal
Massive Gob
R S AP Special Rules Massive Gob Combat S -1 Armour Bane (1), Killing Bl
Massive Gob
R S AP Special Rules Massive Gob Combat S -1 Armour Bane (1), Killing Bl
Massive Gob
R S AP Special Rules Massive Gob Combat S -1 Armour Bane (1), Killing Bl
Massive Gob
R S AP Special Rules Massive Gob Combat S -1 Armour Bane (1), Killing Bl
Hatred
Haine
Hass
Hatred
Odio
Odio
Horde
Horde
Horde
Horde
Horde
Horde
Howdah
Howdah
Howdah
Howdah
Howdah
Howdah
Huge Gob
R S AP Special Rules Huge gob Combat S -1 Armour Bane (1)
Immense gueule
P F PA Règles Spéciales Combat F -1 Arme Perforante (1)
Huge Gob
R S AP Special Rules Huge gob Combat S -1 Armour Bane (1)
Huge Gob
R S AP Special Rules Huge gob Combat S -1 Armour Bane (1)
Huge Gob
R S AP Special Rules Huge gob Combat S -1 Armour Bane (1)
Huge Gob
R S AP Special Rules Huge gob Combat S -1 Armour Bane (1)
Ignore Goblin Panic
Orcs expect Goblins to run away. As far as the average Orc is concerned, running away is what Goblins are best at! This unit does not have to make a Panic test when a friendly Goblin unit is destroyed or Breaks and flees from combat whilst within 6" of it. Nor does this unit have to make a Panic test when it is fled through by a friendly Goblin unit. Note that, for the purposes of this rule, a Goblin unit is considered to be any unit that is made up entirely of Goblins of any kind, mounted or otherwise. This includes any war machine or chariot that is crewed entirely by Goblins. Should a Goblin unit be joined by an Orc character, it is no longer considered to be a Goblin unit.
Ignore la Panique des Gobelins
Les Orques s'attendent à voir les Gobelins détaler. D'après eux, c'est même leur spécialité ! Cette unité n'a pas à effectuer de test de Panique quand une unité Gobelins amie est détruite ou démoralisée et fuit le combat alors qu'elle est à 6'' de cette unité. Cette unité n'a pas non plus à effectuer de test de Panique quand une unité Gobelins amie fuit à travers elle. Notez que, dans le cadre de cette règle, est considérée comme unité Gobelins toute unité constituée entièrement de Gobelins de n'importe quel type, montés ou non. Cela inclut toute machine de guerre dont l'équipe de servants est entièrement constituée de Gobelins. Si une unité de Gobelins est rejointe par un personnage Orque, elle n'est plus considérée comme une unité Gobelins.
Ignore Goblin Panic
Orcs expect Goblins to run away. As far as the average Orc is concerned, running away is what Goblins are best at! This unit does not have to make a Panic test when a friendly Goblin unit is destroyed or Breaks and flees from combat whilst within 6" of it. Nor does this unit have to make a Panic test when it is fled through by a friendly Goblin unit. Note that, for the purposes of this rule, a Goblin unit is considered to be any unit that is made up entirely of Goblins of any kind, mounted or otherwise. This includes any war machine or chariot that is crewed entirely by Goblins. Should a Goblin unit be joined by an Orc character, it is no longer considered to be a Goblin unit.
Ignore Goblin Panic
Orcs expect Goblins to run away. As far as the average Orc is concerned, running away is what Goblins are best at! This unit does not have to make a Panic test when a friendly Goblin unit is destroyed or Breaks and flees from combat whilst within 6" of it. Nor does this unit have to make a Panic test when it is fled through by a friendly Goblin unit. Note that, for the purposes of this rule, a Goblin unit is considered to be any unit that is made up entirely of Goblins of any kind, mounted or otherwise. This includes any war machine or chariot that is crewed entirely by Goblins. Should a Goblin unit be joined by an Orc character, it is no longer considered to be a Goblin unit.
Ignore Goblin Panic
Orcs expect Goblins to run away. As far as the average Orc is concerned, running away is what Goblins are best at! This unit does not have to make a Panic test when a friendly Goblin unit is destroyed or Breaks and flees from combat whilst within 6" of it. Nor does this unit have to make a Panic test when it is fled through by a friendly Goblin unit. Note that, for the purposes of this rule, a Goblin unit is considered to be any unit that is made up entirely of Goblins of any kind, mounted or otherwise. This includes any war machine or chariot that is crewed entirely by Goblins. Should a Goblin unit be joined by an Orc character, it is no longer considered to be a Goblin unit.
Ignore Goblin Panic
Orcs expect Goblins to run away. As far as the average Orc is concerned, running away is what Goblins are best at! This unit does not have to make a Panic test when a friendly Goblin unit is destroyed or Breaks and flees from combat whilst within 6" of it. Nor does this unit have to make a Panic test when it is fled through by a friendly Goblin unit. Note that, for the purposes of this rule, a Goblin unit is considered to be any unit that is made up entirely of Goblins of any kind, mounted or otherwise. This includes any war machine or chariot that is crewed entirely by Goblins. Should a Goblin unit be joined by an Orc character, it is no longer considered to be a Goblin unit.
Ignore Panic
Black Orcs don’t expect much in the way of bravery or discipline from their dim-witted kin, so are rarely perturbed by the sight of them legging it. This unit does not have to make a Panic test when a friendly unit that does not also have this special rule is destroyed or Breaks and flees from combat whilst within 6" of it. Nor does this unit have to make a Panic test when it is fled through by a friendly unit that does not have this special rule..
Ignore la Panique
Les Orques Noirs n'attendent pas grand-chose de la part de leurs congénères, donc ils ne s'inquiètent pas de les voir détaler. Cette unité n'a pas à faire de test de Panique quand une unité ennemie qui n'a pas cette règle spéciale est détruite ou démoralisée et fuit le combat alors qu'elle est à 6" de cette unité. Elle n'a pas non plus à faire de test de Panique quand une unité amie qui n'a pas cette règle spéciale fuit à travers elle.
Ignore Panic
Black Orcs don’t expect much in the way of bravery or discipline from their dim-witted kin, so are rarely perturbed by the sight of them legging it. This unit does not have to make a Panic test when a friendly unit that does not also have this special rule is destroyed or Breaks and flees from combat whilst within 6" of it. Nor does this unit have to make a Panic test when it is fled through by a friendly unit that does not have this special rule..
Ignore Panic
Black Orcs don’t expect much in the way of bravery or discipline from their dim-witted kin, so are rarely perturbed by the sight of them legging it. This unit does not have to make a Panic test when a friendly unit that does not also have this special rule is destroyed or Breaks and flees from combat whilst within 6" of it. Nor does this unit have to make a Panic test when it is fled through by a friendly unit that does not have this special rule..
Ignore Panic
Black Orcs don’t expect much in the way of bravery or discipline from their dim-witted kin, so are rarely perturbed by the sight of them legging it. This unit does not have to make a Panic test when a friendly unit that does not also have this special rule is destroyed or Breaks and flees from combat whilst within 6" of it. Nor does this unit have to make a Panic test when it is fled through by a friendly unit that does not have this special rule..
Ignore Panic
Black Orcs don’t expect much in the way of bravery or discipline from their dim-witted kin, so are rarely perturbed by the sight of them legging it. This unit does not have to make a Panic test when a friendly unit that does not also have this special rule is destroyed or Breaks and flees from combat whilst within 6" of it. Nor does this unit have to make a Panic test when it is fled through by a friendly unit that does not have this special rule..
Immune To Psychology
Immunisé à la Psychologie
Immune To Psychology
Immune To Psychology
Immune To Psychology
Immune To Psychology
Impetuous
Impétueux
Impetuous
Impetuous
Impetuous
Impetuous
Unbreakable
Indémoralisable
Unerschütterlich
Unbreakable
Indesmoralizable
Irriducibile
Venom Surge
R S AP Special Rules Venom surge Combat S -2 Multiple Wounds (D6), Poisoned Attacks, Strike First Notes: In combat, this model may choose to make one of its attacks each turn with this weapon.
Injection de venin
P F PA Règles Spéciales Combat F -2 Blessures Multiples (D6), Attaques Empoisonnées, Frappe en Premier Notes : En combat, cette figurine peut choisir d'effectuer 1 de ses attaques avec cette arme à chaque tour.
Venom Surge
R S AP Special Rules Venom surge Combat S -2 Multiple Wounds (D6), Poisoned Attacks, Strike First Notes: In combat, this model may choose to make one of its attacks each turn with this weapon.
Venom Surge
R S AP Special Rules Venom surge Combat S -2 Multiple Wounds (D6), Poisoned Attacks, Strike First Notes: In combat, this model may choose to make one of its attacks each turn with this weapon.
Venom Surge
R S AP Special Rules Venom surge Combat S -2 Multiple Wounds (D6), Poisoned Attacks, Strike First Notes: In combat, this model may choose to make one of its attacks each turn with this weapon.
Venom Surge
R S AP Special Rules Venom surge Combat S -2 Multiple Wounds (D6), Poisoned Attacks, Strike First Notes: In combat, this model may choose to make one of its attacks each turn with this weapon.
Ker-splat
Mangler Squigs are careless beasts that bound merrily through life. Unfortunately, this can often lead to injury when they encounter terrain unwilling to get out of their way! Mangler Squigs treat all difficult terrain as dangerous terrain.
Sproutch
Les Squigs Broyeurs s'élancent dans la vie sans se soucier de quoi que ce soit. Malheureusement, ils peuvent se blesser lorsque les obstacles n'ont pas l'obligeance de s'écarter d'eux-mêmes ! Les Squigs Broyeurs traitent tous les terrains difficiles comme du terrain dangereux.
Ker-splat
Mangler Squigs are careless beasts that bound merrily through life. Unfortunately, this can often lead to injury when they encounter terrain unwilling to get out of their way! Mangler Squigs treat all difficult terrain as dangerous terrain.
Ker-splat
Mangler Squigs are careless beasts that bound merrily through life. Unfortunately, this can often lead to injury when they encounter terrain unwilling to get out of their way! Mangler Squigs treat all difficult terrain as dangerous terrain.
Ker-splat
Mangler Squigs are careless beasts that bound merrily through life. Unfortunately, this can often lead to injury when they encounter terrain unwilling to get out of their way! Mangler Squigs treat all difficult terrain as dangerous terrain.
Ker-splat
Mangler Squigs are careless beasts that bound merrily through life. Unfortunately, this can often lead to injury when they encounter terrain unwilling to get out of their way! Mangler Squigs treat all difficult terrain as dangerous terrain.
Mob Rule
Surrounded by big mobs of battle-hungry Orcs, Shamans crackle with barely-controlled energy, causing their spells to burst forth with tremendous power. If this character has joined a unit of Orcs with a Unit Strength of 10 or more, they may apply a +1 modifier to any Casting roll they make. Should they leave the unit for any reason, or should the unit’s Unit Strength fall below 10, this modifier is lost. Note that, for the purposes of this rule, a unit of Orcs is considered to be any unit that is made up entirely of Orcs or Black Orcs, mounted or otherwise
La Loi du Nombre
La présence d'autres Orques décuple les pouvoirs des Chamanes. Si ce personnage a rejoint une unité d'Orques ayant une puissance de 10 ou plus, il peut appliquer un modificateur de +1 à tout jet de Lancement qu'il effectue. S'il quitte l'unité pour quelque raison que ce soit, ou si la puissance de l'unité descend en dessous de 10, ce modificateur est perdu. Notez que, dans le cadre de cette règle, on considère que toute unité entièrement composée d'Orques ou d'Orques Noirs, montés ou non, est une unité d'Orques.
Mob Rule
Surrounded by big mobs of battle-hungry Orcs, Shamans crackle with barely-controlled energy, causing their spells to burst forth with tremendous power. If this character has joined a unit of Orcs with a Unit Strength of 10 or more, they may apply a +1 modifier to any Casting roll they make. Should they leave the unit for any reason, or should the unit’s Unit Strength fall below 10, this modifier is lost. Note that, for the purposes of this rule, a unit of Orcs is considered to be any unit that is made up entirely of Orcs or Black Orcs, mounted or otherwise
Mob Rule
Surrounded by big mobs of battle-hungry Orcs, Shamans crackle with barely-controlled energy, causing their spells to burst forth with tremendous power. If this character has joined a unit of Orcs with a Unit Strength of 10 or more, they may apply a +1 modifier to any Casting roll they make. Should they leave the unit for any reason, or should the unit’s Unit Strength fall below 10, this modifier is lost. Note that, for the purposes of this rule, a unit of Orcs is considered to be any unit that is made up entirely of Orcs or Black Orcs, mounted or otherwise
Mob Rule
Surrounded by big mobs of battle-hungry Orcs, Shamans crackle with barely-controlled energy, causing their spells to burst forth with tremendous power. If this character has joined a unit of Orcs with a Unit Strength of 10 or more, they may apply a +1 modifier to any Casting roll they make. Should they leave the unit for any reason, or should the unit’s Unit Strength fall below 10, this modifier is lost. Note that, for the purposes of this rule, a unit of Orcs is considered to be any unit that is made up entirely of Orcs or Black Orcs, mounted or otherwise
Mob Rule
Surrounded by big mobs of battle-hungry Orcs, Shamans crackle with barely-controlled energy, causing their spells to burst forth with tremendous power. If this character has joined a unit of Orcs with a Unit Strength of 10 or more, they may apply a +1 modifier to any Casting roll they make. Should they leave the unit for any reason, or should the unit’s Unit Strength fall below 10, this modifier is lost. Note that, for the purposes of this rule, a unit of Orcs is considered to be any unit that is made up entirely of Orcs or Black Orcs, mounted or otherwise
Release The Fanatics!
As the enemy draws near, mobs of Night Goblins unleash Fanatics in a whirlwind of destruction. Fanatics are not placed on the battlefield at the start of the game. Instead, make a note of which Night Goblin units include Fanatics, and of how many they include. These units are referred to as ‘concealing’ units. A concealing unit may release one or more of its Fanatics during any Start of Turn sub-phase. When a Fanatic is released, it travels through the air to land spinning several feet away from its concealing unit, before embarking upon its erratic journey across the battlefield. To represent this, place the model so that its base is within 3" of its concealing unit and not touching the bases of any other models.
Lâchez les Fanatiques!
Quand l'heure noire approche, les Gobelins de la Nuit libèrent les Fanatiques en un tourbillon de destruction. Les Fanatiques ne sont pas placés sur le champ de bataille au début de la partie. À la place, notez quelles unités de Gobelins de la Nuit incluent des Fanatiques, et combien elles en incluent. Ces unités sont appelées unités "cachetées". Une unité cachetée peut lâcher un ou plusieurs de ses Fanatiques à n'importe quelle sous-phase de Début de Tour. Quand un Fanatique est lâché, il bondit dans les airs pour atterrir en tourbillonnant à plusieurs mètres de son unité cachetée, avant de commencer son parcours erratique à travers le champ de bataille. Pour représenter cela, placez la figurine de sorte que son socle soit à 3" de son unité cachetée, et sans qu'elle touche le socle d'aucune autre figurine. [b]Mouvement des Fanatiques :[/b] Pendant la sous-phase de Mouvements Obligatoires du tour où il a été lâché, un Fanatique se déplace de 2D6" dans une direction choisie par son joueur en contrôle. À chacune des autres sous-phases de Mouvements Obligatoires, un Fanatique se déplace de 2D6" dans une direction aléatoire. Si le mouvement d'un Fanatique l'amène en contact avec une unité (amie ou ennemie), il traverse cette unité. Continuez à le déplacer dans la même direction jusqu'à ce qu'il puisse être placé sur le champ de bataille de sorte que son socle ne touche le socle d'aucune autre figurine. Notez que, contrairement à d'autres figurines, les Fanatiques ignorent la règle de 1". [b]Traversée par un Fanatique:[/b] Bien que ce soit dangereux, n'importe quelle unité peut traverser un Fanatique. Si une unité finit son mouvement "sur" un Fanatique, déplacez le Fanatique par le chemin le plus court possible jusqu'à ce qu'il puisse être placé sur le champ de bataille de sorte que son socle ne touche le socle d'aucune autre figurine. [b]Boulet de Fanatique :[/b] Toute unité (amie ou ennemie) qui est traversée par un Fanatique en mouvement, ou qui traverse un Fanatique, subit DG touches de Force 5, chacune avec une PA de -3. [b]Mort d'un Fanatique :[/b] Une figurine de Fanatique ne peut pas être chargée, ciblée, ou attaquée de quelque façon que ce soit. Cependant, la vie d'un Fanatique n'en est pas moins dangereuse. Si un Fanatique se retrouve entièrement ou partiellement sous un gabarit (s'il est centré sur une autre unité, par exemple, ou s'il a dévié), il risque d'être touché normalement. De plus, si n'importe quel double naturel est obtenu pour son mouvement, ou s'il se déplace sur n'importe quel type de terrain difficile, dangereux ou infranchissable, ou n'importe quel type d'obstacle linéaire, le Fanatique s'arrête de façon soudaine et définitive, et il est immédiatement retiré du jeu comme perte. Enfin, si une unité cachetée est détruite ou fuit le champ de bataille avant que ses Fanatiques aient été lâchés, ceux-ci sont retirés comme pertes.
