The Empire Of Man - City-State Of Nuln

The Empire Of Man - City-State Of Nuln

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Rules and Equipments used by the army

EN FR DE PL ES IT
“Hold The Line!”
To command an army of the Empire, one must be a proven veteran, worthy of respect. The grim determination and dedication to duty of such an individual is both an inspiration and an example to the soldiers they command. This character and any unit they have joined automatically passes any Panic tests they are required to make.
"Tenez la Ligne!"
Pour commander une armée de l'Empire, un officier doit être un vétéran digne de respect. La détermination farouche et le dévouement de tels individus sont une source d'inspiration et un exemple pour les soldats qu'ils commandent. Ce personnage et toute unité qu'il a rejointe réussissent automatiquement tout test de Panique quils sont amenés à effectuer.
“Hold The Line!”
To command an army of the Empire, one must be a proven veteran, worthy of respect. The grim determination and dedication to duty of such an individual is both an inspiration and an example to the soldiers they command. This character and any unit they have joined automatically passes any Panic tests they are required to make.
“Hold The Line!”
To command an army of the Empire, one must be a proven veteran, worthy of respect. The grim determination and dedication to duty of such an individual is both an inspiration and an example to the soldiers they command. This character and any unit they have joined automatically passes any Panic tests they are required to make.
“Hold The Line!”
To command an army of the Empire, one must be a proven veteran, worthy of respect. The grim determination and dedication to duty of such an individual is both an inspiration and an example to the soldiers they command. This character and any unit they have joined automatically passes any Panic tests they are required to make.
“Hold The Line!”
To command an army of the Empire, one must be a proven veteran, worthy of respect. The grim determination and dedication to duty of such an individual is both an inspiration and an example to the soldiers they command. This character and any unit they have joined automatically passes any Panic tests they are required to make.
Halberd
Hallebardes
Hellebarde
Halberd
Alabarda
Alabarda
Fear
Peur
Angst
Fear
Miedo
Paura
Crossbow
Arbalètes
Crossbow
Crossbow
Crossbow
Crossbow
Warbow
Arc de guerre
Warbow
Warbow
Warbow
Warbow
Great Weapon
Arme lourde
Zweihandwaffe
Great Weapon
Arma a dos manos
Grande Arma
Hand Weapon
Arme de base
Hand weapon
Hand Weapon
Arma de mano y escudo
Arma a Una Mano
Light armour
Armure légère
Leichte Rüstung
Light armour
Armadura ligera
Armatura Leggera
Heavy armour
Armure lourde
Schwere Rüstung
Heavy armour
Armadura pesada
Armatura Pesante
Armour Bane
Arme Perforante
Armour Bane
Armour Bane
Armour Bane
Armour Bane
Mixed Weapons
counts as two hand weapons and throwing weapons
Armes mixtes
counts as two hand weapons and throwing weapons
Mixed Weapons
counts as two hand weapons and throwing weapons
Mixed Weapons
counts as two hand weapons and throwing weapons
Mixed Weapons
counts as two hand weapons and throwing weapons
Mixed Weapons
counts as two hand weapons and throwing weapons
Full plate armour
Armure de plate complète
Plate
Full plate armour
Full plate armour
Full plate armour
Repeater Handgun
Arquebuse à répétition
Repeater Handgun
Repeater Handgun
Repeater Handgun
Repeater Handgun
Handgun
Arquebuses
Handgun
Handgun
Handgun
Handgun
Assorted Weapons
The crew of a War Wagon carry a wide variety of weapons, representing the craftsmanship of Nuln’s master gunsmiths and the ingenuity of the many engineers that graduate each year from the Empire’s numerous colleges. In addition to their hand weapons, each member of a War Wagon’s crew is armed differently with each carrying one of the following six unique weapons: • Blunderbuss • Long rifle • Repeating rifle • Ball & chain • Hooked halberd • Man-catcher During the Shooting phase, each member of the crew equipped with a missile weapon may shoot with that weapon. During the Combat phase, each member of the crew may choose to use either their unique weapon, or their hand weapon. In both cases, the controlling player must roll different batches of dice for the different weapons, making it clear to their opponent which crew member’s attacks they represent and where they are being directed. R S AP Special Rules Blunderbuss 12" 3 -1 Multiple Shots (D3), Volley Fire Notes: A model armed with a blunderbuss suffers no negative modifiers for firing at long range, for using the Multiple Shots (D3) special rule, or whilst making a Stand & Shoot charge reaction. R S AP Special Rules Long rifle 36" 4 -1 Armour Bane (1), Cumbersome Notes: A model armed with a long rifle can target a specific model within its target unit, such as a champion or a character. R S AP Special Rules Repeating rifle 24" 4 -1 Armour Bane (1), Multiple Shots (3) R S AP Special Rules Ball & chain Combat S+3 -2 Armour Bane (1), Requires Two Hands, Strikes Last R S AP Special Rules Hooked halberd Combat S+1 -2 Armour Bane (2), Requires Two Hands R S AP Special Rules Man-catcher Combat S -1 Killing Blow, Requires Two Hands
Assortiment D'armes
L'équipage d'un Chariot de Guerre porte une grande variété d'armes qui illustre le talent des armuriers de Nuln et des nombreux ingénieurs qui sortent chaque année diplômés des nombreux collèges de l'Empire. En plus de leurs armes de base, les membres d'équipage d'un Chariot de Guerre sont chacun équipés d'une des six armes uniques suivantes: • Tromblon • Long fusil • Fusil à répétition • Scorpion • Guisarme • Attrape-coquin À la phase de Tir, chaque membre d'équipage doté d'une arme à projectiles peut tirer avec. À la phase de Combat, chaque membre d'équipage peut choisir d'utiliser son arme unique, ou d'utiliser son arme de base. Dans tous les cas, le joueur en contrôle doit jeter des groupes de dés différents pour les différentes armes, en faisant en sorte que son adversaire sache clairement les attaques de quels membres elles représentent et sur qui elles sont dirigées. P F PA Règles Spéciales Tromblon 12" 3 -1 Tirs Multiples (D3), Tir de Volée Notes: Une figurine armée d'un tromblon ne subit aucun modificateur négatif quand elle tire à longue portée, quand elle utilise la règle spéciale Tirs Multiples (D3), ou quand elle effectue une réaction de charge Tenir sa Position & Tirer. P F PA Règles Spéciales Long fusil 36" 4 -1 Arme Perforante (1), Encombrant Notes: Une figurine armée d'un long fusil peut cibler une figurine spécifique au sein de son unité cible, comme un champion ou un personnage. P F PA Règles Spéciales Fusil à répétition 24" 4 -1 Arme Perforante (1), Tirs Multiples (3) P F PA Règles Spéciales Scorpion Combat F+3 -2 Arme Perforante (1), Arme à Deux Mains, Frappe en Dernier P F PA Règles Spéciales Guisarme Combat F+1 -2 Arme Perforante (2), Arme à Deux Mains P F PA Règles Spéciales Attrape-coquin Combat F -1 Coup Fatal, Arme à Deux Mains
Assorted Weapons
The crew of a War Wagon carry a wide variety of weapons, representing the craftsmanship of Nuln’s master gunsmiths and the ingenuity of the many engineers that graduate each year from the Empire’s numerous colleges. In addition to their hand weapons, each member of a War Wagon’s crew is armed differently with each carrying one of the following six unique weapons: • Blunderbuss • Long rifle • Repeating rifle • Ball & chain • Hooked halberd • Man-catcher During the Shooting phase, each member of the crew equipped with a missile weapon may shoot with that weapon. During the Combat phase, each member of the crew may choose to use either their unique weapon, or their hand weapon. In both cases, the controlling player must roll different batches of dice for the different weapons, making it clear to their opponent which crew member’s attacks they represent and where they are being directed. R S AP Special Rules Blunderbuss 12" 3 -1 Multiple Shots (D3), Volley Fire Notes: A model armed with a blunderbuss suffers no negative modifiers for firing at long range, for using the Multiple Shots (D3) special rule, or whilst making a Stand & Shoot charge reaction. R S AP Special Rules Long rifle 36" 4 -1 Armour Bane (1), Cumbersome Notes: A model armed with a long rifle can target a specific model within its target unit, such as a champion or a character. R S AP Special Rules Repeating rifle 24" 4 -1 Armour Bane (1), Multiple Shots (3) R S AP Special Rules Ball & chain Combat S+3 -2 Armour Bane (1), Requires Two Hands, Strikes Last R S AP Special Rules Hooked halberd Combat S+1 -2 Armour Bane (2), Requires Two Hands R S AP Special Rules Man-catcher Combat S -1 Killing Blow, Requires Two Hands
Assorted Weapons
The crew of a War Wagon carry a wide variety of weapons, representing the craftsmanship of Nuln’s master gunsmiths and the ingenuity of the many engineers that graduate each year from the Empire’s numerous colleges. In addition to their hand weapons, each member of a War Wagon’s crew is armed differently with each carrying one of the following six unique weapons: • Blunderbuss • Long rifle • Repeating rifle • Ball & chain • Hooked halberd • Man-catcher During the Shooting phase, each member of the crew equipped with a missile weapon may shoot with that weapon. During the Combat phase, each member of the crew may choose to use either their unique weapon, or their hand weapon. In both cases, the controlling player must roll different batches of dice for the different weapons, making it clear to their opponent which crew member’s attacks they represent and where they are being directed. R S AP Special Rules Blunderbuss 12" 3 -1 Multiple Shots (D3), Volley Fire Notes: A model armed with a blunderbuss suffers no negative modifiers for firing at long range, for using the Multiple Shots (D3) special rule, or whilst making a Stand & Shoot charge reaction. R S AP Special Rules Long rifle 36" 4 -1 Armour Bane (1), Cumbersome Notes: A model armed with a long rifle can target a specific model within its target unit, such as a champion or a character. R S AP Special Rules Repeating rifle 24" 4 -1 Armour Bane (1), Multiple Shots (3) R S AP Special Rules Ball & chain Combat S+3 -2 Armour Bane (1), Requires Two Hands, Strikes Last R S AP Special Rules Hooked halberd Combat S+1 -2 Armour Bane (2), Requires Two Hands R S AP Special Rules Man-catcher Combat S -1 Killing Blow, Requires Two Hands
Assorted Weapons
The crew of a War Wagon carry a wide variety of weapons, representing the craftsmanship of Nuln’s master gunsmiths and the ingenuity of the many engineers that graduate each year from the Empire’s numerous colleges. In addition to their hand weapons, each member of a War Wagon’s crew is armed differently with each carrying one of the following six unique weapons: • Blunderbuss • Long rifle • Repeating rifle • Ball & chain • Hooked halberd • Man-catcher During the Shooting phase, each member of the crew equipped with a missile weapon may shoot with that weapon. During the Combat phase, each member of the crew may choose to use either their unique weapon, or their hand weapon. In both cases, the controlling player must roll different batches of dice for the different weapons, making it clear to their opponent which crew member’s attacks they represent and where they are being directed. R S AP Special Rules Blunderbuss 12" 3 -1 Multiple Shots (D3), Volley Fire Notes: A model armed with a blunderbuss suffers no negative modifiers for firing at long range, for using the Multiple Shots (D3) special rule, or whilst making a Stand & Shoot charge reaction. R S AP Special Rules Long rifle 36" 4 -1 Armour Bane (1), Cumbersome Notes: A model armed with a long rifle can target a specific model within its target unit, such as a champion or a character. R S AP Special Rules Repeating rifle 24" 4 -1 Armour Bane (1), Multiple Shots (3) R S AP Special Rules Ball & chain Combat S+3 -2 Armour Bane (1), Requires Two Hands, Strikes Last R S AP Special Rules Hooked halberd Combat S+1 -2 Armour Bane (2), Requires Two Hands R S AP Special Rules Man-catcher Combat S -1 Killing Blow, Requires Two Hands
Assorted Weapons
The crew of a War Wagon carry a wide variety of weapons, representing the craftsmanship of Nuln’s master gunsmiths and the ingenuity of the many engineers that graduate each year from the Empire’s numerous colleges. In addition to their hand weapons, each member of a War Wagon’s crew is armed differently with each carrying one of the following six unique weapons: • Blunderbuss • Long rifle • Repeating rifle • Ball & chain • Hooked halberd • Man-catcher During the Shooting phase, each member of the crew equipped with a missile weapon may shoot with that weapon. During the Combat phase, each member of the crew may choose to use either their unique weapon, or their hand weapon. In both cases, the controlling player must roll different batches of dice for the different weapons, making it clear to their opponent which crew member’s attacks they represent and where they are being directed. R S AP Special Rules Blunderbuss 12" 3 -1 Multiple Shots (D3), Volley Fire Notes: A model armed with a blunderbuss suffers no negative modifiers for firing at long range, for using the Multiple Shots (D3) special rule, or whilst making a Stand & Shoot charge reaction. R S AP Special Rules Long rifle 36" 4 -1 Armour Bane (1), Cumbersome Notes: A model armed with a long rifle can target a specific model within its target unit, such as a champion or a character. R S AP Special Rules Repeating rifle 24" 4 -1 Armour Bane (1), Multiple Shots (3) R S AP Special Rules Ball & chain Combat S+3 -2 Armour Bane (1), Requires Two Hands, Strikes Last R S AP Special Rules Hooked halberd Combat S+1 -2 Armour Bane (2), Requires Two Hands R S AP Special Rules Man-catcher Combat S -1 Killing Blow, Requires Two Hands
Magical Attacks
Attaques Magiques
Magische Attacken
Magical Attacks
Ataques Mágicos
Attacchi Magici
Stomp Attacks
Attaques de Piétinement
Niedertrampeln-Attacke
Stomp Attacks
Golpetazo
Attacchi di Calpestamento
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
Barding
Carapaçon
Barding
Barding
Barding
Barding
Helstorm Rocket Battery
R S AP Special Rules Helstorm Rocket Battery 12-48" 3 -1 Cumbersome, Helstorm, Move or Shoot Notes: This weapon uses a number of 3" blast templates and the Black Powder Misfire table. Helstorm Rocket Battery Special Rules Helstorm: A Helstorm Rocket Battery launches a barrage of rockets high into the sky, passing over intervening regiments and even terrain. When shooting with this weapon, work your way through the following steps: 1. Choose Target: No line of sight is required for this weapon. Instead, choose an enemy unit that is between its minimum and maximum range to be the target and place D3 blast templates so that the central hole of each is over that unit. 2. Scatter: Once each template has been placed, it will scatter. Roll an Artillery dice and a Scatter dice for each template in turn: • If a ‘Misfire’ is rolled on the Artillery dice, the rocket has failed to launch. Once all shots from this weapon have been resolved, roll once on the appropriate Misfire table for each Misfire rolled. • If a ‘Hit!’ is rolled on the Scatter dice, use the small arrow above the Hit! symbol to determine the direction of the scatter and move the template a number of inches equal to the roll of the Artillery dice minus the crew’s Ballistic Skill characteristic (to a minimum of zero). • If an arrow is rolled on the Scatter dice, move the template a number of inches equal to the roll of the Artillery dice in the direction the arrow points. 3. Damage: Any model whose base lies underneath a template risks being hit by this weapon.
Batterie Tonnerre de Feu
P F PA Règles Spéciales Batterie Tonnerre de Feu 12-48" 3 -1 Encombrant, Tonnerre de Feu, Mouvement ou Tir Notes: Cette arme utilise plusieurs gabarits d'explosion de 3"et el tableau d'Incidents ed Tri des Machines à Poudre. Règles Spéciales de la Batterie Tonnerre de Feu Tonnerre de Feu: Une Batterie Tonnerre de Feu tire une salve de fusées dans les airs, qui survolent les régiments et els obstacles avant de s'abattre sur leur cible. Quand vous tirez avec cette arme, respectez les étapes suivantes: .1 Choisir la Cible: Aucune ligne de vue n'est requise pour cette arme. À la place, choisissez une unité ennemie se trouvant entre as portée minimale et as portée maximale en guise de cible et placez D3 gabarits d'explosion, chacun ayant son trou central sur l'unité choisie. 2. Déviation: Une fois que les gabarits sont placés, ils dévient. Jetez un dé d'Artillerie et un dé de Déviation pour chaque gabarit: • Si le dé d'Artillerie donne un "Misfire", la fusée n'a pas pu partir. Une fois que tous les tirs de cette arme ont été résolus, faites un jet par résultat "Misfire" sur el tableau des Incidents de Tir correspondant. • Si le dé de Déviation donne un "Hit!", utilisez la petite flèche au-dessus du symbole "Hit" pour déterminer la direction de la déviation, et déplacez le gabarit d'une distance en pouces correspondant au résultat du dé d'Artillerie moins la caractéristique de Capacité de Tir des servants (jusqu'à un minimum de zéro). • Si le dé de Déviation donne une flèche, déplacez le gabarit dans la direction indiquée, d'une distance en pouces correspondant au nombre que donne le dé d'Artillerie. 3. Dégâts: Toute figurine dont le socle se trouve sous un gabarit risque d'être touchée par cette arme.
Helstorm Rocket Battery
R S AP Special Rules Helstorm Rocket Battery 12-48" 3 -1 Cumbersome, Helstorm, Move or Shoot Notes: This weapon uses a number of 3" blast templates and the Black Powder Misfire table. Helstorm Rocket Battery Special Rules Helstorm: A Helstorm Rocket Battery launches a barrage of rockets high into the sky, passing over intervening regiments and even terrain. When shooting with this weapon, work your way through the following steps: 1. Choose Target: No line of sight is required for this weapon. Instead, choose an enemy unit that is between its minimum and maximum range to be the target and place D3 blast templates so that the central hole of each is over that unit. 2. Scatter: Once each template has been placed, it will scatter. Roll an Artillery dice and a Scatter dice for each template in turn: • If a ‘Misfire’ is rolled on the Artillery dice, the rocket has failed to launch. Once all shots from this weapon have been resolved, roll once on the appropriate Misfire table for each Misfire rolled. • If a ‘Hit!’ is rolled on the Scatter dice, use the small arrow above the Hit! symbol to determine the direction of the scatter and move the template a number of inches equal to the roll of the Artillery dice minus the crew’s Ballistic Skill characteristic (to a minimum of zero). • If an arrow is rolled on the Scatter dice, move the template a number of inches equal to the roll of the Artillery dice in the direction the arrow points. 3. Damage: Any model whose base lies underneath a template risks being hit by this weapon.
Helstorm Rocket Battery
R S AP Special Rules Helstorm Rocket Battery 12-48" 3 -1 Cumbersome, Helstorm, Move or Shoot Notes: This weapon uses a number of 3" blast templates and the Black Powder Misfire table. Helstorm Rocket Battery Special Rules Helstorm: A Helstorm Rocket Battery launches a barrage of rockets high into the sky, passing over intervening regiments and even terrain. When shooting with this weapon, work your way through the following steps: 1. Choose Target: No line of sight is required for this weapon. Instead, choose an enemy unit that is between its minimum and maximum range to be the target and place D3 blast templates so that the central hole of each is over that unit. 2. Scatter: Once each template has been placed, it will scatter. Roll an Artillery dice and a Scatter dice for each template in turn: • If a ‘Misfire’ is rolled on the Artillery dice, the rocket has failed to launch. Once all shots from this weapon have been resolved, roll once on the appropriate Misfire table for each Misfire rolled. • If a ‘Hit!’ is rolled on the Scatter dice, use the small arrow above the Hit! symbol to determine the direction of the scatter and move the template a number of inches equal to the roll of the Artillery dice minus the crew’s Ballistic Skill characteristic (to a minimum of zero). • If an arrow is rolled on the Scatter dice, move the template a number of inches equal to the roll of the Artillery dice in the direction the arrow points. 3. Damage: Any model whose base lies underneath a template risks being hit by this weapon.
Helstorm Rocket Battery
R S AP Special Rules Helstorm Rocket Battery 12-48" 3 -1 Cumbersome, Helstorm, Move or Shoot Notes: This weapon uses a number of 3" blast templates and the Black Powder Misfire table. Helstorm Rocket Battery Special Rules Helstorm: A Helstorm Rocket Battery launches a barrage of rockets high into the sky, passing over intervening regiments and even terrain. When shooting with this weapon, work your way through the following steps: 1. Choose Target: No line of sight is required for this weapon. Instead, choose an enemy unit that is between its minimum and maximum range to be the target and place D3 blast templates so that the central hole of each is over that unit. 2. Scatter: Once each template has been placed, it will scatter. Roll an Artillery dice and a Scatter dice for each template in turn: • If a ‘Misfire’ is rolled on the Artillery dice, the rocket has failed to launch. Once all shots from this weapon have been resolved, roll once on the appropriate Misfire table for each Misfire rolled. • If a ‘Hit!’ is rolled on the Scatter dice, use the small arrow above the Hit! symbol to determine the direction of the scatter and move the template a number of inches equal to the roll of the Artillery dice minus the crew’s Ballistic Skill characteristic (to a minimum of zero). • If an arrow is rolled on the Scatter dice, move the template a number of inches equal to the roll of the Artillery dice in the direction the arrow points. 3. Damage: Any model whose base lies underneath a template risks being hit by this weapon.
Helstorm Rocket Battery
R S AP Special Rules Helstorm Rocket Battery 12-48" 3 -1 Cumbersome, Helstorm, Move or Shoot Notes: This weapon uses a number of 3" blast templates and the Black Powder Misfire table. Helstorm Rocket Battery Special Rules Helstorm: A Helstorm Rocket Battery launches a barrage of rockets high into the sky, passing over intervening regiments and even terrain. When shooting with this weapon, work your way through the following steps: 1. Choose Target: No line of sight is required for this weapon. Instead, choose an enemy unit that is between its minimum and maximum range to be the target and place D3 blast templates so that the central hole of each is over that unit. 2. Scatter: Once each template has been placed, it will scatter. Roll an Artillery dice and a Scatter dice for each template in turn: • If a ‘Misfire’ is rolled on the Artillery dice, the rocket has failed to launch. Once all shots from this weapon have been resolved, roll once on the appropriate Misfire table for each Misfire rolled. • If a ‘Hit!’ is rolled on the Scatter dice, use the small arrow above the Hit! symbol to determine the direction of the scatter and move the template a number of inches equal to the roll of the Artillery dice minus the crew’s Ballistic Skill characteristic (to a minimum of zero). • If an arrow is rolled on the Scatter dice, move the template a number of inches equal to the roll of the Artillery dice in the direction the arrow points. 3. Damage: Any model whose base lies underneath a template risks being hit by this weapon.
