Correspondence of translations with another language
ES | EN |
---|---|
"Stand Back, Sir!"
A Master Engineer that is within 3" of a war machine is allowed to take a 'Look Out, Sir!' roll just as if he 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 instead resolved against the nearest friendly war machine.
|
"Stand Back, Sir!"
A Master Engineer that is within 3" of a war machine is allowed to take a 'Look Out, Sir!' roll just as if he 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 instead resolved against the nearest friendly war machine.
|
Accusation
After deployment, but before the first turn begins, select a single model in your opponent's army to accuse of heresy. This is the Witch Hunter's primary quarry. The Witch Hunter may re-roll all failed To Hit against his primary quarry. Every hit he inflicts on that model with close combat or shooting attacks also has Killing Blow. Finally, a Witch Hunter may also choose to shoot at the primary quarry as if he had Sniper.
|
Accusation
After deployment, but before the first turn begins, select a single model in your opponent's army to accuse of heresy. This is the Witch Hunter's primary quarry. The Witch Hunter may re-roll all failed To Hit against his primary quarry. Every hit he inflicts on that model with close combat or shooting attacks also has Killing Blow. Finally, a Witch Hunter may also choose to shoot at the primary quarry as if he had Sniper.
|
Against the Odds
Enemy units can never gain the combat resolution bonus points for attacking in the flank or rear in a combat involving Valten. In addition, Valten and any unit he leads have Immunity (Psychology) and are Stubborn.
|
Against the Odds
Enemy units can never gain the combat resolution bonus points for attacking in the flank or rear in a combat involving Valten. In addition, Valten and any unit he leads have Immunity (Psychology) and are Stubborn.
|
Aldebrand's Hawk
The hawk may target models using Sniper. The target must pass a WS test or suffer a S 3 hit.
|
Aldebrand's Hawk
The hawk may target models using Sniper. The target must pass a WS test or suffer a S 3 hit.
|
Standard Bearer
Combat Resolution Bonus
If a unit includes a standard bearer, it adds +1 to its combat result.
|
Standard Bearer
Combat Resolution Bonus
If a unit includes a standard bearer, it adds +1 to its combat result.
|
Althandin
Althandin suffers no Movement penalties for wearing barding.
|
Althandin
Althandin suffers no Movement penalties for wearing barding.
|
Ambushers
A unit with the Ambushers rule can choose to not deploy at the start of the battle. Instead, from Turn 2 onwards, the controlling player rolls a dice at the start of their turn for each unit of their Ambushers that have yet to arrive. On a 1 or 2, the Ambushers have been delayed – roll for them again next turn. On a 3 or more, the unit of Ambushers arrives, and will enter the board during the Remaining Moves sub-phase. If the Ambushers do not turn up for the entire game, they are assumed to have got lost, and are treated as having fled the battle for the purposes of determining the victor.
Arriving Ambushers enter the battlefield from any point on any battlefield edge, and move on using the rules for reinforcements. Note that a character may only join a unit deploying with Ambushers if they also have the same rule.
In addition, for every Core unit that deploys as Ambushers in your army, you are required to include at least one other Core Unit that is not Expendable (described later in this chapter) and that does not deploy using the Ambushers rule (for more information, see the Choosing Your Army chapter).
|
Ambushers
A unit with the Ambushers rule can choose to not deploy at the start of the battle. Instead, from Turn 2 onwards, the controlling player rolls a dice at the start of their turn for each unit of their Ambushers that have yet to arrive. On a 1 or 2, the Ambushers have been delayed – roll for them again next turn. On a 3 or more, the unit of Ambushers arrives, and will enter the board during the Remaining Moves sub-phase. If the Ambushers do not turn up for the entire game, they are assumed to have got lost, and are treated as having fled the battle for the purposes of determining the victor.
Arriving Ambushers enter the battlefield from any point on any battlefield edge, and move on using the rules for reinforcements. Note that a character may only join a unit deploying with Ambushers if they also have the same rule.
In addition, for every Core unit that deploys as Ambushers in your army, you are required to include at least one other Core Unit that is not Expendable (described later in this chapter) and that does not deploy using the Ambushers rule (for more information, see the Choosing Your Army chapter).
|
Ancestral Grudge
Dwarfs always have Hatred (Orcs & Goblins, Skaven, Hobgoblins).
|
Ancestral Grudge
Dwarfs always have Hatred (Orcs & Goblins, Skaven, Hobgoblins).
|
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.
|
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.
|
Animated Construct
Animated Constructs have Immunity (Poisoned Attacks) and Unbreakable. However, they may not march.
|
Animated Construct
Animated Constructs have Immunity (Poisoned Attacks) and Unbreakable. However, they may not march.
|
Arabyan Warhorses
When charging, the Knights may add an extra D3" to their Charge range.
|
Arabyan Warhorses
When charging, the Knights may add an extra D3" to their Charge range.
|
Cañón de Salvas
The Helblaster may fire up to three Artillery dice worth of shots in each of your Shooting phases. Roll one dice at a time. If a Misfire is rolled, roll immediately on the
Black Powder War Machine Misfire chart before rolling the next Artillery dice. If a May not Shoot result is rolled, this only applies to the current Artillery dice rolled. If a Malfunction result is rolled, this only applies to the current and the next Artillery dice rolled (if this is the third Artillery dice rolled this turn, the first Artillery dice the next turn is wasted). If a Destroyed! result is rolled, all previously Artillery dice shots this turn are still resolved before the war machine is removed. After all Artillery dice are rolled, resolve the number of shots as normal.