Release The Fanatics!
As the enemy draws near, mobs of Night Goblins unleash Fanatics in a whirlwind of destruction. Fanatics are not placed on the battlefield at the start of the game. Instead, make a note of which Night Goblin units include Fanatics, and of how many they include. These units are referred to as ‘concealing’ units. A concealing unit may release one or more of its Fanatics during any Start of Turn sub-phase. When a Fanatic is released, it travels through the air to land spinning several feet away from its concealing unit, before embarking upon its erratic journey across the battlefield. To represent this, place the model so that its base is within 3" of its concealing unit and not touching the bases of any other models.
Release The Fanatics!
As the enemy draws near, mobs of Night Goblins unleash Fanatics in a whirlwind of destruction. Fanatics are not placed on the battlefield at the start of the game. Instead, make a note of which Night Goblin units include Fanatics, and of how many they include. These units are referred to as ‘concealing’ units. A concealing unit may release one or more of its Fanatics during any Start of Turn sub-phase. When a Fanatic is released, it travels through the air to land spinning several feet away from its concealing unit, before embarking upon its erratic journey across the battlefield. To represent this, place the model so that its base is within 3" of its concealing unit and not touching the bases of any other models.
Release The Fanatics!
As the enemy draws near, mobs of Night Goblins unleash Fanatics in a whirlwind of destruction. Fanatics are not placed on the battlefield at the start of the game. Instead, make a note of which Night Goblin units include Fanatics, and of how many they include. These units are referred to as ‘concealing’ units. A concealing unit may release one or more of its Fanatics during any Start of Turn sub-phase. When a Fanatic is released, it travels through the air to land spinning several feet away from its concealing unit, before embarking upon its erratic journey across the battlefield. To represent this, place the model so that its base is within 3" of its concealing unit and not touching the bases of any other models.
Release The Fanatics!
As the enemy draws near, mobs of Night Goblins unleash Fanatics in a whirlwind of destruction. Fanatics are not placed on the battlefield at the start of the game. Instead, make a note of which Night Goblin units include Fanatics, and of how many they include. These units are referred to as ‘concealing’ units. A concealing unit may release one or more of its Fanatics during any Start of Turn sub-phase. When a Fanatic is released, it travels through the air to land spinning several feet away from its concealing unit, before embarking upon its erratic journey across the battlefield. To represent this, place the model so that its base is within 3" of its concealing unit and not touching the bases of any other models.
Loner
Solitaire
Loner
Loner
Loner
Loner
Lore Familiar
Lore Familiar
Lore Familiar
Lore Familiar
Lore Familiar
Lore Familiar
Magic Resistance
Résistance à la Magie
Magieresistenz
Magic Resistance
Resistencia a la Magia
Resistenza alla Magia
Skulking Menace
Hiding within Goblin ranks, out of sight of the enemy, Nasty Skulkers await their chance to strike. Nasty Skulkers are not placed on the battlefield at the start of the game. Instead, make a note of which Goblin Mobs include Nasty Skulkers, and of how many they include. These units are referred to as ‘concealing’ units. At the start of its first round of combat, during Step 1.1 of the Choose Combat & Fight sub-phase, a concealing unit must reveal its Nasty Skulkers – they cannot be revealed at any other time. Position each revealed Nasty Skulker as you would a character that has joined the unit. Once placed, Nasty Skulkers cannot leave their concealing unit. If a concealing unit is destroyed or flees the battlefield before its Nasty Skulkers are revealed, they are removed as casualties.
Menace Dissimulée
Dissimulés parmi les Gobelins, les Zigouillards guettent le moment propice pour frapper. Les Zigouillards ne sont pas placés sur le champ de bataille au début de la partie. À la place, notez quelles unités de Bandes de Gobelins incluent des Zigouillards, et combien elles en incluent. Ces unités sont appelées unités "cachetées". Au début de son premier round de combat, à l'Étape 1.1 de la sous-phase de Choisir & Livrer les Combats, une unité cachetée doit révéler ses Zigouillards, ils ne peuvent être révélés à aucun autre moment. Placez chaque Zigouillard révélé comme vous le feriez pour un personnage qui aurait rejoint l'unité. Une fois placés, les Zigouillards ne peuvent pas quitter leur unité cachetée. Si une unité cachée est détruite ou fuit le champ de bataille avant que ses Zigouillards soient révélés, ceux-ci sont retirés comme pertes.
Skulking Menace
Hiding within Goblin ranks, out of sight of the enemy, Nasty Skulkers await their chance to strike. Nasty Skulkers are not placed on the battlefield at the start of the game. Instead, make a note of which Goblin Mobs include Nasty Skulkers, and of how many they include. These units are referred to as ‘concealing’ units. At the start of its first round of combat, during Step 1.1 of the Choose Combat & Fight sub-phase, a concealing unit must reveal its Nasty Skulkers – they cannot be revealed at any other time. Position each revealed Nasty Skulker as you would a character that has joined the unit. Once placed, Nasty Skulkers cannot leave their concealing unit. If a concealing unit is destroyed or flees the battlefield before its Nasty Skulkers are revealed, they are removed as casualties.
Skulking Menace
Hiding within Goblin ranks, out of sight of the enemy, Nasty Skulkers await their chance to strike. Nasty Skulkers are not placed on the battlefield at the start of the game. Instead, make a note of which Goblin Mobs include Nasty Skulkers, and of how many they include. These units are referred to as ‘concealing’ units. At the start of its first round of combat, during Step 1.1 of the Choose Combat & Fight sub-phase, a concealing unit must reveal its Nasty Skulkers – they cannot be revealed at any other time. Position each revealed Nasty Skulker as you would a character that has joined the unit. Once placed, Nasty Skulkers cannot leave their concealing unit. If a concealing unit is destroyed or flees the battlefield before its Nasty Skulkers are revealed, they are removed as casualties.
Skulking Menace
Hiding within Goblin ranks, out of sight of the enemy, Nasty Skulkers await their chance to strike. Nasty Skulkers are not placed on the battlefield at the start of the game. Instead, make a note of which Goblin Mobs include Nasty Skulkers, and of how many they include. These units are referred to as ‘concealing’ units. At the start of its first round of combat, during Step 1.1 of the Choose Combat & Fight sub-phase, a concealing unit must reveal its Nasty Skulkers – they cannot be revealed at any other time. Position each revealed Nasty Skulker as you would a character that has joined the unit. Once placed, Nasty Skulkers cannot leave their concealing unit. If a concealing unit is destroyed or flees the battlefield before its Nasty Skulkers are revealed, they are removed as casualties.
Skulking Menace
Hiding within Goblin ranks, out of sight of the enemy, Nasty Skulkers await their chance to strike. Nasty Skulkers are not placed on the battlefield at the start of the game. Instead, make a note of which Goblin Mobs include Nasty Skulkers, and of how many they include. These units are referred to as ‘concealing’ units. At the start of its first round of combat, during Step 1.1 of the Choose Combat & Fight sub-phase, a concealing unit must reveal its Nasty Skulkers – they cannot be revealed at any other time. Position each revealed Nasty Skulker as you would a character that has joined the unit. Once placed, Nasty Skulkers cannot leave their concealing unit. If a concealing unit is destroyed or flees the battlefield before its Nasty Skulkers are revealed, they are removed as casualties.
Mercenaries
Mercenaries
Mercenaries
Mercenaries
Mercenaries
Mercenaries
Motley Crew*
Motley Crew*
Motley Crew*
Motley Crew*
Motley Crew*
Motley Crew*
Move Through Cover
Mouvement à Couvert
Move Through Cover
Move Through Cover
Move Through Cover
Move Through Cover
Random Movement
Mouvement aléatoire
Zufällige Bewegung
Random Movement
Random Movement
Movimento Casuale
Open Order
Ordre Dispersé
Open Order
Open Order
Open Order
Open Order
Scaly Skin
counts as Heavy armour
Peau écailleuse
compte comme une armure lourde
Scaly Skin
counts as Heavy armour
Scaly Skin
counts as Heavy armour
Scaly Skin
counts as Heavy armour
Scaly Skin
counts as Heavy armour
Protect Da Boss
The Trolls that accompany Ogdruz will dutifully shield him from harm. This model cannot be targeted by enemy shooting or by enemy spells whilst it is within 3" of a friendly Troll Mob, unless this model is the closest target.
Protect Da Boss
The Trolls that accompany Ogdruz will dutifully shield him from harm. This model cannot be targeted by enemy shooting or by enemy spells whilst it is within 3" of a friendly Troll Mob, unless this model is the closest target.
Protect Da Boss
The Trolls that accompany Ogdruz will dutifully shield him from harm. This model cannot be targeted by enemy shooting or by enemy spells whilst it is within 3" of a friendly Troll Mob, unless this model is the closest target.
Protect Da Boss
The Trolls that accompany Ogdruz will dutifully shield him from harm. This model cannot be targeted by enemy shooting or by enemy spells whilst it is within 3" of a friendly Troll Mob, unless this model is the closest target.
Protect Da Boss
The Trolls that accompany Ogdruz will dutifully shield him from harm. This model cannot be targeted by enemy shooting or by enemy spells whilst it is within 3" of a friendly Troll Mob, unless this model is the closest target.
Protect Da Boss
The Trolls that accompany Ogdruz will dutifully shield him from harm. This model cannot be targeted by enemy shooting or by enemy spells whilst it is within 3" of a friendly Troll Mob, unless this model is the closest target.
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.
Queue venimeuse
P F PA Règles Spéciales Combat F - Attaques Empoisonnées, Frappe en Premier
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.
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.
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.
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.
Random Attacks
Random Attacks
Random Attacks
Random Attacks
Random Attacks
Random Attacks
Regeneration
Régénération
Regeneration
Regeneration
Regeneration
Regeneration
Skirmishers
Tirailleurs
Skirmishers
Skirmishers
Skirmishers
Skirmishers
Wizard
Sorcier
Wizard
Wizard
Wizard
Wizard
Squigs Go Wild
A herd of Cave Squigs is held together by the weakest glue – the best efforts of a few Night Goblins. Once that glue breaks and control of a herd is lost, the Cave Squigs will bounce towards freedom. Should a Squig Herd ever Break and flee from combat, the Cave Squigs will go wild. If the Squig Herd contains five or more Cave Squigs, every unit (friend or foe) within 2D6" of it suffers D3 Strength 5 hits, each with an AP of -1. For every additional five Cave Squigs the Squig Herd contains, apply a +1 modifier to the D3. Once these hits have been resolved, treat the unit as having been completely destroyed in combat and remove it from play.
Squigs Sauvages
Un troupeau de Squigs des Cavernes ne tient ensemble que par les efforts des Gobelins de la Nuit. Si un Troupeau de Squigs est Démoralisé et fuit le combat, les Squigs des Cavernes deviennent sauvages. Si le Troupeau de Squigs compte au moins cinq Squigs des Cavernes, chaque unité (amie ou ennemie) à 2D6" de lui subit D3 touches F5, chacune avec une PA de -1. Par tranche de 5 Squigs des Cavernes supplémentaires, appliquez un modificateur de +1 au D3. Une fois ces touches résolues, traitez l'unité comme étant totalement détruite en combat et retirez-la du jeu.
Squigs Go Wild
A herd of Cave Squigs is held together by the weakest glue – the best efforts of a few Night Goblins. Once that glue breaks and control of a herd is lost, the Cave Squigs will bounce towards freedom. Should a Squig Herd ever Break and flee from combat, the Cave Squigs will go wild. If the Squig Herd contains five or more Cave Squigs, every unit (friend or foe) within 2D6" of it suffers D3 Strength 5 hits, each with an AP of -1. For every additional five Cave Squigs the Squig Herd contains, apply a +1 modifier to the D3. Once these hits have been resolved, treat the unit as having been completely destroyed in combat and remove it from play.
Squigs Go Wild
A herd of Cave Squigs is held together by the weakest glue – the best efforts of a few Night Goblins. Once that glue breaks and control of a herd is lost, the Cave Squigs will bounce towards freedom. Should a Squig Herd ever Break and flee from combat, the Cave Squigs will go wild. If the Squig Herd contains five or more Cave Squigs, every unit (friend or foe) within 2D6" of it suffers D3 Strength 5 hits, each with an AP of -1. For every additional five Cave Squigs the Squig Herd contains, apply a +1 modifier to the D3. Once these hits have been resolved, treat the unit as having been completely destroyed in combat and remove it from play.
Squigs Go Wild
A herd of Cave Squigs is held together by the weakest glue – the best efforts of a few Night Goblins. Once that glue breaks and control of a herd is lost, the Cave Squigs will bounce towards freedom. Should a Squig Herd ever Break and flee from combat, the Cave Squigs will go wild. If the Squig Herd contains five or more Cave Squigs, every unit (friend or foe) within 2D6" of it suffers D3 Strength 5 hits, each with an AP of -1. For every additional five Cave Squigs the Squig Herd contains, apply a +1 modifier to the D3. Once these hits have been resolved, treat the unit as having been completely destroyed in combat and remove it from play.
Squigs Go Wild
A herd of Cave Squigs is held together by the weakest glue – the best efforts of a few Night Goblins. Once that glue breaks and control of a herd is lost, the Cave Squigs will bounce towards freedom. Should a Squig Herd ever Break and flee from combat, the Cave Squigs will go wild. If the Squig Herd contains five or more Cave Squigs, every unit (friend or foe) within 2D6" of it suffers D3 Strength 5 hits, each with an AP of -1. For every additional five Cave Squigs the Squig Herd contains, apply a +1 modifier to the D3. Once these hits have been resolved, treat the unit as having been completely destroyed in combat and remove it from play.
Stone thrower
Stone thrower
Stone thrower
Stone thrower
Stone thrower
Stone thrower
Stupidity
Stupidity
Stupidity
Stupidity
Stupidity
Stupidity
Syphoned Strength
Ogdruz has learned to empower his magic by drawing on the physical strength of his Trolls. Whilst Ogdruz Swampdigga is within 3" of a friendly Troll Mob with a Unit Strength of 6 or more that is not fleeing, he may apply a +1 modifier to any Casting roll he makes.
Syphoned Strength
Ogdruz has learned to empower his magic by drawing on the physical strength of his Trolls. Whilst Ogdruz Swampdigga is within 3" of a friendly Troll Mob with a Unit Strength of 6 or more that is not fleeing, he may apply a +1 modifier to any Casting roll he makes.
Syphoned Strength
Ogdruz has learned to empower his magic by drawing on the physical strength of his Trolls. Whilst Ogdruz Swampdigga is within 3" of a friendly Troll Mob with a Unit Strength of 6 or more that is not fleeing, he may apply a +1 modifier to any Casting roll he makes.
Syphoned Strength
Ogdruz has learned to empower his magic by drawing on the physical strength of his Trolls. Whilst Ogdruz Swampdigga is within 3" of a friendly Troll Mob with a Unit Strength of 6 or more that is not fleeing, he may apply a +1 modifier to any Casting roll he makes.
Syphoned Strength
Ogdruz has learned to empower his magic by drawing on the physical strength of his Trolls. Whilst Ogdruz Swampdigga is within 3" of a friendly Troll Mob with a Unit Strength of 6 or more that is not fleeing, he may apply a +1 modifier to any Casting roll he makes.
Syphoned Strength
Ogdruz has learned to empower his magic by drawing on the physical strength of his Trolls. Whilst Ogdruz Swampdigga is within 3" of a friendly Troll Mob with a Unit Strength of 6 or more that is not fleeing, he may apply a +1 modifier to any Casting roll he makes.
Timmm-berrr!
Timmm-berrr!
Timmm-berrr!