Beast Reaver
R S AP Special Rules Beast Reaver Combat S+1 -1 Armour Bane (1), Killing Blow, Magical Attacks Notes: When making attacks against Beastmen Brayherds, Harald Gemunsen may re-roll any failed rolls To Wound.
Perce-bête
P F PA Règles Spéciales Perce-Bête Combat F+1 -1 Arme Perforante (1), Coup Fatal, Attaques Magiques Notes: Quand il effectue des attaques contre les Braillehardes Hommes-bêtes, Harald Gemunsen peut relancer tout jet de Blessure raté.
Beast Reaver
R S AP Special Rules Beast Reaver Combat S+1 -1 Armour Bane (1), Killing Blow, Magical Attacks Notes: When making attacks against Beastmen Brayherds, Harald Gemunsen may re-roll any failed rolls To Wound.
Beast Reaver
R S AP Special Rules Beast Reaver Combat S+1 -1 Armour Bane (1), Killing Blow, Magical Attacks Notes: When making attacks against Beastmen Brayherds, Harald Gemunsen may re-roll any failed rolls To Wound.
Beast Reaver
R S AP Special Rules Beast Reaver Combat S+1 -1 Armour Bane (1), Killing Blow, Magical Attacks Notes: When making attacks against Beastmen Brayherds, Harald Gemunsen may re-roll any failed rolls To Wound.
Beast Reaver
R S AP Special Rules Beast Reaver Combat S+1 -1 Armour Bane (1), Killing Blow, Magical Attacks Notes: When making attacks against Beastmen Brayherds, Harald Gemunsen may re-roll any failed rolls To Wound.
Big Guns Know No Fear
Even the most fearsome of foes is quickly diminished in the presence of Nuln’s untiring artillery. Empire Engineers in a City-state of Nuln army (and any unit they have joined) gain the Immune to Psychology special rule whilst there is a friendly war machine within their Command range.
Big Guns Know No Fear
Even the most fearsome of foes is quickly diminished in the presence of Nuln’s untiring artillery. Empire Engineers in a City-state of Nuln army (and any unit they have joined) gain the Immune to Psychology special rule whilst there is a friendly war machine within their Command range.
Big Guns Know No Fear
Even the most fearsome of foes is quickly diminished in the presence of Nuln’s untiring artillery. Empire Engineers in a City-state of Nuln army (and any unit they have joined) gain the Immune to Psychology special rule whilst there is a friendly war machine within their Command range.
Big Guns Know No Fear
Even the most fearsome of foes is quickly diminished in the presence of Nuln’s untiring artillery. Empire Engineers in a City-state of Nuln army (and any unit they have joined) gain the Immune to Psychology special rule whilst there is a friendly war machine within their Command range.
Big Guns Know No Fear
Even the most fearsome of foes is quickly diminished in the presence of Nuln’s untiring artillery. Empire Engineers in a City-state of Nuln army (and any unit they have joined) gain the Immune to Psychology special rule whilst there is a friendly war machine within their Command range.
Big Guns Know No Fear
Even the most fearsome of foes is quickly diminished in the presence of Nuln’s untiring artillery. Empire Engineers in a City-state of Nuln army (and any unit they have joined) gain the Immune to Psychology special rule whilst there is a friendly war machine within their Command range.
Shield
Bouclier
Schild
Shield
Escudos
Scudo
Brace of pistol
Brace of pistol
Brace of pistol
Brace of pistol
Brace of pistol
Brace of pistol
Helblaster Volley Gun
R S AP Special Rules Helblaster Volley Gun 24" 5 -1 Armour Bane (2), Cumbersome, Helblaster, Move or Shoot Notes: This weapon uses the Black Powder Misfire table. Helblaster Volley Gun Special Rules Helblaster: When shooting a Helblaster Volley Gun, roll three Artillery dice before making any rolls To Hit. The number of shots fired is equal to the total of all three Artillery dice: • If a Misfire is rolled on one of the Artillery dice, all shots fired from the Helblaster Volley Gun this turn suffer an additional -1 To Hit modifier. • If a Misfire is rolled on two of the Artillery dice, no shots are fired and a critical fault has occurred. Roll immediately on the appropriate Misfire table to determine exactly what. • If a Misfire is rolled on all three of the Artillery dice, all of the barrels fire simultaneously, with devastating effect. The Helblaster Volley Gun fires 30 shots, but is destroyed and immediately removed from play. All shots fired from the Helblaster Volley Gun this turn suffer an additional -1 To Hit modifier. After determining the number of shots, roll To Hit for each as normal, using the crew’s Ballistic Skill and applying all appropriate modifiers.
Canon à répétition Feu d'Enfer
P F PA Règles Spéciales Canon à répétition Feu d'Enfer 24" -1 Arme Perforante (2), Encombrant, Notes : Cette arme utilise le Feu d'Enfer, Mouvement ou Tir tableau des Incidents de Tir des Machines à Poudre. Règles Spéciales du Canon à Répétition Feu d'Enfer Feu d'Enfer: Quand vous tirez avec un Canon à Répétition Feu d'Enfer, jetez trois dés d'Artillerie avant d'effectuer el moindre jet de Touche. Le nombre de tirs est égal au total des trois dés d'Artillerie: • Si 1des dés d'Artillerie donne un "Misfire", tous les tirs du Canon à Répétition Feu d'Enfer à ce tour subissent un modificateur supplémentaire de -1 au jet de Touche. • Si 2 des dés d'Artillerie donnent un "Misfire", li n'y a aucun tir et une panne critique est survenue. Effectuez immédiatement un jet sur le tableau d'incident de tir correspondant pour déterminer ce qu'il est advenu. • Si les 3dés donnent un "Misfire", les canons tirent simultanément, et le résultat est dévastateur. Le Canon à Répétition Feu d'Enfer effectue 30 tirs, mais li est détruit et immédiatement retiré du jeu. Tous les tirs du Canon à Répétition Feu d'Enfer à ce tour subissent un modificateur supplémentaire de -1 au jet de Touche. Après avoir déterminé le nombre de tirs, effectuez normalement un jet de Touche pour chaque tir, ne utilisant la caractéristique de Capacité de Tir des servants et en appliquant tous les modificateur appropriés.
Helblaster Volley Gun
R S AP Special Rules Helblaster Volley Gun 24" 5 -1 Armour Bane (2), Cumbersome, Helblaster, Move or Shoot Notes: This weapon uses the Black Powder Misfire table. Helblaster Volley Gun Special Rules Helblaster: When shooting a Helblaster Volley Gun, roll three Artillery dice before making any rolls To Hit. The number of shots fired is equal to the total of all three Artillery dice: • If a Misfire is rolled on one of the Artillery dice, all shots fired from the Helblaster Volley Gun this turn suffer an additional -1 To Hit modifier. • If a Misfire is rolled on two of the Artillery dice, no shots are fired and a critical fault has occurred. Roll immediately on the appropriate Misfire table to determine exactly what. • If a Misfire is rolled on all three of the Artillery dice, all of the barrels fire simultaneously, with devastating effect. The Helblaster Volley Gun fires 30 shots, but is destroyed and immediately removed from play. All shots fired from the Helblaster Volley Gun this turn suffer an additional -1 To Hit modifier. After determining the number of shots, roll To Hit for each as normal, using the crew’s Ballistic Skill and applying all appropriate modifiers.
Helblaster Volley Gun
R S AP Special Rules Helblaster Volley Gun 24" 5 -1 Armour Bane (2), Cumbersome, Helblaster, Move or Shoot Notes: This weapon uses the Black Powder Misfire table. Helblaster Volley Gun Special Rules Helblaster: When shooting a Helblaster Volley Gun, roll three Artillery dice before making any rolls To Hit. The number of shots fired is equal to the total of all three Artillery dice: • If a Misfire is rolled on one of the Artillery dice, all shots fired from the Helblaster Volley Gun this turn suffer an additional -1 To Hit modifier. • If a Misfire is rolled on two of the Artillery dice, no shots are fired and a critical fault has occurred. Roll immediately on the appropriate Misfire table to determine exactly what. • If a Misfire is rolled on all three of the Artillery dice, all of the barrels fire simultaneously, with devastating effect. The Helblaster Volley Gun fires 30 shots, but is destroyed and immediately removed from play. All shots fired from the Helblaster Volley Gun this turn suffer an additional -1 To Hit modifier. After determining the number of shots, roll To Hit for each as normal, using the crew’s Ballistic Skill and applying all appropriate modifiers.
Helblaster Volley Gun
R S AP Special Rules Helblaster Volley Gun 24" 5 -1 Armour Bane (2), Cumbersome, Helblaster, Move or Shoot Notes: This weapon uses the Black Powder Misfire table. Helblaster Volley Gun Special Rules Helblaster: When shooting a Helblaster Volley Gun, roll three Artillery dice before making any rolls To Hit. The number of shots fired is equal to the total of all three Artillery dice: • If a Misfire is rolled on one of the Artillery dice, all shots fired from the Helblaster Volley Gun this turn suffer an additional -1 To Hit modifier. • If a Misfire is rolled on two of the Artillery dice, no shots are fired and a critical fault has occurred. Roll immediately on the appropriate Misfire table to determine exactly what. • If a Misfire is rolled on all three of the Artillery dice, all of the barrels fire simultaneously, with devastating effect. The Helblaster Volley Gun fires 30 shots, but is destroyed and immediately removed from play. All shots fired from the Helblaster Volley Gun this turn suffer an additional -1 To Hit modifier. After determining the number of shots, roll To Hit for each as normal, using the crew’s Ballistic Skill and applying all appropriate modifiers.
Helblaster Volley Gun
R S AP Special Rules Helblaster Volley Gun 24" 5 -1 Armour Bane (2), Cumbersome, Helblaster, Move or Shoot Notes: This weapon uses the Black Powder Misfire table. Helblaster Volley Gun Special Rules Helblaster: When shooting a Helblaster Volley Gun, roll three Artillery dice before making any rolls To Hit. The number of shots fired is equal to the total of all three Artillery dice: • If a Misfire is rolled on one of the Artillery dice, all shots fired from the Helblaster Volley Gun this turn suffer an additional -1 To Hit modifier. • If a Misfire is rolled on two of the Artillery dice, no shots are fired and a critical fault has occurred. Roll immediately on the appropriate Misfire table to determine exactly what. • If a Misfire is rolled on all three of the Artillery dice, all of the barrels fire simultaneously, with devastating effect. The Helblaster Volley Gun fires 30 shots, but is destroyed and immediately removed from play. All shots fired from the Helblaster Volley Gun this turn suffer an additional -1 To Hit modifier. After determining the number of shots, roll To Hit for each as normal, using the crew’s Ballistic Skill and applying all appropriate modifiers.
Steam Cannon
Steam Tanks are armed with a steam-powered cannon that can send a spinning ball of iron whirling into the foe’s ranks with all the power of a traditional black powder cannon. R S AP Special Rules Steam cannon 24" 8 -2 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3) Notes: This weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. If a ‘Misfire’ is rolled on the Artillery dice during step 2, this model loses a single Wound (instead of rolling on a Misfire table).
Canon à Vapeur
Les Tanks à Vapeur sont armés d'un canon utilisant la vapeur sous pression pour projeter une sphère de métal dans les rangs ennemis avec toute la force d'un boulet de canon traditionnel. PA Règles Spéciales Canon à vapeur 24" -2 Arme Perforante (2), Tir au Canon, Encombrant, Blessures Multiples (D3) Notes: Cette arme tire comme un canon, en utilisant la règle spéciale "Tir au Canon" Si on obtient un "Misfire" sur le dé d'Artillerie à l'étape 2, cette figurine perd 1 Point de Vie (au lieu de faire un jet sur un tableau des Incidents de Tir).
Steam Cannon
Steam Tanks are armed with a steam-powered cannon that can send a spinning ball of iron whirling into the foe’s ranks with all the power of a traditional black powder cannon. R S AP Special Rules Steam cannon 24" 8 -2 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3) Notes: This weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. If a ‘Misfire’ is rolled on the Artillery dice during step 2, this model loses a single Wound (instead of rolling on a Misfire table).
Steam Cannon
Steam Tanks are armed with a steam-powered cannon that can send a spinning ball of iron whirling into the foe’s ranks with all the power of a traditional black powder cannon. R S AP Special Rules Steam cannon 24" 8 -2 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3) Notes: This weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. If a ‘Misfire’ is rolled on the Artillery dice during step 2, this model loses a single Wound (instead of rolling on a Misfire table).
Steam Cannon
Steam Tanks are armed with a steam-powered cannon that can send a spinning ball of iron whirling into the foe’s ranks with all the power of a traditional black powder cannon. R S AP Special Rules Steam cannon 24" 8 -2 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3) Notes: This weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. If a ‘Misfire’ is rolled on the Artillery dice during step 2, this model loses a single Wound (instead of rolling on a Misfire table).
Steam Cannon
Steam Tanks are armed with a steam-powered cannon that can send a spinning ball of iron whirling into the foe’s ranks with all the power of a traditional black powder cannon. R S AP Special Rules Steam cannon 24" 8 -2 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3) Notes: This weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. If a ‘Misfire’ is rolled on the Artillery dice during step 2, this model loses a single Wound (instead of rolling on a Misfire table).
Fast Cavalry
Cavalerie Rapide
Fast Cavalry
Fast Cavalry
Swiftstride
Fast Cavalry
Ogre Charge
Ogres barge into combat using their great lumbering mass as a weapon, harnessing their tremendous momentum to crush anything they collide with. The Armour Piercing characteristic of any Impact Hits caused by a model with this special rule is improved by the current Rank Bonus of its unit
Charge Ogre
Les Ogres se ruent dans la mêlée en faisant usage de leur masse comme d'une arme, de sorte que, grâce à l'élan acquis, ils écrasent tout ce qu'ils percutent. La caractéristique de Pénétration d'Armure des Touches d'Impact causées par une figurine ayant cette règle spéciale est améliorée du Bonus de Rang actuel de son unité.
Ogre Charge
Ogres barge into combat using their great lumbering mass as a weapon, harnessing their tremendous momentum to crush anything they collide with. The Armour Piercing characteristic of any Impact Hits caused by a model with this special rule is improved by the current Rank Bonus of its unit
Ogre Charge
Ogres barge into combat using their great lumbering mass as a weapon, harnessing their tremendous momentum to crush anything they collide with. The Armour Piercing characteristic of any Impact Hits caused by a model with this special rule is improved by the current Rank Bonus of its unit
Ogre Charge
Ogres barge into combat using their great lumbering mass as a weapon, harnessing their tremendous momentum to crush anything they collide with. The Armour Piercing characteristic of any Impact Hits caused by a model with this special rule is improved by the current Rank Bonus of its unit
Ogre Charge
Ogres barge into combat using their great lumbering mass as a weapon, harnessing their tremendous momentum to crush anything they collide with. The Armour Piercing characteristic of any Impact Hits caused by a model with this special rule is improved by the current Rank Bonus of its unit
Dogs Of War (imperial Ogres)
0-1 unit of Imperial Ogres may be taken as Mercenaries in any of the following Grand Army composition lists: • Dwarfen Mountain Holds • Empire of Man Note that mercenary units are subject to the ‘Misbehaving Mercenaries’ rules, as described on page 279 of the Warhammer: the Old World rulebook.
Chiens De Guerre (Ogres Impériaux)
0-1 unité d'Ogres Impériaux peut être prise comme Mercenaires dans les listes de composition de Grande Armée suivantes: • Forteresses Naines • Empire de l'Homme Notez que les unités de mercenaires sont soumises aux règles de “Mauvaise Conduite des Mercenaires”, décrites page 279 du livre de règles de Warhammer: the Old World.
Dogs Of War (imperial Ogres)
0-1 unit of Imperial Ogres may be taken as Mercenaries in any of the following Grand Army composition lists: • Dwarfen Mountain Holds • Empire of Man Note that mercenary units are subject to the ‘Misbehaving Mercenaries’ rules, as described on page 279 of the Warhammer: the Old World rulebook.
Dogs Of War (imperial Ogres)
0-1 unit of Imperial Ogres may be taken as Mercenaries in any of the following Grand Army composition lists: • Dwarfen Mountain Holds • Empire of Man Note that mercenary units are subject to the ‘Misbehaving Mercenaries’ rules, as described on page 279 of the Warhammer: the Old World rulebook.
Dogs Of War (imperial Ogres)
0-1 unit of Imperial Ogres may be taken as Mercenaries in any of the following Grand Army composition lists: • Dwarfen Mountain Holds • Empire of Man Note that mercenary units are subject to the ‘Misbehaving Mercenaries’ rules, as described on page 279 of the Warhammer: the Old World rulebook.
Dogs Of War (imperial Ogres)
0-1 unit of Imperial Ogres may be taken as Mercenaries in any of the following Grand Army composition lists: • Dwarfen Mountain Holds • Empire of Man Note that mercenary units are subject to the ‘Misbehaving Mercenaries’ rules, as described on page 279 of the Warhammer: the Old World rulebook.
Close Order
Ordre Serré
Close Order
Close Order
Close Order
Close Order
Clouds Of Soot & Smoke
Imperial guns produce prodigious clouds of smoke, concealing Engineers from enemy fire. This model is considered to be behind full cover whilst it is within 3" of a friendly unit whose troop type is ‘war machine’.
Nuage de Suie et de Fumée
Imperial guns produce prodigious clouds of smoke, concealing Engineers from enemy fire. This model is considered to be behind full cover whilst it is within 3" of a friendly unit whose troop type is ‘war machine’.
Clouds Of Soot & Smoke
Imperial guns produce prodigious clouds of smoke, concealing Engineers from enemy fire. This model is considered to be behind full cover whilst it is within 3" of a friendly unit whose troop type is ‘war machine’.
Clouds Of Soot & Smoke
Imperial guns produce prodigious clouds of smoke, concealing Engineers from enemy fire. This model is considered to be behind full cover whilst it is within 3" of a friendly unit whose troop type is ‘war machine’.
Clouds Of Soot & Smoke
Imperial guns produce prodigious clouds of smoke, concealing Engineers from enemy fire. This model is considered to be behind full cover whilst it is within 3" of a friendly unit whose troop type is ‘war machine’.
Clouds Of Soot & Smoke
Imperial guns produce prodigious clouds of smoke, concealing Engineers from enemy fire. This model is considered to be behind full cover whilst it is within 3" of a friendly unit whose troop type is ‘war machine’.
Mercenary Commander
Hans has fought alongside and earned the respect of mercenary companies across the Old World, any of whom would answer his call to battle. If Hans is the army’s General, friendly units with the Mercenaries special rule may benefit from his Inspiring Presence rule and may be joined by him. In addition, friendly Mercenary units are not subject to the ‘Misbehaving Mercenaries’ rules.
Commandant Mercenaire
Hans a servi avec et gagné le respect de compagnies de mercenaires dans tout le Vieux Monde, et celles-ci sont prêtes à répondre à son appel à tout moment. Si Hans est le Général de l'armée, les unités amies ayant la règle spéciale Mercenaires peuvent bénéficier de sa règle Présence Charismatique et peuvent être rejointes par lui. En outre, les unités Mercenaires amies ne sont pas soumises aux règles de “Mauvaise Conduite des Mercenaires”.
Mercenary Commander
Hans has fought alongside and earned the respect of mercenary companies across the Old World, any of whom would answer his call to battle. If Hans is the army’s General, friendly units with the Mercenaries special rule may benefit from his Inspiring Presence rule and may be joined by him. In addition, friendly Mercenary units are not subject to the ‘Misbehaving Mercenaries’ rules.
Mercenary Commander
Hans has fought alongside and earned the respect of mercenary companies across the Old World, any of whom would answer his call to battle. If Hans is the army’s General, friendly units with the Mercenaries special rule may benefit from his Inspiring Presence rule and may be joined by him. In addition, friendly Mercenary units are not subject to the ‘Misbehaving Mercenaries’ rules.
Mercenary Commander
Hans has fought alongside and earned the respect of mercenary companies across the Old World, any of whom would answer his call to battle. If Hans is the army’s General, friendly units with the Mercenaries special rule may benefit from his Inspiring Presence rule and may be joined by him. In addition, friendly Mercenary units are not subject to the ‘Misbehaving Mercenaries’ rules.
Mercenary Commander
Hans has fought alongside and earned the respect of mercenary companies across the Old World, any of whom would answer his call to battle. If Hans is the army’s General, friendly units with the Mercenaries special rule may benefit from his Inspiring Presence rule and may be joined by him. In addition, friendly Mercenary units are not subject to the ‘Misbehaving Mercenaries’ rules.
Levies
Conscrits
Levies
Levies
Levies
Levies
Counter Charge
Contre Charge
Counter Charge
Counter Charge
ers
Counter Charge
Steam Gun
Steam Tanks are also fitted with a turret-mounted steam gun as standard. Connected to the boiler, this weapon can engulf nearby enemies in great gouts of scalding steam. R S AP Special Rules Steam gun N/A 2 N/A Breath Weapon Notes: No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Couleuvrine à Vapeur
Les Tanks à Vapeur sont également équipés d'une couleuvrine à vapeur de tourelle. Directement reliée à la chaudière, cette arme peut projeter de la vapeur brûlante sur les troupes ennemies. F PA Règles Spéciales Couleuvrine à vapeur N/A 2 N/A Arme àSouffle Notes: Aucune sauvegarde d'armure nest autorisée contre des blessures causées par cette arme (les sauvegardes Invulnérables et de Régénération peuvent être tentées normalement).
