Correspondence of translations with another language
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"Stand Back Sir!"
If the model is within 3" of a war machine, it is allowed to take a "Look Out Sir!" roll just as if it was within 3" of a unit of five or more models of the same troop type as himself. If the roll is successful, the hit is resolved instead against the nearest friendly war machine.
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"Stand Back Sir!"
If the model is within 3" of a war machine, it is allowed to take a "Look Out Sir!" roll just as if it was within 3" of a unit of five or more models of the same troop type as himself. If the roll is successful, the hit is resolved instead against the nearest friendly war machine.
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Standard Bearer
Combat Resolution Bonus
If a unit includes a standard bearer, it adds +1 to its combat result.
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Standard Bearer
Combat Resolution Bonus
If a unit includes a standard bearer, it adds +1 to its combat result.
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Ancestral Grudge
Dwarfs always have Hatred (Orcs & Goblins, Skaven, Hobgoblins).
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Ancestral Grudge
Dwarfs always have Hatred (Orcs & Goblins, Skaven, Hobgoblins).
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Miedo
A unit containing one or more Fear-causing models gains +1 to its Combat Resolution score. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution score is increased by +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with Fear involved in the same combat.
If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus of their Fear-causing enemies is ignored for that unit.
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Fear
A unit containing one or more Fear-causing models gains +1 to its Combat Resolution score. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution score is increased by +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with Fear involved in the same combat.
If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus of their Fear-causing enemies is ignored for that unit.
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Animated Construct
Animated Constructs have Immunity (Poisoned Attacks) and Unbreakable. However, they may not march.
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Animated Construct
Animated Constructs have Immunity (Poisoned Attacks) and Unbreakable. However, they may not march.
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Anvil of Doom
A Runelord with an Anvil of Doom gains Ward Save (4+) and Unbreakable. In addition, his troop type changes to War Machine and he counts as being part of the crew. The Runelord can never choose to leave the Anvil during the game. If the Runelord is killed, the whole Anvil is also removed as a casualty.
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Anvil of Doom
A Runelord with an Anvil of Doom gains Ward Save (4+) and Unbreakable. In addition, his troop type changes to War Machine and he counts as being part of the crew. The Runelord can never choose to leave the Anvil during the game. If the Runelord is killed, the whole Anvil is also removed as a casualty.
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Artillery Master
One war machine that is within 3" of a Master Engineer can use his BS or reroll one artillery dice or scatter dice during each Shooting phase. This cannot be the artillery dice that determines the distance a cannonball bounces. You must nominate which weapon, if any, will be using this rule at the start of each Shooting phase, before any such weapons within 3" of the Master Engineer are fired.
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Artillery Master
One war machine that is within 3" of a Master Engineer can use his BS or reroll one artillery dice or scatter dice during each Shooting phase. This cannot be the artillery dice that determines the distance a cannonball bounces. You must nominate which weapon, if any, will be using this rule at the start of each Shooting phase, before any such weapons within 3" of the Master Engineer are fired.
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Beer Casks
At the start of each Dwarf turn, the Brewmaster can bestow one of the following beers to himself and the unit he is with. Whenever the Brewmaster has given out a draught of brew, roll a D6. If you roll a '1', he and his unit suffer -1 to their WS, BS and I this turn.
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Beer Casks
At the start of each Dwarf turn, the Brewmaster can bestow one of the following beers to himself and the unit he is with. Whenever the Brewmaster has given out a draught of brew, roll a D6. If you roll a '1', he and his unit suffer -1 to their WS, BS and I this turn.
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Beer Gut
Enemy attacks against the Brewmaster's front suffer -1 To Wound.
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Beer Gut
Enemy attacks against the Brewmaster's front suffer -1 To Wound.
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Bolt Thrower
You may take 1-2 Bolt Throwers as a single Special choice.
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Bolt Thrower
You may take 1-2 Bolt Throwers as a single Special choice.