Timmm-berrr!
Timmm-berrr!
Timmm-berrr!
Troll Vomit
R S AP Special Rules Troll vomit Combat 3 -2 - Notes: A Troll that is in base contact with an enemy model may make one additional attack each turn with this weapon. This attack must be made last, after all other attacks have been made (including Stomp Attacks), but hits automatically.
Vomi de Troll
P F PA Règles Spéciales Combat 3 -2 - Note : Un Troll en contact socle à socle avec une figurine ennemie peut effectuer une attaque additionnelle à chaque tour avec cette arme. Cette attaque doit être effectuée en dernier, après que toutes les autres attaques ont été effectuées (y compris les Attaques de Piétinement), mais elle est toujours automatiquement réalisée.
Troll Vomit
R S AP Special Rules Troll vomit Combat 3 -2 - Notes: A Troll that is in base contact with an enemy model may make one additional attack each turn with this weapon. This attack must be made last, after all other attacks have been made (including Stomp Attacks), but hits automatically.
Troll Vomit
R S AP Special Rules Troll vomit Combat 3 -2 - Notes: A Troll that is in base contact with an enemy model may make one additional attack each turn with this weapon. This attack must be made last, after all other attacks have been made (including Stomp Attacks), but hits automatically.
Troll Vomit
R S AP Special Rules Troll vomit Combat 3 -2 - Notes: A Troll that is in base contact with an enemy model may make one additional attack each turn with this weapon. This attack must be made last, after all other attacks have been made (including Stomp Attacks), but hits automatically.
Troll Vomit
R S AP Special Rules Troll vomit Combat 3 -2 - Notes: A Troll that is in base contact with an enemy model may make one additional attack each turn with this weapon. This attack must be made last, after all other attacks have been made (including Stomp Attacks), but hits automatically.
Trollhide Shawl
Though it stinks, this bedraggled garment of rotted Trollhide helps keep Ogdruz safe from harm. Ogdruz Swampdigga improves his armour value by 1. In addition, he has the Regeneration (5+) and Flammable special rules.
Trollhide Shawl
Though it stinks, this bedraggled garment of rotted Trollhide helps keep Ogdruz safe from harm. Ogdruz Swampdigga improves his armour value by 1. In addition, he has the Regeneration (5+) and Flammable special rules.
Trollhide Shawl
Though it stinks, this bedraggled garment of rotted Trollhide helps keep Ogdruz safe from harm. Ogdruz Swampdigga improves his armour value by 1. In addition, he has the Regeneration (5+) and Flammable special rules.
Trollhide Shawl
Though it stinks, this bedraggled garment of rotted Trollhide helps keep Ogdruz safe from harm. Ogdruz Swampdigga improves his armour value by 1. In addition, he has the Regeneration (5+) and Flammable special rules.
Trollhide Shawl
Though it stinks, this bedraggled garment of rotted Trollhide helps keep Ogdruz safe from harm. Ogdruz Swampdigga improves his armour value by 1. In addition, he has the Regeneration (5+) and Flammable special rules.
Trollhide Shawl
Though it stinks, this bedraggled garment of rotted Trollhide helps keep Ogdruz safe from harm. Ogdruz Swampdigga improves his armour value by 1. In addition, he has the Regeneration (5+) and Flammable special rules.
Waaagh!
The invigorating power of a good war cry should never be underestimated, and Orcs have the best war cry of them all. Once per game, during the Command sub-phase of their turn, this character may attempt to invoke the power of the Waaagh! by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character, their mount and any Orc unit they have joined may re-roll any rolls To Hit of a natural 1 and, when calculating its combat result, may claim an additional bonus of +1 combat result point. Note that, for the purposes of this rule, an Orc unit is considered to be any unit that is made up entirely of Orcs or Black Orcs, mounted or otherwise. Should an Orc unit be joined by a Goblin character, it is no longer considered to be an Orc unit. This special rule is not cumulative.
Waaagh!
Il ne faut jamais sous-estimer le pouvoir revigorant d'un bon cri de guerre, et les Orques sont des spécialistes du cri de guerre. Une fois par partie, pendant la sous-phase de Commandement de son tour, ce personnage peut tenter d'invoquer le pouvoir de la Waaagh! en effectuant un test de Commandement (en utilisant son propre Commandement). En cas de réussite, jusqu'à votre prochaine sous-phase de Début de Tour, ce personnage, sa monture et toute unité Orques qu'il a rejointe peuvent relancer n'importe quel nombre de 1 naturels aux résultats des jets de Touche et, quand on calcule son résultat de combat, peut recevoir un bonus de +1 point de résultat de combat supplémentaire. Notez que, dans le cadre de cette règle, on considère comme unité Orques toute unité constituée entièrement d'Orques ou d'Orques Noirs, montés ou non. Si une unité Orques est rejointe par un personnage Gobelin, elle n'est plus considérée comme étant une unité Orque. Cette règle spéciale n'est pas cumulable.
Waaagh!
The invigorating power of a good war cry should never be underestimated, and Orcs have the best war cry of them all. Once per game, during the Command sub-phase of their turn, this character may attempt to invoke the power of the Waaagh! by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character, their mount and any Orc unit they have joined may re-roll any rolls To Hit of a natural 1 and, when calculating its combat result, may claim an additional bonus of +1 combat result point. Note that, for the purposes of this rule, an Orc unit is considered to be any unit that is made up entirely of Orcs or Black Orcs, mounted or otherwise. Should an Orc unit be joined by a Goblin character, it is no longer considered to be an Orc unit. This special rule is not cumulative.
Waaagh!
The invigorating power of a good war cry should never be underestimated, and Orcs have the best war cry of them all. Once per game, during the Command sub-phase of their turn, this character may attempt to invoke the power of the Waaagh! by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character, their mount and any Orc unit they have joined may re-roll any rolls To Hit of a natural 1 and, when calculating its combat result, may claim an additional bonus of +1 combat result point. Note that, for the purposes of this rule, an Orc unit is considered to be any unit that is made up entirely of Orcs or Black Orcs, mounted or otherwise. Should an Orc unit be joined by a Goblin character, it is no longer considered to be an Orc unit. This special rule is not cumulative.
Waaagh!
The invigorating power of a good war cry should never be underestimated, and Orcs have the best war cry of them all. Once per game, during the Command sub-phase of their turn, this character may attempt to invoke the power of the Waaagh! by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character, their mount and any Orc unit they have joined may re-roll any rolls To Hit of a natural 1 and, when calculating its combat result, may claim an additional bonus of +1 combat result point. Note that, for the purposes of this rule, an Orc unit is considered to be any unit that is made up entirely of Orcs or Black Orcs, mounted or otherwise. Should an Orc unit be joined by a Goblin character, it is no longer considered to be an Orc unit. This special rule is not cumulative.
Waaagh!
The invigorating power of a good war cry should never be underestimated, and Orcs have the best war cry of them all. Once per game, during the Command sub-phase of their turn, this character may attempt to invoke the power of the Waaagh! by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character, their mount and any Orc unit they have joined may re-roll any rolls To Hit of a natural 1 and, when calculating its combat result, may claim an additional bonus of +1 combat result point. Note that, for the purposes of this rule, an Orc unit is considered to be any unit that is made up entirely of Orcs or Black Orcs, mounted or otherwise. Should an Orc unit be joined by a Goblin character, it is no longer considered to be an Orc unit. This special rule is not cumulative.
Whip
Whip
Whip
Whip
Whip
Whip

Magic Items usable by the army

EN FR DE PL ES IT
'Eadbuttin''At
’Eadbuttin’ contests are popular in Orc culture. Especially cunning (or brutal) participants employ magical means to improve their odds. An ’Eadbuttin’ ’At gives its wearer the Impact Hits (1) special rule. This Impact Hit has an Armour Piercing characteristic of -2.
Cask' à Coup d'Boule
Les concours de coups d'boute sont fréquents chez les Orques. Les participants les plus rusés (ou brutaux) emploient des objets magiques pour améliorer leurs chances de victoire. Un Cask' à Coup d'Boule confère à son porteur la règle spéciale Touches d'Impact (1). Cette Touche d'Impact a une caractéristique de PA de -2.
'Eadbuttin''At
’Eadbuttin’ contests are popular in Orc culture. Especially cunning (or brutal) participants employ magical means to improve their odds. An ’Eadbuttin’ ’At gives its wearer the Impact Hits (1) special rule. This Impact Hit has an Armour Piercing characteristic of -2.
'Eadbuttin''At
’Eadbuttin’ contests are popular in Orc culture. Especially cunning (or brutal) participants employ magical means to improve their odds. An ’Eadbuttin’ ’At gives its wearer the Impact Hits (1) special rule. This Impact Hit has an Armour Piercing characteristic of -2.
'Eadbuttin''At
’Eadbuttin’ contests are popular in Orc culture. Especially cunning (or brutal) participants employ magical means to improve their odds. An ’Eadbuttin’ ’At gives its wearer the Impact Hits (1) special rule. This Impact Hit has an Armour Piercing characteristic of -2.
'Eadbuttin''At
’Eadbuttin’ contests are popular in Orc culture. Especially cunning (or brutal) participants employ magical means to improve their odds. An ’Eadbuttin’ ’At gives its wearer the Impact Hits (1) special rule. This Impact Hit has an Armour Piercing characteristic of -2.
Glowy Green Amulet
This unimposing green amulet glows ever brighter as it absorbs magic. Sooner or later it is going to explode! If the bearer (and any unit they have joined) is the target of an enemy spell, they may use the Glowy Green Amulet instead of making a Wizardly dispel attempt. Roll a D6. On a roll of 2+, the spell is dispelled. However, if a 1 is rolled, the Glowy Green Amulet explodes. The amulet is destroyed and cannot be used again, and its bearer loses a single Wound. Note that the Glowy Green Amulet cannot be used against a perfect invocation.
Amulette Verte Luisante
Cette amulette verte sans fioritures brille de mille feux, d'autant plus fort qu'elle absorbe la magie ambiante. Elle finira par exploser ! Si le porteur (et toute unité qu'il a rejointe) est la cible d'un sort ennemi, il peut utiliser l'Amulette Verte Luisante au lieu de tenter d'effectuer une dissipation Magique. Jetez un DG. Sur 2+, le sort est dissipé. Cependant, si le résultat est un 1, l'Amulette Verte Luisante explose. Elle est alors détruite et ne peut plus être utilisée, et son porteur perd 1 Point de Vie. Notez que l'Amulette Verte Luisante ne peut pas être utilisée contre une invocation parfaite.
Glowy Green Amulet
This unimposing green amulet glows ever brighter as it absorbs magic. Sooner or later it is going to explode! If the bearer (and any unit they have joined) is the target of an enemy spell, they may use the Glowy Green Amulet instead of making a Wizardly dispel attempt. Roll a D6. On a roll of 2+, the spell is dispelled. However, if a 1 is rolled, the Glowy Green Amulet explodes. The amulet is destroyed and cannot be used again, and its bearer loses a single Wound. Note that the Glowy Green Amulet cannot be used against a perfect invocation.
Glowy Green Amulet
This unimposing green amulet glows ever brighter as it absorbs magic. Sooner or later it is going to explode! If the bearer (and any unit they have joined) is the target of an enemy spell, they may use the Glowy Green Amulet instead of making a Wizardly dispel attempt. Roll a D6. On a roll of 2+, the spell is dispelled. However, if a 1 is rolled, the Glowy Green Amulet explodes. The amulet is destroyed and cannot be used again, and its bearer loses a single Wound. Note that the Glowy Green Amulet cannot be used against a perfect invocation.
Glowy Green Amulet
This unimposing green amulet glows ever brighter as it absorbs magic. Sooner or later it is going to explode! If the bearer (and any unit they have joined) is the target of an enemy spell, they may use the Glowy Green Amulet instead of making a Wizardly dispel attempt. Roll a D6. On a roll of 2+, the spell is dispelled. However, if a 1 is rolled, the Glowy Green Amulet explodes. The amulet is destroyed and cannot be used again, and its bearer loses a single Wound. Note that the Glowy Green Amulet cannot be used against a perfect invocation.
Glowy Green Amulet
This unimposing green amulet glows ever brighter as it absorbs magic. Sooner or later it is going to explode! If the bearer (and any unit they have joined) is the target of an enemy spell, they may use the Glowy Green Amulet instead of making a Wizardly dispel attempt. Roll a D6. On a roll of 2+, the spell is dispelled. However, if a 1 is rolled, the Glowy Green Amulet explodes. The amulet is destroyed and cannot be used again, and its bearer loses a single Wound. Note that the Glowy Green Amulet cannot be used against a perfect invocation.
Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master. The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master. The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master. The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master. The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master. The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master. The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm. The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm. The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm. The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm. The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm. The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm. The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens. The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens. The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens. The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens. The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens. The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens. The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
Armour of Mork
This old and battered armour offers powerful protection against magic. The Armour of Mork is a suit of heavy armour. In addition, its wearer has Magic Resistance (-2).
Armure de Mork
Cette armure cabossée octroie une protection remarquablement efficace contre la magie. L'Armure de Mork est une armure lourde. De plus, elle confère à son porteur Résistance à la Magie (-2).
Armour of Mork
This old and battered armour offers powerful protection against magic. The Armour of Mork is a suit of heavy armour. In addition, its wearer has Magic Resistance (-2).
Armour of Mork
This old and battered armour offers powerful protection against magic. The Armour of Mork is a suit of heavy armour. In addition, its wearer has Magic Resistance (-2).
Armour of Mork
This old and battered armour offers powerful protection against magic. The Armour of Mork is a suit of heavy armour. In addition, its wearer has Magic Resistance (-2).
Armour of Mork
This old and battered armour offers powerful protection against magic. The Armour of Mork is a suit of heavy armour. In addition, its wearer has Magic Resistance (-2).
Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe. The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe. The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe. The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe. The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe. The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe. The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
Glittering Wotnots
Supposedly made from the shards of a shattered magic mirror, these gaudy gems hung from a Shaman’s staff will sometimes reflect hostile magic back upon its caster. If the bearer (or their unit) is the target of an enemy spell, they may use the Glittering Wotnots instead of making a Wizardly dispel attempt. Roll a D6. On a roll of 1-3, the Glittering Wotnots have no effect and the spell is cast as normal. On a roll of 4+, the spell is reflected back upon the caster and they (and their unit) become the target of the spell. The caster may make a Wizardly dispel attempt.
Babiol' ki Brillent
Soi-disant taillées dans les fragments d'un miroir magique, ces gemmes chamarrées accrochées au bâton d'un Chamane lui permettent parfois de renvoyer la magie hostile sur son lanceur. Si le porteur (ou son unité) est la cible d'un sort ennemi, il peut utiliser les Babiol' ki Brillent au lieu de tenter d'effectuer une dissipation Magique. Jetez un DG. Sur 1-3, les Babiot' ki Brillent n'ont aucun effet et le sort est lancé normalement. Sur 4+, le sort est renvoyé sur le lanceur, et lui-même (ainsi que son unité) devient la cible du sort. Le lanceur peut tenter d'effectuer une dissipation Magique.
Glittering Wotnots
Supposedly made from the shards of a shattered magic mirror, these gaudy gems hung from a Shaman’s staff will sometimes reflect hostile magic back upon its caster. If the bearer (or their unit) is the target of an enemy spell, they may use the Glittering Wotnots instead of making a Wizardly dispel attempt. Roll a D6. On a roll of 1-3, the Glittering Wotnots have no effect and the spell is cast as normal. On a roll of 4+, the spell is reflected back upon the caster and they (and their unit) become the target of the spell. The caster may make a Wizardly dispel attempt.
Glittering Wotnots
Supposedly made from the shards of a shattered magic mirror, these gaudy gems hung from a Shaman’s staff will sometimes reflect hostile magic back upon its caster. If the bearer (or their unit) is the target of an enemy spell, they may use the Glittering Wotnots instead of making a Wizardly dispel attempt. Roll a D6. On a roll of 1-3, the Glittering Wotnots have no effect and the spell is cast as normal. On a roll of 4+, the spell is reflected back upon the caster and they (and their unit) become the target of the spell. The caster may make a Wizardly dispel attempt.