Steam Gun
Steam Tanks are also fitted with a turret-mounted steam gun as standard. Connected to the boiler, this weapon can engulf nearby enemies in great gouts of scalding steam. R S AP Special Rules Steam gun N/A 2 N/A Breath Weapon Notes: No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Steam Gun
Steam Tanks are also fitted with a turret-mounted steam gun as standard. Connected to the boiler, this weapon can engulf nearby enemies in great gouts of scalding steam. R S AP Special Rules Steam gun N/A 2 N/A Breath Weapon Notes: No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Steam Gun
Steam Tanks are also fitted with a turret-mounted steam gun as standard. Connected to the boiler, this weapon can engulf nearby enemies in great gouts of scalding steam. R S AP Special Rules Steam gun N/A 2 N/A Breath Weapon Notes: No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Steam Gun
Steam Tanks are also fitted with a turret-mounted steam gun as standard. Connected to the boiler, this weapon can engulf nearby enemies in great gouts of scalding steam. R S AP Special Rules Steam gun N/A 2 N/A Breath Weapon Notes: No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Killing Blow
Coup Fatal
Killing Blow
Killing Blow
Killing Blow
Killing Blow
Rallying Cry
Cri de Ralliement
Rallying Cry
Rallying Cry
Rallying Cry
Rallying Cry
Crushing Weight
Enemies unfortunate enough to fall beneath the tremendous weight of a War Wagon’s metal-bound wheels are crushed into the dirt. Stomp Attacks made by a War Wagon have an Armour Piercing characteristic of -1. In addition, and unlike other chariots, this model treats low linear obstacles as dangerous terrain rather than as impassable terrain.
Poids écrasant
Ceux qui ont le malheur de se retrouver sous les roues cerclées de fer d'un Chariot de Guerre sont impitoyablement broyés. Les Attaques de Piétinement d'un Chariot de Guerre ont une caractéristique de Pénétration d'Armure de -1. En outre, et à la différence d'autres chars, cette figurine traite les obstacles linéaires bas comme du terrain dangereux et non comme du terrain infranchissable.
Crushing Weight
Enemies unfortunate enough to fall beneath the tremendous weight of a War Wagon’s metal-bound wheels are crushed into the dirt. Stomp Attacks made by a War Wagon have an Armour Piercing characteristic of -1. In addition, and unlike other chariots, this model treats low linear obstacles as dangerous terrain rather than as impassable terrain.
Crushing Weight
Enemies unfortunate enough to fall beneath the tremendous weight of a War Wagon’s metal-bound wheels are crushed into the dirt. Stomp Attacks made by a War Wagon have an Armour Piercing characteristic of -1. In addition, and unlike other chariots, this model treats low linear obstacles as dangerous terrain rather than as impassable terrain.
Crushing Weight
Enemies unfortunate enough to fall beneath the tremendous weight of a War Wagon’s metal-bound wheels are crushed into the dirt. Stomp Attacks made by a War Wagon have an Armour Piercing characteristic of -1. In addition, and unlike other chariots, this model treats low linear obstacles as dangerous terrain rather than as impassable terrain.
Crushing Weight
Enemies unfortunate enough to fall beneath the tremendous weight of a War Wagon’s metal-bound wheels are crushed into the dirt. Stomp Attacks made by a War Wagon have an Armour Piercing characteristic of -1. In addition, and unlike other chariots, this model treats low linear obstacles as dangerous terrain rather than as impassable terrain.
Detachment
Détachement
Detachment
Detachment
Detachment
Detachment
Stubborn
Obstiné
Unnachgiebig
Stubborn
Tozudo
Determinato
Skilled Duellist
Hiding behind bodyguards rarely protects those who seek to avoid the keen edge of Gemunsen’s axe. Should Harald Gemunsen slay an enemy in a challenge during a turn in which he charged, he may immediately issue a second challenge. If this challenge is accepted, it is fought immediately, meaning Harald (but not his mount) may fight two challenges during a single. round of combat.
Duelliste Chevronné
Se cacher derrière ses gardes du corps suffit rarement à protéger ceux qui veulent échapper à la hache de Gemunsen. Si Harald Gemunsen tue un ennemi lors d'un défi à un tour où il a chargé, il peut immédiatement lancer un second défi. Si ce défi est accepté, il est joué immédiatement, ce qui signifie que Harald (mais pas sa monture) peut effectuer deux défis lors d'un même round de combat.
Skilled Duellist
Hiding behind bodyguards rarely protects those who seek to avoid the keen edge of Gemunsen’s axe. Should Harald Gemunsen slay an enemy in a challenge during a turn in which he charged, he may immediately issue a second challenge. If this challenge is accepted, it is fought immediately, meaning Harald (but not his mount) may fight two challenges during a single. round of combat.
Skilled Duellist
Hiding behind bodyguards rarely protects those who seek to avoid the keen edge of Gemunsen’s axe. Should Harald Gemunsen slay an enemy in a challenge during a turn in which he charged, he may immediately issue a second challenge. If this challenge is accepted, it is fought immediately, meaning Harald (but not his mount) may fight two challenges during a single. round of combat.
Skilled Duellist
Hiding behind bodyguards rarely protects those who seek to avoid the keen edge of Gemunsen’s axe. Should Harald Gemunsen slay an enemy in a challenge during a turn in which he charged, he may immediately issue a second challenge. If this challenge is accepted, it is fought immediately, meaning Harald (but not his mount) may fight two challenges during a single. round of combat.
Skilled Duellist
Hiding behind bodyguards rarely protects those who seek to avoid the keen edge of Gemunsen’s axe. Should Harald Gemunsen slay an enemy in a challenge during a turn in which he charged, he may immediately issue a second challenge. If this challenge is accepted, it is fought immediately, meaning Harald (but not his mount) may fight two challenges during a single. round of combat.
Engines Of Destruction
Any army made using the Empire of Man Grand Army composition list may include 0-1 War Wagon as a Rare choice per 1,000 points.
Engins De Destruction
Toute armée faite avec la liste de composition de Grande Armée de l'Empire de l'Homme peut inclure 0-1 Chariot de Guerre comme choix d'Unité Rare par tranche de 1000 points.
Engines Of Destruction
Any army made using the Empire of Man Grand Army composition list may include 0-1 War Wagon as a Rare choice per 1,000 points.
Engines Of Destruction
Any army made using the Empire of Man Grand Army composition list may include 0-1 War Wagon as a Rare choice per 1,000 points.
Engines Of Destruction
Any army made using the Empire of Man Grand Army composition list may include 0-1 War Wagon as a Rare choice per 1,000 points.
Engines Of Destruction
Any army made using the Empire of Man Grand Army composition list may include 0-1 War Wagon as a Rare choice per 1,000 points.
Terror
Terreur
Entsetzen
Terror
Terror
Terrore
Swiftstride
Rapide
Schnelle Bewegung
Swiftstride
Zancada Veloz
Falcata Rapida
Holy Fervour
The presence of the War Altar of Sigmar fills those that march beside it with courage and a grim resolve to overcome their fears in defence of the Empire. Unless this unit is fleeing, friendly units within 6" of it automatically pass any Fear tests they are required to make and can re-roll any failed Panic tests.
Ferveur Sacrée
The presence of the War Altar of Sigmar fills those that march beside it with courage and a grim resolve to overcome their fears in defence of the Empire. Unless this unit is fleeing, friendly units within 6" of it automatically pass any Fear tests they are required to make and can re-roll any failed Panic tests.
Holy Fervour
The presence of the War Altar of Sigmar fills those that march beside it with courage and a grim resolve to overcome their fears in defence of the Empire. Unless this unit is fleeing, friendly units within 6" of it automatically pass any Fear tests they are required to make and can re-roll any failed Panic tests.
Holy Fervour
The presence of the War Altar of Sigmar fills those that march beside it with courage and a grim resolve to overcome their fears in defence of the Empire. Unless this unit is fleeing, friendly units within 6" of it automatically pass any Fear tests they are required to make and can re-roll any failed Panic tests.
Holy Fervour
The presence of the War Altar of Sigmar fills those that march beside it with courage and a grim resolve to overcome their fears in defence of the Empire. Unless this unit is fleeing, friendly units within 6" of it automatically pass any Fear tests they are required to make and can re-roll any failed Panic tests.
Holy Fervour
The presence of the War Altar of Sigmar fills those that march beside it with courage and a grim resolve to overcome their fears in defence of the Empire. Unless this unit is fleeing, friendly units within 6" of it automatically pass any Fear tests they are required to make and can re-roll any failed Panic tests.
Fire & Flee
Tir&Fuite
Fire & Flee
Fire & Flee
Fire & Flee
Fire & Flee
First Charge
Première Charge
First Charge
First Charge
First Charge
First Charge
Witch Bane
The Golden Griffon is a sacred relic of the Cult of Sigmar and a powerful reminder to all witches and warlocks of how the Heldenhammer once cast their wickedness from his lands. All Wizards within this model’s Command range (friend or foe) suffer a -2 modifier to their Casting rolls.
Fléau des Sorciers
The Golden Griffon is a sacred relic of the Cult of Sigmar and a powerful reminder to all witches and warlocks of how the Heldenhammer once cast their wickedness from his lands. All Wizards within this model’s Command range (friend or foe) suffer a -2 modifier to their Casting rolls.
Witch Bane
The Golden Griffon is a sacred relic of the Cult of Sigmar and a powerful reminder to all witches and warlocks of how the Heldenhammer once cast their wickedness from his lands. All Wizards within this model’s Command range (friend or foe) suffer a -2 modifier to their Casting rolls.
Witch Bane
The Golden Griffon is a sacred relic of the Cult of Sigmar and a powerful reminder to all witches and warlocks of how the Heldenhammer once cast their wickedness from his lands. All Wizards within this model’s Command range (friend or foe) suffer a -2 modifier to their Casting rolls.
Witch Bane
The Golden Griffon is a sacred relic of the Cult of Sigmar and a powerful reminder to all witches and warlocks of how the Heldenhammer once cast their wickedness from his lands. All Wizards within this model’s Command range (friend or foe) suffer a -2 modifier to their Casting rolls.
Witch Bane
The Golden Griffon is a sacred relic of the Cult of Sigmar and a powerful reminder to all witches and warlocks of how the Heldenhammer once cast their wickedness from his lands. All Wizards within this model’s Command range (friend or foe) suffer a -2 modifier to their Casting rolls.
Fly
Vol
Fliegen
Fly
Volar
Volo
Guardians Of The Imperial Highways
Any army made using the Empire of Man Grand Army composition list may include 0-1 unit of Road Wardens as a Special choice per 1,000 points.
Gardiens Des Routes Impériales
Toute armée faite avec la liste de composition de Grande Armée de l'Empire de l'Homme peut inclure 0-1 unité de Patrouilleurs Ruraux comme choix d'Unité Spéciale par tranche de 1000 points.
Guardians Of The Imperial Highways
Any army made using the Empire of Man Grand Army composition list may include 0-1 unit of Road Wardens as a Special choice per 1,000 points.
Guardians Of The Imperial Highways
Any army made using the Empire of Man Grand Army composition list may include 0-1 unit of Road Wardens as a Special choice per 1,000 points.
Guardians Of The Imperial Highways
Any army made using the Empire of Man Grand Army composition list may include 0-1 unit of Road Wardens as a Special choice per 1,000 points.
Guardians Of The Imperial Highways
Any army made using the Empire of Man Grand Army composition list may include 0-1 unit of Road Wardens as a Special choice per 1,000 points.
Great cannon
Grand canon
Great cannon
Great cannon
Great cannon
Great cannon
Grand Master Of The Knights Panther
Through years of exemplary service, unflinching courage and skill-at-arms, Gemunsen has earned the title of Grand Master of the Knights Panther. Harald Gemunsen belongs to the Order of the Knights Panther, therefore he may re-roll a single dice that rolls a natural 1 when making a Charge roll, before discarding any dice that are required to be discarded. In addition, Harald may only join a unit that belongs to the Order of the Knights Panther.
Grand Maître Des Chevaliers Panthères
Après des années de service exemplaire, de bravoure inébranlable et d'adresse incomparable, Gemunsen a gagné le titre de Grand Maître des Chevaliers Panthères. Harald Gemunsen fait partie de l'Ordre des Chevaliers Panthères, il peut donc relancer un seul résultat de 1 naturel obtenu en effectuant un jet de Charge, avant de défausser tout dé qui doit être défaussé. En outre, Harald peut uniquement rejoindre une unité qui fait partie de l'Ordre des Chevaliers Panthères
Grand Master Of The Knights Panther
Through years of exemplary service, unflinching courage and skill-at-arms, Gemunsen has earned the title of Grand Master of the Knights Panther. Harald Gemunsen belongs to the Order of the Knights Panther, therefore he may re-roll a single dice that rolls a natural 1 when making a Charge roll, before discarding any dice that are required to be discarded. In addition, Harald may only join a unit that belongs to the Order of the Knights Panther.
Grand Master Of The Knights Panther
Through years of exemplary service, unflinching courage and skill-at-arms, Gemunsen has earned the title of Grand Master of the Knights Panther. Harald Gemunsen belongs to the Order of the Knights Panther, therefore he may re-roll a single dice that rolls a natural 1 when making a Charge roll, before discarding any dice that are required to be discarded. In addition, Harald may only join a unit that belongs to the Order of the Knights Panther.
Grand Master Of The Knights Panther
Through years of exemplary service, unflinching courage and skill-at-arms, Gemunsen has earned the title of Grand Master of the Knights Panther. Harald Gemunsen belongs to the Order of the Knights Panther, therefore he may re-roll a single dice that rolls a natural 1 when making a Charge roll, before discarding any dice that are required to be discarded. In addition, Harald may only join a unit that belongs to the Order of the Knights Panther.
Grand Master Of The Knights Panther
Through years of exemplary service, unflinching courage and skill-at-arms, Gemunsen has earned the title of Grand Master of the Knights Panther. Harald Gemunsen belongs to the Order of the Knights Panther, therefore he may re-roll a single dice that rolls a natural 1 when making a Charge roll, before discarding any dice that are required to be discarded. In addition, Harald may only join a unit that belongs to the Order of the Knights Panther.
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 -
Griffonic pelt
counts as a heavy armour
Pelage de griffon
compte comme une armure lourde
Griffonic pelt
counts as a heavy armour
Griffonic pelt
counts as a heavy armour
Griffonic pelt
counts as a heavy armour
Griffonic pelt
counts as a heavy armour
Grinding Wheels
The armoured bulk of a Steam Tank weighs many tonnes, and any enemies unfortunate enough to fall beneath its metal-bound wheels are crushed to a paste. Stomp Attacks made by a Steam Tank have an Armour Piercing characteristic of -2. However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath a Steam Tank’s wheels. In addition, and unlike other chariots, this model treats low linear obstacles as open terrain rather than as impassable terrain.
Roues Broyeuses
Avec son blindage, un Tank à Vapeur pèse plusieurs tonnes, et tout combattant ennemi qui a le malheur de tomber sous ses roues ferrées est réduit en bouillie. Les attaques de Piétinement qu'effectue un Tank à Vapeur ont une caractéristique de Pénétration d'Armure de -2. Cependant, cette règle ne peut pas être utilisée contre les figurines dont le type ed troupe est "béhémoth", qui sont tout simplement trop grosses pour être écrasées sous les roues du Tank à Vapeur. En outre, et à la différence des autres chars, cette figurine traite les obstacles linéaires bas comme du terrain découvert plutôt que comme du terrain infranchissable.
Grinding Wheels
The armoured bulk of a Steam Tank weighs many tonnes, and any enemies unfortunate enough to fall beneath its metal-bound wheels are crushed to a paste. Stomp Attacks made by a Steam Tank have an Armour Piercing characteristic of -2. However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath a Steam Tank’s wheels. In addition, and unlike other chariots, this model treats low linear obstacles as open terrain rather than as impassable terrain.
Grinding Wheels
The armoured bulk of a Steam Tank weighs many tonnes, and any enemies unfortunate enough to fall beneath its metal-bound wheels are crushed to a paste. Stomp Attacks made by a Steam Tank have an Armour Piercing characteristic of -2. However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath a Steam Tank’s wheels. In addition, and unlike other chariots, this model treats low linear obstacles as open terrain rather than as impassable terrain.
Grinding Wheels
The armoured bulk of a Steam Tank weighs many tonnes, and any enemies unfortunate enough to fall beneath its metal-bound wheels are crushed to a paste. Stomp Attacks made by a Steam Tank have an Armour Piercing characteristic of -2. However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath a Steam Tank’s wheels. In addition, and unlike other chariots, this model treats low linear obstacles as open terrain rather than as impassable terrain.
Grinding Wheels
The armoured bulk of a Steam Tank weighs many tonnes, and any enemies unfortunate enough to fall beneath its metal-bound wheels are crushed to a paste. Stomp Attacks made by a Steam Tank have an Armour Piercing characteristic of -2. However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath a Steam Tank’s wheels. In addition, and unlike other chariots, this model treats low linear obstacles as open terrain rather than as impassable terrain.
Serrated maw
Gueule dentelée
PA Règles Spéciales Gueule dentelée Combat F - Arme Perforante (2), Blessures Multiples (2) Notes: En combat, cette figurine doit effectuer 1de ses attaques avec cette arme à chaque tour. Si cette figurine est Bicéphale, ele doit effectuer 2de ses attaques avec cette arme à chaque tour.
Serrated maw
Serrated maw
Serrated maw
Serrated maw
Hatred
Haine
Hass
Hatred
Odio
Odio
Handgun Drill
The expert handgunners of Nuln practice firing in multiple ranks. Once per game, each detachment of State Missile Troops in a City-state of Nuln army can fire with one additional rank
Handgun Drill
The expert handgunners of Nuln practice firing in multiple ranks. Once per game, each detachment of State Missile Troops in a City-state of Nuln army can fire with one additional rank
Handgun Drill
The expert handgunners of Nuln practice firing in multiple ranks. Once per game, each detachment of State Missile Troops in a City-state of Nuln army can fire with one additional rank
Handgun Drill
The expert handgunners of Nuln practice firing in multiple ranks. Once per game, each detachment of State Missile Troops in a City-state of Nuln army can fire with one additional rank
Handgun Drill
The expert handgunners of Nuln practice firing in multiple ranks. Once per game, each detachment of State Missile Troops in a City-state of Nuln army can fire with one additional rank
Handgun Drill
The expert handgunners of Nuln practice firing in multiple ranks. Once per game, each detachment of State Missile Troops in a City-state of Nuln army can fire with one additional rank
Horde
Horde
Horde
Horde
Horde
Horde
Immune To Psychology
Immunisé à la Psychologie
Immune To Psychology
Immune To Psychology
Immune To Psychology
Immune To Psychology
Impetuous
Impétueux
Impetuous
Impetuous
Impetuous
Impetuous
Unbreakable
Indémoralisable
Unerschütterlich
Unbreakable
Indesmoralizable
Irriducibile
Iron-shod Hooves
counts as a hand weapon
Sabots ferrés
compte comme une arme de base
Iron-shod Hooves
counts as a hand weapon
Iron-shod Hooves
counts as a hand weapon
Iron-shod Hooves
counts as a hand weapon
Iron-shod Hooves
counts as a hand weapon
Judgement
R S AP Special Rules Judgement Combat S+2 -2 Magical Attacks, Multiple Wounds (2), Requires Two Hands
Jugement
P F PA Règles Spéciales Jugement Combat F+2 -2 Attaques Magiques, Blessures Multiples (2), Arme à Deux Mains
Judgement
R S AP Special Rules Judgement Combat S+2 -2 Magical Attacks, Multiple Wounds (2), Requires Two Hands
Judgement
R S AP Special Rules Judgement Combat S+2 -2 Magical Attacks, Multiple Wounds (2), Requires Two Hands
Judgement
R S AP Special Rules Judgement Combat S+2 -2 Magical Attacks, Multiple Wounds (2), Requires Two Hands
Judgement
R S AP Special Rules Judgement Combat S+2 -2 Magical Attacks, Multiple Wounds (2), Requires Two Hands
The Griffon Helm
Crafted for him after a crushing victory against the Orcs of the Bloody Tusk tribe on the borders of Reikland, the Griffon Helm has shielded Hans from many a mortal blow. The Griffon Helm gives Hans a 5+ Ward save against any wound suffered and makes him immune to the Killing Blow special rule. If Hans would be struck a Killing Blow, he is permitted an armour and Regeneration save as normal. If the wound is unsaved, he loses a single Wound.
Le Heaume du Griffon
Façonné pour lui en l'honneur de sa victoire écrasante contre les Orques de la tribu de la Défense Sanglante aux frontières du Reikland, le Heaume du Griffon a protégé Hans de maints coups qu'on eût dit fatals. Le Heaume du Griffon confère à Hans une Sauvegarde Invulnérable de 5+ contre toute blessure subie et le rend immunisé à la règle spéciale Coup Fatal. Si Hans est atteint par un Coup Fatal, il peut effectuer normalement une sauvegarde d'armure et de Régénération. Si la blessure n'est pas sauvegardée, il perd un seul PV.
The Griffon Helm
Crafted for him after a crushing victory against the Orcs of the Bloody Tusk tribe on the borders of Reikland, the Griffon Helm has shielded Hans from many a mortal blow. The Griffon Helm gives Hans a 5+ Ward save against any wound suffered and makes him immune to the Killing Blow special rule. If Hans would be struck a Killing Blow, he is permitted an armour and Regeneration save as normal. If the wound is unsaved, he loses a single Wound.
The Griffon Helm
Crafted for him after a crushing victory against the Orcs of the Bloody Tusk tribe on the borders of Reikland, the Griffon Helm has shielded Hans from many a mortal blow. The Griffon Helm gives Hans a 5+ Ward save against any wound suffered and makes him immune to the Killing Blow special rule. If Hans would be struck a Killing Blow, he is permitted an armour and Regeneration save as normal. If the wound is unsaved, he loses a single Wound.
The Griffon Helm
Crafted for him after a crushing victory against the Orcs of the Bloody Tusk tribe on the borders of Reikland, the Griffon Helm has shielded Hans from many a mortal blow. The Griffon Helm gives Hans a 5+ Ward save against any wound suffered and makes him immune to the Killing Blow special rule. If Hans would be struck a Killing Blow, he is permitted an armour and Regeneration save as normal. If the wound is unsaved, he loses a single Wound.