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Bombing Run
During the Remaining Moves sub-phase, models with this rule may drop a bomb unless they are fleeing or have declared a charge that turn. To make a Bombing Run, select one unengaged enemy unit that the Gyrobomber moved over in that turn and place the large 5" template anywhere over the target unit (but note that it cannot cover friendly models) and roll for scatter and damage as for a stone thrower. If a misfire is rolled, use the Bomb Misfire chart.
After resolving the damage caused by a grudge buster bomb, roll a D6. On a 4+, the bomb scatters D6" from where it first landed (a Hit! result remains in place). Place the small round (3") template on the new location and resolve damage using the profile above. It cannot bounce a third time.
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Bombing Run
During the Remaining Moves sub-phase, models with this rule may drop a bomb unless they are fleeing or have declared a charge that turn. To make a Bombing Run, select one unengaged enemy unit that the Gyrobomber moved over in that turn and place the large 5" template anywhere over the target unit (but note that it cannot cover friendly models) and roll for scatter and damage as for a stone thrower. If a misfire is rolled, use the Bomb Misfire chart.
After resolving the damage caused by a grudge buster bomb, roll a D6. On a 4+, the bomb scatters D6" from where it first landed (a Hit! result remains in place). Place the small round (3") template on the new location and resolve damage using the profile above. It cannot bounce a third time.
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Brotherhood of Grimnir
If Ungrim is included in your army, one unit of Troll Slayers or Giant Slayers may be upgraded to the Brotherhood of Grimnir for 1 point per model. These Slayers have the Wards of Grimnir upgrade.
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Brotherhood of Grimnir
If Ungrim is included in your army, one unit of Troll Slayers or Giant Slayers may be upgraded to the Brotherhood of Grimnir for 1 point per model. These Slayers have the Wards of Grimnir upgrade.
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Bugman's Rangers
Any army that includes Bugman can upgrade a single unit of Rangers to be Bugman's Rangers. If this is done, Bugman must join the unit and cannot leave it. Bugman’s Rangers have S 4 and cost an additional +2 points per model.
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Bugman's Rangers
Any army that includes Bugman can upgrade a single unit of Rangers to be Bugman's Rangers. If this is done, Bugman must join the unit and cannot leave it. Bugman’s Rangers have S 4 and cost an additional +2 points per model.
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Burlok's Ingenious Offensive New-matic Integrated Constrictor Arm
Burlok's artificial arm gives him +1 Attack with S 6 in close combat.
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Burlok's Ingenious Offensive New-matic Integrated Constrictor Arm
Burlok's artificial arm gives him +1 Attack with S 6 in close combat.
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Champion
"Follow Me!"
A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios:
• Attempting to March when within 8" of enemy units.
• Attempting to Redirect a Charge.
• Reforming from Defeat after losing a round of close combat.
• Restraining from Pursuit
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Champion
"Follow Me!"
A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios:
• Attempting to March when within 8" of enemy units.
• Attempting to Redirect a Charge.
• Reforming from Defeat after losing a round of close combat.
• Restraining from Pursuit
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Counter-charge
Khargrim always counts as charging in the first round of close combat.
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Counter-charge
Khargrim always counts as charging in the first round of close combat.
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Zancada Veloz
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result.
When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6.
Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 2D6
Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6 (discard the lowest)
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Swiftstride
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result.
When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6.
Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 2D6
Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6 (discard the lowest)
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Daemon Slayer
A Daemon Slayer has Slayer and Dragon Slayer. In addition, any Ward saves successfully made against Attacks made by the Slayer must be re-rolled. For each Daemon Slayer in your army, you may take one unit of Troll Slayers (but not Giant Slayers) as a Core Unit.
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Daemon Slayer
A Daemon Slayer has Slayer and Dragon Slayer. In addition, any Ward saves successfully made against Attacks made by the Slayer must be re-rolled. For each Daemon Slayer in your army, you may take one unit of Troll Slayers (but not Giant Slayers) as a Core Unit.
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Deathblow
If a Slayer is killed by normal Close Combat Attacks, it will immediately make a single Attack back against the unit or model that killed it before the Slayer is removed as a casualty.
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Deathblow
If a Slayer is killed by normal Close Combat Attacks, it will immediately make a single Attack back against the unit or model that killed it before the Slayer is removed as a casualty.