Glittering Wotnots
Supposedly made from the shards of a shattered magic mirror, these gaudy gems hung from a Shaman’s staff will sometimes reflect hostile magic back upon its caster. If the bearer (or their unit) is the target of an enemy spell, they may use the Glittering Wotnots instead of making a Wizardly dispel attempt. Roll a D6. On a roll of 1-3, the Glittering Wotnots have no effect and the spell is cast as normal. On a roll of 4+, the spell is reflected back upon the caster and they (and their unit) become the target of the spell. The caster may make a Wizardly dispel attempt.
Glittering Wotnots
Supposedly made from the shards of a shattered magic mirror, these gaudy gems hung from a Shaman’s staff will sometimes reflect hostile magic back upon its caster. If the bearer (or their unit) is the target of an enemy spell, they may use the Glittering Wotnots instead of making a Wizardly dispel attempt. Roll a D6. On a roll of 1-3, the Glittering Wotnots have no effect and the spell is cast as normal. On a roll of 4+, the spell is reflected back upon the caster and they (and their unit) become the target of the spell. The caster may make a Wizardly dispel attempt.
Backstabber’s Blade
Being bigger and meaner than most, Orcs are happy to fight anyone, anywhere. Goblins on the other hand, are far happier sticking the pointy end of their blades into their foe’s back. R S AP Special Rules Combat S+1 -1 Magical Attacks Notes: Goblin Bosses and Night Goblin Bosses only. If the wielder of this weapon is engaged with an enemy’s flank arc, it may re-roll any failed rolls To Wound. If the wielder of this weapon is engaged with an enemy’s rear arc, it may re-roll any failed rolls To Hit and To Wound
Backstabber’s Blade
Being bigger and meaner than most, Orcs are happy to fight anyone, anywhere. Goblins on the other hand, are far happier sticking the pointy end of their blades into their foe’s back. R S AP Special Rules Combat S+1 -1 Magical Attacks Notes: Goblin Bosses and Night Goblin Bosses only. If the wielder of this weapon is engaged with an enemy’s flank arc, it may re-roll any failed rolls To Wound. If the wielder of this weapon is engaged with an enemy’s rear arc, it may re-roll any failed rolls To Hit and To Wound
Backstabber’s Blade
Being bigger and meaner than most, Orcs are happy to fight anyone, anywhere. Goblins on the other hand, are far happier sticking the pointy end of their blades into their foe’s back. R S AP Special Rules Combat S+1 -1 Magical Attacks Notes: Goblin Bosses and Night Goblin Bosses only. If the wielder of this weapon is engaged with an enemy’s flank arc, it may re-roll any failed rolls To Wound. If the wielder of this weapon is engaged with an enemy’s rear arc, it may re-roll any failed rolls To Hit and To Wound
Backstabber’s Blade
Being bigger and meaner than most, Orcs are happy to fight anyone, anywhere. Goblins on the other hand, are far happier sticking the pointy end of their blades into their foe’s back. R S AP Special Rules Combat S+1 -1 Magical Attacks Notes: Goblin Bosses and Night Goblin Bosses only. If the wielder of this weapon is engaged with an enemy’s flank arc, it may re-roll any failed rolls To Wound. If the wielder of this weapon is engaged with an enemy’s rear arc, it may re-roll any failed rolls To Hit and To Wound
Backstabber’s Blade
Being bigger and meaner than most, Orcs are happy to fight anyone, anywhere. Goblins on the other hand, are far happier sticking the pointy end of their blades into their foe’s back. R S AP Special Rules Combat S+1 -1 Magical Attacks Notes: Goblin Bosses and Night Goblin Bosses only. If the wielder of this weapon is engaged with an enemy’s flank arc, it may re-roll any failed rolls To Wound. If the wielder of this weapon is engaged with an enemy’s rear arc, it may re-roll any failed rolls To Hit and To Wound
Backstabber’s Blade
Being bigger and meaner than most, Orcs are happy to fight anyone, anywhere. Goblins on the other hand, are far happier sticking the pointy end of their blades into their foe’s back. R S AP Special Rules Combat S+1 -1 Magical Attacks Notes: Goblin Bosses and Night Goblin Bosses only. If the wielder of this weapon is engaged with an enemy’s flank arc, it may re-roll any failed rolls To Wound. If the wielder of this weapon is engaged with an enemy’s rear arc, it may re-roll any failed rolls To Hit and To Wound
Buzgob’s Knobbly Staff
The famed Great Shaman Buzgob once attempted to channel so much Waaagh! magic that he vanished in a flash of light, leaving behind only his staff and sticky green mist. Once per turn, the bearer of the Buzgob’s Knobbly Staff may re-roll a Casting roll.
Bâton Zarbi de Buzgob
Le célèbre Grand Chamane Buzgob tenta d'emmagasiner tant de magie Waaagh! qu'il disparut dans une déflagration lumineuse, ne laissant derrière lui qu'un nuage de vapeur verte et ce bâton. Une fois par tour, le porteur du Bâton Zarbi de Buzgob peut relancer un jet de Lancement.
Buzgob’s Knobbly Staff
The famed Great Shaman Buzgob once attempted to channel so much Waaagh! magic that he vanished in a flash of light, leaving behind only his staff and sticky green mist. Once per turn, the bearer of the Buzgob’s Knobbly Staff may re-roll a Casting roll.
Buzgob’s Knobbly Staff
The famed Great Shaman Buzgob once attempted to channel so much Waaagh! magic that he vanished in a flash of light, leaving behind only his staff and sticky green mist. Once per turn, the bearer of the Buzgob’s Knobbly Staff may re-roll a Casting roll.
Buzgob’s Knobbly Staff
The famed Great Shaman Buzgob once attempted to channel so much Waaagh! magic that he vanished in a flash of light, leaving behind only his staff and sticky green mist. Once per turn, the bearer of the Buzgob’s Knobbly Staff may re-roll a Casting roll.
Buzgob’s Knobbly Staff
The famed Great Shaman Buzgob once attempted to channel so much Waaagh! magic that he vanished in a flash of light, leaving behind only his staff and sticky green mist. Once per turn, the bearer of the Buzgob’s Knobbly Staff may re-roll a Casting roll.
Battleaxe Of The Last Big Waaagh!
Vague legend tells that this huge, beaten battleaxe once belonged to either Gork or Mork. How true this is, there is no way of knowing, but it certainly is a great tool for hitting things with! R S AP Special Rules Battleaxe of the Last Big Waaagh! Combat S+2 -2 Extra Attacks (+D6), Magical Attacks, Requires Two Hands, Strike Last. Notes: If a natural 6 is rolled for the Extra Attacks (+D6) special rule, the Battleaxe of the Last Big Waaagh! loses the Extra Attacks (+D6) special rule at the end of the current Combat phase.
Hache de la Der des Der
Il paraît que cette arme appartenait jadis à Gork. Ou Mork. En tout cas, elle cogne dur ! Combat: F+2, PA: -2, Règles Spéciales: Attaques supplémentaires (+DG), Attaques Magiques, Armes à Deux Mains, Frappe en Dernier. Notes: Si un 6 naturel est obtenu pour la règle spéciale Attaques Supplémentaires (+DG), la Hache de la Der des Der perd la règle spéciale Attaques Supplémentaires (+D6) à la fin de la phase de Combat en cours.
Battleaxe Of The Last Big Waaagh!
Vague legend tells that this huge, beaten battleaxe once belonged to either Gork or Mork. How true this is, there is no way of knowing, but it certainly is a great tool for hitting things with! R S AP Special Rules Battleaxe of the Last Big Waaagh! Combat S+2 -2 Extra Attacks (+D6), Magical Attacks, Requires Two Hands, Strike Last. Notes: If a natural 6 is rolled for the Extra Attacks (+D6) special rule, the Battleaxe of the Last Big Waaagh! loses the Extra Attacks (+D6) special rule at the end of the current Combat phase.
Battleaxe Of The Last Big Waaagh!
Vague legend tells that this huge, beaten battleaxe once belonged to either Gork or Mork. How true this is, there is no way of knowing, but it certainly is a great tool for hitting things with! R S AP Special Rules Battleaxe of the Last Big Waaagh! Combat S+2 -2 Extra Attacks (+D6), Magical Attacks, Requires Two Hands, Strike Last. Notes: If a natural 6 is rolled for the Extra Attacks (+D6) special rule, the Battleaxe of the Last Big Waaagh! loses the Extra Attacks (+D6) special rule at the end of the current Combat phase.
Battleaxe Of The Last Big Waaagh!
Vague legend tells that this huge, beaten battleaxe once belonged to either Gork or Mork. How true this is, there is no way of knowing, but it certainly is a great tool for hitting things with! R S AP Special Rules Battleaxe of the Last Big Waaagh! Combat S+2 -2 Extra Attacks (+D6), Magical Attacks, Requires Two Hands, Strike Last. Notes: If a natural 6 is rolled for the Extra Attacks (+D6) special rule, the Battleaxe of the Last Big Waaagh! loses the Extra Attacks (+D6) special rule at the end of the current Combat phase.
Battleaxe Of The Last Big Waaagh!
Vague legend tells that this huge, beaten battleaxe once belonged to either Gork or Mork. How true this is, there is no way of knowing, but it certainly is a great tool for hitting things with! R S AP Special Rules Battleaxe of the Last Big Waaagh! Combat S+2 -2 Extra Attacks (+D6), Magical Attacks, Requires Two Hands, Strike Last. Notes: If a natural 6 is rolled for the Extra Attacks (+D6) special rule, the Battleaxe of the Last Big Waaagh! loses the Extra Attacks (+D6) special rule at the end of the current Combat phase.
Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
Big Boss ’At
Orcs and Goblins are easily impressed, and this ornate helmet is particularly impressive. What’s more, the Boss insists that wearing it makes them braver and cleverer, which must be true. During the Command sub-phase of their turn, a character wearing the Big Boss ’At that is not engaged in combat may treat their comrades to some inspiring words by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Unbreakable special rule.
Casque eud' Chef
Les Orques et les Gobelins sont très impressionnables, et ce casque orné est très impressionnant. De plus, le Chef affirme que le porter le rend plus valeureux et plus fort, et c'est sans doute vrai. À la sous-phase de Commandement de son tour, un personnage portant le Casque eud' Chef qui n'est pas engagé en combat peut galvaniser ses troupes en effectuant un test de Commandement (en utilisant son propre Commandement). En cas de réussite, jusqu'au début de votre prochaine sous-phase de Début de Tour, ce personnage et toute unité qu'il a rejointe gagnent la règle spéciale Indémoralisable.
Big Boss ’At
Orcs and Goblins are easily impressed, and this ornate helmet is particularly impressive. What’s more, the Boss insists that wearing it makes them braver and cleverer, which must be true. During the Command sub-phase of their turn, a character wearing the Big Boss ’At that is not engaged in combat may treat their comrades to some inspiring words by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Unbreakable special rule.
Big Boss ’At
Orcs and Goblins are easily impressed, and this ornate helmet is particularly impressive. What’s more, the Boss insists that wearing it makes them braver and cleverer, which must be true. During the Command sub-phase of their turn, a character wearing the Big Boss ’At that is not engaged in combat may treat their comrades to some inspiring words by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Unbreakable special rule.
Big Boss ’At
Orcs and Goblins are easily impressed, and this ornate helmet is particularly impressive. What’s more, the Boss insists that wearing it makes them braver and cleverer, which must be true. During the Command sub-phase of their turn, a character wearing the Big Boss ’At that is not engaged in combat may treat their comrades to some inspiring words by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Unbreakable special rule.
Big Boss ’At
Orcs and Goblins are easily impressed, and this ornate helmet is particularly impressive. What’s more, the Boss insists that wearing it makes them braver and cleverer, which must be true. During the Command sub-phase of their turn, a character wearing the Big Boss ’At that is not engaged in combat may treat their comrades to some inspiring words by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Unbreakable special rule.
Bigger, Choppier Axe
While Warbosses love having a big, choppy axe, there is nothing they love more than a bigger, choppier axe! R S AP Special Rules Combat S+2 -2 Killing Blow, Magical Attacks, Requires Two Hands, Strikes Las
Bigger, Choppier Axe
While Warbosses love having a big, choppy axe, there is nothing they love more than a bigger, choppier axe! R S AP Special Rules Combat S+2 -2 Killing Blow, Magical Attacks, Requires Two Hands, Strikes Las
Bigger, Choppier Axe
While Warbosses love having a big, choppy axe, there is nothing they love more than a bigger, choppier axe! R S AP Special Rules Combat S+2 -2 Killing Blow, Magical Attacks, Requires Two Hands, Strikes Las
Bigger, Choppier Axe
While Warbosses love having a big, choppy axe, there is nothing they love more than a bigger, choppier axe! R S AP Special Rules Combat S+2 -2 Killing Blow, Magical Attacks, Requires Two Hands, Strikes Las
Bigger, Choppier Axe
While Warbosses love having a big, choppy axe, there is nothing they love more than a bigger, choppier axe! R S AP Special Rules Combat S+2 -2 Killing Blow, Magical Attacks, Requires Two Hands, Strikes Las
Bigger, Choppier Axe
While Warbosses love having a big, choppy axe, there is nothing they love more than a bigger, choppier axe! R S AP Special Rules Combat S+2 -2 Killing Blow, Magical Attacks, Requires Two Hands, Strikes Las
Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease. R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease. R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease. R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease. R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease. R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease. R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame. R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame. R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame. R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame. R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame. R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame. R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long. The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long. The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long. The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long. The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long. The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long. The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
The Collar of Zorga
Zorga was a respected War Boar wrangler. When his magical collar was stolen, he became a snack for his porcine pets. Any enemy ‘beast of burden’ that directs its attacks against the wearer of the Collar of Zorga or their unit during the Combat phase suffers a -1 modifier to its rolls To Hit. For the purposes of this rule, a beast of burden is the mount of any model whose troop type is ‘cavalry’, the beast(s) that draw any model whose troop type is ‘chariot’, and the mount of any mounted character whose troop type is ‘monster’.
Collier de Zorga
Zorga était un dompteur de sangliers réputé. Quand quelqu'un lui déroba son collier magique, il fit un en-cas de choix pour ses bêtes. Toute 'bête de somme' ennemie qui dirige ses attaques contre le porteur du Collier de Zorga ou son unité pendant la phase de Combat subit un modificateur de -1 à ses jets de Touche. Dans le cadre de cette règle, une bête de somme est la monture de toute figurine dont le type de troupe est 'cavalerie'; la ou les bêtes qui tractent toute figurine dont le type de troupe est 'char'; et la monture de tout personnage monté dont le type de troupe est 'monstre'.
The Collar of Zorga
Zorga was a respected War Boar wrangler. When his magical collar was stolen, he became a snack for his porcine pets. Any enemy ‘beast of burden’ that directs its attacks against the wearer of the Collar of Zorga or their unit during the Combat phase suffers a -1 modifier to its rolls To Hit. For the purposes of this rule, a beast of burden is the mount of any model whose troop type is ‘cavalry’, the beast(s) that draw any model whose troop type is ‘chariot’, and the mount of any mounted character whose troop type is ‘monster’.
The Collar of Zorga
Zorga was a respected War Boar wrangler. When his magical collar was stolen, he became a snack for his porcine pets. Any enemy ‘beast of burden’ that directs its attacks against the wearer of the Collar of Zorga or their unit during the Combat phase suffers a -1 modifier to its rolls To Hit. For the purposes of this rule, a beast of burden is the mount of any model whose troop type is ‘cavalry’, the beast(s) that draw any model whose troop type is ‘chariot’, and the mount of any mounted character whose troop type is ‘monster’.
The Collar of Zorga
Zorga was a respected War Boar wrangler. When his magical collar was stolen, he became a snack for his porcine pets. Any enemy ‘beast of burden’ that directs its attacks against the wearer of the Collar of Zorga or their unit during the Combat phase suffers a -1 modifier to its rolls To Hit. For the purposes of this rule, a beast of burden is the mount of any model whose troop type is ‘cavalry’, the beast(s) that draw any model whose troop type is ‘chariot’, and the mount of any mounted character whose troop type is ‘monster’.
The Collar of Zorga
Zorga was a respected War Boar wrangler. When his magical collar was stolen, he became a snack for his porcine pets. Any enemy ‘beast of burden’ that directs its attacks against the wearer of the Collar of Zorga or their unit during the Combat phase suffers a -1 modifier to its rolls To Hit. For the purposes of this rule, a beast of burden is the mount of any model whose troop type is ‘cavalry’, the beast(s) that draw any model whose troop type is ‘chariot’, and the mount of any mounted character whose troop type is ‘monster’.