|
Volley Gun
The Helblaster may fire up to three Artillery dice worth of shots in each of your Shooting phases. Roll one dice at a time. If a Misfire is rolled, roll immediately on the
Black Powder War Machine Misfire chart before rolling the next Artillery dice. If a May not Shoot result is rolled, this only applies to the current Artillery dice rolled. If a Malfunction result is rolled, this only applies to the current and the next Artillery dice rolled (if this is the third Artillery dice rolled this turn, the first Artillery dice the next turn is wasted). If a Destroyed! result is rolled, all previously Artillery dice shots this turn are still resolved before the war machine is removed. After all Artillery dice are rolled, resolve the number of shots as normal.
|
Ataques Mágicos
All attacks made by spells and magic items are considered to be magical attacks, as are all attacks that are specifically noted as being magical attacks. Shots fired from magical items are also considered to be magical attacks, unless their description specifically states otherwise. Hits inflicted by rolls on the Miscast table are treated as magical attacks.
Note that spells are not physical attacks unless clearly specified.
|
Magical Attacks
All attacks made by spells and magic items are considered to be magical attacks, as are all attacks that are specifically noted as being magical attacks. Shots fired from magical items are also considered to be magical attacks, unless their description specifically states otherwise. Hits inflicted by rolls on the Miscast table are treated as magical attacks.
Note that spells are not physical attacks unless clearly specified.
|
Aura of Protection
The Luminark of Hysh and all friendly units within 6" have a Ward save (6+).
|
Aura of Protection
The Luminark of Hysh and all friendly units within 6" have a Ward save (6+).
|
Vanguardia
After both sides have deployed all their other forces (including Scouts), but before the roll to see who gets the first turn is made, units containing only models with Vanguard can immediately make a move up to 6" (12" in case they move using Swiftstride) move regardless of their M value (they cannot march and are affected by terrain as normal). This cannot be used to move the Vanguard troops within 12" of the enemy. A Vanguard move does not count as moving for the purpose of shooting in the first turn.
If both players' armies contain Vanguard troops, players should roll off. The players then alternate moving their Vanguard units one at a time, starting with the player who won the roll-off.
Units that have made a Vanguard move cannot declare a charge in the first turn if their army goes first. This also includes charging in the Magic phase.
If a character is deployed as part of a unit with Vanguard, that unit can still make its Vanguard move if the character in question has Vanguard or is a model on foot. Otherwise the character’s presence prevents the unit from using Vanguard.
|
Vanguard
After both sides have deployed all their other forces (including Scouts), but before the roll to see who gets the first turn is made, units containing only models with Vanguard can immediately make a move up to 6" (12" in case they move using Swiftstride) move regardless of their M value (they cannot march and are affected by terrain as normal). This cannot be used to move the Vanguard troops within 12" of the enemy. A Vanguard move does not count as moving for the purpose of shooting in the first turn.
If both players' armies contain Vanguard troops, players should roll off. The players then alternate moving their Vanguard units one at a time, starting with the player who won the roll-off.
Units that have made a Vanguard move cannot declare a charge in the first turn if their army goes first. This also includes charging in the Magic phase.
If a character is deployed as part of a unit with Vanguard, that unit can still make its Vanguard move if the character in question has Vanguard or is a model on foot. Otherwise the character’s presence prevents the unit from using Vanguard.
|
Awesome Presence
Wounds inflicted by Valten in close combat are counted towards the Empire combat resolution score of any combat within 12" of him (up to a maximum of +3), not just the one he is taking part in. Valten may never be the army's General.
|
Awesome Presence
Wounds inflicted by Valten in close combat are counted towards the Empire combat resolution score of any combat within 12" of him (up to a maximum of +3), not just the one he is taking part in. Valten may never be the army's General.
|
Awesome Presence
Wounds inflicted by Valten in close combat are counted towards the Empire combat resolution score of any combat within 12" of him, not just the one he is taking part in. Valten may never be the army's General.
|
Awesome Presence
Wounds inflicted by Valten in close combat are counted towards the Empire combat resolution score of any combat within 12" of him, not just the one he is taking part in. Valten may never be the army's General.
|
Battle Prayers
The model knows three Battle Prayers. Battle Prayers are innate bound spells (power level 3). Battle Prayers target the model and its unit.
|
Battle Prayers
The model knows three Battle Prayers. Battle Prayers are innate bound spells (power level 3). Battle Prayers target the model and its unit.
|
Black Powder Discipline
Any Handgunner unit that contains Jubal Falk may re-roll shooting to hit rolls of '1' with its handguns. Note that this doesn't apply to Jubal himself.
|
Black Powder Discipline
Any Handgunner unit that contains Jubal Falk may re-roll shooting to hit rolls of '1' with its handguns. Note that this doesn't apply to Jubal himself.
|
Blessed
The Templars of Sigmar have Magical Attacks and gain Magic Resistance (1).
|
Blessed
The Templars of Sigmar have Magical Attacks and gain Magic Resistance (1).
|
Blessing of the Sea God
The Sons of Manann gain +1 to Hit in the first round of close combat.
|
Blessing of the Sea God
The Sons of Manann gain +1 to Hit in the first round of close combat.