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Tozudo
If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted.
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Stubborn
If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted.
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Disaster!
If the Thunderbarge is destroyed it scatters 3D6" in a random direction and then crashes to the ground. Place the large template with the hole under its final position. Any model touched by the template suffers a S 6 hit.
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Disaster!
If the Thunderbarge is destroyed it scatters 3D6" in a random direction and then crashes to the ground. Place the large template with the hole under its final position. Any model touched by the template suffers a S 6 hit.
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Disguised
The White Dwarf has Hidden. However, if the unit he is Hidden in is wiped out or flees then the White Dwarf will be revealed, and will stand his ground even though the rest of the unit may be fleeing or slain. Place the model in the middle of the front rank of the unit, then move/remove the rest of the unit as normal. The White Dwarf will then operative as a lone character as normal. The White Dwarf may never be the army's General, but units he joins may still use his LD once he is no longer Hidden.
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Disguised
The White Dwarf has Hidden. However, if the unit he is Hidden in is wiped out or flees then the White Dwarf will be revealed, and will stand his ground even though the rest of the unit may be fleeing or slain. Place the model in the middle of the front rank of the unit, then move/remove the rest of the unit as normal. The White Dwarf will then operative as a lone character as normal. The White Dwarf may never be the army's General, but units he joins may still use his LD once he is no longer Hidden.
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Dragon Slayer
A Dragon Slayer has Slayer. In addition, when attacking Monsters, the Slayer's attacks cause Multiple Wounds (D3).
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Dragon Slayer
A Dragon Slayer has Slayer. In addition, when attacking Monsters, the Slayer's attacks cause Multiple Wounds (D3).
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Dwarf-crafted
All handguns, pistols and crossbows in a Dwarf army can re-roll 1's when rolling To Hit.
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Dwarf-crafted
All handguns, pistols and crossbows in a Dwarf army can re-roll 1's when rolling To Hit.
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Entrenchment
Up to one unit with the troop type war machine can be entrenched for each Master Engineer in the army. An entrenched war machine is treated as being in hard cover when shot at and any charging models suffer a -1 To Hit modifier in close combat. An entrenched war machine can be pivoted to fire, but if it moves in any other way, the entrenchment is lost. If the war machine is destroyed, the entrenchment is considered destroyed as well. A war machine can only be entrenched once.
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Entrenchment
Up to one unit with the troop type war machine can be entrenched for each Master Engineer in the army. An entrenched war machine is treated as being in hard cover when shot at and any charging models suffer a -1 To Hit modifier in close combat. An entrenched war machine can be pivoted to fire, but if it moves in any other way, the entrenchment is lost. If the war machine is destroyed, the entrenchment is considered destroyed as well. A war machine can only be entrenched once.
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Terror
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror).
Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.
If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
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Terror
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror).
Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.
If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
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Firethrower
You may take 1-2 Firethrowers as a single Special choice.
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Firethrower
You may take 1-2 Firethrowers as a single Special choice.
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Fly (6)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (6)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Forgefire
A Runesmith and Runelord, and all friendly infantry models in a unit joined by one or more of them, gain Armour Piercing (1) for as long as they remain with the unit.
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Forgefire
A Runesmith and Runelord, and all friendly infantry models in a unit joined by one or more of them, gain Armour Piercing (1) for as long as they remain with the unit.
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Frenesí
Frenzied troops gain +1 A and Immunity (Psychology).
Berserk Rage
A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction.
If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy.
A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by.
Losing Frenzy
Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.
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Frenzy
Frenzied troops gain +1 A and Immunity (Psychology).
Berserk Rage
A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction.
If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy.
A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by.
Losing Frenzy
Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.
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General
Inspiring Presence
Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified.
If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6".
If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD.
If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD.
Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.
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General
Inspiring Presence
Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified.
If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6".
If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD.
If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD.
Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.
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Grinding Attack
In addition to its normal Impact Hits when charging, the Deathroller inflicts D6 Impact Hits at the start of each close combat round. If you roll a 6 when determining the number of Impact Hits, the driver has pushed the boiler beyond his limits. Roll a D6 and consult the Boiler Incident Table.