Da Akrit Axe
In battle, this weapon seems to writhe in the hands of its wielder, seeking out the enemy’s most vulnerable spots. R S AP Special Rules Combat S+1 - Armour Bane (1), Magical Attacks Notes: The wielder of Da Akrit Axe may re-roll any failed rolls To Hit made whilst using it. However, this weapon’s Strength modifier only applies during the first round of combat.
Da Akrit Axe
In battle, this weapon seems to writhe in the hands of its wielder, seeking out the enemy’s most vulnerable spots. R S AP Special Rules Combat S+1 - Armour Bane (1), Magical Attacks Notes: The wielder of Da Akrit Axe may re-roll any failed rolls To Hit made whilst using it. However, this weapon’s Strength modifier only applies during the first round of combat.
Da Akrit Axe
In battle, this weapon seems to writhe in the hands of its wielder, seeking out the enemy’s most vulnerable spots. R S AP Special Rules Combat S+1 - Armour Bane (1), Magical Attacks Notes: The wielder of Da Akrit Axe may re-roll any failed rolls To Hit made whilst using it. However, this weapon’s Strength modifier only applies during the first round of combat.
Da Akrit Axe
In battle, this weapon seems to writhe in the hands of its wielder, seeking out the enemy’s most vulnerable spots. R S AP Special Rules Combat S+1 - Armour Bane (1), Magical Attacks Notes: The wielder of Da Akrit Axe may re-roll any failed rolls To Hit made whilst using it. However, this weapon’s Strength modifier only applies during the first round of combat.
Da Akrit Axe
In battle, this weapon seems to writhe in the hands of its wielder, seeking out the enemy’s most vulnerable spots. R S AP Special Rules Combat S+1 - Armour Bane (1), Magical Attacks Notes: The wielder of Da Akrit Axe may re-roll any failed rolls To Hit made whilst using it. However, this weapon’s Strength modifier only applies during the first round of combat.
Da Akrit Axe
In battle, this weapon seems to writhe in the hands of its wielder, seeking out the enemy’s most vulnerable spots. R S AP Special Rules Combat S+1 - Armour Bane (1), Magical Attacks Notes: The wielder of Da Akrit Axe may re-roll any failed rolls To Hit made whilst using it. However, this weapon’s Strength modifier only applies during the first round of combat.
Da Choppiest Choppa
This broad, heavy bladed choppa boasts a wickedly sharp cutting edge. What’s more, no amount of relentless chopping through armour and hacking through bone ever seems to dull it. R S AP Special Rules Da Choppiest Choppa Combat S+1 -3 Magical Attacks.
Kikoup' Ki Koupe
Ce kikoup' est doté d'une lame colossale. En effet, rien ne semble pouvoir émousser son tranchant. Combat: F+1, PA: -3, Règles Spéciales: Attaques Magiques.
Da Choppiest Choppa
This broad, heavy bladed choppa boasts a wickedly sharp cutting edge. What’s more, no amount of relentless chopping through armour and hacking through bone ever seems to dull it. R S AP Special Rules Da Choppiest Choppa Combat S+1 -3 Magical Attacks.
Da Choppiest Choppa
This broad, heavy bladed choppa boasts a wickedly sharp cutting edge. What’s more, no amount of relentless chopping through armour and hacking through bone ever seems to dull it. R S AP Special Rules Da Choppiest Choppa Combat S+1 -3 Magical Attacks.
Da Choppiest Choppa
This broad, heavy bladed choppa boasts a wickedly sharp cutting edge. What’s more, no amount of relentless chopping through armour and hacking through bone ever seems to dull it. R S AP Special Rules Da Choppiest Choppa Combat S+1 -3 Magical Attacks.
Da Choppiest Choppa
This broad, heavy bladed choppa boasts a wickedly sharp cutting edge. What’s more, no amount of relentless chopping through armour and hacking through bone ever seems to dull it. R S AP Special Rules Da Choppiest Choppa Combat S+1 -3 Magical Attacks.
Da Hag’s Brew
Few are sure on exactly what goes into the foetid drink, but its effect is undeniable, imbuing the drinker with the ability to harness the dank magic of the Troll Hags. Orc Shamans, Goblin Shamans and Night Goblin Shamans only. In addition to the Lores of Magic they may normally know spells from, the bearer of Da Hag’s Brew may know spells from the Lore of Troll Magic (see page 44).
Da Hag’s Brew
Few are sure on exactly what goes into the foetid drink, but its effect is undeniable, imbuing the drinker with the ability to harness the dank magic of the Troll Hags. Orc Shamans, Goblin Shamans and Night Goblin Shamans only. In addition to the Lores of Magic they may normally know spells from, the bearer of Da Hag’s Brew may know spells from the Lore of Troll Magic (see page 44).
Da Hag’s Brew
Few are sure on exactly what goes into the foetid drink, but its effect is undeniable, imbuing the drinker with the ability to harness the dank magic of the Troll Hags. Orc Shamans, Goblin Shamans and Night Goblin Shamans only. In addition to the Lores of Magic they may normally know spells from, the bearer of Da Hag’s Brew may know spells from the Lore of Troll Magic (see page 44).
Da Hag’s Brew
Few are sure on exactly what goes into the foetid drink, but its effect is undeniable, imbuing the drinker with the ability to harness the dank magic of the Troll Hags. Orc Shamans, Goblin Shamans and Night Goblin Shamans only. In addition to the Lores of Magic they may normally know spells from, the bearer of Da Hag’s Brew may know spells from the Lore of Troll Magic (see page 44).
Da Hag’s Brew
Few are sure on exactly what goes into the foetid drink, but its effect is undeniable, imbuing the drinker with the ability to harness the dank magic of the Troll Hags. Orc Shamans, Goblin Shamans and Night Goblin Shamans only. In addition to the Lores of Magic they may normally know spells from, the bearer of Da Hag’s Brew may know spells from the Lore of Troll Magic (see page 44).
Da Hag’s Brew
Few are sure on exactly what goes into the foetid drink, but its effect is undeniable, imbuing the drinker with the ability to harness the dank magic of the Troll Hags. Orc Shamans, Goblin Shamans and Night Goblin Shamans only. In addition to the Lores of Magic they may normally know spells from, the bearer of Da Hag’s Brew may know spells from the Lore of Troll Magic (see page 44).
Da Thinkin’ Orc’s ’At
With the overpowering need to bash skulls removed from their mind, the wearer might now think twice about charging headlong into an Empire artillery battery! The wearer of Da Thinkin’ Orc’s ’At improves their Initiative characteristic by 1. In addition, the wearer and any unit they have joined is not subject to the Impetuous special rule.
Da Thinkin’ Orc’s ’At
With the overpowering need to bash skulls removed from their mind, the wearer might now think twice about charging headlong into an Empire artillery battery! The wearer of Da Thinkin’ Orc’s ’At improves their Initiative characteristic by 1. In addition, the wearer and any unit they have joined is not subject to the Impetuous special rule.
Da Thinkin’ Orc’s ’At
With the overpowering need to bash skulls removed from their mind, the wearer might now think twice about charging headlong into an Empire artillery battery! The wearer of Da Thinkin’ Orc’s ’At improves their Initiative characteristic by 1. In addition, the wearer and any unit they have joined is not subject to the Impetuous special rule.
Da Thinkin’ Orc’s ’At
With the overpowering need to bash skulls removed from their mind, the wearer might now think twice about charging headlong into an Empire artillery battery! The wearer of Da Thinkin’ Orc’s ’At improves their Initiative characteristic by 1. In addition, the wearer and any unit they have joined is not subject to the Impetuous special rule.
Da Thinkin’ Orc’s ’At
With the overpowering need to bash skulls removed from their mind, the wearer might now think twice about charging headlong into an Empire artillery battery! The wearer of Da Thinkin’ Orc’s ’At improves their Initiative characteristic by 1. In addition, the wearer and any unit they have joined is not subject to the Impetuous special rule.
Da Thinkin’ Orc’s ’At
With the overpowering need to bash skulls removed from their mind, the wearer might now think twice about charging headlong into an Empire artillery battery! The wearer of Da Thinkin’ Orc’s ’At improves their Initiative characteristic by 1. In addition, the wearer and any unit they have joined is not subject to the Impetuous special rule.
Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates. The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates. The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates. The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates. The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates. The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates. The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
Dead ’Ard Armour
This battle-scarred armour is made up of thick armour plates capable of turning aside the most telling of blows. Black Orc Bosses and Orc Bosses whose troop type is ‘infantry’, ‘cavalry’ or ‘chariot’ only. The Dead ’Ard Armour is a suit of full plate armour. In addition, its wearer improves their Toughness characteristic by 1.
Dead ’Ard Armour
This battle-scarred armour is made up of thick armour plates capable of turning aside the most telling of blows. Black Orc Bosses and Orc Bosses whose troop type is ‘infantry’, ‘cavalry’ or ‘chariot’ only. The Dead ’Ard Armour is a suit of full plate armour. In addition, its wearer improves their Toughness characteristic by 1.
Dead ’Ard Armour
This battle-scarred armour is made up of thick armour plates capable of turning aside the most telling of blows. Black Orc Bosses and Orc Bosses whose troop type is ‘infantry’, ‘cavalry’ or ‘chariot’ only. The Dead ’Ard Armour is a suit of full plate armour. In addition, its wearer improves their Toughness characteristic by 1.
Dead ’Ard Armour
This battle-scarred armour is made up of thick armour plates capable of turning aside the most telling of blows. Black Orc Bosses and Orc Bosses whose troop type is ‘infantry’, ‘cavalry’ or ‘chariot’ only. The Dead ’Ard Armour is a suit of full plate armour. In addition, its wearer improves their Toughness characteristic by 1.
Dead ’Ard Armour
This battle-scarred armour is made up of thick armour plates capable of turning aside the most telling of blows. Black Orc Bosses and Orc Bosses whose troop type is ‘infantry’, ‘cavalry’ or ‘chariot’ only. The Dead ’Ard Armour is a suit of full plate armour. In addition, its wearer improves their Toughness characteristic by 1.
Dead ’Ard Armour
This battle-scarred armour is made up of thick armour plates capable of turning aside the most telling of blows. Black Orc Bosses and Orc Bosses whose troop type is ‘infantry’, ‘cavalry’ or ‘chariot’ only. The Dead ’Ard Armour is a suit of full plate armour. In addition, its wearer improves their Toughness characteristic by 1.
Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll. Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll. Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll. Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll. Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll. Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll. Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters. R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters. R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters. R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters. R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters. R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters. R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening. R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening. R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening. R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening. R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening. R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening. R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth. Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth. Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth. Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth. Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth. Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth. Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
Idol of Mork
On the eve of battle, Orc and Goblin Shamans often craft small idols of Mork, hoping that the most cunning (but brutal) of deities will watch over them. The bearer of the Idol of Mork increases their Dispel range by 3". Additionally, once per turn, when attempting a Wizardly dispel, the bearer of the Idol of Mork may re-roll the Dispel roll.
Effigie de Mork
À la veille de la bataille, les Chamanes Orques et Gobelins sculptent souvent de petites effigies de Mork, en espérant que ce dieu rusé (mais brutal) veillera sur eux. Le porteur de l'Idole de Mork augmente sa portée de Dissipation de 3". En outre, une fois par tout, quand il tente une dissipation Magique, le porteur de l'Idole de Mork peut relancer le jet de Dissipation.
Idol of Mork
On the eve of battle, Orc and Goblin Shamans often craft small idols of Mork, hoping that the most cunning (but brutal) of deities will watch over them. The bearer of the Idol of Mork increases their Dispel range by 3". Additionally, once per turn, when attempting a Wizardly dispel, the bearer of the Idol of Mork may re-roll the Dispel roll.
Idol of Mork
On the eve of battle, Orc and Goblin Shamans often craft small idols of Mork, hoping that the most cunning (but brutal) of deities will watch over them. The bearer of the Idol of Mork increases their Dispel range by 3". Additionally, once per turn, when attempting a Wizardly dispel, the bearer of the Idol of Mork may re-roll the Dispel roll.
Idol of Mork
On the eve of battle, Orc and Goblin Shamans often craft small idols of Mork, hoping that the most cunning (but brutal) of deities will watch over them. The bearer of the Idol of Mork increases their Dispel range by 3". Additionally, once per turn, when attempting a Wizardly dispel, the bearer of the Idol of Mork may re-roll the Dispel roll.
Idol of Mork
On the eve of battle, Orc and Goblin Shamans often craft small idols of Mork, hoping that the most cunning (but brutal) of deities will watch over them. The bearer of the Idol of Mork increases their Dispel range by 3". Additionally, once per turn, when attempting a Wizardly dispel, the bearer of the Idol of Mork may re-roll the Dispel roll.
Effigy Of Mork
Be it a string of lucky escapes, arcane enchantment, or perhaps the divine intervention of the cunning (yet brutal) Mork, this small trinket seems to keep the wearer out of danger. Any model that directs its attacks against the bearer of the Effigy of Mork during the Combat phase suffers a -1 modifier to its rolls To Hit.
Effigy Of Mork
Be it a string of lucky escapes, arcane enchantment, or perhaps the divine intervention of the cunning (yet brutal) Mork, this small trinket seems to keep the wearer out of danger. Any model that directs its attacks against the bearer of the Effigy of Mork during the Combat phase suffers a -1 modifier to its rolls To Hit.
Effigy Of Mork
Be it a string of lucky escapes, arcane enchantment, or perhaps the divine intervention of the cunning (yet brutal) Mork, this small trinket seems to keep the wearer out of danger. Any model that directs its attacks against the bearer of the Effigy of Mork during the Combat phase suffers a -1 modifier to its rolls To Hit.
Effigy Of Mork
Be it a string of lucky escapes, arcane enchantment, or perhaps the divine intervention of the cunning (yet brutal) Mork, this small trinket seems to keep the wearer out of danger. Any model that directs its attacks against the bearer of the Effigy of Mork during the Combat phase suffers a -1 modifier to its rolls To Hit.
Effigy Of Mork
Be it a string of lucky escapes, arcane enchantment, or perhaps the divine intervention of the cunning (yet brutal) Mork, this small trinket seems to keep the wearer out of danger. Any model that directs its attacks against the bearer of the Effigy of Mork during the Combat phase suffers a -1 modifier to its rolls To Hit.
Effigy Of Mork
Be it a string of lucky escapes, arcane enchantment, or perhaps the divine intervention of the cunning (yet brutal) Mork, this small trinket seems to keep the wearer out of danger. Any model that directs its attacks against the bearer of the Effigy of Mork during the Combat phase suffers a -1 modifier to its rolls To Hit.
Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again. The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again. The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again. The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again. The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again. The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again. The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard. Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard. Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard. Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard. Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard. Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard. Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
Fungus Wine
Night Goblins cultivate many strange fungi, the most potent of which are fermented into mind-altering wines. Night Goblin characters only. Single use. During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to distribute Fungus Wine to a unit they have joined by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Immune to Psychology special rule.
Vin de Champignon
Les Gobelins cultivent nombre de champignons étranges, qu'ils font parfois fermenter pour obtenir des vins hallucinogènes. Personnages Gobelins de la Nuit uniquement. Pendant la sous-phase de Commandement de son tour, s'il n'est pas engagé en combat, ce personnage peut tenter de partager le Vin de Champignon avec une unité qu'il a rejointe en effectuant un test de Commandement (en utilisant son propre Commandement). En cas de réussite, jusqu'à votre prochaine sous-phase de Début de Tour, ce personnage et toute unité qu'il a rejointe gagnent la règle spéciale Immunité à la Psychologie.
Fungus Wine
Night Goblins cultivate many strange fungi, the most potent of which are fermented into mind-altering wines. Night Goblin characters only. Single use. During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to distribute Fungus Wine to a unit they have joined by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Immune to Psychology special rule.
Fungus Wine
Night Goblins cultivate many strange fungi, the most potent of which are fermented into mind-altering wines. Night Goblin characters only. Single use. During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to distribute Fungus Wine to a unit they have joined by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Immune to Psychology special rule.
Fungus Wine
Night Goblins cultivate many strange fungi, the most potent of which are fermented into mind-altering wines. Night Goblin characters only. Single use. During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to distribute Fungus Wine to a unit they have joined by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Immune to Psychology special rule.
Fungus Wine
Night Goblins cultivate many strange fungi, the most potent of which are fermented into mind-altering wines. Night Goblin characters only. Single use. During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to distribute Fungus Wine to a unit they have joined by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Immune to Psychology special rule.
Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon. R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon. R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon. R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon. R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon. R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon. R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal. The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal. The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal. The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal. The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal. The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal. The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
Grisly Trophy Rack
Covered in the decaying scalps and flayed skulls of conquered enemies, this totem is a foul reminder of the fate that awaits those who fall to the boss’ blade. Black Orc Bosses, Orc Bosses, Goblin Bosses and Night Goblin Bosses only. All enemy units within 6" of the bearer of the Grisly Trophy Rack suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
Grisly Trophy Rack
Covered in the decaying scalps and flayed skulls of conquered enemies, this totem is a foul reminder of the fate that awaits those who fall to the boss’ blade. Black Orc Bosses, Orc Bosses, Goblin Bosses and Night Goblin Bosses only. All enemy units within 6" of the bearer of the Grisly Trophy Rack suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
Grisly Trophy Rack
Covered in the decaying scalps and flayed skulls of conquered enemies, this totem is a foul reminder of the fate that awaits those who fall to the boss’ blade. Black Orc Bosses, Orc Bosses, Goblin Bosses and Night Goblin Bosses only. All enemy units within 6" of the bearer of the Grisly Trophy Rack suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
Grisly Trophy Rack
Covered in the decaying scalps and flayed skulls of conquered enemies, this totem is a foul reminder of the fate that awaits those who fall to the boss’ blade. Black Orc Bosses, Orc Bosses, Goblin Bosses and Night Goblin Bosses only. All enemy units within 6" of the bearer of the Grisly Trophy Rack suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
Grisly Trophy Rack
Covered in the decaying scalps and flayed skulls of conquered enemies, this totem is a foul reminder of the fate that awaits those who fall to the boss’ blade. Black Orc Bosses, Orc Bosses, Goblin Bosses and Night Goblin Bosses only. All enemy units within 6" of the bearer of the Grisly Trophy Rack suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
Grisly Trophy Rack
Covered in the decaying scalps and flayed skulls of conquered enemies, this totem is a foul reminder of the fate that awaits those who fall to the boss’ blade. Black Orc Bosses, Orc Bosses, Goblin Bosses and Night Goblin Bosses only. All enemy units within 6" of the bearer of the Grisly Trophy Rack suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims. R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims. R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims. R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims. R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims. R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims. R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not. Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not. Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not. Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not. Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not. Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not. Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
Idol Of Gork
Before heading into a scrap, Orc and Goblin Shamans will craft small idols of Gork, the most brutal (but cunning) of deities to aid them in crumpin’ their enemies and disrupting their magic. The bearer of the Idol of Gork increases the range of all of their spells by 3". Additionally, once per turn, the bearer of the Idol of Gork may re-roll a Casting roll.
Idol Of Gork
Before heading into a scrap, Orc and Goblin Shamans will craft small idols of Gork, the most brutal (but cunning) of deities to aid them in crumpin’ their enemies and disrupting their magic. The bearer of the Idol of Gork increases the range of all of their spells by 3". Additionally, once per turn, the bearer of the Idol of Gork may re-roll a Casting roll.
Idol Of Gork
Before heading into a scrap, Orc and Goblin Shamans will craft small idols of Gork, the most brutal (but cunning) of deities to aid them in crumpin’ their enemies and disrupting their magic. The bearer of the Idol of Gork increases the range of all of their spells by 3". Additionally, once per turn, the bearer of the Idol of Gork may re-roll a Casting roll.
Idol Of Gork
Before heading into a scrap, Orc and Goblin Shamans will craft small idols of Gork, the most brutal (but cunning) of deities to aid them in crumpin’ their enemies and disrupting their magic. The bearer of the Idol of Gork increases the range of all of their spells by 3". Additionally, once per turn, the bearer of the Idol of Gork may re-roll a Casting roll.
Idol Of Gork
Before heading into a scrap, Orc and Goblin Shamans will craft small idols of Gork, the most brutal (but cunning) of deities to aid them in crumpin’ their enemies and disrupting their magic. The bearer of the Idol of Gork increases the range of all of their spells by 3". Additionally, once per turn, the bearer of the Idol of Gork may re-roll a Casting roll.
Idol Of Gork
Before heading into a scrap, Orc and Goblin Shamans will craft small idols of Gork, the most brutal (but cunning) of deities to aid them in crumpin’ their enemies and disrupting their magic. The bearer of the Idol of Gork increases the range of all of their spells by 3". Additionally, once per turn, the bearer of the Idol of Gork may re-roll a Casting roll.
Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies. The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies. The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies. The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies. The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies. The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies. The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
Luckstone
Can luck be trapped within a dull stone pendant? Possibly. Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
Luckstone
Can luck be trapped within a dull stone pendant? Possibly. Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
Luckstone
Can luck be trapped within a dull stone pendant? Possibly. Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
Luckstone
Can luck be trapped within a dull stone pendant? Possibly. Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
Luckstone
Can luck be trapped within a dull stone pendant? Possibly. Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
Luckstone
Can luck be trapped within a dull stone pendant? Possibly. Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
Martog’s Best Basha
Warboss Martog the Mauler was renowned for his vast collection of ‘legitimately acquired’ weapons. The most prized of which was a massive Dwarfen hammer, covered with intricately carved runes and (since Martog’s acquisition of the weapon) plenty of Dwarfen blood. R S AP Special Rules Combat S+1 -2 Magical Attacks, Requires Two Hands Notes: The wielder of this weapon has a +1 modifier to its Weapon Skill and Initiative characteristics
Martog’s Best Basha
Warboss Martog the Mauler was renowned for his vast collection of ‘legitimately acquired’ weapons. The most prized of which was a massive Dwarfen hammer, covered with intricately carved runes and (since Martog’s acquisition of the weapon) plenty of Dwarfen blood. R S AP Special Rules Combat S+1 -2 Magical Attacks, Requires Two Hands Notes: The wielder of this weapon has a +1 modifier to its Weapon Skill and Initiative characteristics
Martog’s Best Basha
Warboss Martog the Mauler was renowned for his vast collection of ‘legitimately acquired’ weapons. The most prized of which was a massive Dwarfen hammer, covered with intricately carved runes and (since Martog’s acquisition of the weapon) plenty of Dwarfen blood. R S AP Special Rules Combat S+1 -2 Magical Attacks, Requires Two Hands Notes: The wielder of this weapon has a +1 modifier to its Weapon Skill and Initiative characteristics
Martog’s Best Basha
Warboss Martog the Mauler was renowned for his vast collection of ‘legitimately acquired’ weapons. The most prized of which was a massive Dwarfen hammer, covered with intricately carved runes and (since Martog’s acquisition of the weapon) plenty of Dwarfen blood. R S AP Special Rules Combat S+1 -2 Magical Attacks, Requires Two Hands Notes: The wielder of this weapon has a +1 modifier to its Weapon Skill and Initiative characteristics
Martog’s Best Basha
Warboss Martog the Mauler was renowned for his vast collection of ‘legitimately acquired’ weapons. The most prized of which was a massive Dwarfen hammer, covered with intricately carved runes and (since Martog’s acquisition of the weapon) plenty of Dwarfen blood. R S AP Special Rules Combat S+1 -2 Magical Attacks, Requires Two Hands Notes: The wielder of this weapon has a +1 modifier to its Weapon Skill and Initiative characteristics
Martog’s Best Basha
Warboss Martog the Mauler was renowned for his vast collection of ‘legitimately acquired’ weapons. The most prized of which was a massive Dwarfen hammer, covered with intricately carved runes and (since Martog’s acquisition of the weapon) plenty of Dwarfen blood. R S AP Special Rules Combat S+1 -2 Magical Attacks, Requires Two Hands Notes: The wielder of this weapon has a +1 modifier to its Weapon Skill and Initiative characteristics
Necklace Of Blessed Teef
Plucked from the jaws of enemies and fashioned into crude jewellery, the teef that hang from this necklace have been blessed by Mork (or possibly Gork) to protect the wearer as they thunder into battle. The bearer of the Necklace of Blessed Teef may re-roll any Armour Save roll, Ward Save roll or Regeneration Save roll of a natural 1.
Necklace Of Blessed Teef
Plucked from the jaws of enemies and fashioned into crude jewellery, the teef that hang from this necklace have been blessed by Mork (or possibly Gork) to protect the wearer as they thunder into battle. The bearer of the Necklace of Blessed Teef may re-roll any Armour Save roll, Ward Save roll or Regeneration Save roll of a natural 1.
Necklace Of Blessed Teef
Plucked from the jaws of enemies and fashioned into crude jewellery, the teef that hang from this necklace have been blessed by Mork (or possibly Gork) to protect the wearer as they thunder into battle. The bearer of the Necklace of Blessed Teef may re-roll any Armour Save roll, Ward Save roll or Regeneration Save roll of a natural 1.
Necklace Of Blessed Teef
Plucked from the jaws of enemies and fashioned into crude jewellery, the teef that hang from this necklace have been blessed by Mork (or possibly Gork) to protect the wearer as they thunder into battle. The bearer of the Necklace of Blessed Teef may re-roll any Armour Save roll, Ward Save roll or Regeneration Save roll of a natural 1.
Necklace Of Blessed Teef
Plucked from the jaws of enemies and fashioned into crude jewellery, the teef that hang from this necklace have been blessed by Mork (or possibly Gork) to protect the wearer as they thunder into battle. The bearer of the Necklace of Blessed Teef may re-roll any Armour Save roll, Ward Save roll or Regeneration Save roll of a natural 1.
Necklace Of Blessed Teef
Plucked from the jaws of enemies and fashioned into crude jewellery, the teef that hang from this necklace have been blessed by Mork (or possibly Gork) to protect the wearer as they thunder into battle. The bearer of the Necklace of Blessed Teef may re-roll any Armour Save roll, Ward Save roll or Regeneration Save roll of a natural 1.
Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence. A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence. A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence. A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence. A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence. A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence. A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon. R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon. R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon. R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon. R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon. R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon. R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
Trollhide Trousers
Foul smelling and uncomfortable, Trollhide Trousers possess remarkable regenerative properties. May be worn with other armour. The wearer of the Trollhide Trousers improves their armour value by 1 (to a maximum of 2+). In addition, their wearer has the Regeneration (5+) special rule.
Pantalons en Peau d'Troll
Aussi nauséabonds qu'inconfortables, les Pantalons en Peau d'Troll n'en confèrent pas moins de remarquables facultés régénérantes. Peut être porté avec d'autres armures. Le porteur des Pantalons en Peau d'Troll améliore sa valeur d'armure de 1 (jusqu'à un maximum de 2+). En outre, son porteur a la règle spéciale Régénération (5+).
Trollhide Trousers
Foul smelling and uncomfortable, Trollhide Trousers possess remarkable regenerative properties. May be worn with other armour. The wearer of the Trollhide Trousers improves their armour value by 1 (to a maximum of 2+). In addition, their wearer has the Regeneration (5+) special rule.
Trollhide Trousers
Foul smelling and uncomfortable, Trollhide Trousers possess remarkable regenerative properties. May be worn with other armour. The wearer of the Trollhide Trousers improves their armour value by 1 (to a maximum of 2+). In addition, their wearer has the Regeneration (5+) special rule.
Trollhide Trousers
Foul smelling and uncomfortable, Trollhide Trousers possess remarkable regenerative properties. May be worn with other armour. The wearer of the Trollhide Trousers improves their armour value by 1 (to a maximum of 2+). In addition, their wearer has the Regeneration (5+) special rule.
Trollhide Trousers
Foul smelling and uncomfortable, Trollhide Trousers possess remarkable regenerative properties. May be worn with other armour. The wearer of the Trollhide Trousers improves their armour value by 1 (to a maximum of 2+). In addition, their wearer has the Regeneration (5+) special rule.
Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism. Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism. Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism. Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism. Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism. Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism. Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
Porko’s Pigstikka
Most of the many spears wielded by Porko and his famous Boar Boyz lie shattered across a thousand battlefields. But this particular spear is special, having never broken nor lost its perfect point. R S AP Special Rules Porko’s Pigstikka Combat S+1 -1 Armour Bane (1), Magical Attacks. Notes: Models whose troop type is ‘cavalry’, ‘monster’ or ‘chariot’ only. This weapon’s Strength and Armour Piercing modifiers apply only during the first round of combat. In addition, during a turn in which the wielder charged, Porko’s Pigstikka grants them +1 Attack for each rank the enemy unit has.
Pik'gor et de Porko
Les champs de bataille du Vieux Monde sont jonchés des lances brisées de Porko et ses célèbres boyz. Mais celle-ci est spéciale, car elle n'a jamais été émoussée. Combat: F+1, PA: -1, Règles Spéciales: Arme Perforante (1), Attaques Magiques. Notes: Les figurines dont le type de troupe est 'cavalerie', 'monstre' ou 'char' uniquement. Les modificateurs de Force et de PA de cette arme s'appliquent uniquement au premier round de combat. De plus, lors d'un tour où le porteur a chargé, le Pik'gor et de Porko lui donnent +1 Attaque pour chaque rang de l'unité ennemie.
Porko’s Pigstikka
Most of the many spears wielded by Porko and his famous Boar Boyz lie shattered across a thousand battlefields. But this particular spear is special, having never broken nor lost its perfect point. R S AP Special Rules Porko’s Pigstikka Combat S+1 -1 Armour Bane (1), Magical Attacks. Notes: Models whose troop type is ‘cavalry’, ‘monster’ or ‘chariot’ only. This weapon’s Strength and Armour Piercing modifiers apply only during the first round of combat. In addition, during a turn in which the wielder charged, Porko’s Pigstikka grants them +1 Attack for each rank the enemy unit has.
Porko’s Pigstikka
Most of the many spears wielded by Porko and his famous Boar Boyz lie shattered across a thousand battlefields. But this particular spear is special, having never broken nor lost its perfect point. R S AP Special Rules Porko’s Pigstikka Combat S+1 -1 Armour Bane (1), Magical Attacks. Notes: Models whose troop type is ‘cavalry’, ‘monster’ or ‘chariot’ only. This weapon’s Strength and Armour Piercing modifiers apply only during the first round of combat. In addition, during a turn in which the wielder charged, Porko’s Pigstikka grants them +1 Attack for each rank the enemy unit has.
Porko’s Pigstikka
Most of the many spears wielded by Porko and his famous Boar Boyz lie shattered across a thousand battlefields. But this particular spear is special, having never broken nor lost its perfect point. R S AP Special Rules Porko’s Pigstikka Combat S+1 -1 Armour Bane (1), Magical Attacks. Notes: Models whose troop type is ‘cavalry’, ‘monster’ or ‘chariot’ only. This weapon’s Strength and Armour Piercing modifiers apply only during the first round of combat. In addition, during a turn in which the wielder charged, Porko’s Pigstikka grants them +1 Attack for each rank the enemy unit has.
Porko’s Pigstikka
Most of the many spears wielded by Porko and his famous Boar Boyz lie shattered across a thousand battlefields. But this particular spear is special, having never broken nor lost its perfect point. R S AP Special Rules Porko’s Pigstikka Combat S+1 -1 Armour Bane (1), Magical Attacks. Notes: Models whose troop type is ‘cavalry’, ‘monster’ or ‘chariot’ only. This weapon’s Strength and Armour Piercing modifiers apply only during the first round of combat. In addition, during a turn in which the wielder charged, Porko’s Pigstikka grants them +1 Attack for each rank the enemy unit has.
Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power. Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power. Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power. Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power. Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power. Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power. Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes. The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes. The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes. The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes. The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes. The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes. The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog. Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army. On a roll of 4+, the Wizard returns to normal (but retains a love of water).
Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog. Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army. On a roll of 4+, the Wizard returns to normal (but retains a love of water).
Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog. Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army. On a roll of 4+, the Wizard returns to normal (but retains a love of water).
Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog. Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army. On a roll of 4+, the Wizard returns to normal (but retains a love of water).
Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog. Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army. On a roll of 4+, the Wizard returns to normal (but retains a love of water).
Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog. Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army. On a roll of 4+, the Wizard returns to normal (but retains a love of water).
Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles. The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles. The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles. The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles. The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles. The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles. The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
Sparkly Wizard Finda
Disappointingly, this arcane gem has never helped find a single sparkly Wizard, though it does shine brightly when used to beat one to a bloody pulp! The bearer of the Sparkly Wizard Finda has the Magic Resistance (-2) and Hatred (enemy Wizards) special rules.