|
Blinding Light
Whenever the Knights declare a charge, roll a D6. A roll of 1 means the Blinding Light cannot be used this charge. On a 2+, there is enough sunlight for the Knights to dazzle their enemies as they charge. The enemy unit being charged are at -1 WS and BS for the duration of the turn.
|
Blinding Light
Whenever the Knights declare a charge, roll a D6. A roll of 1 means the Blinding Light cannot be used this charge. On a 2+, there is enough sunlight for the Knights to dazzle their enemies as they charge. The enemy unit being charged are at -1 WS and BS for the duration of the turn.
|
Bloodroar
Enemy units must roll an additional D6, discarding the lowest result, for LD tests caused by this beast's Terror rule.
|
Bloodroar
Enemy units must roll an additional D6, discarding the lowest result, for LD tests caused by this beast's Terror rule.
|
Guardaespaldas
When joined by a General of the Empire, the Knights of the Black Rose are Stubborn for as long as the model remains with the unit.
|
Bodyguard
When joined by a General of the Empire, the Knights of the Black Rose are Stubborn for as long as the model remains with the unit.
|
Carga Devastadora
The Models have +1 A during a turn in which they charge into combat. Unless otherwise noted, this only applies to rider in case of Cavalry or Monstrous Cavalry.
|
Devastating Charge
The Models have +1 A during a turn in which they charge into combat. Unless otherwise noted, this only applies to rider in case of Cavalry or Monstrous Cavalry.
|
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
|
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
|
Chosen of Sigmar
Valten has a Ward save (5+). In addition, once per game, he may harness the very power of Sigmar at the start of any close combat phase. Roll a D3; Valten adds the result to his WS, S, T and A characteristics until the end of the phase.
|
Chosen of Sigmar
Valten has a Ward save (5+). In addition, once per game, he may harness the very power of Sigmar at the start of any close combat phase. Roll a D3; Valten adds the result to his WS, S, T and A characteristics until the end of the phase.
|
Chosen of Sigmar
Luthor Huss has a Ward save (4+). In addition, once per game, he may harness the very power of Sigmar. Luthor must declare that he is harnessing this power at the start of any Close Combat phase. Roll a D3 – Luthor adds this number to his WS, S, T, and A characteristics until the end of the turn.
|
Chosen of Sigmar
Luthor Huss has a Ward save (4+). In addition, once per game, he may harness the very power of Sigmar. Luthor must declare that he is harnessing this power at the start of any Close Combat phase. Roll a D3 – Luthor adds this number to his WS, S, T, and A characteristics until the end of the turn.
|
Coruscating Blast
This breath weapon works similarly to determining the effects of a cannon shot. The maximum range of the attack's target point is 12" away from the monster and may be treated just like a normal breath weapon. After the target point has been selected, roll the Artillery dice to create a line of effect for the blast travelling in a straight line away from the dragon (using the line template). A Misfire result should be re-rolled. Any model caught in the line of the blast suffers D3 wounds with a S equivalent to 10, minus the target's T score, with Ignores Armour saves and Magical Attacks.
|
Coruscating Blast
This breath weapon works similarly to determining the effects of a cannon shot. The maximum range of the attack's target point is 12" away from the monster and may be treated just like a normal breath weapon. After the target point has been selected, roll the Artillery dice to create a line of effect for the blast travelling in a straight line away from the dragon (using the line template). A Misfire result should be re-rolled. Any model caught in the line of the blast suffers D3 wounds with a S equivalent to 10, minus the target's T score, with Ignores Armour saves and Magical Attacks.
|
Courage of the Believer
Brother Valdemar and any unit he joins gains Immunity (Fear).
|
Courage of the Believer
Brother Valdemar and any unit he joins gains Immunity (Fear).
|
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)
|
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)
|
Crush the Weak
The model has Hatred against enemies with a LD characteristic of 6 or lower.
|
Crush the Weak
The model has Hatred against enemies with a LD characteristic of 6 or lower.
|
Cursed
The Knights must re-roll successful 6’s when rolling to Wound and fail all Dangerous Terrain tests on a 1-2 rather than a 1. However, they also gain a Ward save (5+) in Close Combat.
|
Cursed
The Knights must re-roll successful 6’s when rolling to Wound and fail all Dangerous Terrain tests on a 1-2 rather than a 1. However, they also gain a Ward save (5+) in Close Combat.
|
Darkwalker
Elspeth has Immunity (Psychology) and all To Wound rolls made against her suffer a -1 penalty. She also suffers any extra effect that is listed as specifically damaging Daemons or the Undead.
|
Darkwalker
Elspeth has Immunity (Psychology) and all To Wound rolls made against her suffer a -1 penalty. She also suffers any extra effect that is listed as specifically damaging Daemons or the Undead.
|
Destroying the Land Ship
When the Land Ship loses its last wound roll a D6. On a roll of a 1, it suffers the effects of the Abandon Ship! result on the Land Ship Calamity table and on a 6 the Boom! result. On any other roll, the Land Ship is removed as normal.
|
Destroying the Land Ship
When the Land Ship loses its last wound roll a D6. On a roll of a 1, it suffers the effects of the Abandon Ship! result on the Land Ship Calamity table and on a 6 the Boom! result. On any other roll, the Land Ship is removed as normal.