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Grinding Attack
In addition to its normal Impact Hits when charging, the Deathroller inflicts D6 Impact Hits at the start of each close combat round. If you roll a 6 when determining the number of Impact Hits, the driver has pushed the boiler beyond his limits. Roll a D6 and consult the Boiler Incident Table.
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Grombrindal has no Fear!
The White Dwarf is Unbreakable. If his chosen unit breaks and flees, for any reason, he will always stand his ground. If the unit was engaged in combat, he will stand firm and continue to fight while his unit flees, denying the foe the chance to pursue. Grombrindal can even join a unit that is not Unbreakable, this is an exception to the normal Unbreakable rules.
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Grombrindal has no Fear!
The White Dwarf is Unbreakable. If his chosen unit breaks and flees, for any reason, he will always stand his ground. If the unit was engaged in combat, he will stand firm and continue to fight while his unit flees, denying the foe the chance to pursue. Grombrindal can even join a unit that is not Unbreakable, this is an exception to the normal Unbreakable rules.
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Gromril Armour
Models with this rule add +1 to their armour saves if they wear light, medium or heavy armour.
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Gromril Armour
Models with this rule add +1 to their armour saves if they wear light, medium or heavy armour.
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Hatred (High Elves)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hatred (High Elves)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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High King
Thorgrim must be the army General. Furthermore, if he is slain, all friendly models from Warhammer: Dwarfs immediately gain Frenzy.
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High King
Thorgrim must be the army General. Furthermore, if he is slain, all friendly models from Warhammer: Dwarfs immediately gain Frenzy.
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Immunity (Flaming Attacks)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
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Immunity (Flaming Attacks)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
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Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Indesmoralizable
Models with this rule have Immunity (Psychology) and pass Break tests automatically. However, they may never choose Flee! as a charge reaction.
Characters that are Unbreakable may only join units that are also Unbreakable, and characters that are not Unbreakable are not permitted to join units that are Unbreakable (even if a character is Unstable or was to become temporarily Unbreakable for some reason).
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Unbreakable
Models with this rule have Immunity (Psychology) and pass Break tests automatically. However, they may never choose Flee! as a charge reaction.
Characters that are Unbreakable may only join units that are also Unbreakable, and characters that are not Unbreakable are not permitted to join units that are Unbreakable (even if a character is Unstable or was to become temporarily Unbreakable for some reason).
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King's Guard
If the unit is joined by the army's General the unit gain Immunity (Fear/Terror). This lasts as long as the General is in the unit.
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King's Guard
If the unit is joined by the army's General the unit gain Immunity (Fear/Terror). This lasts as long as the General is in the unit.
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Kraggi, Assitant at the Forge
Kraggi is represented on the tabletop by a separate miniature that always remains as close as possible to Thorek’s Anvil of Doom. The model itself plays no part in the game; if it gets in the way, simply move it to one side. If Thorek is slain, Kraggi is also removed.
Thorek can re-roll a single dice on a failed attempt to cast one of the innate bound spells of the Anvil of Doom per turn. If this re-rolled dice rolls a 1, Kraggi has done something wrong and Thorek takes a S 10 hit. Kraggi is then removed from play and the Kraggi, Assistant at the Forge rule cannot be used again for the rest of the game.
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Kraggi, Assitant at the Forge
Kraggi is represented on the tabletop by a separate miniature that always remains as close as possible to Thorek’s Anvil of Doom. The model itself plays no part in the game; if it gets in the way, simply move it to one side. If Thorek is slain, Kraggi is also removed.
Thorek can re-roll a single dice on a failed attempt to cast one of the innate bound spells of the Anvil of Doom per turn. If this re-rolled dice rolls a 1, Kraggi has done something wrong and Thorek takes a S 10 hit. Kraggi is then removed from play and the Kraggi, Assistant at the Forge rule cannot be used again for the rest of the game.
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Large Target (2)
Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.
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Large Target (2)
Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.
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Large Target (5)
Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.
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Large Target (5)
Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.