Sparkly Wizard Finda
Disappointingly, this arcane gem has never helped find a single sparkly Wizard, though it does shine brightly when used to beat one to a bloody pulp! The bearer of the Sparkly Wizard Finda has the Magic Resistance (-2) and Hatred (enemy Wizards) special rules.
Sparkly Wizard Finda
Disappointingly, this arcane gem has never helped find a single sparkly Wizard, though it does shine brightly when used to beat one to a bloody pulp! The bearer of the Sparkly Wizard Finda has the Magic Resistance (-2) and Hatred (enemy Wizards) special rules.
Sparkly Wizard Finda
Disappointingly, this arcane gem has never helped find a single sparkly Wizard, though it does shine brightly when used to beat one to a bloody pulp! The bearer of the Sparkly Wizard Finda has the Magic Resistance (-2) and Hatred (enemy Wizards) special rules.
Sparkly Wizard Finda
Disappointingly, this arcane gem has never helped find a single sparkly Wizard, though it does shine brightly when used to beat one to a bloody pulp! The bearer of the Sparkly Wizard Finda has the Magic Resistance (-2) and Hatred (enemy Wizards) special rules.
Sparkly Wizard Finda
Disappointingly, this arcane gem has never helped find a single sparkly Wizard, though it does shine brightly when used to beat one to a bloody pulp! The bearer of the Sparkly Wizard Finda has the Magic Resistance (-2) and Hatred (enemy Wizards) special rules.
Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic. R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic. R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic. R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic. R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic. R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic. R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield. The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield. The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield. The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield. The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield. The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield. The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
Spiteful Shield
Possessed by an angry spirit and adorned with an enchanted maw filled with razor-sharp teeth, this shield snaps and snarls at unwary opponents. The Spiteful Shield is a shield. In addition, any enemy model that rolls a natural 1 when making a roll To Hit or To Wound against the wielder of the Spiteful Shield during the Combat phase immediately suffers a Strength 4 hit with an AP of -.
Spiteful Shield
Possessed by an angry spirit and adorned with an enchanted maw filled with razor-sharp teeth, this shield snaps and snarls at unwary opponents. The Spiteful Shield is a shield. In addition, any enemy model that rolls a natural 1 when making a roll To Hit or To Wound against the wielder of the Spiteful Shield during the Combat phase immediately suffers a Strength 4 hit with an AP of -.
Spiteful Shield
Possessed by an angry spirit and adorned with an enchanted maw filled with razor-sharp teeth, this shield snaps and snarls at unwary opponents. The Spiteful Shield is a shield. In addition, any enemy model that rolls a natural 1 when making a roll To Hit or To Wound against the wielder of the Spiteful Shield during the Combat phase immediately suffers a Strength 4 hit with an AP of -.
Spiteful Shield
Possessed by an angry spirit and adorned with an enchanted maw filled with razor-sharp teeth, this shield snaps and snarls at unwary opponents. The Spiteful Shield is a shield. In addition, any enemy model that rolls a natural 1 when making a roll To Hit or To Wound against the wielder of the Spiteful Shield during the Combat phase immediately suffers a Strength 4 hit with an AP of -.
Spiteful Shield
Possessed by an angry spirit and adorned with an enchanted maw filled with razor-sharp teeth, this shield snaps and snarls at unwary opponents. The Spiteful Shield is a shield. In addition, any enemy model that rolls a natural 1 when making a roll To Hit or To Wound against the wielder of the Spiteful Shield during the Combat phase immediately suffers a Strength 4 hit with an AP of -.
Spiteful Shield
Possessed by an angry spirit and adorned with an enchanted maw filled with razor-sharp teeth, this shield snaps and snarls at unwary opponents. The Spiteful Shield is a shield. In addition, any enemy model that rolls a natural 1 when making a roll To Hit or To Wound against the wielder of the Spiteful Shield during the Combat phase immediately suffers a Strength 4 hit with an AP of -.
Staff Of Baduumm
Once carried by the famous Orc Shaman Baduumm, this charred wooden staff still contains large reserves of the raw Waaagh! power that evaporated its namesake. The bearer of the Staff of Baduumm applies a +D3 modifier to the result of any Casting roll they make. However, if they roll a natural double 1 or double 6 when making a Casting roll, centre a 5" blast template over the bearer. Every model (friend or foe) whose base lies underneath the template risks being hit and suffering a single Strength 6 hit with an AP of -1. The staff is then destroyed and cannot be used again. Note that this item’s effects are in addition to the effects of rolling a natural double 1 or double 6 when making a Casting roll.
Staff Of Baduumm
Once carried by the famous Orc Shaman Baduumm, this charred wooden staff still contains large reserves of the raw Waaagh! power that evaporated its namesake. The bearer of the Staff of Baduumm applies a +D3 modifier to the result of any Casting roll they make. However, if they roll a natural double 1 or double 6 when making a Casting roll, centre a 5" blast template over the bearer. Every model (friend or foe) whose base lies underneath the template risks being hit and suffering a single Strength 6 hit with an AP of -1. The staff is then destroyed and cannot be used again. Note that this item’s effects are in addition to the effects of rolling a natural double 1 or double 6 when making a Casting roll.
Staff Of Baduumm
Once carried by the famous Orc Shaman Baduumm, this charred wooden staff still contains large reserves of the raw Waaagh! power that evaporated its namesake. The bearer of the Staff of Baduumm applies a +D3 modifier to the result of any Casting roll they make. However, if they roll a natural double 1 or double 6 when making a Casting roll, centre a 5" blast template over the bearer. Every model (friend or foe) whose base lies underneath the template risks being hit and suffering a single Strength 6 hit with an AP of -1. The staff is then destroyed and cannot be used again. Note that this item’s effects are in addition to the effects of rolling a natural double 1 or double 6 when making a Casting roll.
Staff Of Baduumm
Once carried by the famous Orc Shaman Baduumm, this charred wooden staff still contains large reserves of the raw Waaagh! power that evaporated its namesake. The bearer of the Staff of Baduumm applies a +D3 modifier to the result of any Casting roll they make. However, if they roll a natural double 1 or double 6 when making a Casting roll, centre a 5" blast template over the bearer. Every model (friend or foe) whose base lies underneath the template risks being hit and suffering a single Strength 6 hit with an AP of -1. The staff is then destroyed and cannot be used again. Note that this item’s effects are in addition to the effects of rolling a natural double 1 or double 6 when making a Casting roll.
Staff Of Baduumm
Once carried by the famous Orc Shaman Baduumm, this charred wooden staff still contains large reserves of the raw Waaagh! power that evaporated its namesake. The bearer of the Staff of Baduumm applies a +D3 modifier to the result of any Casting roll they make. However, if they roll a natural double 1 or double 6 when making a Casting roll, centre a 5" blast template over the bearer. Every model (friend or foe) whose base lies underneath the template risks being hit and suffering a single Strength 6 hit with an AP of -1. The staff is then destroyed and cannot be used again. Note that this item’s effects are in addition to the effects of rolling a natural double 1 or double 6 when making a Casting roll.
Staff Of Baduumm
Once carried by the famous Orc Shaman Baduumm, this charred wooden staff still contains large reserves of the raw Waaagh! power that evaporated its namesake. The bearer of the Staff of Baduumm applies a +D3 modifier to the result of any Casting roll they make. However, if they roll a natural double 1 or double 6 when making a Casting roll, centre a 5" blast template over the bearer. Every model (friend or foe) whose base lies underneath the template risks being hit and suffering a single Strength 6 hit with an AP of -1. The staff is then destroyed and cannot be used again. Note that this item’s effects are in addition to the effects of rolling a natural double 1 or double 6 when making a Casting roll.
Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests. R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests. R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests. R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests. R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests. R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests. R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer. R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer. R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer. R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer. R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer. R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer. R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision. R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision. R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision. R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision. R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision. R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision. R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own. R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own. R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own. R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own. R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own. R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own. R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm. The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm. The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm. The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm. The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm. The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm. The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
Wollopa’s One Hit Wunda
The rebellious Goblin known as Wollopa wielded a wondrous weapon. Yet what he is most remembered for is his turn of speed, being able to easily outpace even the most irate of Orcs. R S AP Special Rules Wollopa’s One Hit Wunda Combat 10 -3 Magical Attacks, Strike First. Notes: Goblin and Night Goblin Bosses only. Single use. Once per game, during the first round of combat, the wielder of this weapon can use it with this profile. At all other times, this weapon counts as a hand weapon with the Magical Attacks special rule.
Tap' K'un Koup de Wollopa
Le Gobelin rebelle Wollopa brandissait une arme fabuleuse. Mais on se souvient surtout de sa capacité d'accélération, qui lui permettait de distancer les Orques les plus irascibles. Combat: 10, PA: -3, Règles Spéciales: Attaques Magiques, Frappe en Premier. Notes: Chefs Gobelins et Gobelins de la Nuit uniquement. Usage unique. Une fois par partie, au premier round de combat, le porteur de cette arme peut l'utiliser avec le profil ci-dessus. Toutes les autres fois, cette arme compte comme une arme de base avec la règle spéciale Attaques Magiques.
Wollopa’s One Hit Wunda
The rebellious Goblin known as Wollopa wielded a wondrous weapon. Yet what he is most remembered for is his turn of speed, being able to easily outpace even the most irate of Orcs. R S AP Special Rules Wollopa’s One Hit Wunda Combat 10 -3 Magical Attacks, Strike First. Notes: Goblin and Night Goblin Bosses only. Single use. Once per game, during the first round of combat, the wielder of this weapon can use it with this profile. At all other times, this weapon counts as a hand weapon with the Magical Attacks special rule.
Wollopa’s One Hit Wunda
The rebellious Goblin known as Wollopa wielded a wondrous weapon. Yet what he is most remembered for is his turn of speed, being able to easily outpace even the most irate of Orcs. R S AP Special Rules Wollopa’s One Hit Wunda Combat 10 -3 Magical Attacks, Strike First. Notes: Goblin and Night Goblin Bosses only. Single use. Once per game, during the first round of combat, the wielder of this weapon can use it with this profile. At all other times, this weapon counts as a hand weapon with the Magical Attacks special rule.
Wollopa’s One Hit Wunda
The rebellious Goblin known as Wollopa wielded a wondrous weapon. Yet what he is most remembered for is his turn of speed, being able to easily outpace even the most irate of Orcs. R S AP Special Rules Wollopa’s One Hit Wunda Combat 10 -3 Magical Attacks, Strike First. Notes: Goblin and Night Goblin Bosses only. Single use. Once per game, during the first round of combat, the wielder of this weapon can use it with this profile. At all other times, this weapon counts as a hand weapon with the Magical Attacks special rule.
Wollopa’s One Hit Wunda
The rebellious Goblin known as Wollopa wielded a wondrous weapon. Yet what he is most remembered for is his turn of speed, being able to easily outpace even the most irate of Orcs. R S AP Special Rules Wollopa’s One Hit Wunda Combat 10 -3 Magical Attacks, Strike First. Notes: Goblin and Night Goblin Bosses only. Single use. Once per game, during the first round of combat, the wielder of this weapon can use it with this profile. At all other times, this weapon counts as a hand weapon with the Magical Attacks special rule.
Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken. The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken. The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken. The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken. The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken. The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken. The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost. The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing. However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost. The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing. However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost. The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing. However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost. The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing. However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost. The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing. However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost. The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing. However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.

Magic Standards usable by the army

EN FR DE PL ES IT
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Banner Of The Wildz
The multitude of natural elements used in the construction of this ramshackle standard seem to possess some minor magical enchantment, allowing those who carry it to traverse through foetid swamps, dense forests and rocky slopes without pause. A unit carrying the Banner of the Wildz gains the Move through Cover special rule.
Banner Of The Wildz
The multitude of natural elements used in the construction of this ramshackle standard seem to possess some minor magical enchantment, allowing those who carry it to traverse through foetid swamps, dense forests and rocky slopes without pause. A unit carrying the Banner of the Wildz gains the Move through Cover special rule.
Banner Of The Wildz
The multitude of natural elements used in the construction of this ramshackle standard seem to possess some minor magical enchantment, allowing those who carry it to traverse through foetid swamps, dense forests and rocky slopes without pause. A unit carrying the Banner of the Wildz gains the Move through Cover special rule.
Banner Of The Wildz
The multitude of natural elements used in the construction of this ramshackle standard seem to possess some minor magical enchantment, allowing those who carry it to traverse through foetid swamps, dense forests and rocky slopes without pause. A unit carrying the Banner of the Wildz gains the Move through Cover special rule.
Banner Of The Wildz
The multitude of natural elements used in the construction of this ramshackle standard seem to possess some minor magical enchantment, allowing those who carry it to traverse through foetid swamps, dense forests and rocky slopes without pause. A unit carrying the Banner of the Wildz gains the Move through Cover special rule.
Banner Of The Wildz
The multitude of natural elements used in the construction of this ramshackle standard seem to possess some minor magical enchantment, allowing those who carry it to traverse through foetid swamps, dense forests and rocky slopes without pause. A unit carrying the Banner of the Wildz gains the Move through Cover special rule.
Guff’s Windy Banner
The banner of Guff’s Garrison eternally flutters in an inexplicable breeze. Those that fight in its shadow display remarkable intestinal fortitude. A unit carrying the Guff’s Windy Banner may re-roll any failed Panic test.
Bannière Venteuse de Guff
La bannière de la Garnison de Gulfflotte en permanence comme sous l'effet de quelque vent invisible. Ceux qui combattent dans son ombre font preuve d'un remarquable contrôle de leurs instincts. Une unité portant la Bannière Venteuse de Guff peut relancer tout test de Panique raté.
Guff’s Windy Banner
The banner of Guff’s Garrison eternally flutters in an inexplicable breeze. Those that fight in its shadow display remarkable intestinal fortitude. A unit carrying the Guff’s Windy Banner may re-roll any failed Panic test.
Guff’s Windy Banner
The banner of Guff’s Garrison eternally flutters in an inexplicable breeze. Those that fight in its shadow display remarkable intestinal fortitude. A unit carrying the Guff’s Windy Banner may re-roll any failed Panic test.
Guff’s Windy Banner
The banner of Guff’s Garrison eternally flutters in an inexplicable breeze. Those that fight in its shadow display remarkable intestinal fortitude. A unit carrying the Guff’s Windy Banner may re-roll any failed Panic test.
Guff’s Windy Banner
The banner of Guff’s Garrison eternally flutters in an inexplicable breeze. Those that fight in its shadow display remarkable intestinal fortitude. A unit carrying the Guff’s Windy Banner may re-roll any failed Panic test.
Waaagh! Banner
Blessed by an Orc Shaman, this banner fills those that march under it with a great sense of urgency. A unit carrying the Waaagh! Banner increases its maximum possible charge range by 3" and, when it makes a Charge roll, may apply a +D3 modifier to the result.
Bannière Waaagh!
Bénie par un Chamane Orque, cette bannière emplit ceux qui marchent sous sa protection d'un grand sentiment d'urgence. Une unité portant la Bannière Waaagh! augmente sa portée de charge maximale possible de 3''. En outre, quand une unité portant la Bannière Waaagh! effectue un jet de Charge, vous pouvez appliquer un modificateur de +D3 au résultat.
Waaagh! Banner
Blessed by an Orc Shaman, this banner fills those that march under it with a great sense of urgency. A unit carrying the Waaagh! Banner increases its maximum possible charge range by 3" and, when it makes a Charge roll, may apply a +D3 modifier to the result.
Waaagh! Banner
Blessed by an Orc Shaman, this banner fills those that march under it with a great sense of urgency. A unit carrying the Waaagh! Banner increases its maximum possible charge range by 3" and, when it makes a Charge roll, may apply a +D3 modifier to the result.
Waaagh! Banner
Blessed by an Orc Shaman, this banner fills those that march under it with a great sense of urgency. A unit carrying the Waaagh! Banner increases its maximum possible charge range by 3" and, when it makes a Charge roll, may apply a +D3 modifier to the result.
Waaagh! Banner
Blessed by an Orc Shaman, this banner fills those that march under it with a great sense of urgency. A unit carrying the Waaagh! Banner increases its maximum possible charge range by 3" and, when it makes a Charge roll, may apply a +D3 modifier to the result.
Da Angry Ladz Flag
Those who fight under Da Angry Ladz Flag hurl themselves at the enemy with careless abandon. A unit carrying Da Angry Ladz Flag gains the Frenzy special rule.