The Griffon Helm
Crafted for him after a crushing victory against the Orcs of the Bloody Tusk tribe on the borders of Reikland, the Griffon Helm has shielded Hans from many a mortal blow. The Griffon Helm gives Hans a 5+ Ward save against any wound suffered and makes him immune to the Killing Blow special rule. If Hans would be struck a Killing Blow, he is permitted an armour and Regeneration save as normal. If the wound is unsaved, he loses a single Wound.
Magic Resistance
Résistance à la Magie
Magieresistenz
Magic Resistance
Resistencia a la Magia
Resistenza alla Magia
Master Of Battle
The masters of the Knightly Order are bold and ferocious warriors, fearless in the face of even the most terrifying enemies. If this model joins a unit of Empire Knights, Inner Circle Knights or Demigryph Knights, that unit will gain the Immune to Psychology special rule. Should this model leave a unit it has joined for any reason, that unit loses this special rule.
Maître des Batailles
The masters of the Knightly Order are bold and ferocious warriors, fearless in the face of even the most terrifying enemies. If this model joins a unit of Empire Knights, Inner Circle Knights or Demigryph Knights, that unit will gain the Immune to Psychology special rule. Should this model leave a unit it has joined for any reason, that unit loses this special rule.
Master Of Battle
The masters of the Knightly Order are bold and ferocious warriors, fearless in the face of even the most terrifying enemies. If this model joins a unit of Empire Knights, Inner Circle Knights or Demigryph Knights, that unit will gain the Immune to Psychology special rule. Should this model leave a unit it has joined for any reason, that unit loses this special rule.
Master Of Battle
The masters of the Knightly Order are bold and ferocious warriors, fearless in the face of even the most terrifying enemies. If this model joins a unit of Empire Knights, Inner Circle Knights or Demigryph Knights, that unit will gain the Immune to Psychology special rule. Should this model leave a unit it has joined for any reason, that unit loses this special rule.
Master Of Battle
The masters of the Knightly Order are bold and ferocious warriors, fearless in the face of even the most terrifying enemies. If this model joins a unit of Empire Knights, Inner Circle Knights or Demigryph Knights, that unit will gain the Immune to Psychology special rule. Should this model leave a unit it has joined for any reason, that unit loses this special rule.
Master Of Battle
The masters of the Knightly Order are bold and ferocious warriors, fearless in the face of even the most terrifying enemies. If this model joins a unit of Empire Knights, Inner Circle Knights or Demigryph Knights, that unit will gain the Immune to Psychology special rule. Should this model leave a unit it has joined for any reason, that unit loses this special rule.
Master Of Ballistics
Learned veterans of the Empire’s colleges, Engineers quickly assess the preparation of their war machines and guide their crews towards greater accuracy. Unless this model is fleeing or engaged in combat, once per turn a friendly Empire war machine that is within its Command range can either use this model’s Ballistic Skill characteristic, or re-roll a single Artillery dice.
Maître en Balistique
Learned veterans of the Empire’s colleges, Engineers quickly assess the preparation of their war machines and guide their crews towards greater accuracy. Unless this model is fleeing or engaged in combat, once per turn a friendly Empire war machine that is within its Command range can either use this model’s Ballistic Skill characteristic, or re-roll a single Artillery dice.
Master Of Ballistics
Learned veterans of the Empire’s colleges, Engineers quickly assess the preparation of their war machines and guide their crews towards greater accuracy. Unless this model is fleeing or engaged in combat, once per turn a friendly Empire war machine that is within its Command range can either use this model’s Ballistic Skill characteristic, or re-roll a single Artillery dice.
Master Of Ballistics
Learned veterans of the Empire’s colleges, Engineers quickly assess the preparation of their war machines and guide their crews towards greater accuracy. Unless this model is fleeing or engaged in combat, once per turn a friendly Empire war machine that is within its Command range can either use this model’s Ballistic Skill characteristic, or re-roll a single Artillery dice.
Master Of Ballistics
Learned veterans of the Empire’s colleges, Engineers quickly assess the preparation of their war machines and guide their crews towards greater accuracy. Unless this model is fleeing or engaged in combat, once per turn a friendly Empire war machine that is within its Command range can either use this model’s Ballistic Skill characteristic, or re-roll a single Artillery dice.
Master Of Ballistics
Learned veterans of the Empire’s colleges, Engineers quickly assess the preparation of their war machines and guide their crews towards greater accuracy. Unless this model is fleeing or engaged in combat, once per turn a friendly Empire war machine that is within its Command range can either use this model’s Ballistic Skill characteristic, or re-roll a single Artillery dice.
Strategic Mastery
Hans has honed his craft on countless battlefields across the Old World against all manner of foes, making him amongst the Empire’s foremost commanders. In scenarios where players roll off to determine who takes the first turn, you may apply a +1 or -1 modifier to the result of your roll.
Maîtrise Stratégique
Hans a perfectionné son art sur d'innombrables champs de bataille dans tout le Vieux Monde contre toutes sortes d'adversaires, devenant ainsi l'un des meilleurs commandants de l'Empire. Dans les scénarios où les joueurs tirent au dé pour déterminer qui prend le premier tour, vous pouvez appliquer un modificateur de +1 ou -1 au résultat de votre jet.
Strategic Mastery
Hans has honed his craft on countless battlefields across the Old World against all manner of foes, making him amongst the Empire’s foremost commanders. In scenarios where players roll off to determine who takes the first turn, you may apply a +1 or -1 modifier to the result of your roll.
Strategic Mastery
Hans has honed his craft on countless battlefields across the Old World against all manner of foes, making him amongst the Empire’s foremost commanders. In scenarios where players roll off to determine who takes the first turn, you may apply a +1 or -1 modifier to the result of your roll.
Strategic Mastery
Hans has honed his craft on countless battlefields across the Old World against all manner of foes, making him amongst the Empire’s foremost commanders. In scenarios where players roll off to determine who takes the first turn, you may apply a +1 or -1 modifier to the result of your roll.
Strategic Mastery
Hans has honed his craft on countless battlefields across the Old World against all manner of foes, making him amongst the Empire’s foremost commanders. In scenarios where players roll off to determine who takes the first turn, you may apply a +1 or -1 modifier to the result of your roll.
Mercenaries
Mercenaries
Mercenaries
Mercenaries
Mercenaries
Mercenaries
Mortar
Mortier
Mortar
Mortar
Mortar
Mortar
Move Through Cover
Mouvement à Couvert
Move Through Cover
Move Through Cover
Move Through Cover
Move Through Cover
Suffer Not…
Many Witch Hunters stalk the Old World, guided by the teachings of their church and their personal biases to seek out the multifarious enemies of Man and deliver them unto justice. Each Witch Hunter in your army must have one of the following ‘specialisms’, chosen when writing your muster list. This specialism indicates which of the many enemies of humanity the Witch Hunter is tasked with hunting. You must tell your opponent which specialism each Witch Hunter in your army has when deploying your army: • The Witch: The Witch Hunter and any unit they have joined gains the Hatred (enemy Wizards) and Magic Resistance (-2) special rules. • The Revenant: The Witch Hunter and any unit they have joined gains the Hatred (Undead models) and Flaming Attacks special rules. • The Mutant: The Witch Hunter and any unit they have joined gains the Hatred (Warriors of Chaos & Beasts of Chaos) and Magic Resistance (-1) special rules. • The Daemon: The Witch Hunter and any unit they have joined gains the Hatred (Daemonic models) and Magical Attacks special rules.
Ne Tolérez Pas...
Nombre de Répurgateurs parcourent le Vieux Monde, guidés par le dogme de leur église et leurs préjugés, pour débusquer les innombrables ennemis de l'humanité afin ed les traduire en justice. Chaque Répurgateur de votre armée doit avoir une des "spécialités" suivantes, que vous choisissez en écrivant votre liste de mobilisation. Cette spécialité indique quel type d'ennemi du genre humain le Répurgateur pourchasse. Vous devez dire à votre adversaire la spécialité que chaque Répurgateur de votre armée a quand vous déployez votre armée: • Les Sorcières: Le Répurgateur et toute unité qu'il a rejointe gagnent les règles spéciales Haine (Sorciers ennemis) et Résistance à la Magie (-2). • Les Revenants: Le Répurgateur et toute unité qu'il a rejointe gagnent les règles spéciales Haine (figurines de Morts-vivants) et Attaques Enflammées. • Les Mutants: Le Répurgateur et toute unité qu'il a rejointe gagnent les règles spéciales Haine (Guerriers du Chaos et Bêtes du Chaos) et Résistance àal Magie (-1). • Les Démons: Le Répurgateur et toute unité qu'il a rejointe gagnent els règles spéciales Haine (figurines Démoniaques) et Attaques Magiques.
Suffer Not…
Many Witch Hunters stalk the Old World, guided by the teachings of their church and their personal biases to seek out the multifarious enemies of Man and deliver them unto justice. Each Witch Hunter in your army must have one of the following ‘specialisms’, chosen when writing your muster list. This specialism indicates which of the many enemies of humanity the Witch Hunter is tasked with hunting. You must tell your opponent which specialism each Witch Hunter in your army has when deploying your army: • The Witch: The Witch Hunter and any unit they have joined gains the Hatred (enemy Wizards) and Magic Resistance (-2) special rules. • The Revenant: The Witch Hunter and any unit they have joined gains the Hatred (Undead models) and Flaming Attacks special rules. • The Mutant: The Witch Hunter and any unit they have joined gains the Hatred (Warriors of Chaos & Beasts of Chaos) and Magic Resistance (-1) special rules. • The Daemon: The Witch Hunter and any unit they have joined gains the Hatred (Daemonic models) and Magical Attacks special rules.
Suffer Not…
Many Witch Hunters stalk the Old World, guided by the teachings of their church and their personal biases to seek out the multifarious enemies of Man and deliver them unto justice. Each Witch Hunter in your army must have one of the following ‘specialisms’, chosen when writing your muster list. This specialism indicates which of the many enemies of humanity the Witch Hunter is tasked with hunting. You must tell your opponent which specialism each Witch Hunter in your army has when deploying your army: • The Witch: The Witch Hunter and any unit they have joined gains the Hatred (enemy Wizards) and Magic Resistance (-2) special rules. • The Revenant: The Witch Hunter and any unit they have joined gains the Hatred (Undead models) and Flaming Attacks special rules. • The Mutant: The Witch Hunter and any unit they have joined gains the Hatred (Warriors of Chaos & Beasts of Chaos) and Magic Resistance (-1) special rules. • The Daemon: The Witch Hunter and any unit they have joined gains the Hatred (Daemonic models) and Magical Attacks special rules.
Suffer Not…
Many Witch Hunters stalk the Old World, guided by the teachings of their church and their personal biases to seek out the multifarious enemies of Man and deliver them unto justice. Each Witch Hunter in your army must have one of the following ‘specialisms’, chosen when writing your muster list. This specialism indicates which of the many enemies of humanity the Witch Hunter is tasked with hunting. You must tell your opponent which specialism each Witch Hunter in your army has when deploying your army: • The Witch: The Witch Hunter and any unit they have joined gains the Hatred (enemy Wizards) and Magic Resistance (-2) special rules. • The Revenant: The Witch Hunter and any unit they have joined gains the Hatred (Undead models) and Flaming Attacks special rules. • The Mutant: The Witch Hunter and any unit they have joined gains the Hatred (Warriors of Chaos & Beasts of Chaos) and Magic Resistance (-1) special rules. • The Daemon: The Witch Hunter and any unit they have joined gains the Hatred (Daemonic models) and Magical Attacks special rules.
Suffer Not…
Many Witch Hunters stalk the Old World, guided by the teachings of their church and their personal biases to seek out the multifarious enemies of Man and deliver them unto justice. Each Witch Hunter in your army must have one of the following ‘specialisms’, chosen when writing your muster list. This specialism indicates which of the many enemies of humanity the Witch Hunter is tasked with hunting. You must tell your opponent which specialism each Witch Hunter in your army has when deploying your army: • The Witch: The Witch Hunter and any unit they have joined gains the Hatred (enemy Wizards) and Magic Resistance (-2) special rules. • The Revenant: The Witch Hunter and any unit they have joined gains the Hatred (Undead models) and Flaming Attacks special rules. • The Mutant: The Witch Hunter and any unit they have joined gains the Hatred (Warriors of Chaos & Beasts of Chaos) and Magic Resistance (-1) special rules. • The Daemon: The Witch Hunter and any unit they have joined gains the Hatred (Daemonic models) and Magical Attacks special rules.
Nuln State Troops
The City-state of Nuln boasts a large standing army, well-equipped with halberds and handguns. Regiments of Nuln State Troops and Nuln Veteran State troops are made as follows, using the profiles for State Troops and Veteran State Troops in the Empire of Man army list (see page 57 of Forces of Fantasy), accompanied by detachments of State Missile Troops (see page 58 of Forces of Fantasy): • A regiment of Nuln State Troops consists of a regimental unit of State Troops, accompanied by 1-2 detachments of State Missile Troops and/or Swordsmen. • A regiment of Nuln Veteran State Troops consists of a regimental unit of Veteran State Troops, accompanied by 1-2 detachments of State Missile Troops and/or Swordsmen. • Each unit of State Troops or Veteran State Troops must be equipped with halberds. • Each detachment of State Missile Troops must be equipped with handguns. • A detachment of Swordsmen consists of State Troops equipped with hand weapons and shields. • Unlike regular detachments, detachments in a regiment of Nuln State Troops may upgrade one model to a Sergeant (champion) for free.
Nuln State Troops
The City-state of Nuln boasts a large standing army, well-equipped with halberds and handguns. Regiments of Nuln State Troops and Nuln Veteran State troops are made as follows, using the profiles for State Troops and Veteran State Troops in the Empire of Man army list (see page 57 of Forces of Fantasy), accompanied by detachments of State Missile Troops (see page 58 of Forces of Fantasy): • A regiment of Nuln State Troops consists of a regimental unit of State Troops, accompanied by 1-2 detachments of State Missile Troops and/or Swordsmen. • A regiment of Nuln Veteran State Troops consists of a regimental unit of Veteran State Troops, accompanied by 1-2 detachments of State Missile Troops and/or Swordsmen. • Each unit of State Troops or Veteran State Troops must be equipped with halberds. • Each detachment of State Missile Troops must be equipped with handguns. • A detachment of Swordsmen consists of State Troops equipped with hand weapons and shields. • Unlike regular detachments, detachments in a regiment of Nuln State Troops may upgrade one model to a Sergeant (champion) for free.
Nuln State Troops
The City-state of Nuln boasts a large standing army, well-equipped with halberds and handguns. Regiments of Nuln State Troops and Nuln Veteran State troops are made as follows, using the profiles for State Troops and Veteran State Troops in the Empire of Man army list (see page 57 of Forces of Fantasy), accompanied by detachments of State Missile Troops (see page 58 of Forces of Fantasy): • A regiment of Nuln State Troops consists of a regimental unit of State Troops, accompanied by 1-2 detachments of State Missile Troops and/or Swordsmen. • A regiment of Nuln Veteran State Troops consists of a regimental unit of Veteran State Troops, accompanied by 1-2 detachments of State Missile Troops and/or Swordsmen. • Each unit of State Troops or Veteran State Troops must be equipped with halberds. • Each detachment of State Missile Troops must be equipped with handguns. • A detachment of Swordsmen consists of State Troops equipped with hand weapons and shields. • Unlike regular detachments, detachments in a regiment of Nuln State Troops may upgrade one model to a Sergeant (champion) for free.
Nuln State Troops
The City-state of Nuln boasts a large standing army, well-equipped with halberds and handguns. Regiments of Nuln State Troops and Nuln Veteran State troops are made as follows, using the profiles for State Troops and Veteran State Troops in the Empire of Man army list (see page 57 of Forces of Fantasy), accompanied by detachments of State Missile Troops (see page 58 of Forces of Fantasy): • A regiment of Nuln State Troops consists of a regimental unit of State Troops, accompanied by 1-2 detachments of State Missile Troops and/or Swordsmen. • A regiment of Nuln Veteran State Troops consists of a regimental unit of Veteran State Troops, accompanied by 1-2 detachments of State Missile Troops and/or Swordsmen. • Each unit of State Troops or Veteran State Troops must be equipped with halberds. • Each detachment of State Missile Troops must be equipped with handguns. • A detachment of Swordsmen consists of State Troops equipped with hand weapons and shields. • Unlike regular detachments, detachments in a regiment of Nuln State Troops may upgrade one model to a Sergeant (champion) for free.
Nuln State Troops
The City-state of Nuln boasts a large standing army, well-equipped with halberds and handguns. Regiments of Nuln State Troops and Nuln Veteran State troops are made as follows, using the profiles for State Troops and Veteran State Troops in the Empire of Man army list (see page 57 of Forces of Fantasy), accompanied by detachments of State Missile Troops (see page 58 of Forces of Fantasy): • A regiment of Nuln State Troops consists of a regimental unit of State Troops, accompanied by 1-2 detachments of State Missile Troops and/or Swordsmen. • A regiment of Nuln Veteran State Troops consists of a regimental unit of Veteran State Troops, accompanied by 1-2 detachments of State Missile Troops and/or Swordsmen. • Each unit of State Troops or Veteran State Troops must be equipped with halberds. • Each detachment of State Missile Troops must be equipped with handguns. • A detachment of Swordsmen consists of State Troops equipped with hand weapons and shields. • Unlike regular detachments, detachments in a regiment of Nuln State Troops may upgrade one model to a Sergeant (champion) for free.
Nuln State Troops
The City-state of Nuln boasts a large standing army, well-equipped with halberds and handguns. Regiments of Nuln State Troops and Nuln Veteran State troops are made as follows, using the profiles for State Troops and Veteran State Troops in the Empire of Man army list (see page 57 of Forces of Fantasy), accompanied by detachments of State Missile Troops (see page 58 of Forces of Fantasy): • A regiment of Nuln State Troops consists of a regimental unit of State Troops, accompanied by 1-2 detachments of State Missile Troops and/or Swordsmen. • A regiment of Nuln Veteran State Troops consists of a regimental unit of Veteran State Troops, accompanied by 1-2 detachments of State Missile Troops and/or Swordsmen. • Each unit of State Troops or Veteran State Troops must be equipped with halberds. • Each detachment of State Missile Troops must be equipped with handguns. • A detachment of Swordsmen consists of State Troops equipped with hand weapons and shields. • Unlike regular detachments, detachments in a regiment of Nuln State Troops may upgrade one model to a Sergeant (champion) for free.
Open Order
Ordre Dispersé
Open Order
Open Order
Open Order
Open Order
Pistol
Pistolet
Pistole
Pistol
Pistola
Pistola
Stable Firing Platform
Atop the slow moving bulk of a War Wagon, the crew can shoot in all directions, taking careful aim behind its heavily armoured flanks before each shot. To reflect the stability of a War Wagon, any missile weapons carried by the crew can be used in the Shooting phase even if the War Wagon marched this turn.
Plate-forme De Tir Stable
Tandis que le Chariot de Guerre avance lentement, l'équipage peut tirer dans toutes les directions, en visant soigneusement derrière l'abri que confèrent ses flancs blindés. Pour représenter la stabilité du Chariot de Guerre, les armes à projectiles de l'équipage peuvent être utilisées à la phase de Tir même si le Chariot de Guerre a fait une marche forcée à ce tour.
Stable Firing Platform
Atop the slow moving bulk of a War Wagon, the crew can shoot in all directions, taking careful aim behind its heavily armoured flanks before each shot. To reflect the stability of a War Wagon, any missile weapons carried by the crew can be used in the Shooting phase even if the War Wagon marched this turn.
Stable Firing Platform
Atop the slow moving bulk of a War Wagon, the crew can shoot in all directions, taking careful aim behind its heavily armoured flanks before each shot. To reflect the stability of a War Wagon, any missile weapons carried by the crew can be used in the Shooting phase even if the War Wagon marched this turn.
Stable Firing Platform
Atop the slow moving bulk of a War Wagon, the crew can shoot in all directions, taking careful aim behind its heavily armoured flanks before each shot. To reflect the stability of a War Wagon, any missile weapons carried by the crew can be used in the Shooting phase even if the War Wagon marched this turn.
Stable Firing Platform
Atop the slow moving bulk of a War Wagon, the crew can shoot in all directions, taking careful aim behind its heavily armoured flanks before each shot. To reflect the stability of a War Wagon, any missile weapons carried by the crew can be used in the Shooting phase even if the War Wagon marched this turn.
Prayers Of Sigmar
The solemn hymns and chanted prayers of Sigmar’s Warrior Priests do more than simply strengthen the faith of believers; through them, Sigmar’s power is made manifest. During the Command sub-phase of their turn, this character may attempt to invoke Sigmar’s blessings by chanting a single Prayer from the list below and making a Leadership test (using their own Leadership). If this test is passed, the Prayer takes immediate effect: • Hammer Of Sigmar: Until your next Start of Turn sub-phase, this model, its mount and a single friendly unit that is within its Command range when this Prayer is chanted* may re-roll any rolls To Hit or To Wound of a natural 1 made during the Combat phase. • Shield Of Faith: Until your next Start of Turn sub-phase, this model and a single friendly unit that is within its Command range when this Prayer is chanted* has a 5+ Ward save against any wounds suffered during the Shooting phase. • Soulfire: A single enemy unit this model is engaged in combat with immediately suffers D6 Strength 3 hits, each with an AP of -2. These hits have the Flaming Attacks and Magical Attacks special rules. *Note that if more than one friendly unit is within this model’s Command range when this Prayer is chanted, you must tell your opponent which unit is affected. Note also that the effects of these Prayers on friendly units are not cumulative. In other words, a friendly unit cannot be affected by the same Prayer more than once during the same turn.