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Liquid Fortification
As long as Bugman is alive, roll a D6 at the start of each friendly turn and consult the Liquid Fortification chart to see what effects his draughts have upon himself and any unit he has currently joined.
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Liquid Fortification
As long as Bugman is alive, roll a D6 at the start of each friendly turn and consult the Liquid Fortification chart to see what effects his draughts have upon himself and any unit he has currently joined.
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Locus of Power
For each friendly Anvil of Doom on the battlefield at the start of any Magic phase, add one dice to both your power and your dispel pool.
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Locus of Power
For each friendly Anvil of Doom on the battlefield at the start of any Magic phase, add one dice to both your power and your dispel pool.
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Lord of the Hold
If Alrik is included in your army he must be your army General (unless Thorgrim Grudgebearer is also included).
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Lord of the Hold
If Alrik is included in your army he must be your army General (unless Thorgrim Grudgebearer is also included).
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Lord of the Tunnels
Up to 2 units of Miners may be taken as Core choices in an army led by Brok. In addition, when using Underground Advance, these units may re-roll the dice each turn to see if they arrive on the battlefield.
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Lord of the Tunnels
Up to 2 units of Miners may be taken as Core choices in an army led by Brok. In addition, when using Underground Advance, these units may re-roll the dice each turn to see if they arrive on the battlefield.
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Lumbering
Models with this rule automatically fail any I test they are forced to make.
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Lumbering
Models with this rule automatically fail any I test they are forced to make.
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Master of Accuracy
At the start of each friendly Shooting phase, Grimm can bestow one of the Master of Accuracy rules on a single friendly unit within 3" for the duration of that Shooting phase, though he does not gain any bonuses for it himself.
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Master of Accuracy
At the start of each friendly Shooting phase, Grimm can bestow one of the Master of Accuracy rules on a single friendly unit within 3" for the duration of that Shooting phase, though he does not gain any bonuses for it himself.
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Master of Ancient Lore
Thorek receives a +1 bonus on all his attempts to cast the Anvil of Doom’s bound spells.
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Master of Ancient Lore
Thorek receives a +1 bonus on all his attempts to cast the Anvil of Doom’s bound spells.
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Musician
"Stand Fast!"
The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out.
"Form on Me!"
If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies.
Swift Reform
A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:
A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.
A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.
A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
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Musician
"Stand Fast!"
The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out.
"Form on Me!"
If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies.
Swift Reform
A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:
A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.
A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.
A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
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Oathstone
A unit that contains one or more models with an Oath Stone can never choose to flee as a charge reaction, cannot be disrupted and, if any of its models are armed with hand weapon and shield, they can make Parry saves against attacks made to their flanks and rear. In addition, the presence of the stone with the unit confers Magic Resistance (1) as its runes act to absorb wild magic. Furthermore, a character with an Oath Stone must always accept a challenge (if your unit contains more than one character with an Oath Stone, you can choose which of them accepts the challenge). However, if a model on an Oathstone fails a Break Test, he is removed as a casualty as he fights to the very last.
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Oathstone
A unit that contains one or more models with an Oath Stone can never choose to flee as a charge reaction, cannot be disrupted and, if any of its models are armed with hand weapon and shield, they can make Parry saves against attacks made to their flanks and rear. In addition, the presence of the stone with the unit confers Magic Resistance (1) as its runes act to absorb wild magic. Furthermore, a character with an Oath Stone must always accept a challenge (if your unit contains more than one character with an Oath Stone, you can choose which of them accepts the challenge). However, if a model on an Oathstone fails a Break Test, he is removed as a casualty as he fights to the very last.
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Old Grumbler
Longbeards are Immune to Panic. In addition, any friendly Dwarf units within 6'' of a unit of Longbeards can re-roll failed Panic tests.
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Old Grumbler
Longbeards are Immune to Panic. In addition, any friendly Dwarf units within 6'' of a unit of Longbeards can re-roll failed Panic tests.
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Organ Fire
To fire the Organ Gun, select a target according to the normal rules for shooting, then roll the Artillery dice and 2D6 to find out how many shots are fired.
If the Artillery dice rolls a misfire, no shots are fired and a critical fault has occurred; roll a D6 and consult the Black Powder War Machine Misfire chart.