Da Angry Ladz Flag
Those who fight under Da Angry Ladz Flag hurl themselves at the enemy with careless abandon. A unit carrying Da Angry Ladz Flag gains the Frenzy special rule.
Da Angry Ladz Flag
Those who fight under Da Angry Ladz Flag hurl themselves at the enemy with careless abandon. A unit carrying Da Angry Ladz Flag gains the Frenzy special rule.
Da Angry Ladz Flag
Those who fight under Da Angry Ladz Flag hurl themselves at the enemy with careless abandon. A unit carrying Da Angry Ladz Flag gains the Frenzy special rule.
Da Angry Ladz Flag
Those who fight under Da Angry Ladz Flag hurl themselves at the enemy with careless abandon. A unit carrying Da Angry Ladz Flag gains the Frenzy special rule.
Da Angry Ladz Flag
Those who fight under Da Angry Ladz Flag hurl themselves at the enemy with careless abandon. A unit carrying Da Angry Ladz Flag gains the Frenzy special rule.
Da Banner of Butchery
This rough-hewn totem has absorbed a great amount of primal Orc fury. All models in a unit carrying Da Banner of Butchery have a +1 modifier to their Strength characteristic during a turn in which they charge.
La Bannière du Karnaj'
Ce totem grossièrement sculpté a absorbé de grandes quantités de fureur primale Orque. Toutes les figurines d'une unité portant La Bannière du Karnaj' ont un modificateur de +1 à leur caractéristique de Force à un tour où elles ont chargé.
Da Banner of Butchery
This rough-hewn totem has absorbed a great amount of primal Orc fury. All models in a unit carrying Da Banner of Butchery have a +1 modifier to their Strength characteristic during a turn in which they charge.
Da Banner of Butchery
This rough-hewn totem has absorbed a great amount of primal Orc fury. All models in a unit carrying Da Banner of Butchery have a +1 modifier to their Strength characteristic during a turn in which they charge.
Da Banner of Butchery
This rough-hewn totem has absorbed a great amount of primal Orc fury. All models in a unit carrying Da Banner of Butchery have a +1 modifier to their Strength characteristic during a turn in which they charge.
Da Banner of Butchery
This rough-hewn totem has absorbed a great amount of primal Orc fury. All models in a unit carrying Da Banner of Butchery have a +1 modifier to their Strength characteristic during a turn in which they charge.
Da Banner Of Da Nomadz
Though their Waaagh! takes them the length and breath of the known world, those who carry this banner seldom seem to tire and are constantly on the move. When a unit carrying Da Banner of Da Nomadz makes a Charge, Flee or Pursuit roll, it may re-roll any dice that roll a natural 1, before discarding any dice that are required to be discarded.
Da Banner Of Da Nomadz
Though their Waaagh! takes them the length and breath of the known world, those who carry this banner seldom seem to tire and are constantly on the move. When a unit carrying Da Banner of Da Nomadz makes a Charge, Flee or Pursuit roll, it may re-roll any dice that roll a natural 1, before discarding any dice that are required to be discarded.
Da Banner Of Da Nomadz
Though their Waaagh! takes them the length and breath of the known world, those who carry this banner seldom seem to tire and are constantly on the move. When a unit carrying Da Banner of Da Nomadz makes a Charge, Flee or Pursuit roll, it may re-roll any dice that roll a natural 1, before discarding any dice that are required to be discarded.
Da Banner Of Da Nomadz
Though their Waaagh! takes them the length and breath of the known world, those who carry this banner seldom seem to tire and are constantly on the move. When a unit carrying Da Banner of Da Nomadz makes a Charge, Flee or Pursuit roll, it may re-roll any dice that roll a natural 1, before discarding any dice that are required to be discarded.
Da Banner Of Da Nomadz
Though their Waaagh! takes them the length and breath of the known world, those who carry this banner seldom seem to tire and are constantly on the move. When a unit carrying Da Banner of Da Nomadz makes a Charge, Flee or Pursuit roll, it may re-roll any dice that roll a natural 1, before discarding any dice that are required to be discarded.
Da Banner Of Da Nomadz
Though their Waaagh! takes them the length and breath of the known world, those who carry this banner seldom seem to tire and are constantly on the move. When a unit carrying Da Banner of Da Nomadz makes a Charge, Flee or Pursuit roll, it may re-roll any dice that roll a natural 1, before discarding any dice that are required to be discarded.
Da Spider Banner
Created by the Forest Goblins of the Rootgrubba tribe, this unsettling banner depicts their fearsome arachnid god, whom the tribe reveres alongside Gork and Mork. A unit carrying Da Spider Banner gains the Poisoned Attacks special rule. If the unit already has the Poisoned Attacks special rule, then their attacks will wound automatically on a roll of a natural 5 or 6 To Hit, rather than the usual 6.
Da Spider Banner
Created by the Forest Goblins of the Rootgrubba tribe, this unsettling banner depicts their fearsome arachnid god, whom the tribe reveres alongside Gork and Mork. A unit carrying Da Spider Banner gains the Poisoned Attacks special rule. If the unit already has the Poisoned Attacks special rule, then their attacks will wound automatically on a roll of a natural 5 or 6 To Hit, rather than the usual 6.
Da Spider Banner
Created by the Forest Goblins of the Rootgrubba tribe, this unsettling banner depicts their fearsome arachnid god, whom the tribe reveres alongside Gork and Mork. A unit carrying Da Spider Banner gains the Poisoned Attacks special rule. If the unit already has the Poisoned Attacks special rule, then their attacks will wound automatically on a roll of a natural 5 or 6 To Hit, rather than the usual 6.
Da Spider Banner
Created by the Forest Goblins of the Rootgrubba tribe, this unsettling banner depicts their fearsome arachnid god, whom the tribe reveres alongside Gork and Mork. A unit carrying Da Spider Banner gains the Poisoned Attacks special rule. If the unit already has the Poisoned Attacks special rule, then their attacks will wound automatically on a roll of a natural 5 or 6 To Hit, rather than the usual 6.
Da Spider Banner
Created by the Forest Goblins of the Rootgrubba tribe, this unsettling banner depicts their fearsome arachnid god, whom the tribe reveres alongside Gork and Mork. A unit carrying Da Spider Banner gains the Poisoned Attacks special rule. If the unit already has the Poisoned Attacks special rule, then their attacks will wound automatically on a roll of a natural 5 or 6 To Hit, rather than the usual 6.
Da Spider Banner
Created by the Forest Goblins of the Rootgrubba tribe, this unsettling banner depicts their fearsome arachnid god, whom the tribe reveres alongside Gork and Mork. A unit carrying Da Spider Banner gains the Poisoned Attacks special rule. If the unit already has the Poisoned Attacks special rule, then their attacks will wound automatically on a roll of a natural 5 or 6 To Hit, rather than the usual 6.
The Big Red Raggedy Flag
This tattered banner belonged to the great hero, Rowdy Porker, whose spirit imbues it to this day. A unit carrying the Big Red Raggedy Flag has a +1 modifier to its Weapon Skill characteristic (to a maximum of 10). In addition, when calculating its combat result, the unit may claim an additional bonus of +1 combat result point.
Le Grand Drapeau Rouj'
Cette bannière en lambeaux appartenait au grand héros Krapo l'Agitateur, et son esprit l'habite encore. Une unité portant le Grand Drapeau Rouj' a un modificateur de +1 à sa caractéristique de Capacité de Combat (jusqu'à un maximum de 10). En outre, quand on calcule son résultat de combat, l'unité peut recevoir un bonus de +1 point de résultat de combat supplémentaire.
The Big Red Raggedy Flag
This tattered banner belonged to the great hero, Rowdy Porker, whose spirit imbues it to this day. A unit carrying the Big Red Raggedy Flag has a +1 modifier to its Weapon Skill characteristic (to a maximum of 10). In addition, when calculating its combat result, the unit may claim an additional bonus of +1 combat result point.
The Big Red Raggedy Flag
This tattered banner belonged to the great hero, Rowdy Porker, whose spirit imbues it to this day. A unit carrying the Big Red Raggedy Flag has a +1 modifier to its Weapon Skill characteristic (to a maximum of 10). In addition, when calculating its combat result, the unit may claim an additional bonus of +1 combat result point.
The Big Red Raggedy Flag
This tattered banner belonged to the great hero, Rowdy Porker, whose spirit imbues it to this day. A unit carrying the Big Red Raggedy Flag has a +1 modifier to its Weapon Skill characteristic (to a maximum of 10). In addition, when calculating its combat result, the unit may claim an additional bonus of +1 combat result point.
The Big Red Raggedy Flag
This tattered banner belonged to the great hero, Rowdy Porker, whose spirit imbues it to this day. A unit carrying the Big Red Raggedy Flag has a +1 modifier to its Weapon Skill characteristic (to a maximum of 10). In addition, when calculating its combat result, the unit may claim an additional bonus of +1 combat result point.
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.

Units od the army

EN FR DE PL ES IT
Kiknik Toofsnatcha
Kiknik Toofsnatcha
Kiknik Toofsnatcha
Kiknik Toofsnatcha
Kiknik Toofsnatcha
Kiknik Toofsnatcha
Ogdruz Swampdigga
Ogdruz Swampdigga
Ogdruz Swampdigga
Ogdruz Swampdigga
Ogdruz Swampdigga
Ogdruz Swampdigga
Black Orc Warboss
Chef de Guerre Orque Noir
Black Orc Warboss
Black Orc Warboss
Black Orc Warboss
Black Orc Warboss
War Boar
Sanglier
War Boar
War Boar
War Boar
War Boar
Boar Chariot
Char à Sangliers
Boar Chariot
Boar Chariot
Boar Chariot
Boar Chariot
Wyvern
Vouivre
Wyvern
Wyvern
Wyvern
Wyvern
Black Orc Bigboss
Grand Chef Orque Noir
Black Orc Bigboss
Black Orc Bigboss
Black Orc Bigboss
Black Orc Bigboss
Orc Warboss
Chef de Guerre Orque
Orc Warboss
Orc Warboss
Orc Warboss
Orc Warboss
Orc Bigboss
Grand Chef Orque
Orc Bigboss
Orc Bigboss
Orc Bigboss
Orc Bigboss
Orc Weirdnob
Bizarnob Orque
Orc Weirdnob
Orc Weirdnob
Orc Weirdnob
Orc Weirdnob
Orc Weirdboy
Bizarboy Orque
Orc Weirdboy
Orc Weirdboy
Orc Weirdboy
Orc Weirdboy
Goblin Warboss
Chef de Guerre Gobelin
Goblin Warboss
Goblin Warboss
Goblin Warboss
Goblin Warboss
Giant Wolf
Loup Géant
Giant Wolf
Giant Wolf
Giant Wolf
Giant Wolf
Gigantic Spider
Araignée Géante
Gigantic Spider
Gigantic Spider
Gigantic Spider
Gigantic Spider
Wolf Chariot
Char à Loups
Wolf Chariot
Wolf Chariot
Wolf Chariot
Wolf Chariot
Goblin Bigboss
Grand Chef Gobelin
Goblin Bigboss
Goblin Bigboss
Goblin Bigboss
Goblin Bigboss
Goblin Oddnob
Zarbnob Gobelin
Goblin Oddnob
Goblin Oddnob
Goblin Oddnob
Goblin Oddnob
Arachnarok Spider
Arachnarok Spider
Arachnarok Spider
Arachnarok Spider
Arachnarok Spider
Arachnarok Spider
Goblin Oddgit
Zarbzig Gobelin
Goblin Oddgit
Goblin Oddgit
Goblin Oddgit
Goblin Oddgit
Night Goblin Warboss
Chef de Guerre Gobelin de la Nuit
Night Goblin Warboss
Night Goblin Warboss
Night Goblin Warboss
Night Goblin Warboss
Giant Cave Squig
Squig des Cavernes Géant
Giant Cave Squig
Giant Cave Squig
Giant Cave Squig
Giant Cave Squig
Night Goblin Bigboss
Grand Chef Gobelin de la Nuit
Night Goblin Bigboss
Night Goblin Bigboss
Night Goblin Bigboss
Night Goblin Bigboss
Night Goblin Oddnob
Zarbnob Gobelin de la Nuit
Night Goblin Oddnob
Night Goblin Oddnob
Night Goblin Oddnob
Night Goblin Oddnob
Night Goblin Oddgit
Zarbzig Gobelin de la Nuit
Night Goblin Oddgit
Night Goblin Oddgit
Night Goblin Oddgit
Night Goblin Oddgit
Orc Mob
Bandes d'Orques
Orc Mob
Orc Mob
Orc Mob
Orc Mob
Black Orc Mob
Bandes d'Orques Noirs
Black Orc Mob
Black Orc Mob
Black Orc Mob
Black Orc Mob
Goblin Mob
Bandes de Gobelins
Goblin Mob
Goblin Mob
Goblin Mob
Goblin Mob
Snotling Mob
Bandes de Snotlings
Snotling Mob
Snotling Mob
Snotling Mob
Snotling Mob
Night Goblin Mob
Bandes de Gobelins de la Nuit
Night Goblin Mob
Night Goblin Mob
Night Goblin Mob
Night Goblin Mob
Goblin Spider Rider Mob
Bandes de Gobelins sur Araignée
Goblin Spider Rider Mob
Goblin Spider Rider Mob
Goblin Spider Rider Mob
Goblin Spider Rider Mob
Goblin Wolf Rider Mob
Bandes de Gobelins sur Loup
Goblin Wolf Rider Mob
Goblin Wolf Rider Mob
Goblin Wolf Rider Mob
Goblin Wolf Rider Mob
Night Goblin Squig Herd
Troupeaux de Squigs Gobelins de la Nuit
Night Goblin Squig Herd
Night Goblin Squig Herd
Night Goblin Squig Herd
Night Goblin Squig Herd
Black Orc Mob
Bandes d'Orques Noirs
Black Orc Mob
Black Orc Mob
Black Orc Mob
Black Orc Mob
Bonegrinder Giant
Bonegrinder Giant
Bonegrinder Giant
Bonegrinder Giant
Bonegrinder Giant
Bonegrinder Giant
Orc Boar Boy Mob
Bandes d'Orques sur Sangliers
Orc Boar Boy Mob
Orc Boar Boy Mob
Orc Boar Boy Mob
Orc Boar Boy Mob
Night Goblin Squig Hopper Mob
Bandes de Gobelins de la Nuit sur Squigs
Night Goblin Squig Hopper Mob
Night Goblin Squig Hopper Mob
Night Goblin Squig Hopper Mob
Night Goblin Squig Hopper Mob
Orc Boar Chariots
Chars à Sangliers Orques
Orc Boar Chariots
Orc Boar Chariots
Orc Boar Chariots
Orc Boar Chariots
Common Troll
Bandes de Trolls
Common Troll
Common Troll
Common Troll
Common Troll
River Troll Mob
Bandes de Trolls d'Eau
River Troll Mob
River Troll Mob
River Troll Mob
River Troll Mob
Stone Troll Mob
Bandes de Trolls de Pierre
Stone Troll Mob
Stone Troll Mob
Stone Troll Mob
Stone Troll Mob
Goblin Wolf Chariot
Char à Loups Gobelin
Goblin Wolf Chariot
Goblin Wolf Chariot
Goblin Wolf Chariot
Goblin Wolf Chariot
Snotling Pump Wagon
Chariots à Pompe Snotlings
Snotling Pump Wagon
Snotling Pump Wagon
Snotling Pump Wagon
Snotling Pump Wagon
Goblin Bolt Throwa
Baliste Gobeline
Goblin Bolt Throwa
Goblin Bolt Throwa
Goblin Bolt Throwa
Goblin Bolt Throwa
Giant
Géant
Giant
Giant
Giant
Giant
Doom Diver Catapult
Catapultes à Plongeurs de la Mort
Doom Diver Catapult
Doom Diver Catapult
Doom Diver Catapult
Doom Diver Catapult
Goblin Rock Lobber
Lance-Rocs Gobelins
Goblin Rock Lobber
Goblin Rock Lobber
Goblin Rock Lobber
Goblin Rock Lobber
Arachnarok Spider
Arachnarok
Arachnarok Spider
Arachnarok Spider
Arachnarok Spider
Arachnarok Spider
Mangler Squigs
Squigs Broyeur
Mangler Squigs
Mangler Squigs
Mangler Squigs
Mangler Squigs