|
Determinación Severa
Witch Hunters, and any unit they are in, have Immunity (Fear).
|
Grim Resolve
Witch Hunters, and any unit they are in, have Immunity (Fear).
|
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.
|
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.
|
Disloyal Reputation
Friendly units within 6" of a unit of Knights of the Black Rose suffer -1 to their LD.
|
Disloyal Reputation
Friendly units within 6" of a unit of Knights of the Black Rose suffer -1 to their LD.
|
Disorderly
Knights Encarmine cannot receive rank bonuses.
|
Disorderly
Knights Encarmine cannot receive rank bonuses.
|
Divine Power
The model can channel power and dispel dice in the same manner as a Level 1 Wizard.
|
Divine Power
The model can channel power and dispel dice in the same manner as a Level 1 Wizard.
|
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.
|
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.
|
Exemplars of Sigmar
Any friendly units within 6" of a unit of Knights of Sigmar's Blood may re-roll any failed Fear, Terror or Panic tests.
|
Exemplars of Sigmar
Any friendly units within 6" of a unit of Knights of Sigmar's Blood may re-roll any failed Fear, Terror or Panic tests.
|
Faith in Sigmar
Brother Valdemar and any unit he joins may re-roll failed Break tests.
|
Faith in Sigmar
Brother Valdemar and any unit he joins may re-roll failed Break tests.
|
Faith in Sigmar
A unit of 5 or more Sisters of Sigmar follows the rules for Divine Power and Battle Prayers. For every additional 5 models in the unit, they may add +1 to their casting result.
|
Faith in Sigmar
A unit of 5 or more Sisters of Sigmar follows the rules for Divine Power and Battle Prayers. For every additional 5 models in the unit, they may add +1 to their casting result.
|
Fast Cavalry
Vanguard
Fast Cavalry automatically have Vanguard.
Free Reform
Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; 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 Movement value.
Fire & Flee
A unit of Fast Cavalry armed with missile weapons can choose Fire & Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot (this also counts as moving and shooting). After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so.
Feigned Flight
A unit of Fast Cavalry that chooses Flee or Fire & 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 Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.
Fire on the March
Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.
Characters
A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them.
Armour Saves
Units containing one or more models with an unmodified close combat armour save better than 4+ cannot use Fast Cavalry.
|
Fast Cavalry
Vanguard
Fast Cavalry automatically have Vanguard.
Free Reform
Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; 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 Movement value.
Fire & Flee
A unit of Fast Cavalry armed with missile weapons can choose Fire & Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot (this also counts as moving and shooting). After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so.
Feigned Flight
A unit of Fast Cavalry that chooses Flee or Fire & 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 Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.
Fire on the March
Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.
Characters
A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them.
Armour Saves
Units containing one or more models with an unmodified close combat armour save better than 4+ cannot use Fast Cavalry.
|
Fear and Loathing
Rutger has Hatred (Warriors of Chaos). However, he also treats all models from Warhammer: Warriors of Chaos as causing Fear against him. If they already cause Fear, they now cause Terror instead.
|
Fear and Loathing
Rutger has Hatred (Warriors of Chaos). However, he also treats all models from Warhammer: Warriors of Chaos as causing Fear against him. If they already cause Fear, they now cause Terror instead.
|
Fire Lord
Thyrus may add +1 to the result of each of the dice rolled when determining the number of hits caused by his spells.
|
Fire Lord
Thyrus may add +1 to the result of each of the dice rolled when determining the number of hits caused by his spells.
|
Fly (7)
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.
|
Fly (7)
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.
|
Fly (8)
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.
|
Fly (8)
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.
|
Fly (9)
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.
|
Fly (9)
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.
|
Fractious
Roll a D6 for each of your units of Knights of the Black Bear at the start of each Empire turn. On the roll
of a '1' the unit may not move that turn.
|
Fractious
Roll a D6 for each of your units of Knights of the Black Bear at the start of each Empire turn. On the roll
of a '1' the unit may not move that turn.
|
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.
|
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.
|
Grand Theogonist
Volkmar the Grim has a +1 bonus to any attempt to cast a Battle Prayer. In addition, if Volkmar is your army General, Flagellants count as Core Units rather than Special Units.
|
Grand Theogonist
Volkmar the Grim has a +1 bonus to any attempt to cast a Battle Prayer. In addition, if Volkmar is your army General, Flagellants count as Core Units rather than Special Units.
|
Large Target (4)
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.
|
Large Target (4)
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.
|
Grind Attack
In any turn in which the Land Ship does not charge, it inflicts D6 Impact Hits at the start of each round of close combat.
|
Grind Attack
In any turn in which the Land Ship does not charge, it inflicts D6 Impact Hits at the start of each round of close combat.
|
Odio
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.
|
Hatred
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.
|
Hates Evil Magic
Hubert gains Hatred against all Wizards from the following army books: Beastmen, Chaos Dwarfs, Daemons of Chaos, Dark Elves, Skaven, Vampire Counts, Warriors of Chaos.
|
Hates Evil Magic
Hubert gains Hatred against all Wizards from the following army books: Beastmen, Chaos Dwarfs, Daemons of Chaos, Dark Elves, Skaven, Vampire Counts, Warriors of Chaos.
|
Hatred (Beastmen)
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.
|
Hatred (Beastmen)
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.
|
Hatred (Daemons of Chaos)
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.
|
Hatred (Daemons of Chaos)
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.