The number of shots fired by the Organ Gun is equal to the total of both the Artillery dice and the 2D6 rolled. When determining the number of shots, roll that number of dice To Hit the target using the crew's BS and applying all appropriate modifiers.
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Organ Fire
To fire the Organ Gun, select a target according to the normal rules for shooting, then roll the Artillery dice and 2D6 to find out how many shots are fired.
If the Artillery dice rolls a misfire, no shots are fired and a critical fault has occurred; roll a D6 and consult the Black Powder War Machine Misfire chart.
The number of shots fired by the Organ Gun is equal to the total of both the Artillery dice and the 2D6 rolled. When determining the number of shots, roll that number of dice To Hit the target using the crew's BS and applying all appropriate modifiers.
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Over-Pressured Boiler
If two or more 1's are rolled when rolling for its movement, you need to roll another D6 and consult the Boiler Incident Table. The driver can take the risk and increase the pressure of the steam boiler before choosing to move the Deathroller. This gives the Deathroller Random Movement (3D6) rule.
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Over-Pressured Boiler
If two or more 1's are rolled when rolling for its movement, you need to roll another D6 and consult the Boiler Incident Table. The driver can take the risk and increase the pressure of the steam boiler before choosing to move the Deathroller. This gives the Deathroller Random Movement (3D6) rule.
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Random Movement (2D6)
Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.
Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.
There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.
If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.
If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.
A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
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Random Movement (2D6)
Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.
Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.
There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.
If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.
If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.
A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
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Relentless
Units entirely composed of models with this rule do not need to pass a LD test in order to march, regardless of the proximity of enemy units.
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Relentless
Units entirely composed of models with this rule do not need to pass a LD test in order to march, regardless of the proximity of enemy units.
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Resolute
When taking Break tests, models with this rule count as having lost the combat with 1 point fewer than they actually have.
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Resolute
When taking Break tests, models with this rule count as having lost the combat with 1 point fewer than they actually have.
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Revenge Incarnate
Once per game, at the start of any Close Combat phase, Belegar can harness the power of his ancestors. For the remainder of the turn, he doubles his A characteristic.
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Revenge Incarnate
Once per game, at the start of any Close Combat phase, Belegar can harness the power of his ancestors. For the remainder of the turn, he doubles his A characteristic.
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Rune of Cleaving
The Rune Guardian gains Armour Piercing (1) and Magical Attacks.
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Rune of Cleaving
The Rune Guardian gains Armour Piercing (1) and Magical Attacks.
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Rune of Fury
The Rune Guardian gains +1 A and Magical Attacks.
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Rune of Fury
The Rune Guardian gains +1 A and Magical Attacks.
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Rune of Stone
The Rune Guardian gains +1 to its armour save.
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Rune of Stone
The Rune Guardian gains +1 to its armour save.
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Rune of Striking
The Rune Guardian gains +1 WS and Magical Attacks.
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Rune of Striking
The Rune Guardian gains +1 WS and Magical Attacks.
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Rune of Warding
The Rune Guardian gains a Ward save (6+).
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Rune of Warding
The Rune Guardian gains a Ward save (6+).
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Runelore
A Runesmith/Runelord follows the rules for a Level 2/4 Wizard for the purposes of dispelling, and have Magic Resistance (1/2), respectively.
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Runelore
A Runesmith/Runelord follows the rules for a Level 2/4 Wizard for the purposes of dispelling, and have Magic Resistance (1/2), respectively.
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Scouts
Before starting deployment, a unit with Scouts can choose to not deploy at the start of the battle. Scouts are set up after all other non-Scout units from both armies have been deployed, and do not count toward determining who finished deploying their army first. They can be set up either in their controlling player's deployment zone as normal, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first.
Note that a character may only join a unit deploying with Scouts if they also have the same rule.
If both players' armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
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Scouts
Before starting deployment, a unit with Scouts can choose to not deploy at the start of the battle. Scouts are set up after all other non-Scout units from both armies have been deployed, and do not count toward determining who finished deploying their army first. They can be set up either in their controlling player's deployment zone as normal, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first.