Prières de Sigmar
The solemn hymns and chanted prayers of Sigmar’s Warrior Priests do more than simply strengthen the faith of believers; through them, Sigmar’s power is made manifest. During the Command sub-phase of their turn, this character may attempt to invoke Sigmar’s blessings by chanting a single Prayer from the list below and making a Leadership test (using their own Leadership). If this test is passed, the Prayer takes immediate effect: • Hammer Of Sigmar: Until your next Start of Turn sub-phase, this model, its mount and a single friendly unit that is within its Command range when this Prayer is chanted* may re-roll any rolls To Hit or To Wound of a natural 1 made during the Combat phase. • Shield Of Faith: Until your next Start of Turn sub-phase, this model and a single friendly unit that is within its Command range when this Prayer is chanted* has a 5+ Ward save against any wounds suffered during the Shooting phase. • Soulfire: A single enemy unit this model is engaged in combat with immediately suffers D6 Strength 3 hits, each with an AP of -2. These hits have the Flaming Attacks and Magical Attacks special rules. *Note that if more than one friendly unit is within this model’s Command range when this Prayer is chanted, you must tell your opponent which unit is affected. Note also that the effects of these Prayers on friendly units are not cumulative. In other words, a friendly unit cannot be affected by the same Prayer more than once during the same turn.
Prayers Of Sigmar
The solemn hymns and chanted prayers of Sigmar’s Warrior Priests do more than simply strengthen the faith of believers; through them, Sigmar’s power is made manifest. During the Command sub-phase of their turn, this character may attempt to invoke Sigmar’s blessings by chanting a single Prayer from the list below and making a Leadership test (using their own Leadership). If this test is passed, the Prayer takes immediate effect: • Hammer Of Sigmar: Until your next Start of Turn sub-phase, this model, its mount and a single friendly unit that is within its Command range when this Prayer is chanted* may re-roll any rolls To Hit or To Wound of a natural 1 made during the Combat phase. • Shield Of Faith: Until your next Start of Turn sub-phase, this model and a single friendly unit that is within its Command range when this Prayer is chanted* has a 5+ Ward save against any wounds suffered during the Shooting phase. • Soulfire: A single enemy unit this model is engaged in combat with immediately suffers D6 Strength 3 hits, each with an AP of -2. These hits have the Flaming Attacks and Magical Attacks special rules. *Note that if more than one friendly unit is within this model’s Command range when this Prayer is chanted, you must tell your opponent which unit is affected. Note also that the effects of these Prayers on friendly units are not cumulative. In other words, a friendly unit cannot be affected by the same Prayer more than once during the same turn.
Prayers Of Sigmar
The solemn hymns and chanted prayers of Sigmar’s Warrior Priests do more than simply strengthen the faith of believers; through them, Sigmar’s power is made manifest. During the Command sub-phase of their turn, this character may attempt to invoke Sigmar’s blessings by chanting a single Prayer from the list below and making a Leadership test (using their own Leadership). If this test is passed, the Prayer takes immediate effect: • Hammer Of Sigmar: Until your next Start of Turn sub-phase, this model, its mount and a single friendly unit that is within its Command range when this Prayer is chanted* may re-roll any rolls To Hit or To Wound of a natural 1 made during the Combat phase. • Shield Of Faith: Until your next Start of Turn sub-phase, this model and a single friendly unit that is within its Command range when this Prayer is chanted* has a 5+ Ward save against any wounds suffered during the Shooting phase. • Soulfire: A single enemy unit this model is engaged in combat with immediately suffers D6 Strength 3 hits, each with an AP of -2. These hits have the Flaming Attacks and Magical Attacks special rules. *Note that if more than one friendly unit is within this model’s Command range when this Prayer is chanted, you must tell your opponent which unit is affected. Note also that the effects of these Prayers on friendly units are not cumulative. In other words, a friendly unit cannot be affected by the same Prayer more than once during the same turn.
Prayers Of Sigmar
The solemn hymns and chanted prayers of Sigmar’s Warrior Priests do more than simply strengthen the faith of believers; through them, Sigmar’s power is made manifest. During the Command sub-phase of their turn, this character may attempt to invoke Sigmar’s blessings by chanting a single Prayer from the list below and making a Leadership test (using their own Leadership). If this test is passed, the Prayer takes immediate effect: • Hammer Of Sigmar: Until your next Start of Turn sub-phase, this model, its mount and a single friendly unit that is within its Command range when this Prayer is chanted* may re-roll any rolls To Hit or To Wound of a natural 1 made during the Combat phase. • Shield Of Faith: Until your next Start of Turn sub-phase, this model and a single friendly unit that is within its Command range when this Prayer is chanted* has a 5+ Ward save against any wounds suffered during the Shooting phase. • Soulfire: A single enemy unit this model is engaged in combat with immediately suffers D6 Strength 3 hits, each with an AP of -2. These hits have the Flaming Attacks and Magical Attacks special rules. *Note that if more than one friendly unit is within this model’s Command range when this Prayer is chanted, you must tell your opponent which unit is affected. Note also that the effects of these Prayers on friendly units are not cumulative. In other words, a friendly unit cannot be affected by the same Prayer more than once during the same turn.
Prayers Of Sigmar
The solemn hymns and chanted prayers of Sigmar’s Warrior Priests do more than simply strengthen the faith of believers; through them, Sigmar’s power is made manifest. During the Command sub-phase of their turn, this character may attempt to invoke Sigmar’s blessings by chanting a single Prayer from the list below and making a Leadership test (using their own Leadership). If this test is passed, the Prayer takes immediate effect: • Hammer Of Sigmar: Until your next Start of Turn sub-phase, this model, its mount and a single friendly unit that is within its Command range when this Prayer is chanted* may re-roll any rolls To Hit or To Wound of a natural 1 made during the Combat phase. • Shield Of Faith: Until your next Start of Turn sub-phase, this model and a single friendly unit that is within its Command range when this Prayer is chanted* has a 5+ Ward save against any wounds suffered during the Shooting phase. • Soulfire: A single enemy unit this model is engaged in combat with immediately suffers D6 Strength 3 hits, each with an AP of -2. These hits have the Flaming Attacks and Magical Attacks special rules. *Note that if more than one friendly unit is within this model’s Command range when this Prayer is chanted, you must tell your opponent which unit is affected. Note also that the effects of these Prayers on friendly units are not cumulative. In other words, a friendly unit cannot be affected by the same Prayer more than once during the same turn.
Steam Power
Whilst a Steam Tank is capable of great speed, the fires that heat its boiler require constant stoking. Should the stamina of the crew falter, its thunderous pace can be reduced to a crawl. A Steam Tank cannot march. Instead, you may make a ‘Steam Power’ roll and add the result to the model’s Movement characteristic. To make a Steam Power roll, roll two D6 and discard the lowest result. The highest result is the result of the Steam Power roll. If both dice roll the same result, discard either.
Propulsion à Vapeur
Si le Tank a Vapeur est capable d'atteindre de grandes vitesses, les feux qui alimentent sa chaudière doivent être alimentés en permanence. Si l'équipage réduit sa cadence, l'engin risque de considérablement ralentir. Un Tank à Vapeur ne peut pas effectuer de marche forcée. À la place, vous pouvez effectuer un jet de "Propulsion à Vapeur" et ajouter el résultat à la caractéristique de Mouvement de la figurine. Pour effectuer un jet de Propulsion à Vapeur, jetez deux D6 et défaussez le résultat le plus bas. Le résultat le plus haut est le résultat du jet de Propulsion à Vapeur. Si les deux dés affichent el même résultat, défaussez celui de votre choix.
Steam Power
Whilst a Steam Tank is capable of great speed, the fires that heat its boiler require constant stoking. Should the stamina of the crew falter, its thunderous pace can be reduced to a crawl. A Steam Tank cannot march. Instead, you may make a ‘Steam Power’ roll and add the result to the model’s Movement characteristic. To make a Steam Power roll, roll two D6 and discard the lowest result. The highest result is the result of the Steam Power roll. If both dice roll the same result, discard either.
Steam Power
Whilst a Steam Tank is capable of great speed, the fires that heat its boiler require constant stoking. Should the stamina of the crew falter, its thunderous pace can be reduced to a crawl. A Steam Tank cannot march. Instead, you may make a ‘Steam Power’ roll and add the result to the model’s Movement characteristic. To make a Steam Power roll, roll two D6 and discard the lowest result. The highest result is the result of the Steam Power roll. If both dice roll the same result, discard either.
Steam Power
Whilst a Steam Tank is capable of great speed, the fires that heat its boiler require constant stoking. Should the stamina of the crew falter, its thunderous pace can be reduced to a crawl. A Steam Tank cannot march. Instead, you may make a ‘Steam Power’ roll and add the result to the model’s Movement characteristic. To make a Steam Power roll, roll two D6 and discard the lowest result. The highest result is the result of the Steam Power roll. If both dice roll the same result, discard either.
Steam Power
Whilst a Steam Tank is capable of great speed, the fires that heat its boiler require constant stoking. Should the stamina of the crew falter, its thunderous pace can be reduced to a crawl. A Steam Tank cannot march. Instead, you may make a ‘Steam Power’ roll and add the result to the model’s Movement characteristic. To make a Steam Power roll, roll two D6 and discard the lowest result. The highest result is the result of the Steam Power roll. If both dice roll the same result, discard either.
Regimental Unit
Unité Régimentaire
Regimental Unit
Regimental Unit
Regimental Unit
Regimental Unit
Skirmishers
Tirailleurs
Skirmishers
Skirmishers
Skirmishers
Skirmishers
Wizard
Sorcier
Wizard
Wizard
Wizard
Wizard
Temperamental
The inner workings of a Steam Tank are extremely experimental, temperamental and dangerous, and the crew must constantly monitor the gurgling and hissing from boiler and pipes, and heed the clouds of vapour that accumulate around them. A moment of inattention can lead to irreparable damage and, in extreme cases, boiled crew! If a natural 1 is rolled on either of the dice when the Steam Tank makes a Steam Power roll or a Charge roll, the pressure has reached dangerous levels and, if not quickly released, will cause irreparable damage. Choose one of the following: • Bang! The crew ignores the building pressure which, inevitably, finds its own release. The Steam Tank loses a single Wound. • Phweee! Amidst billowing clouds of steam and with an ear splitting whistle, the pressure is released, rendering the Steam Tank immobile. The Steam Tank halts immediately and cannot move again for the remainder of this turn. However, if a natural 1 is rolled on both of the dice, the pressure is too great to be released safely. The Steam Tank loses a single Wound and halts immediately. It cannot move again for the remainder of this turn.
Susceptible
The inner workings of a Steam Tank are extremely experimental, temperamental and dangerous, and the crew must constantly monitor the gurgling and hissing from boiler and pipes, and heed the clouds of vapour that accumulate around them. A moment of inattention can lead to irreparable damage and, in extreme cases, boiled crew! If a natural 1 is rolled on either of the dice when the Steam Tank makes a Steam Power roll or a Charge roll, the pressure has reached dangerous levels and, if not quickly released, will cause irreparable damage. Choose one of the following: • Bang! The crew ignores the building pressure which, inevitably, finds its own release. The Steam Tank loses a single Wound. • Phweee! Amidst billowing clouds of steam and with an ear splitting whistle, the pressure is released, rendering the Steam Tank immobile. The Steam Tank halts immediately and cannot move again for the remainder of this turn. However, if a natural 1 is rolled on both of the dice, the pressure is too great to be released safely. The Steam Tank loses a single Wound and halts immediately. It cannot move again for the remainder of this turn.
Temperamental
The inner workings of a Steam Tank are extremely experimental, temperamental and dangerous, and the crew must constantly monitor the gurgling and hissing from boiler and pipes, and heed the clouds of vapour that accumulate around them. A moment of inattention can lead to irreparable damage and, in extreme cases, boiled crew! If a natural 1 is rolled on either of the dice when the Steam Tank makes a Steam Power roll or a Charge roll, the pressure has reached dangerous levels and, if not quickly released, will cause irreparable damage. Choose one of the following: • Bang! The crew ignores the building pressure which, inevitably, finds its own release. The Steam Tank loses a single Wound. • Phweee! Amidst billowing clouds of steam and with an ear splitting whistle, the pressure is released, rendering the Steam Tank immobile. The Steam Tank halts immediately and cannot move again for the remainder of this turn. However, if a natural 1 is rolled on both of the dice, the pressure is too great to be released safely. The Steam Tank loses a single Wound and halts immediately. It cannot move again for the remainder of this turn.
Temperamental
The inner workings of a Steam Tank are extremely experimental, temperamental and dangerous, and the crew must constantly monitor the gurgling and hissing from boiler and pipes, and heed the clouds of vapour that accumulate around them. A moment of inattention can lead to irreparable damage and, in extreme cases, boiled crew! If a natural 1 is rolled on either of the dice when the Steam Tank makes a Steam Power roll or a Charge roll, the pressure has reached dangerous levels and, if not quickly released, will cause irreparable damage. Choose one of the following: • Bang! The crew ignores the building pressure which, inevitably, finds its own release. The Steam Tank loses a single Wound. • Phweee! Amidst billowing clouds of steam and with an ear splitting whistle, the pressure is released, rendering the Steam Tank immobile. The Steam Tank halts immediately and cannot move again for the remainder of this turn. However, if a natural 1 is rolled on both of the dice, the pressure is too great to be released safely. The Steam Tank loses a single Wound and halts immediately. It cannot move again for the remainder of this turn.
Temperamental
The inner workings of a Steam Tank are extremely experimental, temperamental and dangerous, and the crew must constantly monitor the gurgling and hissing from boiler and pipes, and heed the clouds of vapour that accumulate around them. A moment of inattention can lead to irreparable damage and, in extreme cases, boiled crew! If a natural 1 is rolled on either of the dice when the Steam Tank makes a Steam Power roll or a Charge roll, the pressure has reached dangerous levels and, if not quickly released, will cause irreparable damage. Choose one of the following: • Bang! The crew ignores the building pressure which, inevitably, finds its own release. The Steam Tank loses a single Wound. • Phweee! Amidst billowing clouds of steam and with an ear splitting whistle, the pressure is released, rendering the Steam Tank immobile. The Steam Tank halts immediately and cannot move again for the remainder of this turn. However, if a natural 1 is rolled on both of the dice, the pressure is too great to be released safely. The Steam Tank loses a single Wound and halts immediately. It cannot move again for the remainder of this turn.
Temperamental
The inner workings of a Steam Tank are extremely experimental, temperamental and dangerous, and the crew must constantly monitor the gurgling and hissing from boiler and pipes, and heed the clouds of vapour that accumulate around them. A moment of inattention can lead to irreparable damage and, in extreme cases, boiled crew! If a natural 1 is rolled on either of the dice when the Steam Tank makes a Steam Power roll or a Charge roll, the pressure has reached dangerous levels and, if not quickly released, will cause irreparable damage. Choose one of the following: • Bang! The crew ignores the building pressure which, inevitably, finds its own release. The Steam Tank loses a single Wound. • Phweee! Amidst billowing clouds of steam and with an ear splitting whistle, the pressure is released, rendering the Steam Tank immobile. The Steam Tank halts immediately and cannot move again for the remainder of this turn. However, if a natural 1 is rolled on both of the dice, the pressure is too great to be released safely. The Steam Tank loses a single Wound and halts immediately. It cannot move again for the remainder of this turn.
Symbol Of Might
The War Altar of Sigmar is an imposing structure. From atop its mighty pulpit, the prayers of a Warrior Priest resonate across the battlefield. The Command range of a Lector of Sigmar mounted on the War Altar is increased from 8" to 12". Note that, if this model is your General, it has a Command range of 18" as normal.
Symbole de Puissance
The War Altar of Sigmar is an imposing structure. From atop its mighty pulpit, the prayers of a Warrior Priest resonate across the battlefield. The Command range of a Lector of Sigmar mounted on the War Altar is increased from 8" to 12". Note that, if this model is your General, it has a Command range of 18" as normal.
Symbol Of Might
The War Altar of Sigmar is an imposing structure. From atop its mighty pulpit, the prayers of a Warrior Priest resonate across the battlefield. The Command range of a Lector of Sigmar mounted on the War Altar is increased from 8" to 12". Note that, if this model is your General, it has a Command range of 18" as normal.
Symbol Of Might
The War Altar of Sigmar is an imposing structure. From atop its mighty pulpit, the prayers of a Warrior Priest resonate across the battlefield. The Command range of a Lector of Sigmar mounted on the War Altar is increased from 8" to 12". Note that, if this model is your General, it has a Command range of 18" as normal.
Symbol Of Might
The War Altar of Sigmar is an imposing structure. From atop its mighty pulpit, the prayers of a Warrior Priest resonate across the battlefield. The Command range of a Lector of Sigmar mounted on the War Altar is increased from 8" to 12". Note that, if this model is your General, it has a Command range of 18" as normal.
Symbol Of Might
The War Altar of Sigmar is an imposing structure. From atop its mighty pulpit, the prayers of a Warrior Priest resonate across the battlefield. The Command range of a Lector of Sigmar mounted on the War Altar is increased from 8" to 12". Note that, if this model is your General, it has a Command range of 18" as normal.
Veteran
Vétérans
Veteran
Veteran
Veteran
Veteran

Magic Items usable by the army

EN FR DE PL ES IT
Jade Amulet
Potent jade talismans are given in thanks for services performed on behalf of the Cult of Sigmar. The bearer is immune to the Killing Blow special rule. If the bearer is struck a Killing Blow, they are permitted armour and Regeneration saves as normal. If the wound is unsaved, they lose a single Wound.
Amulette de Jade
De puissants talismans de jade sont offerts en récompense à ceux qui auvrent pour le Culte de Sigmar. Le porteur est immunisé contre la règle spéciale Coup Fatal. Si le porteur reçoit un Coup Fatal, li peut effectuer normalement des jets de sauvegarde d'armure et de Régénération. Si al blessure nest pas sauvegardée, li ne perd qu'un seul Point de Vie.
Jade Amulet
Potent jade talismans are given in thanks for services performed on behalf of the Cult of Sigmar. The bearer is immune to the Killing Blow special rule. If the bearer is struck a Killing Blow, they are permitted armour and Regeneration saves as normal. If the wound is unsaved, they lose a single Wound.
Jade Amulet
Potent jade talismans are given in thanks for services performed on behalf of the Cult of Sigmar. The bearer is immune to the Killing Blow special rule. If the bearer is struck a Killing Blow, they are permitted armour and Regeneration saves as normal. If the wound is unsaved, they lose a single Wound.
Jade Amulet
Potent jade talismans are given in thanks for services performed on behalf of the Cult of Sigmar. The bearer is immune to the Killing Blow special rule. If the bearer is struck a Killing Blow, they are permitted armour and Regeneration saves as normal. If the wound is unsaved, they lose a single Wound.
Jade Amulet
Potent jade talismans are given in thanks for services performed on behalf of the Cult of Sigmar. The bearer is immune to the Killing Blow special rule. If the bearer is struck a Killing Blow, they are permitted armour and Regeneration saves as normal. If the wound is unsaved, they lose a single Wound.
Witch Hunter’s Ward
The hunters of witches have long carried blessed trinkets to shield them from the evils they stalk. A model that bears a Witch Hunter’s Ward has the Magic Resistance (-2) special rule. In addition, once per game, the bearer of a Witch Hunter’s Ward can re-roll a single failed Armour Save roll.
Amulette Du Répurgateur
Les chasseurs de sorcières portent des amulettes bénies pour se prémunir du mal qu'ils traquent. Une figurine qui porte l'Amulette du Répurgateur a la règle spéciale Résistance à la Magie (-2). En outre, une fois par partie, le porteur d'une Amulette du Répurgateur peut relancer un seul jet de sauvegarde d'armure raté.
Witch Hunter’s Ward
The hunters of witches have long carried blessed trinkets to shield them from the evils they stalk. A model that bears a Witch Hunter’s Ward has the Magic Resistance (-2) special rule. In addition, once per game, the bearer of a Witch Hunter’s Ward can re-roll a single failed Armour Save roll.
Witch Hunter’s Ward
The hunters of witches have long carried blessed trinkets to shield them from the evils they stalk. A model that bears a Witch Hunter’s Ward has the Magic Resistance (-2) special rule. In addition, once per game, the bearer of a Witch Hunter’s Ward can re-roll a single failed Armour Save roll.
Witch Hunter’s Ward
The hunters of witches have long carried blessed trinkets to shield them from the evils they stalk. A model that bears a Witch Hunter’s Ward has the Magic Resistance (-2) special rule. In addition, once per game, the bearer of a Witch Hunter’s Ward can re-roll a single failed Armour Save roll.
Witch Hunter’s Ward
The hunters of witches have long carried blessed trinkets to shield them from the evils they stalk. A model that bears a Witch Hunter’s Ward has the Magic Resistance (-2) special rule. In addition, once per game, the bearer of a Witch Hunter’s Ward can re-roll a single failed Armour Save roll.
Dragon Bow
A relic from the ancient Elven colonies of the Old World, this wondrously crafted bow enables the wielder to outshoot the finest archers in the Empire. R S AP Special Rules Dragon Bow 36" 6 -2 Magical Attacks, Multiple Wounds (2) Notes: Commanders of the Empire only.
Arc Dragon
Reliques des anciennes colonies elfiques du Vieux Monde, cet arc d'une facture exquise permet à son porteur de surclasser les meilleurs archers de l'Empire. P F PA Règles Spéciales Arc Dragon 36" 6 -2 Attaques Magiques, Blessures Multiples (2) Notes: Commandants de l'Empire uniquement.
Dragon Bow
A relic from the ancient Elven colonies of the Old World, this wondrously crafted bow enables the wielder to outshoot the finest archers in the Empire. R S AP Special Rules Dragon Bow 36" 6 -2 Magical Attacks, Multiple Wounds (2) Notes: Commanders of the Empire only.
Dragon Bow
A relic from the ancient Elven colonies of the Old World, this wondrously crafted bow enables the wielder to outshoot the finest archers in the Empire. R S AP Special Rules Dragon Bow 36" 6 -2 Magical Attacks, Multiple Wounds (2) Notes: Commanders of the Empire only.
Dragon Bow
A relic from the ancient Elven colonies of the Old World, this wondrously crafted bow enables the wielder to outshoot the finest archers in the Empire. R S AP Special Rules Dragon Bow 36" 6 -2 Magical Attacks, Multiple Wounds (2) Notes: Commanders of the Empire only.
Dragon Bow
A relic from the ancient Elven colonies of the Old World, this wondrously crafted bow enables the wielder to outshoot the finest archers in the Empire. R S AP Special Rules Dragon Bow 36" 6 -2 Magical Attacks, Multiple Wounds (2) Notes: Commanders of the Empire only.