|
Hatred (Forces of Destruction)
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.
|
Hatred (Forces of Destruction)
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.
|
Hatred (Monsters)
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.
|
Hatred (Monsters)
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.
|
Hatred (Orcs & Goblins)
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.
|
Hatred (Orcs & Goblins)
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.
|
Hatred (Skaven)
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.
|
Hatred (Skaven)
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.
|
Hatred (Vampire Counts)
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.
|
Hatred (Vampire Counts)
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.
|
Hatred (Warriors of Chaos)
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.
|
Hatred (Warriors of Chaos)
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.
|
Helstorm Rockets
A Helstorm Rocket Battery fires in the same manner as an ordinary Stone Thrower, except that you scatter 3 templates from its target position rather than 1. When scattering any templates after the first, only the scatter dice is rolled; the result from the artillery dice first rolled applies to all shots fired that turn. In addition, all shots made with a Helstorm counts as being fired indirectly. If a Misfire is rolled, roll immediately on the Black Powder War Machine Misfire chart.
|
Helstorm Rockets
A Helstorm Rocket Battery fires in the same manner as an ordinary Stone Thrower, except that you scatter 3 templates from its target position rather than 1. When scattering any templates after the first, only the scatter dice is rolled; the result from the artillery dice first rolled applies to all shots fired that turn. In addition, all shots made with a Helstorm counts as being fired indirectly. If a Misfire is rolled, roll immediately on the Black Powder War Machine Misfire chart.
|
High Martriarch
Bertha must join a unit of Sisters of Sigmar if possible. In addition, the unit becomes Stubborn while she remains with it.
|
High Martriarch
Bertha must join a unit of Sisters of Sigmar if possible. In addition, the unit becomes Stubborn while she remains with it.
|
Hold the Line!
If a model with this rule is in a unit of State Troops, the unit rolls 3D6 for any Break tests and uses the two lowest scores.
|
Hold the Line!
If a model with this rule is in a unit of State Troops, the unit rolls 3D6 for any Break tests and uses the two lowest scores.
|
Holy Fervour
All friendly Empire units have Hatred whilst within 6" of the War Altar of Sigmar.
|
Holy Fervour
All friendly Empire units have Hatred whilst within 6" of the War Altar of Sigmar.
|
Immunity (Psychology)
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.
Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.
Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology
test).
|
Immunity (Psychology)
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.
Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.
Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology
test).
|
Immunity (Fear)
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.
Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.
|
Immunity (Fear)
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.
Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.
|
Immunity (Terror)
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.
Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.
|
Immunity (Terror)
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.
Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.
|
Impact Hits (1)
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.
|
Impact Hits (1)
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.
|
Impact Hits (D3)
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.
|
Impact Hits (D3)
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.
|
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.
|
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.
|
Iron Resolve
Valten has a Ward save (5+). If Valten is killed, take a LD test for him at the end of that phase. If he passes, his astounding strength of will allows him to ignore the wound and continue fighting. He remains alive on 1 Wound, and the wounds that killed him are discounted. The effects of combat resolution, are worked out after determining whether Valten recovers. This rule does not apply if he is fleeing and is run down by chargers or pursuers, or slain by a Killing Blow.
|
Iron Resolve
Valten has a Ward save (5+). If Valten is killed, take a LD test for him at the end of that phase. If he passes, his astounding strength of will allows him to ignore the wound and continue fighting. He remains alive on 1 Wound, and the wounds that killed him are discounted. The effects of combat resolution, are worked out after determining whether Valten recovers. This rule does not apply if he is fleeing and is run down by chargers or pursuers, or slain by a Killing Blow.
|
Iron Resolve
If Valten is killed, take a LD test for him at the end of that phase. If he passes, he remains alive on 1 Wound, and the wounds that killed him are discounted. The effects of combat resolution, are worked out after determining whether Valten recovers. This rule does not apply if he is fleeing and is run down by chargers or pursuers, or slain by a Killing Blow.
|
Iron Resolve
If Valten is killed, take a LD test for him at the end of that phase. If he passes, he remains alive on 1 Wound, and the wounds that killed him are discounted. The effects of combat resolution, are worked out after determining whether Valten recovers. This rule does not apply if he is fleeing and is run down by chargers or pursuers, or slain by a Killing Blow.
|
Iron-hard Hooves
An Imperial Pegasus with this upgrade re-roils failed To Wound rolls.
|
Iron-hard Hooves
An Imperial Pegasus with this upgrade re-roils failed To Wound rolls.
|
Large Target (10)
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.
|
Large Target (10)
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.
|
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.
|
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.
|
Leader of Men
The Emperor must be your army's General. His Inspiring Presence ability has an additional range of 6", and any models using his LD may re-roll failed Panic tests. In addition, his Hold the Line also affects units of Reiksguard Knights.
|
Leader of Men
The Emperor must be your army's General. His Inspiring Presence ability has an additional range of 6", and any models using his LD may re-roll failed Panic tests. In addition, his Hold the Line also affects units of Reiksguard Knights.
|
Locus of Power
For each friendly Arcane Battle Altar on the battlefield at the start of your magic phase, add 1 dice to your power pool.
|
Locus of Power
For each friendly Arcane Battle Altar on the battlefield at the start of your magic phase, add 1 dice to your power pool.
|
Loremaster (Lore of Death)
A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.
|
Loremaster (Lore of Death)
A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.
|
Loremaster (Lore of Fire)
A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.
|
Loremaster (Lore of Fire)
A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.
|
Loremaster (Lore of Metal)
A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.
|
Loremaster (Lore of Metal)
A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.
|
Magic Resistance (2)
A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts.