Note that a character may only join a unit deploying with Scouts if they also have the same rule.
If both players' armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
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Shieldbearers
Shieldbearers should be placed on a 40x20mm base and add +2 to the Unit Strength of any model mounted on them.
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Shieldbearers
Shieldbearers should be placed on a 40x20mm base and add +2 to the Unit Strength of any model mounted on them.
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Shieldwall
Models with this rule may re-roll failed Parry saves.
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Shieldwall
Models with this rule may re-roll failed Parry saves.
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Skirmishers
Skirmish Formation
Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too.
When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles.
Skirmishers and Charging
If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy.
The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way.
If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation.
Vanguard
Skirmishers have Vanguard.
Free Reform
A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value.
Feigned Flight
A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is
then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.
Remember that Feigned Flight does not apply to models with Fly.
Fire on the March
Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.
Light Troops
All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn).
Characters
A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
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Skirmishers
Skirmish Formation
Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too.
When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles.
Skirmishers and Charging
If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy.
The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way.
If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation.
Vanguard
Skirmishers have Vanguard.
Free Reform
A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value.
Feigned Flight
A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is
then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.
Remember that Feigned Flight does not apply to models with Fly.
Fire on the March
Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.
Light Troops
All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn).
Characters
A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
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Slayer
Slayers always Wound on a To Wound roll of 4+, unless they would need a lower result. Use the Slayer's S to determine the armour save modifier for any successful Wounds.
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Slayer
Slayers always Wound on a To Wound roll of 4+, unless they would need a lower result. Use the Slayer's S to determine the armour save modifier for any successful Wounds.
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Slayer King
If Ungrim is chosen as the General, Troll Slayers (but not Giant Slayers) are taken as Core units rather than Special units.
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Slayer King
If Ungrim is chosen as the General, Troll Slayers (but not Giant Slayers) are taken as Core units rather than Special units.
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Steam-Pressured Engine
The Grudgebreaker follows the rules for Random Movement and Random Attacks. In order to determine the Movement and Attacks value of the Grudgebreaker, roll an Artillery dice rather than a set of D6's (roll separately for Movement and Attacks). Whenever you attempt to move or attack with the Grudgebreaker you may re-roll the Artillery dice if it didn't score a Misfire. If a Misfire is rolled, roll a D6 and consult the Grudgebreaker Incident Table. If a Misfire results on the re-roll it automatically causes a Clunk result.
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Steam-Pressured Engine
The Grudgebreaker follows the rules for Random Movement and Random Attacks. In order to determine the Movement and Attacks value of the Grudgebreaker, roll an Artillery dice rather than a set of D6's (roll separately for Movement and Attacks). Whenever you attempt to move or attack with the Grudgebreaker you may re-roll the Artillery dice if it didn't score a Misfire. If a Misfire is rolled, roll a D6 and consult the Grudgebreaker Incident Table. If a Misfire results on the re-roll it automatically causes a Clunk result.
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Stout Courage
Bugman and any unit he joins have Immunity (Fear/Terror) as long as he remains with the unit.
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Stout Courage
Bugman and any unit he joins have Immunity (Fear/Terror) as long as he remains with the unit.
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Strider (Hill)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Strider (Hill)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Strike the Runes
A model mounted on an Anvil of Doom can use each of the following bound spells once per friendly Magic Phase. In addition, it may use up to
4 Power Dice when attempting to cast each spell. The Anvil can pivot on the spot before casting, and the range of the bound spells is measured from the Anvil itself.
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Strike the Runes
A model mounted on an Anvil of Doom can use each of the following bound spells once per friendly Magic Phase. In addition, it may use up to
4 Power Dice when attempting to cast each spell. The Anvil can pivot on the spot before casting, and the range of the bound spells is measured from the Anvil itself.
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The Battle Standard Bearer
Unless specified otherwise, the model that carries the battle standard cannot be the General.
Unlike normal standards, the battle standard is lost if the bearer is slain.
If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal.
Combat Resolution Bonus
A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit.
Hold your Ground!
Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing.
If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
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The Battle Standard Bearer
Unless specified otherwise, the model that carries the battle standard cannot be the General.