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 Fortune
Engraved with runes of luck and providence, the Armour of Fortune turns aside fatal blows harmlessly. The Armour of Fortune is a suit of heavy armour. In addition, its wearer has a 6+ Ward save against any wounds suffered and is immune to the Killing Blow special rule. If the wearer is struck a Killing Blow, they are permitted armour and Regeneration saves as normal. If the wound is unsaved, they lose a single Wound.
Armure de Bonne Fortune
Gravée de runes de chance et de providence, l'Armure de Bonne Fortune détourne sans mal les coups fatals. L'Armure de bonne Fortune est une armure lourde. De plus, son porteur a une sauvegarde Invulnérable de 6+ contre toute blessure subie et est immunisé à la règle spéciale Coup Fatal. Si le porteur reçoit un Coup Fatal, li peut effectuer normalement des jets de sauvegarde d'armure et de Régénération. Si la blessure n'est pas sauvegardée, il ne perd qu'un seul Point de Vie.
Armour Of Fortune
Engraved with runes of luck and providence, the Armour of Fortune turns aside fatal blows harmlessly. The Armour of Fortune is a suit of heavy armour. In addition, its wearer has a 6+ Ward save against any wounds suffered and is immune to the Killing Blow special rule. If the wearer is struck a Killing Blow, they are permitted armour and Regeneration saves as normal. If the wound is unsaved, they lose a single Wound.
Armour Of Fortune
Engraved with runes of luck and providence, the Armour of Fortune turns aside fatal blows harmlessly. The Armour of Fortune is a suit of heavy armour. In addition, its wearer has a 6+ Ward save against any wounds suffered and is immune to the Killing Blow special rule. If the wearer is struck a Killing Blow, they are permitted armour and Regeneration saves as normal. If the wound is unsaved, they lose a single Wound.
Armour Of Fortune
Engraved with runes of luck and providence, the Armour of Fortune turns aside fatal blows harmlessly. The Armour of Fortune is a suit of heavy armour. In addition, its wearer has a 6+ Ward save against any wounds suffered and is immune to the Killing Blow special rule. If the wearer is struck a Killing Blow, they are permitted armour and Regeneration saves as normal. If the wound is unsaved, they lose a single Wound.
Armour Of Fortune
Engraved with runes of luck and providence, the Armour of Fortune turns aside fatal blows harmlessly. The Armour of Fortune is a suit of heavy armour. In addition, its wearer has a 6+ Ward save against any wounds suffered and is immune to the Killing Blow special rule. If the wearer is struck a Killing Blow, they are permitted armour and Regeneration saves as normal. If the wound is unsaved, they lose a single Wound.
Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens. The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens. The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens. The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens. The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens. The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens. The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe. The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe. The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe. The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe. The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe. The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe. The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
Armour Of Tarnus
This cunning armour was crafted to the specifications of the warrior-Wizard von Tarnus. The Armour of Tarnus is a suit of light armour which may be purchased and worn by an Imperial Wizard, even if they do not have the option to be equipped with armour, a shield or barding, without penalty. In addition, its wearer has a 5+ Ward save against any wounds suffered.
Armure de Tarnus
Cette armure de fabrication astucieuse fut forgée selon les directives du Mage-guerrier von Tarnus. L'Armure de Tarnus est une armure légère qui peut être achetée et portée par un Sorcier Impérial, même s'il na pas la possibilité d'être équipé d'une armure, d'un bouclier ou d'un caparaçon, et ce sans pénalité. De plus, son porteur a une sauvegarde Invulnérable de 5+ contre toute blessure subie.
Armour Of Tarnus
This cunning armour was crafted to the specifications of the warrior-Wizard von Tarnus. The Armour of Tarnus is a suit of light armour which may be purchased and worn by an Imperial Wizard, even if they do not have the option to be equipped with armour, a shield or barding, without penalty. In addition, its wearer has a 5+ Ward save against any wounds suffered.
Armour Of Tarnus
This cunning armour was crafted to the specifications of the warrior-Wizard von Tarnus. The Armour of Tarnus is a suit of light armour which may be purchased and worn by an Imperial Wizard, even if they do not have the option to be equipped with armour, a shield or barding, without penalty. In addition, its wearer has a 5+ Ward save against any wounds suffered.
Armour Of Tarnus
This cunning armour was crafted to the specifications of the warrior-Wizard von Tarnus. The Armour of Tarnus is a suit of light armour which may be purchased and worn by an Imperial Wizard, even if they do not have the option to be equipped with armour, a shield or barding, without penalty. In addition, its wearer has a 5+ Ward save against any wounds suffered.
Armour Of Tarnus
This cunning armour was crafted to the specifications of the warrior-Wizard von Tarnus. The Armour of Tarnus is a suit of light armour which may be purchased and worn by an Imperial Wizard, even if they do not have the option to be equipped with armour, a shield or barding, without penalty. In addition, its wearer has a 5+ Ward save against any wounds suffered.
Twice-blessed Armour
Enchanted with magic and blessed by righteous hands, this armour stands as an example of what a unified Empire can achieve. The Twice-blessed Armour is a suit of full plate armour. In addition, the wearer may cast the Hammerhand spell from the Lore of Battle Magic (see page 320 of the Warhammer: the Old World rulebook) as a Bound spell with a Power Level of 2.
Armure Deux Fois Bénie
À la fois enchantée et bénie, cette armure offre un exemple éclatant de ce qu'un Empire réunifié peut accomplir. L'Armure Deux Fois Bénie est une armure de plate complète. De plus, le porteur peut lancer le sort Main de Marteau du Domaine de Magie de Bataille (voir page 320 du livre de règles de Warhammer: the Old World) en tant que sort Lié avec un Niveau de Pouvoir de 2.
Twice-blessed Armour
Enchanted with magic and blessed by righteous hands, this armour stands as an example of what a unified Empire can achieve. The Twice-blessed Armour is a suit of full plate armour. In addition, the wearer may cast the Hammerhand spell from the Lore of Battle Magic (see page 320 of the Warhammer: the Old World rulebook) as a Bound spell with a Power Level of 2.
Twice-blessed Armour
Enchanted with magic and blessed by righteous hands, this armour stands as an example of what a unified Empire can achieve. The Twice-blessed Armour is a suit of full plate armour. In addition, the wearer may cast the Hammerhand spell from the Lore of Battle Magic (see page 320 of the Warhammer: the Old World rulebook) as a Bound spell with a Power Level of 2.
Twice-blessed Armour
Enchanted with magic and blessed by righteous hands, this armour stands as an example of what a unified Empire can achieve. The Twice-blessed Armour is a suit of full plate armour. In addition, the wearer may cast the Hammerhand spell from the Lore of Battle Magic (see page 320 of the Warhammer: the Old World rulebook) as a Bound spell with a Power Level of 2.
Twice-blessed Armour
Enchanted with magic and blessed by righteous hands, this armour stands as an example of what a unified Empire can achieve. The Twice-blessed Armour is a suit of full plate armour. In addition, the wearer may cast the Hammerhand spell from the Lore of Battle Magic (see page 320 of the Warhammer: the Old World rulebook) as a Bound spell with a Power Level of 2.
Wizard’s Staff
Throughout the Old World, Wizards carry ensorcelled staffs through which they can channel and direct their powers. The bearer of the Wizard’s Staff gains a +1 modifier to their Casting roll when attempting to cast an Assailment spell or a Magic Missile.
Bâton de Sorcier
Dans tout le Vieux Monde, les mages utilisent des bâtons et sceptres ensorcelés pour canaliser leurs pouvoirs. Le porteur du Baton de Sorcier gagne un modificateur de +1 a son jet de Lancement quand il tente de lancer un sort d'Assaillement ou de Projectile Magique.
Wizard’s Staff
Throughout the Old World, Wizards carry ensorcelled staffs through which they can channel and direct their powers. The bearer of the Wizard’s Staff gains a +1 modifier to their Casting roll when attempting to cast an Assailment spell or a Magic Missile.
Wizard’s Staff
Throughout the Old World, Wizards carry ensorcelled staffs through which they can channel and direct their powers. The bearer of the Wizard’s Staff gains a +1 modifier to their Casting roll when attempting to cast an Assailment spell or a Magic Missile.
Wizard’s Staff
Throughout the Old World, Wizards carry ensorcelled staffs through which they can channel and direct their powers. The bearer of the Wizard’s Staff gains a +1 modifier to their Casting roll when attempting to cast an Assailment spell or a Magic Missile.
Wizard’s Staff
Throughout the Old World, Wizards carry ensorcelled staffs through which they can channel and direct their powers. The bearer of the Wizard’s Staff gains a +1 modifier to their Casting roll when attempting to cast an Assailment spell or a Magic Missile.
Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease. R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease. R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease. R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease. R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease. R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease. R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
Book Of Ashur
Written by an Elven Mage, this comprehensive book of magic is a priceless text for those that practice the art of magic… unless this copy is a poorly proofread and badly edited reproduction, that is. The bearer of the Book of Ashur increases their Dispel range by 3" and, unless they roll any natural double, may apply a +1 modifier to any of their Casting or Dispel rolls. However, if the bearer rolls any natural double when making a Casting or Dispel roll, the book has proven to be a poor reproduction, full of glaring errors, and the +1 modifier cannot be applied to that roll.
Livre d'Ashur
Rédigé par un Mage Elfe, ce grimoire exhaustif est un ouvrage inestimable pour qui conque pratique la magie... à moins qu'il ne s'agisse d'une copie mal transcrite et mal corrigée, bien sûr. Le porteur du Livre d'Ashur augmente sa portée de Dissipation de 3" et, à moins quil n'obtienne un double naturel, il peut appliquer un modificateur de +1 à tout jet de Lancement ou de Dissipation. Cependant, si le porteur obtient un double naturel, quel qu'il soit, quand il effectue un jet de Lancement ou de Dissipation, le livre savère être une copie de piètre qualité, truffée d'erreurs grossières, et le modificateur de +1 ne peut pas être appliqué au jet.
Book Of Ashur
Written by an Elven Mage, this comprehensive book of magic is a priceless text for those that practice the art of magic… unless this copy is a poorly proofread and badly edited reproduction, that is. The bearer of the Book of Ashur increases their Dispel range by 3" and, unless they roll any natural double, may apply a +1 modifier to any of their Casting or Dispel rolls. However, if the bearer rolls any natural double when making a Casting or Dispel roll, the book has proven to be a poor reproduction, full of glaring errors, and the +1 modifier cannot be applied to that roll.
Book Of Ashur
Written by an Elven Mage, this comprehensive book of magic is a priceless text for those that practice the art of magic… unless this copy is a poorly proofread and badly edited reproduction, that is. The bearer of the Book of Ashur increases their Dispel range by 3" and, unless they roll any natural double, may apply a +1 modifier to any of their Casting or Dispel rolls. However, if the bearer rolls any natural double when making a Casting or Dispel roll, the book has proven to be a poor reproduction, full of glaring errors, and the +1 modifier cannot be applied to that roll.
Book Of Ashur
Written by an Elven Mage, this comprehensive book of magic is a priceless text for those that practice the art of magic… unless this copy is a poorly proofread and badly edited reproduction, that is. The bearer of the Book of Ashur increases their Dispel range by 3" and, unless they roll any natural double, may apply a +1 modifier to any of their Casting or Dispel rolls. However, if the bearer rolls any natural double when making a Casting or Dispel roll, the book has proven to be a poor reproduction, full of glaring errors, and the +1 modifier cannot be applied to that roll.
Book Of Ashur
Written by an Elven Mage, this comprehensive book of magic is a priceless text for those that practice the art of magic… unless this copy is a poorly proofread and badly edited reproduction, that is. The bearer of the Book of Ashur increases their Dispel range by 3" and, unless they roll any natural double, may apply a +1 modifier to any of their Casting or Dispel rolls. However, if the bearer rolls any natural double when making a Casting or Dispel roll, the book has proven to be a poor reproduction, full of glaring errors, and the +1 modifier cannot be applied to that roll.
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.
Runefang
At the dawn of the Empire, a dozen magical blades were forged for Sigmar’s chieftains. Those that survive are treasured artefacts, potent symbols of the status and authority of their wielders. R S AP Special Rules Runefang Combat S -2 Magical Attacks, Strike First Notes: When making a roll To Wound for a hit caused with a Runefang, a roll of 2+ is always a success, regardless of the target’s Toughness.
Croc Runique
À l'aube de l'Empire, douze épées magiques furent forgées pour les chefs de guerre de Sigmar. Celles demeurent sont de véritables trésors, puissants symboles de statut et d'autorité pour leurs porteurs. P F PA Règles Spéciales Croc Runique Combat F -2 Attaques Magiques, Frappe en Premier Notes: Quand on effectue un jet de Blessure pour une touche causée par un Croc Runique, un résultat de +2 est toujours un succès, quelle que soit l'Endurance de la cible.
Runefang
At the dawn of the Empire, a dozen magical blades were forged for Sigmar’s chieftains. Those that survive are treasured artefacts, potent symbols of the status and authority of their wielders. R S AP Special Rules Runefang Combat S -2 Magical Attacks, Strike First Notes: When making a roll To Wound for a hit caused with a Runefang, a roll of 2+ is always a success, regardless of the target’s Toughness.
Runefang
At the dawn of the Empire, a dozen magical blades were forged for Sigmar’s chieftains. Those that survive are treasured artefacts, potent symbols of the status and authority of their wielders. R S AP Special Rules Runefang Combat S -2 Magical Attacks, Strike First Notes: When making a roll To Wound for a hit caused with a Runefang, a roll of 2+ is always a success, regardless of the target’s Toughness.
Runefang
At the dawn of the Empire, a dozen magical blades were forged for Sigmar’s chieftains. Those that survive are treasured artefacts, potent symbols of the status and authority of their wielders. R S AP Special Rules Runefang Combat S -2 Magical Attacks, Strike First Notes: When making a roll To Wound for a hit caused with a Runefang, a roll of 2+ is always a success, regardless of the target’s Toughness.
Runefang
At the dawn of the Empire, a dozen magical blades were forged for Sigmar’s chieftains. Those that survive are treasured artefacts, potent symbols of the status and authority of their wielders. R S AP Special Rules Runefang Combat S -2 Magical Attacks, Strike First Notes: When making a roll To Wound for a hit caused with a Runefang, a roll of 2+ is always a success, regardless of the target’s Toughness.
Crystal Ball
Wizards who serve at court often rely upon reading portents and divining the future in order to best advise their masters. Once per turn, you may make your opponent re-roll a single roll To Hit or To Wound made against a friendly character model that is within the Command range of the bearer of the Crystal Ball.
Crystal Ball
Wizards who serve at court often rely upon reading portents and divining the future in order to best advise their masters. Once per turn, you may make your opponent re-roll a single roll To Hit or To Wound made against a friendly character model that is within the Command range of the bearer of the Crystal Ball.
Crystal Ball
Wizards who serve at court often rely upon reading portents and divining the future in order to best advise their masters. Once per turn, you may make your opponent re-roll a single roll To Hit or To Wound made against a friendly character model that is within the Command range of the bearer of the Crystal Ball.
Crystal Ball
Wizards who serve at court often rely upon reading portents and divining the future in order to best advise their masters. Once per turn, you may make your opponent re-roll a single roll To Hit or To Wound made against a friendly character model that is within the Command range of the bearer of the Crystal Ball.
Crystal Ball
Wizards who serve at court often rely upon reading portents and divining the future in order to best advise their masters. Once per turn, you may make your opponent re-roll a single roll To Hit or To Wound made against a friendly character model that is within the Command range of the bearer of the Crystal Ball.
Crystal Ball
Wizards who serve at court often rely upon reading portents and divining the future in order to best advise their masters. Once per turn, you may make your opponent re-roll a single roll To Hit or To Wound made against a friendly character model that is within the Command range of the bearer of the Crystal Ball.
Pearl Daggers
Forged from burnished steel that glitters in the sunlight, the wielder of these lightweight daggers strikes with deadly speed and precision. R S AP Special Rules Pearl Daggers Combat S -1 Extra Attacks (D3), Magical Attacks, Requires Two Hands. Notes: The wielder of the Pearl Daggers may re-roll any failed rolls To Hit during the Combat phase.
Dagues Nacrées
le porteur de ces dagues légères frappe avec une rapidité et une précision mortelles. P F PA Règles Spéciales Dagues Nacrées Combat F -1 Attaques Supplémentaires (D3), Attaques Magiques, Arme à Deux Mains. Notes: Le porteur des Dagues Nacrées peut relancer tout jet de Touche raté à la phase de Combat.
Pearl Daggers
Forged from burnished steel that glitters in the sunlight, the wielder of these lightweight daggers strikes with deadly speed and precision. R S AP Special Rules Pearl Daggers Combat S -1 Extra Attacks (D3), Magical Attacks, Requires Two Hands. Notes: The wielder of the Pearl Daggers may re-roll any failed rolls To Hit during the Combat phase.
Pearl Daggers
Forged from burnished steel that glitters in the sunlight, the wielder of these lightweight daggers strikes with deadly speed and precision. R S AP Special Rules Pearl Daggers Combat S -1 Extra Attacks (D3), Magical Attacks, Requires Two Hands. Notes: The wielder of the Pearl Daggers may re-roll any failed rolls To Hit during the Combat phase.
Pearl Daggers
Forged from burnished steel that glitters in the sunlight, the wielder of these lightweight daggers strikes with deadly speed and precision. R S AP Special Rules Pearl Daggers Combat S -1 Extra Attacks (D3), Magical Attacks, Requires Two Hands. Notes: The wielder of the Pearl Daggers may re-roll any failed rolls To Hit during the Combat phase.
Pearl Daggers
Forged from burnished steel that glitters in the sunlight, the wielder of these lightweight daggers strikes with deadly speed and precision. R S AP Special Rules Pearl Daggers Combat S -1 Extra Attacks (D3), Magical Attacks, Requires Two Hands. Notes: The wielder of the Pearl Daggers may re-roll any failed rolls To Hit during the Combat phase.
Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates. The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates. The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates. The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates. The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates. The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates. The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll. Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll. Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll. Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll. Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll. Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll. Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters. R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters. R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters. R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters. R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters. R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters. R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening. R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening. R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening. R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening. R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening. R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening. R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth. Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth. Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth. Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth. Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth. Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth. Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again. The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again. The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again. The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again. The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again. The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again. The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Sword Of Justice
The Sword of Justice is an ancient weapon studded with Dwarf runes of vengeance and retribution that bestow the power of unswerving accuracy and deadly retribution upon it. R S AP Special Rules Sword of Justice Combat S -1 Armour Bane (1), Magical Attacks, Multiple Wounds (2) Notes: The wielder of the Sword of Justice may re-roll any failed rolls To Wound.
Épée de Justice
L'Épée de Justice est une arme ancienne gravée de runes de vengeance Naines qui lui conferent une précision surnaturelle. P F PA Règles Spéciales Épée de Justice Combat -1 Arme Perforante (1), Attaques Magiques, Blessures Multiples (2) Notes: Le porteur de l'Épée de Justice peut relancer tout jet de Blessure raté.
Sword Of Justice
The Sword of Justice is an ancient weapon studded with Dwarf runes of vengeance and retribution that bestow the power of unswerving accuracy and deadly retribution upon it. R S AP Special Rules Sword of Justice Combat S -1 Armour Bane (1), Magical Attacks, Multiple Wounds (2) Notes: The wielder of the Sword of Justice may re-roll any failed rolls To Wound.
Sword Of Justice
The Sword of Justice is an ancient weapon studded with Dwarf runes of vengeance and retribution that bestow the power of unswerving accuracy and deadly retribution upon it. R S AP Special Rules Sword of Justice Combat S -1 Armour Bane (1), Magical Attacks, Multiple Wounds (2) Notes: The wielder of the Sword of Justice may re-roll any failed rolls To Wound.
Sword Of Justice
The Sword of Justice is an ancient weapon studded with Dwarf runes of vengeance and retribution that bestow the power of unswerving accuracy and deadly retribution upon it. R S AP Special Rules Sword of Justice Combat S -1 Armour Bane (1), Magical Attacks, Multiple Wounds (2) Notes: The wielder of the Sword of Justice may re-roll any failed rolls To Wound.
Sword Of Justice
The Sword of Justice is an ancient weapon studded with Dwarf runes of vengeance and retribution that bestow the power of unswerving accuracy and deadly retribution upon it. R S AP Special Rules Sword of Justice Combat S -1 Armour Bane (1), Magical Attacks, Multiple Wounds (2) Notes: The wielder of the Sword of Justice may re-roll any failed rolls To Wound.
Wizard’s Familiar
Many Wizards keep familiars, supernatural creatures that aid them in their arcane studies. Often, this aid is apparent in the ease with which the Wizard dispels the conjurations of their enemies. 0-1 per Wizard. The owner of a Wizard’s Familiar may apply a +1 modifier to any of their Dispel rolls. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Familier de Sorcier
Nombre de Sorciers possèdent des familiers, créatures surnaturelles qui les aident dans leurs études mystiques. Souvent, cette aide se manifeste par la facilité avec laquelle le Sorcier dissipe les sortilèges. 0-1 par Sorcier. Le propriétaire d'un Familier de Sorcier peut appliquer un modificateur de +1 à ses jets de Dissipation, quels qu'ils soient. Notez qu'il sagit d'un modificateur au résultat d'un jet, qui n'annule pas un jet donnant un double 1naturel.