If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.
|
Magic Resistance (2)
A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts.
If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.
|
Master of Battle
If a Grand Master joins a unit of Knights or Demigryph Knights, the unit gains Immunity (Psychology). If the Grand Master leaves the unit or is slain, this special rule is immediately lost.
|
Master of Battle
If a Grand Master joins a unit of Knights or Demigryph Knights, the unit gains Immunity (Psychology). If the Grand Master leaves the unit or is slain, this special rule is immediately lost.
|
Master of Ballistics
One war machine that is within 3" of a Master Engineer can use his BS or re-roll 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.
|
Master of Ballistics
One war machine that is within 3" of a Master Engineer can use his BS or re-roll 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.
|
Mentally Unbalanced
If half or more of any unit's starting models that Rutger joins are killed at any point during the battle, Rutger
will lose it completely! From then onwards he gains Frenzy for the remainder of the game.
|
Mentally Unbalanced
If half or more of any unit's starting models that Rutger joins are killed at any point during the battle, Rutger
will lose it completely! From then onwards he gains Frenzy for the remainder of the game.
|
Militia
Models with this rule can use the Support Fire and Counter Charge actions from the State Troops rule.
|
Militia
Models with this rule can use the Support Fire and Counter Charge actions from the State Troops rule.
|
Mixed Weaponry
Unlike other units, each crew model may choose to allocate their missile attack at a different target if they wish. The crew also ignore the Move or Fire of any weapon they carry.
|
Mixed Weaponry
Unlike other units, each crew model may choose to allocate their missile attack at a different target if they wish. The crew also ignore the Move or Fire of any weapon they carry.
|
Monster Hunter
Models with this rule re-roll all failed To Hit rolls when shooting at monsters.
|
Monster Hunter
Models with this rule re-roll all failed To Hit rolls when shooting at monsters.
|
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.
|
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.
|
Natural Armour (3+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
|
Natural Armour (3+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
|
Natural Armour (6+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
|
Natural Armour (6+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
|
Ogre Charge
Each model with Ogre Charge that successfully charges an enemy has the Impact Hits (1). Models with this rule that are part of a unit with ranks add their current Rank Bonus to the Strength of the Impact Hits they inflict.
|
Ogre Charge
Each model with Ogre Charge that successfully charges an enemy has the Impact Hits (1). Models with this rule that are part of a unit with ranks add their current Rank Bonus to the Strength of the Impact Hits they inflict.
|
Pariahs
The Knight may never use the LD of a character, nor may their Grand Master pass his LD onto non-Knightly units, even if he is the General of the army.
|
Pariahs
The Knight may never use the LD of a character, nor may their Grand Master pass his LD onto non-Knightly units, even if he is the General of the army.
|
Portents of Battle
The Hurricanum and all friendly units within 6" re-roll 1's when rolling to Hit.
|
Portents of Battle
The Hurricanum and all friendly units within 6" re-roll 1's when rolling to Hit.
|
Power of Sigmar
Magic Resistance (2). Ward save (5+). Model may make a special attack instead of the normal attacks in close combat with S 10 and Multiple Wounds (D3).
|
Power of Sigmar
Magic Resistance (2). Ward save (5+). Model may make a special attack instead of the normal attacks in close combat with S 10 and Multiple Wounds (D3).
|
Prideful
Members of this Order may not choose Flee as a charge reaction and Tomas Bacham may not refuse an issued challenge. In addition, they ignore Swiftstride when fleeing.
|
Prideful
Members of this Order may not choose Flee as a charge reaction and Tomas Bacham may not refuse an issued challenge. In addition, they ignore Swiftstride when fleeing.
|
Ram Attack
When charging or using its grinding attack, the Sigmar's Hammer inflicts D6 hits per Steam point spent rather than D3.
|
Ram Attack
When charging or using its grinding attack, the Sigmar's Hammer inflicts D6 hits per Steam point spent rather than D3.
|
Random Movement (Variable)
Models with Random Movement do not have a normal M characteristic, but rather a dice roll, (as indicated in the
brackets). 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.
|
Random Movement (Variable)
Models with Random Movement do not have a normal M characteristic, but rather a dice roll, (as indicated in the
brackets). 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.
|
Razorbeak
The Griffon gains Armour Piercing (1).
|
Razorbeak
The Griffon gains Armour Piercing (1).
|
Reckless
Knights of the Broken Sword are subject to the Berserk Rage part of Frenzy.
|
Reckless
Knights of the Broken Sword are subject to the Berserk Rage part of Frenzy.
|
Reiksguard
If Karl Franz or Kurt Helborg is your Army General, the 0-1 Restriction is lifted.
|
Reiksguard
If Karl Franz or Kurt Helborg is your Army General, the 0-1 Restriction is lifted.
|
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.
|
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.
|
Resolute
When taking Break tests, models with this rule count as having lost the combat with 1 point fewer than they actually have.
|
Resolute
When taking Break tests, models with this rule count as having lost the combat with 1 point fewer than they actually have.
|
Resolute
Knights of the Gold Lion are Stubborn in the first round of every combat.