Unlike normal standards, the battle standard is lost if the bearer is slain.
If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal.
Combat Resolution Bonus
A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit.
Hold your Ground!
Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing.
If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
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The Best Defence
The Deathroller has an armour save of 3+ against all models attacking from the front. The Deathroller has only a 5+ armour save against attacks from the flank or rear.
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The Best Defence
The Deathroller has an armour save of 3+ against all models attacking from the front. The Deathroller has only a 5+ armour save against attacks from the flank or rear.
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The Throne of Power
The Throne of Power is treated in all regards as Shieldbearers, with these additions to represent its status and additional bearers: the Throne adds +4 to Thorgrim's W and gives him Unit Strength 5. In addition, the Throne increases the range of his Inspiring Presence rule to 18". If Thorgrim joins a unit, he does not benefit from the "Look Out Sir!" rule.
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The Throne of Power
The Throne of Power is treated in all regards as Shieldbearers, with these additions to represent its status and additional bearers: the Throne adds +4 to Thorgrim's W and gives him Unit Strength 5. In addition, the Throne increases the range of his Inspiring Presence rule to 18". If Thorgrim joins a unit, he does not benefit from the "Look Out Sir!" rule.
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The War-Mourner
Each Wound inflicted by Garagrim counts double towards that round's Combat Resolution. Against enemies with T 5 or higher, Garagrim causes Multiple Wounds (D6). However, Garagrim may never be the Army General.
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The War-Mourner
Each Wound inflicted by Garagrim counts double towards that round's Combat Resolution. Against enemies with T 5 or higher, Garagrim causes Multiple Wounds (D6). However, Garagrim may never be the Army General.
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Thunderbarge Cannon
The Thunderbarge is armed with a cannon, which cannot fire grapeshot. The cannon can be fired even if the Thunderbarge marches. If the cannon misfires and roll a "Destroyed!" result, then the Thunderarge suffers D3 Wounds with no saves allowed, and the weapon may no longer be used for the remainder of the game. Other misfires are resolved as normal.
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Thunderbarge Cannon
The Thunderbarge is armed with a cannon, which cannot fire grapeshot. The cannon can be fired even if the Thunderbarge marches. If the cannon misfires and roll a "Destroyed!" result, then the Thunderarge suffers D3 Wounds with no saves allowed, and the weapon may no longer be used for the remainder of the game. Other misfires are resolved as normal.
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Traditional Army
If Alrik is in the army then Firedrakes, Firethrowers, Gyrocopters, Flame Cannons, Organ Guns, Thunderbarges and Grudgebreakers counts as 2 units for the purpose of duplicate choices that are allowed. In addition, your army cannot have more models of Thunderers than Quarrellers.
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Traditional Army
If Alrik is in the army then Firedrakes, Firethrowers, Gyrocopters, Flame Cannons, Organ Guns, Thunderbarges and Grudgebreakers counts as 2 units for the purpose of duplicate choices that are allowed. In addition, your army cannot have more models of Thunderers than Quarrellers.
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Unhinged
Khargrim may not join any units and can never be the army's general.
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Unhinged
Khargrim may not join any units and can never be the army's general.
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Weapon Team
Each Firethrower operates as a separate unit. If a Firethrower is targeted by missile attacks and is within 3" of a friendly Infantry unit, it gains a 4+ "Look Out, Sir!"
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Weapon Team
Each Firethrower operates as a separate unit. If a Firethrower is targeted by missile attacks and is within 3" of a friendly Infantry unit, it gains a 4+ "Look Out, Sir!"
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Whirlwind of Death
Doomseekers do not attack normally. Instead, at the start of each round of close combat, a Doomseeker inflicts D6 automatic hits on all enemy units in base contact. In addition, any close combat attacks directed against a Doomseeker suffer -1 To Hit.
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Whirlwind of Death
Doomseekers do not attack normally. Instead, at the start of each round of close combat, a Doomseeker inflicts D6 automatic hits on all enemy units in base contact. In addition, any close combat attacks directed against a Doomseeker suffer -1 To Hit.
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