Wizard’s Familiar
Many Wizards keep familiars, supernatural creatures that aid them in their arcane studies. Often, this aid is apparent in the ease with which the Wizard dispels the conjurations of their enemies. 0-1 per Wizard. The owner of a Wizard’s Familiar may apply a +1 modifier to any of their Dispel rolls. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Wizard’s Familiar
Many Wizards keep familiars, supernatural creatures that aid them in their arcane studies. Often, this aid is apparent in the ease with which the Wizard dispels the conjurations of their enemies. 0-1 per Wizard. The owner of a Wizard’s Familiar may apply a +1 modifier to any of their Dispel rolls. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Wizard’s Familiar
Many Wizards keep familiars, supernatural creatures that aid them in their arcane studies. Often, this aid is apparent in the ease with which the Wizard dispels the conjurations of their enemies. 0-1 per Wizard. The owner of a Wizard’s Familiar may apply a +1 modifier to any of their Dispel rolls. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Wizard’s Familiar
Many Wizards keep familiars, supernatural creatures that aid them in their arcane studies. Often, this aid is apparent in the ease with which the Wizard dispels the conjurations of their enemies. 0-1 per Wizard. The owner of a Wizard’s Familiar may apply a +1 modifier to any of their Dispel rolls. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard. Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard. Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard. Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard. Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard. Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard. Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon. R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon. R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon. R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon. R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon. R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon. R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal. The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal. The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal. The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal. The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal. The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal. The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
Hammer Of Righteousness
This mighty hammer not only crushes flesh and bone but shatters evil with each swing. R S AP Special Rules Hammer of Combat S+2 -2 Magical Attacks, Requires Two Hands, Strikes Last Notes: Models hit by the Hammer of Righteousness must make a Leadership test for each hit suffered. If the test is failed, the hit wounds automatically and no Armour save is allowed (Regeneration and Ward saves may be taken as normal). If the test is passed, rolls To Wound and Armour saves are made as normal.
Marteau De Droiture
Ce puissant marteau brise le mal aussi aisément qu'il broie la chair et les os. P F PA Règles Spéciales Marteau Combat F+2 -2 Attaques Magiques, Arme à Deux Mains, Frappe en Dernier Notes: Les figurines touchées par le Marteau de Droiture doivent effectuer un test de Cd pour chaque touche subie. En cas d'échec, la touche blesse automatiquement sans sauvegarde d'Armure autorisée (mais les sauvegardes Invulnérables et de Régénération peuvent être effectuées normalement). En cas de réussite, les jets de Blessure et de Sauvegarde sont effectués normalement
Hammer Of Righteousness
This mighty hammer not only crushes flesh and bone but shatters evil with each swing. R S AP Special Rules Hammer of Combat S+2 -2 Magical Attacks, Requires Two Hands, Strikes Last Notes: Models hit by the Hammer of Righteousness must make a Leadership test for each hit suffered. If the test is failed, the hit wounds automatically and no Armour save is allowed (Regeneration and Ward saves may be taken as normal). If the test is passed, rolls To Wound and Armour saves are made as normal.
Hammer Of Righteousness
This mighty hammer not only crushes flesh and bone but shatters evil with each swing. R S AP Special Rules Hammer of Combat S+2 -2 Magical Attacks, Requires Two Hands, Strikes Last Notes: Models hit by the Hammer of Righteousness must make a Leadership test for each hit suffered. If the test is failed, the hit wounds automatically and no Armour save is allowed (Regeneration and Ward saves may be taken as normal). If the test is passed, rolls To Wound and Armour saves are made as normal.
Hammer Of Righteousness
This mighty hammer not only crushes flesh and bone but shatters evil with each swing. R S AP Special Rules Hammer of Combat S+2 -2 Magical Attacks, Requires Two Hands, Strikes Last Notes: Models hit by the Hammer of Righteousness must make a Leadership test for each hit suffered. If the test is failed, the hit wounds automatically and no Armour save is allowed (Regeneration and Ward saves may be taken as normal). If the test is passed, rolls To Wound and Armour saves are made as normal.
Hammer Of Righteousness
This mighty hammer not only crushes flesh and bone but shatters evil with each swing. R S AP Special Rules Hammer of Combat S+2 -2 Magical Attacks, Requires Two Hands, Strikes Last Notes: Models hit by the Hammer of Righteousness must make a Leadership test for each hit suffered. If the test is failed, the hit wounds automatically and no Armour save is allowed (Regeneration and Ward saves may be taken as normal). If the test is passed, rolls To Wound and Armour saves are made as normal.
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.
The White Cloak
Blessed by Ar-Ulric, the magics within this fine cloak protect the wearer from the hottest flame. The wearer of the White Cloak has a 5+ Ward save against any wounds suffered, and a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
La Capte Blanche
Bénie par Ar-Ulric, cette cape d'une facture exquise protège son porteur contre les brasiers les plus ardents. Le porteur de la Cape Blanche a une sauvegarde Invulnérable de +5 contre toute blessure subie, et une sauvegarde Invulnérable de +3 contre toute blessure causée par une attaque ayant la règle spéciale Attaques Enflammées.
The White Cloak
Blessed by Ar-Ulric, the magics within this fine cloak protect the wearer from the hottest flame. The wearer of the White Cloak has a 5+ Ward save against any wounds suffered, and a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
The White Cloak
Blessed by Ar-Ulric, the magics within this fine cloak protect the wearer from the hottest flame. The wearer of the White Cloak has a 5+ Ward save against any wounds suffered, and a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
The White Cloak
Blessed by Ar-Ulric, the magics within this fine cloak protect the wearer from the hottest flame. The wearer of the White Cloak has a 5+ Ward save against any wounds suffered, and a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
The White Cloak
Blessed by Ar-Ulric, the magics within this fine cloak protect the wearer from the hottest flame. The wearer of the White Cloak has a 5+ Ward save against any wounds suffered, and a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
Laurels Of Victory
Celebrated heroes of the Empire are decorated with golden laurels which magnify their fearsome reputation in the eyes of their enemies. When determining your combat result, each unsaved wound caused by an attack made by the bearer of the Laurels of Victory is worth 2 combat result points, rather than the usual 1.
Lauriers de la Victoire
Les héros de l'Empire se voient décerner des lauriers d'or qui accroissent leur terrible réputation aux yeux de leurs ennemis. Quand vous déterminez votre résultat de combat, chaque blessure non sauvegardée causée par une attaque du porteur des Lauriers de la Victoire vaut 2 points de résultat de combat, au lieu de 1 comme à l'habitude.
Laurels Of Victory
Celebrated heroes of the Empire are decorated with golden laurels which magnify their fearsome reputation in the eyes of their enemies. When determining your combat result, each unsaved wound caused by an attack made by the bearer of the Laurels of Victory is worth 2 combat result points, rather than the usual 1.
Laurels Of Victory
Celebrated heroes of the Empire are decorated with golden laurels which magnify their fearsome reputation in the eyes of their enemies. When determining your combat result, each unsaved wound caused by an attack made by the bearer of the Laurels of Victory is worth 2 combat result points, rather than the usual 1.
Laurels Of Victory
Celebrated heroes of the Empire are decorated with golden laurels which magnify their fearsome reputation in the eyes of their enemies. When determining your combat result, each unsaved wound caused by an attack made by the bearer of the Laurels of Victory is worth 2 combat result points, rather than the usual 1.
Laurels Of Victory
Celebrated heroes of the Empire are decorated with golden laurels which magnify their fearsome reputation in the eyes of their enemies. When determining your combat result, each unsaved wound caused by an attack made by the bearer of the Laurels of Victory is worth 2 combat result points, rather than the usual 1.
The Silver Horn
The triumphant call of this elegant hunting horn lends speed to the hooves of even the weariest steed. Characters with the Swiftstride special rule only. The bearer of the Silver Horn (and any unit they have joined) may re-roll the D6 when using the Swiftstride special rule.
Le Cor d'Argent
L'appel triomphal de cet élégant cor de chase galvanise même les destriers les plus fourbus. Personnages avec la règle spéciale Rapide uniquement. Le porteur du Cor d'Argent (et toute unité qu'il a rejointe) peut relancer le D6 quand il utilise la règle spéciale Rapide.
The Silver Horn
The triumphant call of this elegant hunting horn lends speed to the hooves of even the weariest steed. Characters with the Swiftstride special rule only. The bearer of the Silver Horn (and any unit they have joined) may re-roll the D6 when using the Swiftstride special rule.
The Silver Horn
The triumphant call of this elegant hunting horn lends speed to the hooves of even the weariest steed. Characters with the Swiftstride special rule only. The bearer of the Silver Horn (and any unit they have joined) may re-roll the D6 when using the Swiftstride special rule.
The Silver Horn
The triumphant call of this elegant hunting horn lends speed to the hooves of even the weariest steed. Characters with the Swiftstride special rule only. The bearer of the Silver Horn (and any unit they have joined) may re-roll the D6 when using the Swiftstride special rule.
The Silver Horn
The triumphant call of this elegant hunting horn lends speed to the hooves of even the weariest steed. Characters with the Swiftstride special rule only. The bearer of the Silver Horn (and any unit they have joined) may re-roll the D6 when using the Swiftstride special rule.
Shroud Of Iron
This strange device resembles a market trader’s awning. When unfurled, the Shroud of Iron protects its bearer from harm falling from on high. The bearer of the Shroud of Iron (and any unit they have joined) has a 6+ Ward save against any wounds suffered that were caused by a non-magical template.
Linceul de Fer
Cet étrange instrument ressemble à l'auvent d'un vendeur de marché. Quand il est déployé, el Linceul de Fer protège son porteur des projectiles fondant depuis le ciel.
Shroud Of Iron
This strange device resembles a market trader’s awning. When unfurled, the Shroud of Iron protects its bearer from harm falling from on high. The bearer of the Shroud of Iron (and any unit they have joined) has a 6+ Ward save against any wounds suffered that were caused by a non-magical template.
Shroud Of Iron
This strange device resembles a market trader’s awning. When unfurled, the Shroud of Iron protects its bearer from harm falling from on high. The bearer of the Shroud of Iron (and any unit they have joined) has a 6+ Ward save against any wounds suffered that were caused by a non-magical template.
Shroud Of Iron
This strange device resembles a market trader’s awning. When unfurled, the Shroud of Iron protects its bearer from harm falling from on high. The bearer of the Shroud of Iron (and any unit they have joined) has a 6+ Ward save against any wounds suffered that were caused by a non-magical template.
Shroud Of Iron
This strange device resembles a market trader’s awning. When unfurled, the Shroud of Iron protects its bearer from harm falling from on high. The bearer of the Shroud of Iron (and any unit they have joined) has a 6+ Ward save against any wounds suffered that were caused by a non-magical template.
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.
Mace Of Helsturm
This mace was used in battle by the first Grand Theogonist, Johann Helsturm. It is said that Helsturm’s faith in Sigmar was strong enough to shatter the walls of a castle. Mace Of Helsturm R S AP Special Rules Single-handed Combat S - Magical Attacks Double-handed Combat 10 -5 Magical Attacks, Multiple Wounds (D6), Requires Two Hands Notes: The Mace of Helsturm has two profiles. You must choose which the wielder will use at the start of each round of a combat. If used double-handed, the wielder may make only one attack, regardless of their Attacks characteristic.
Masse de Helsturn
Cette mase fut utilisée au combat par le premier Grand Théogoniste, Johann Helsturm. On raconte que la foi en Sigmar de Helsturm était assez forte pour abattre les murailles. Masse de Helsturm P F PA Règles Spéciales A Une Main Combat F - Ataques Magiques A Deux Mains Combat 10 5- Attaques Magiques, Blessures, Multiples (D6), Arme à Deux Mains Notes: La Mase de Helsturm a deux profils. Vous devez choisir celui que le porteur va utiliser au début de chaque round d'un combat. Si elle est utilisée à deux mains, le porteur ne peut effectuer qu'une seule attaque, quelle que soit as caractéristique d'Ataques.
Mace Of Helsturm
This mace was used in battle by the first Grand Theogonist, Johann Helsturm. It is said that Helsturm’s faith in Sigmar was strong enough to shatter the walls of a castle. Mace Of Helsturm R S AP Special Rules Single-handed Combat S - Magical Attacks Double-handed Combat 10 -5 Magical Attacks, Multiple Wounds (D6), Requires Two Hands Notes: The Mace of Helsturm has two profiles. You must choose which the wielder will use at the start of each round of a combat. If used double-handed, the wielder may make only one attack, regardless of their Attacks characteristic.
Mace Of Helsturm
This mace was used in battle by the first Grand Theogonist, Johann Helsturm. It is said that Helsturm’s faith in Sigmar was strong enough to shatter the walls of a castle. Mace Of Helsturm R S AP Special Rules Single-handed Combat S - Magical Attacks Double-handed Combat 10 -5 Magical Attacks, Multiple Wounds (D6), Requires Two Hands Notes: The Mace of Helsturm has two profiles. You must choose which the wielder will use at the start of each round of a combat. If used double-handed, the wielder may make only one attack, regardless of their Attacks characteristic.
Mace Of Helsturm
This mace was used in battle by the first Grand Theogonist, Johann Helsturm. It is said that Helsturm’s faith in Sigmar was strong enough to shatter the walls of a castle. Mace Of Helsturm R S AP Special Rules Single-handed Combat S - Magical Attacks Double-handed Combat 10 -5 Magical Attacks, Multiple Wounds (D6), Requires Two Hands Notes: The Mace of Helsturm has two profiles. You must choose which the wielder will use at the start of each round of a combat. If used double-handed, the wielder may make only one attack, regardless of their Attacks characteristic.
Mace Of Helsturm
This mace was used in battle by the first Grand Theogonist, Johann Helsturm. It is said that Helsturm’s faith in Sigmar was strong enough to shatter the walls of a castle. Mace Of Helsturm R S AP Special Rules Single-handed Combat S - Magical Attacks Double-handed Combat 10 -5 Magical Attacks, Multiple Wounds (D6), Requires Two Hands Notes: The Mace of Helsturm has two profiles. You must choose which the wielder will use at the start of each round of a combat. If used double-handed, the wielder may make only one attack, regardless of their Attacks characteristic.
Von Trickschotte’s Wondrous Arquebus
This huge weapon shoots large calibre rounds capable of shattering a Troll’s skull with a single shot. R S AP Special Rules Von Trickschotte’s 36" 5 -2 Armour Bane (1), Multiple Wounds (D3) Notes: Von Trickschotte’s Wondrous Arquebus may only be taken by a model in a City-state of Nuln Army of Infamy. The wielder of this weapon does not suffer the usual -1 modifier for shooting at long range.
Merveilleuse Arquebuse De Von Feymusch
Cette arme énorme tire des projectiles de gros calibre capables de fracasser le crâne d'un Troll. P F PA Règles Spéciales Merveilleuse Arquebuse 36" 5 -2 Arme Perforante (1), Blessures Multiples (D3) Notes: La Merveilleuse Arquebuse de Von Feymusch ne peut être prise que par une figurine d'une Armée de l'Infamie de la Cité-État de Nuln. Le porteur de cette arme ne subit pas le modificateur habituel de -1 pour le tir à longue portée.
Von Trickschotte’s Wondrous Arquebus
This huge weapon shoots large calibre rounds capable of shattering a Troll’s skull with a single shot. R S AP Special Rules Von Trickschotte’s 36" 5 -2 Armour Bane (1), Multiple Wounds (D3) Notes: Von Trickschotte’s Wondrous Arquebus may only be taken by a model in a City-state of Nuln Army of Infamy. The wielder of this weapon does not suffer the usual -1 modifier for shooting at long range.
Von Trickschotte’s Wondrous Arquebus
This huge weapon shoots large calibre rounds capable of shattering a Troll’s skull with a single shot. R S AP Special Rules Von Trickschotte’s 36" 5 -2 Armour Bane (1), Multiple Wounds (D3) Notes: Von Trickschotte’s Wondrous Arquebus may only be taken by a model in a City-state of Nuln Army of Infamy. The wielder of this weapon does not suffer the usual -1 modifier for shooting at long range.
Von Trickschotte’s Wondrous Arquebus
This huge weapon shoots large calibre rounds capable of shattering a Troll’s skull with a single shot. R S AP Special Rules Von Trickschotte’s 36" 5 -2 Armour Bane (1), Multiple Wounds (D3) Notes: Von Trickschotte’s Wondrous Arquebus may only be taken by a model in a City-state of Nuln Army of Infamy. The wielder of this weapon does not suffer the usual -1 modifier for shooting at long range.
Von Trickschotte’s Wondrous Arquebus
This huge weapon shoots large calibre rounds capable of shattering a Troll’s skull with a single shot. R S AP Special Rules Von Trickschotte’s 36" 5 -2 Armour Bane (1), Multiple Wounds (D3) Notes: Von Trickschotte’s Wondrous Arquebus may only be taken by a model in a City-state of Nuln Army of Infamy. The wielder of this weapon does not suffer the usual -1 modifier for shooting at long range.
Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence. A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence. A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence. A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence. A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence. A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence. A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon. R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon. R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon. R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon. R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon. R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon. R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism. Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism. Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism. Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism. Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism. Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism. Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
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.
Ring Of Fortune
Though soldiers are encouraged not to be superstitious or carry lucky charms, even experienced commanders know not to tempt fate. Single use. The bearer of the Ring of Fortune can re-roll any failed rolls To Wound made during the Combat phase.
Ring Of Fortune
Though soldiers are encouraged not to be superstitious or carry lucky charms, even experienced commanders know not to tempt fate. Single use. The bearer of the Ring of Fortune can re-roll any failed rolls To Wound made during the Combat phase.
Ring Of Fortune
Though soldiers are encouraged not to be superstitious or carry lucky charms, even experienced commanders know not to tempt fate. Single use. The bearer of the Ring of Fortune can re-roll any failed rolls To Wound made during the Combat phase.
Ring Of Fortune
Though soldiers are encouraged not to be superstitious or carry lucky charms, even experienced commanders know not to tempt fate. Single use. The bearer of the Ring of Fortune can re-roll any failed rolls To Wound made during the Combat phase.
Ring Of Fortune
Though soldiers are encouraged not to be superstitious or carry lucky charms, even experienced commanders know not to tempt fate. Single use. The bearer of the Ring of Fortune can re-roll any failed rolls To Wound made during the Combat phase.
Ring Of Fortune
Though soldiers are encouraged not to be superstitious or carry lucky charms, even experienced commanders know not to tempt fate. Single use. The bearer of the Ring of Fortune can re-roll any failed rolls To Wound made during the Combat phase.
Ring Of Taal
By evoking the name of Taal, the primordial god of the wilderness, the wearer shields themselves in nature’s grasp. Single use. The bearer of the Ring of Taal may cast the Oaken Shield spell from the Lore of Battle Magic (see page 321 of the Warhammer: the Old World rulebook) as a Bound spell with a Power Level of 3.
Ring Of Taal
By evoking the name of Taal, the primordial god of the wilderness, the wearer shields themselves in nature’s grasp. Single use. The bearer of the Ring of Taal may cast the Oaken Shield spell from the Lore of Battle Magic (see page 321 of the Warhammer: the Old World rulebook) as a Bound spell with a Power Level of 3.
Ring Of Taal
By evoking the name of Taal, the primordial god of the wilderness, the wearer shields themselves in nature’s grasp. Single use. The bearer of the Ring of Taal may cast the Oaken Shield spell from the Lore of Battle Magic (see page 321 of the Warhammer: the Old World rulebook) as a Bound spell with a Power Level of 3.
Ring Of Taal
By evoking the name of Taal, the primordial god of the wilderness, the wearer shields themselves in nature’s grasp. Single use. The bearer of the Ring of Taal may cast the Oaken Shield spell from the Lore of Battle Magic (see page 321 of the Warhammer: the Old World rulebook) as a Bound spell with a Power Level of 3.
Ring Of Taal
By evoking the name of Taal, the primordial god of the wilderness, the wearer shields themselves in nature’s grasp. Single use. The bearer of the Ring of Taal may cast the Oaken Shield spell from the Lore of Battle Magic (see page 321 of the Warhammer: the Old World rulebook) as a Bound spell with a Power Level of 3.
Ring Of Taal
By evoking the name of Taal, the primordial god of the wilderness, the wearer shields themselves in nature’s grasp. Single use. The bearer of the Ring of Taal may cast the Oaken Shield spell from the Lore of Battle Magic (see page 321 of the Warhammer: the Old World rulebook) as a Bound spell with a Power Level of 3.
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.
Slayer’s Hourglass
As the sand tumbles through the hourglass, the decapitating strikes and snapping jaws of monstrous beasts become sluggish and slow. Enemy models whose troop type is ‘monster’ suffer a -1 modifier to their Weapon Skill characteristic whilst in base contact with the bearer of the Slayer’s Hourglass.
Sablier Du Tueur
À mesure que le sable s'écoule, les griffes tranchantes et les mâchoires des bêtes monstrueuses deviennent plus lentes et maladroites. Les figurines ennemies dont le type de troupe est “monstre” subissent un modificateur de -1 à leur caractéristique de CC quand elles sont en contact avec le porteur du Sablier du Tueur.
Slayer’s Hourglass
As the sand tumbles through the hourglass, the decapitating strikes and snapping jaws of monstrous beasts become sluggish and slow. Enemy models whose troop type is ‘monster’ suffer a -1 modifier to their Weapon Skill characteristic whilst in base contact with the bearer of the Slayer’s Hourglass.
Slayer’s Hourglass
As the sand tumbles through the hourglass, the decapitating strikes and snapping jaws of monstrous beasts become sluggish and slow. Enemy models whose troop type is ‘monster’ suffer a -1 modifier to their Weapon Skill characteristic whilst in base contact with the bearer of the Slayer’s Hourglass.
Slayer’s Hourglass
As the sand tumbles through the hourglass, the decapitating strikes and snapping jaws of monstrous beasts become sluggish and slow. Enemy models whose troop type is ‘monster’ suffer a -1 modifier to their Weapon Skill characteristic whilst in base contact with the bearer of the Slayer’s Hourglass.
Slayer’s Hourglass
As the sand tumbles through the hourglass, the decapitating strikes and snapping jaws of monstrous beasts become sluggish and slow. Enemy models whose troop type is ‘monster’ suffer a -1 modifier to their Weapon Skill characteristic whilst in base contact with the bearer of the Slayer’s Hourglass.
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.
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.
Squintsoffen’s Marvellous Magnifier
Popularised by its namesake, this pocket-sized spyglass allows the bearer to more easily target distant enemies on the battlefield. A Squintsoffen’s Marvellous Magnifier may only be taken by models in a City-state of Nuln Army of Infamy. The bearer of a Magnifier and any unit they have joined does not suffer the usual -1 To Hit modifier when shooting at Long Range.