|
Resolute
Knights of the Gold Lion are Stubborn in the first round of every combat.
|
Righteous Fury
A Warrior Priest, and any unit he is currently in, has Hatred.
|
Righteous Fury
A Warrior Priest, and any unit he is currently in, has Hatred.
|
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.
|
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.
|
Shoddy Equipment
The Hunters of Sigmar must re-roll 6's when rolling To Wound and taking armour saves.
|
Shoddy Equipment
The Hunters of Sigmar must re-roll 6's when rolling To Wound and taking armour saves.
|
Short and Nimble
Enemies attacking models with this rule suffer -1 To Hit in close combat. This only applies to Infantry units.
|
Short and Nimble
Enemies attacking models with this rule suffer -1 To Hit in close combat. This only applies to Infantry units.
|
Shrike Talons
The Griffon gains +1 to its S in the turns it charges.
|
Shrike Talons
The Griffon gains +1 to its S in the turns it charges.
|
Sigmar's Handmaiden
When casting Battle Prayers, Bertha gains a +1 casting bonus to the result.
|
Sigmar's Handmaiden
When casting Battle Prayers, Bertha gains a +1 casting bonus to the result.
|
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.
|
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.
|
Stable Platform
The crew may move and fire with their handguns without suffering the additional -1 To Hit for mounted models.
|
Stable Platform
The crew may move and fire with their handguns without suffering the additional -1 To Hit for mounted models.
|
State Troops
State Troops are trained to support and protect each other in battle. If an enemy unit declares a charge against a State Troop unit, and the State Troops do not flee as a charge reaction, then all unengaged State Troop units within 3" can make either a Support Fire or a Counter Charge action. These actions are declared immediately after their State Troops' charge reaction. If the charged State Troops unit does not get a charge reaction for any reason then the other State Troops units within range cannot make a Support Fire or a Counter Charge action.
Additionally, a State Troop unit can only declare one Support Fire action, one Stand and Shoot reaction or one Counter Charge action per turn.
• Support Fire: A State Troop unit can only declare a Support Fire action if at least one model in the unit is armed with a missile weapon and the range between the charging unit and the charged State Troops unit is greater than the charging unit's Movement characteristic.
If a Support Fire action is declared, the unit makes an immediate, out of sequence shooting attack, resolved as if it had just declared a Stand and Shoot charge reaction against the charging unit. All unsaved Wounds from the units' Stand and Shoot charge reaction and/or Support Fire actions, are combined when determining if the charging unit is required to take a Heavy Casualties Panic test.
• Counter Charge: If a Counter Charge action is declared, the unit makes an out of sequence move that is resolved as it had just declared a charge against the charging unit. This move is made after your opponent has moved all of his charging units, as long as one or more enemy units has successfully completed a charge against the charged State Troop unit. The enemy does not get to make any charge reactions against a Counter Charge, but otherwise all the normal charging rules and bonuses apply.
|
State Troops
State Troops are trained to support and protect each other in battle. If an enemy unit declares a charge against a State Troop unit, and the State Troops do not flee as a charge reaction, then all unengaged State Troop units within 3" can make either a Support Fire or a Counter Charge action. These actions are declared immediately after their State Troops' charge reaction. If the charged State Troops unit does not get a charge reaction for any reason then the other State Troops units within range cannot make a Support Fire or a Counter Charge action.
Additionally, a State Troop unit can only declare one Support Fire action, one Stand and Shoot reaction or one Counter Charge action per turn.
• Support Fire: A State Troop unit can only declare a Support Fire action if at least one model in the unit is armed with a missile weapon and the range between the charging unit and the charged State Troops unit is greater than the charging unit's Movement characteristic.
If a Support Fire action is declared, the unit makes an immediate, out of sequence shooting attack, resolved as if it had just declared a Stand and Shoot charge reaction against the charging unit. All unsaved Wounds from the units' Stand and Shoot charge reaction and/or Support Fire actions, are combined when determining if the charging unit is required to take a Heavy Casualties Panic test.
• Counter Charge: If a Counter Charge action is declared, the unit makes an out of sequence move that is resolved as it had just declared a charge against the charging unit. This move is made after your opponent has moved all of his charging units, as long as one or more enemy units has successfully completed a charge against the charged State Troop unit. The enemy does not get to make any charge reactions against a Counter Charge, but otherwise all the normal charging rules and bonuses apply.
|
Steam Cannon
The more Steam Points that are expended in the Steam Cannon, the greater its maximum range will be. If you choose not to expend any Steam Points in the Steam Cannon, or if the Steam Tank is in base contact with an enemy unit, you cannot fire it that turn.
If you expend a single Steam Point, the Steam Cannon can fire with a maximum range of 12". For each additional Steam Point you expend, the maximum range of the Steam Cannon is increased by 12". The Steam Cannon can only be fired directly ahead.
If the first artillery dice roll is a misfire, the Steam Cannon does not fire and the Steam Tank immediately loses D3 Wounds with no armour saves allowed. The Steam Cannon cannot fire grapeshot.
|
Steam Cannon
The more Steam Points that are expended in the Steam Cannon, the greater its maximum range will be. If you choose not to expend any Steam Points in the Steam Cannon, or if the Steam Tank is in base contact with an enemy unit, you cannot fire it that turn.