Squintsoffen’s Marvellous Magnifier
Popularised by its namesake, this pocket-sized spyglass allows the bearer to more easily target distant enemies on the battlefield. A Squintsoffen’s Marvellous Magnifier may only be taken by models in a City-state of Nuln Army of Infamy. The bearer of a Magnifier and any unit they have joined does not suffer the usual -1 To Hit modifier when shooting at Long Range.
Squintsoffen’s Marvellous Magnifier
Popularised by its namesake, this pocket-sized spyglass allows the bearer to more easily target distant enemies on the battlefield. A Squintsoffen’s Marvellous Magnifier may only be taken by models in a City-state of Nuln Army of Infamy. The bearer of a Magnifier and any unit they have joined does not suffer the usual -1 To Hit modifier when shooting at Long Range.
Squintsoffen’s Marvellous Magnifier
Popularised by its namesake, this pocket-sized spyglass allows the bearer to more easily target distant enemies on the battlefield. A Squintsoffen’s Marvellous Magnifier may only be taken by models in a City-state of Nuln Army of Infamy. The bearer of a Magnifier and any unit they have joined does not suffer the usual -1 To Hit modifier when shooting at Long Range.
Squintsoffen’s Marvellous Magnifier
Popularised by its namesake, this pocket-sized spyglass allows the bearer to more easily target distant enemies on the battlefield. A Squintsoffen’s Marvellous Magnifier may only be taken by models in a City-state of Nuln Army of Infamy. The bearer of a Magnifier and any unit they have joined does not suffer the usual -1 To Hit modifier when shooting at Long Range.
Squintsoffen’s Marvellous Magnifier
Popularised by its namesake, this pocket-sized spyglass allows the bearer to more easily target distant enemies on the battlefield. A Squintsoffen’s Marvellous Magnifier may only be taken by models in a City-state of Nuln Army of Infamy. The bearer of a Magnifier and any unit they have joined does not suffer the usual -1 To Hit modifier when shooting at Long Range.
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.
Tome Of Midnight
As Wizards are often left to pursue their own paths to power, many end up perusing texts unfit for mortal minds. The bearer of the Tome of Midnight may apply a +1 modifier to any of their Casting rolls when attempting to cast spells from the Lore of Daemonology, Dark Magic or Necromancy. In addition, they know one more spell (chosen in the usual way) than is normal for their Level of Wizardry. However, the bearer can only cast a number of spells equal to their Level of Wizardry per turn and is subject to the Loner special rule.
Tome Of Midnight
As Wizards are often left to pursue their own paths to power, many end up perusing texts unfit for mortal minds. The bearer of the Tome of Midnight may apply a +1 modifier to any of their Casting rolls when attempting to cast spells from the Lore of Daemonology, Dark Magic or Necromancy. In addition, they know one more spell (chosen in the usual way) than is normal for their Level of Wizardry. However, the bearer can only cast a number of spells equal to their Level of Wizardry per turn and is subject to the Loner special rule.
Tome Of Midnight
As Wizards are often left to pursue their own paths to power, many end up perusing texts unfit for mortal minds. The bearer of the Tome of Midnight may apply a +1 modifier to any of their Casting rolls when attempting to cast spells from the Lore of Daemonology, Dark Magic or Necromancy. In addition, they know one more spell (chosen in the usual way) than is normal for their Level of Wizardry. However, the bearer can only cast a number of spells equal to their Level of Wizardry per turn and is subject to the Loner special rule.
Tome Of Midnight
As Wizards are often left to pursue their own paths to power, many end up perusing texts unfit for mortal minds. The bearer of the Tome of Midnight may apply a +1 modifier to any of their Casting rolls when attempting to cast spells from the Lore of Daemonology, Dark Magic or Necromancy. In addition, they know one more spell (chosen in the usual way) than is normal for their Level of Wizardry. However, the bearer can only cast a number of spells equal to their Level of Wizardry per turn and is subject to the Loner special rule.
Tome Of Midnight
As Wizards are often left to pursue their own paths to power, many end up perusing texts unfit for mortal minds. The bearer of the Tome of Midnight may apply a +1 modifier to any of their Casting rolls when attempting to cast spells from the Lore of Daemonology, Dark Magic or Necromancy. In addition, they know one more spell (chosen in the usual way) than is normal for their Level of Wizardry. However, the bearer can only cast a number of spells equal to their Level of Wizardry per turn and is subject to the Loner special rule.
Tome Of Midnight
As Wizards are often left to pursue their own paths to power, many end up perusing texts unfit for mortal minds. The bearer of the Tome of Midnight may apply a +1 modifier to any of their Casting rolls when attempting to cast spells from the Lore of Daemonology, Dark Magic or Necromancy. In addition, they know one more spell (chosen in the usual way) than is normal for their Level of Wizardry. However, the bearer can only cast a number of spells equal to their Level of Wizardry per turn and is subject to the Loner special rule.
Twin-tailed Wand
Though its origin is unknown, this impractical wand allows its bearer to unleash a torrent of magical force. Once per turn, the bearer of the Twin-tailed Wand may attempt to cast one of their spells a second time. However, should they miscast a spell, the bearer is overwhelmed by the Winds of Magic and, instead of rolling on the Miscast table, suffers D3 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Twin-tailed Wand
Though its origin is unknown, this impractical wand allows its bearer to unleash a torrent of magical force. Once per turn, the bearer of the Twin-tailed Wand may attempt to cast one of their spells a second time. However, should they miscast a spell, the bearer is overwhelmed by the Winds of Magic and, instead of rolling on the Miscast table, suffers D3 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Twin-tailed Wand
Though its origin is unknown, this impractical wand allows its bearer to unleash a torrent of magical force. Once per turn, the bearer of the Twin-tailed Wand may attempt to cast one of their spells a second time. However, should they miscast a spell, the bearer is overwhelmed by the Winds of Magic and, instead of rolling on the Miscast table, suffers D3 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Twin-tailed Wand
Though its origin is unknown, this impractical wand allows its bearer to unleash a torrent of magical force. Once per turn, the bearer of the Twin-tailed Wand may attempt to cast one of their spells a second time. However, should they miscast a spell, the bearer is overwhelmed by the Winds of Magic and, instead of rolling on the Miscast table, suffers D3 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Twin-tailed Wand
Though its origin is unknown, this impractical wand allows its bearer to unleash a torrent of magical force. Once per turn, the bearer of the Twin-tailed Wand may attempt to cast one of their spells a second time. However, should they miscast a spell, the bearer is overwhelmed by the Winds of Magic and, instead of rolling on the Miscast table, suffers D3 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Twin-tailed Wand
Though its origin is unknown, this impractical wand allows its bearer to unleash a torrent of magical force. Once per turn, the bearer of the Twin-tailed Wand may attempt to cast one of their spells a second time. However, should they miscast a spell, the bearer is overwhelmed by the Winds of Magic and, instead of rolling on the Miscast table, suffers D3 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
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 Duty
This venerable banner steels the hearts of despairing warriors, renewing their will to fight on. A unit carrying the Banner of Duty may re-roll any failed Rally test.
Bannière du Devoir
Cette vénérable bannière raffermit le cour des guerriers ébranlés, qui combattent de plus belle. Une unité brandissant la Bannière du Devoir peut relancer tout test de Ralliement raté.
Banner Of Duty
This venerable banner steels the hearts of despairing warriors, renewing their will to fight on. A unit carrying the Banner of Duty may re-roll any failed Rally test.
Banner Of Duty
This venerable banner steels the hearts of despairing warriors, renewing their will to fight on. A unit carrying the Banner of Duty may re-roll any failed Rally test.
Banner Of Duty
This venerable banner steels the hearts of despairing warriors, renewing their will to fight on. A unit carrying the Banner of Duty may re-roll any failed Rally test.
Banner Of Duty
This venerable banner steels the hearts of despairing warriors, renewing their will to fight on. A unit carrying the Banner of Duty may re-roll any failed Rally test.
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.
The Banner Of The Free State Of Nuln
The City-state of Nuln has no stake in the War of the Three Emperors, instead taking pride in the prosperity of their great city. The Banner of the Free State of Nuln may only be taken by a model in a City-state of Nuln Army of Infamy. A unit carrying the Banner of the Free State of Nuln gains the Stubborn special rule.
Bannière De La Cité-état Franche De Nuln
La Cité-État de Nuln ne voit aucun intérêt à prendre part à la Guerre des Trois Empereurs, et s'enorgueillit de sa prospérité. La Bannière de la Cité-État Franche de Nuln ne peut être prise que par une figurine d'une Armée de l'Infamie de la CitéÉtat de Nuln. Une unité portant la Bannière de la Cité-État Franche de Nuln gagne la règle spéciale Obstiné.
The Banner Of The Free State Of Nuln
The City-state of Nuln has no stake in the War of the Three Emperors, instead taking pride in the prosperity of their great city. The Banner of the Free State of Nuln may only be taken by a model in a City-state of Nuln Army of Infamy. A unit carrying the Banner of the Free State of Nuln gains the Stubborn special rule.
The Banner Of The Free State Of Nuln
The City-state of Nuln has no stake in the War of the Three Emperors, instead taking pride in the prosperity of their great city. The Banner of the Free State of Nuln may only be taken by a model in a City-state of Nuln Army of Infamy. A unit carrying the Banner of the Free State of Nuln gains the Stubborn special rule.
The Banner Of The Free State Of Nuln
The City-state of Nuln has no stake in the War of the Three Emperors, instead taking pride in the prosperity of their great city. The Banner of the Free State of Nuln may only be taken by a model in a City-state of Nuln Army of Infamy. A unit carrying the Banner of the Free State of Nuln gains the Stubborn special rule.
The Banner Of The Free State Of Nuln
The City-state of Nuln has no stake in the War of the Three Emperors, instead taking pride in the prosperity of their great city. The Banner of the Free State of Nuln may only be taken by a model in a City-state of Nuln Army of Infamy. A unit carrying the Banner of the Free State of Nuln gains the Stubborn special rule.
Griffon Standard
A unit flying the Griffon Standard resolutely stands its ground, and few foes can break them. When determining your combat result, a unit carrying the Griffon Standard can claim a Rank Bonus of +2 for each extra rank behind the first, rather than the usual +1.
Bannière du Griffon
Une unité brandissant la Bannière du Griffon ne recule jamais, et rares sont les ennemis qui peuvent entamer sa détermination. Quand vous déterminez votre résultat de combat, une unité portant la Bannière du Griffon peut avoir un Bonus de Rang de 2+ pour chaque rang en plus du premier, au lieu du +1habituel.
Griffon Standard
A unit flying the Griffon Standard resolutely stands its ground, and few foes can break them. When determining your combat result, a unit carrying the Griffon Standard can claim a Rank Bonus of +2 for each extra rank behind the first, rather than the usual +1.
Griffon Standard
A unit flying the Griffon Standard resolutely stands its ground, and few foes can break them. When determining your combat result, a unit carrying the Griffon Standard can claim a Rank Bonus of +2 for each extra rank behind the first, rather than the usual +1.
Griffon Standard
A unit flying the Griffon Standard resolutely stands its ground, and few foes can break them. When determining your combat result, a unit carrying the Griffon Standard can claim a Rank Bonus of +2 for each extra rank behind the first, rather than the usual +1.
Griffon Standard
A unit flying the Griffon Standard resolutely stands its ground, and few foes can break them. When determining your combat result, a unit carrying the Griffon Standard can claim a Rank Bonus of +2 for each extra rank behind the first, rather than the usual +1.
Imperial Banner
This fine silken standard is a proud reminder of a time when the Empire was unified as one. All friendly units within the Command range of the model carrying the Imperial Banner roll 3D6 when making a Fear, Panic or Terror test and discard the highest result.
Bannière Impériale
Cette bannière tisée dans la soie la plus fine est un rappel éclatant ed l'époque où l'Empire était uni. Toutes les unités amies à portée de Commandement de la figurine portant la Bannière Impériale jetent 3D6 quand elles effectuent un test de Peur, de Panique ou de Terreur; et elles défaussent le résultat le plus haut.
Imperial Banner
This fine silken standard is a proud reminder of a time when the Empire was unified as one. All friendly units within the Command range of the model carrying the Imperial Banner roll 3D6 when making a Fear, Panic or Terror test and discard the highest result.
Imperial Banner
This fine silken standard is a proud reminder of a time when the Empire was unified as one. All friendly units within the Command range of the model carrying the Imperial Banner roll 3D6 when making a Fear, Panic or Terror test and discard the highest result.
Imperial Banner
This fine silken standard is a proud reminder of a time when the Empire was unified as one. All friendly units within the Command range of the model carrying the Imperial Banner roll 3D6 when making a Fear, Panic or Terror test and discard the highest result.
Imperial Banner
This fine silken standard is a proud reminder of a time when the Empire was unified as one. All friendly units within the Command range of the model carrying the Imperial Banner roll 3D6 when making a Fear, Panic or Terror test and discard the highest result.
Icon Of Morr
The spine-chilling influence of the god of death can be felt most keenly around this macabre totem. A unit carrying the Icon of Morr gains the Fear special rule. If they already have the Fear special rule, they instead gain the Terror special rule.
Icône De Morr
L'influence glaciale du dieu de la mort se fait particulièrement ressentir aux abords de ce totem macabre. Une unité portant l'Icône de Morr gagne la règle spéciale Peur. Si elle a déjà la règle spéciale Peur, elle gagne la règle spéciale Terreur à la place.
Icon Of Morr
The spine-chilling influence of the god of death can be felt most keenly around this macabre totem. A unit carrying the Icon of Morr gains the Fear special rule. If they already have the Fear special rule, they instead gain the Terror special rule.
Icon Of Morr
The spine-chilling influence of the god of death can be felt most keenly around this macabre totem. A unit carrying the Icon of Morr gains the Fear special rule. If they already have the Fear special rule, they instead gain the Terror special rule.
Icon Of Morr
The spine-chilling influence of the god of death can be felt most keenly around this macabre totem. A unit carrying the Icon of Morr gains the Fear special rule. If they already have the Fear special rule, they instead gain the Terror special rule.
Icon Of Morr
The spine-chilling influence of the god of death can be felt most keenly around this macabre totem. A unit carrying the Icon of Morr gains the Fear special rule. If they already have the Fear special rule, they instead gain the Terror special rule.
The Gleaming Pennant
Shining with an inner radiance, the Gleaming Pennant offers hope to those that march beneath it. Single use. A unit carrying the Gleaming Pennant may re-roll a single failed Leadership test. Note that a Break test is not a Leadership test.
Le Fanion Étincelant
Luisant d'un éclat surnaturel, le Fanion Etincelant apporte l'espoir à ceux qui marchent derrière lui. Usage unique. Une unité brandissant le Fanion Etincelant peut relancer un seul test de Commandement raté.
The Gleaming Pennant
Shining with an inner radiance, the Gleaming Pennant offers hope to those that march beneath it. Single use. A unit carrying the Gleaming Pennant may re-roll a single failed Leadership test. Note that a Break test is not a Leadership test.
The Gleaming Pennant
Shining with an inner radiance, the Gleaming Pennant offers hope to those that march beneath it. Single use. A unit carrying the Gleaming Pennant may re-roll a single failed Leadership test. Note that a Break test is not a Leadership test.
The Gleaming Pennant
Shining with an inner radiance, the Gleaming Pennant offers hope to those that march beneath it. Single use. A unit carrying the Gleaming Pennant may re-roll a single failed Leadership test. Note that a Break test is not a Leadership test.
The Gleaming Pennant
Shining with an inner radiance, the Gleaming Pennant offers hope to those that march beneath it. Single use. A unit carrying the Gleaming Pennant may re-roll a single failed Leadership test. Note that a Break test is not a Leadership test.
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.
Tapestry Of Sigmar’s Triumph
Depicting Sigmar’s heroic victories, this standard inspires others to meet the enemies of the Empire with weapons in-hand. A unit carrying the Tapestry of Sigmar’s Triumph may re-roll any rolls To Wound of a natural 1 during the first round of a combat.
Tapisserie Du Triomphe De Sigmar
Dépeignant les victoires héroïques de Sigmar, cet étendard incite les guerriers à faire face aux ennemis de l'Empire sans fléchir. Une unité portant la Tapisserie du Triomphe de Sigmar peut relancer tout jet de Blessure d'un 1 naturel au premier round d'un combat.
Tapestry Of Sigmar’s Triumph
Depicting Sigmar’s heroic victories, this standard inspires others to meet the enemies of the Empire with weapons in-hand. A unit carrying the Tapestry of Sigmar’s Triumph may re-roll any rolls To Wound of a natural 1 during the first round of a combat.
Tapestry Of Sigmar’s Triumph
Depicting Sigmar’s heroic victories, this standard inspires others to meet the enemies of the Empire with weapons in-hand. A unit carrying the Tapestry of Sigmar’s Triumph may re-roll any rolls To Wound of a natural 1 during the first round of a combat.
Tapestry Of Sigmar’s Triumph
Depicting Sigmar’s heroic victories, this standard inspires others to meet the enemies of the Empire with weapons in-hand. A unit carrying the Tapestry of Sigmar’s Triumph may re-roll any rolls To Wound of a natural 1 during the first round of a combat.
Tapestry Of Sigmar’s Triumph
Depicting Sigmar’s heroic victories, this standard inspires others to meet the enemies of the Empire with weapons in-hand. A unit carrying the Tapestry of Sigmar’s Triumph may re-roll any rolls To Wound of a natural 1 during the first round of a combat.
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
Harald Gemunsen
Grand Master Of The Knights Panther
Harald Gemunsen
Grand Maître des Chevaliers Panthères
Harald Gemunsen
Grand Master Of The Knights Panther
Harald Gemunsen
Grand Master Of The Knights Panther
Harald Gemunsen
Grand Master Of The Knights Panther
Harald Gemunsen
Grand Master Of The Knights Panther
General Hans Von Löwenhacke
General Hans Von Löwenhacke
General Hans Von Löwenhacke
General Hans Von Löwenhacke
General Hans Von Löwenhacke
General Hans Von Löwenhacke
General of the Empire
Général de l'Empire
General of the Empire
General of the Empire
General of the Empire
General of the Empire
Captain of the Empire
Capitaine de l'Empire
Captain of the Empire
Captain of the Empire
Captain of the Empire
Captain of the Empire
Barded warhorse
Destrier caparaçonné
Barded warhorse
Barded warhorse
Barded warhorse
Barded warhorse
Empire warhorse
Destrier impérial
Empire warhorse
Empire warhorse
Empire warhorse
Empire warhorse
Pegasus
Pégase
Pegasus
Pegasus
Pegasus
Pegasus
Demigryph
Demigriffon
Demigryph
Demigryph
Demigryph
Demigryph
Griffon
Griffon
Griffon
Griffon
Griffon
Griffon
Imperial Griffon
Griffon Impérial
Imperial Griffon
Imperial Griffon
Imperial Griffon
Imperial Griffon
Master Mage
Maître Mage
Master Mage
Master Mage
Master Mage
Master Mage
Witch Hunter
Répurgateur
Witch Hunter
Witch Hunter
Witch Hunter
Witch Hunter
Lector of Sigmar
Archidiacre de Sigmar
Lector of Sigmar
Lector of Sigmar
Lector of Sigmar
Lector of Sigmar
War Alter of Sigmar
Autel de Guerre de Sigmar
War Alter of Sigmar
War Alter of Sigmar
War Alter of Sigmar
War Alter of Sigmar
Priest of Sigmar
Prêtre de Sigmar
Priest of Sigmar
Priest of Sigmar
Priest of Sigmar
Priest of Sigmar
Empire Engineer
Ingénieur de l'Empire
Empire Engineer
Empire Engineer
Empire Engineer
Empire Engineer
Empire War Wagons
Chariots De Guerre De L'empire
Empire War Wagons
Empire War Wagons
Empire War Wagons
Empire War Wagons
Nuln State Troops
Troupes Régulières de Nuln
Nuln State Troops
Nuln State Troops
Nuln State Troops
Nuln State Troops
Nuln Veteran State Troops
Vétérans des troupes Régulières de Nuln
Nuln Veteran State Troops
Nuln Veteran State Troops
Nuln Veteran State Troops
Nuln Veteran State Troops
State Missile Troops
Troupes de Tir de l'Empire
State Missile Troops
State Missile Troops
State Missile Troops
State Missile Troops
Swordsmen
Swordsmen
Swordsmen
Swordsmen
Swordsmen
Swordsmen
Outriders
Escorteurs
Outriders
Outriders
Outriders
Outriders
Free Company Militia
Milice des franche-compagnies
Free Company Militia
Free Company Militia
Free Company Militia
Free Company Militia
Empire Archers
Archers de l'Empire
Empire Archers
Empire Archers
Empire Archers
Empire Archers
Empire Knights
Chevaliers de l'Empire
Empire Knights
Empire Knights
Empire Knights
Empire Knights
Outriders
Escorteurs
Outriders
Outriders
Outriders
Outriders
Empire Greatswords
Joueurs d'épées de l'Empire
Empire Greatswords
Empire Greatswords
Empire Greatswords
Empire Greatswords
Pistoliers
Pistoliers
Pistoliers
Pistoliers
Pistoliers
Pistoliers
Great Cannon
Grand Canon
Great Cannon
Great Cannon
Great Cannon
Great Cannon
Mortar
Mortier
Mortar
Mortar
Mortar
Mortar
Empire War Wagons
Chariots De Guerre De L'empire
Empire War Wagons
Empire War Wagons
Empire War Wagons
Empire War Wagons
Empire Road Wardens
Patrouilleurs Ruraux De l'Empire
Empire Road Wardens
Empire Road Wardens
Empire Road Wardens
Empire Road Wardens
Steam Tank
Tank à vapeur
Steam Tank
Steam Tank
Steam Tank
Steam Tank
Helblaster Volley Gun
Canon à Répétition Feu d'Enfer
Helblaster Volley Gun
Helblaster Volley Gun
Helblaster Volley Gun
Helblaster Volley Gun
Helstorm Rocket Battery
Batteries Tonnerre de Feu
Helstrom Rocket Battery
Helstorm Rocket Battery
Helstorm Rocket Battery
Helstorm Rocket Battery
Imperial Ogres
Ogres Impériaux
Imperial Ogres
Imperial Ogres
Imperial Ogres
Imperial Ogres