If you expend a single Steam Point, the Steam Cannon can fire with a maximum range of 12". For each additional Steam Point you expend, the maximum range of the Steam Cannon is increased by 12". The Steam Cannon can only be fired directly ahead.
If the first artillery dice roll is a misfire, the Steam Cannon does not fire and the Steam Tank immediately loses D3 Wounds with no armour saves allowed. The Steam Cannon cannot fire grapeshot.
|
Steam Engine
The more Steam Points you expend in the Steam Engine, the further the Steam Tank moves in the Movement phase. Declare how many Steam Points you will expend in the Steam Engine at the start of your Compulsory Moves sub-phase. If you choose not to expend any Steam Points in the Steam Engine, the Steam Tank's Movement will be 0 that turn and it cannot move at all. For each Steam Point you chose to expend, the Steam Tank's Random Movement increases by D6".
If the Steam Tank charges an enemy unit, it will inflict an additional D3 Impact Hits for each Steam Point expended in the Steam Engine that turn.
If the Steam Tank is in base contact with an enemy unit, it cannot move but can instead expend Steam Points in the Steam Engine to grind foes beneath its wheels in the close combat phase. Select one enemy unit in base contact – it immediately suffers D3 Impact Hits for each steam point expended in this way.
|
Steam Engine
The more Steam Points you expend in the Steam Engine, the further the Steam Tank moves in the Movement phase. Declare how many Steam Points you will expend in the Steam Engine at the start of your Compulsory Moves sub-phase. If you choose not to expend any Steam Points in the Steam Engine, the Steam Tank's Movement will be 0 that turn and it cannot move at all. For each Steam Point you chose to expend, the Steam Tank's Random Movement increases by D6".
If the Steam Tank charges an enemy unit, it will inflict an additional D3 Impact Hits for each Steam Point expended in the Steam Engine that turn.
If the Steam Tank is in base contact with an enemy unit, it cannot move but can instead expend Steam Points in the Steam Engine to grind foes beneath its wheels in the close combat phase. Select one enemy unit in base contact – it immediately suffers D3 Impact Hits for each steam point expended in this way.
|
Steam Gun
The more Steam Points you expend in the Steam Gun, the higher the pressure of the resultant gout of steam. If the Steam Tank is unengaged, declare how many Steam Points you will expend in the Steam Gun at the start of your Shooting phase. If the Steam Tank is engaged in close combat, declare how many Steam Points you will expend in the Steam Gun at the start of your Close Combat phase. In either case, if you choose not to expend any Steam Points in the Steam Gun, you cannot fire it that turn.
If only a single Steam Point is expended, the Steam Gun is treated as a S 2 Breath Weapon, which uses the Engineer Commander's I. The S of the Breath Weapon is increased by 1 for each additional Steam Point expended in the Steam Gun. The Steam Gun has a 360 degree arc of fire. Unlike other Breath Weapons, the Steam Gun can be used once each turn.
|
Steam Gun
The more Steam Points you expend in the Steam Gun, the higher the pressure of the resultant gout of steam. If the Steam Tank is unengaged, declare how many Steam Points you will expend in the Steam Gun at the start of your Shooting phase. If the Steam Tank is engaged in close combat, declare how many Steam Points you will expend in the Steam Gun at the start of your Close Combat phase. In either case, if you choose not to expend any Steam Points in the Steam Gun, you cannot fire it that turn.
If only a single Steam Point is expended, the Steam Gun is treated as a S 2 Breath Weapon, which uses the Engineer Commander's I. The S of the Breath Weapon is increased by 1 for each additional Steam Point expended in the Steam Gun. The Steam Gun has a 360 degree arc of fire. Unlike other Breath Weapons, the Steam Gun can be used once each turn.
|
Steam Points
At the start of your turn, declare how many Steam Points your Steam Tank is generating – this can be any number between 0 and 5. After you have generated your Steam Points (if any), roll an artillery dice to see if the Steam Tank's boiler holds out. If the result is greater than the Steam Tank's current number of Wounds, or if you roll a misfire, roll a D3 and then, for each Steam Point the Steam Tank currently has, add 1 to the result and consult the Steam Boiler Mishap table.
You can expend Steam Points in three ways: through the Steam Engine, or Steam Weapons. You can expend up to 3 Steam Points in each of these categories, as long as you have enough Steam Points remaining. Any Steam Points left unused at the end of your turn are lost.
|
Steam Points
At the start of your turn, declare how many Steam Points your Steam Tank is generating – this can be any number between 0 and 5. After you have generated your Steam Points (if any), roll an artillery dice to see if the Steam Tank's boiler holds out. If the result is greater than the Steam Tank's current number of Wounds, or if you roll a misfire, roll a D3 and then, for each Steam Point the Steam Tank currently has, add 1 to the result and consult the Steam Boiler Mishap table.
You can expend Steam Points in three ways: through the Steam Engine, or Steam Weapons. You can expend up to 3 Steam Points in each of these categories, as long as you have enough Steam Points remaining. Any Steam Points left unused at the end of your turn are lost.
|
Steel Behemoth
A Steam Tank, and its crew, can shoot missile weapons with Move or Fire even if it moved in its Movement phase. In addition, a Steam Tank cannot overrun or pursue a fleeing enemy – it automatically restrains and is unable to perform combat reforms.
|
Steel Behemoth
A Steam Tank, and its crew, can shoot missile weapons with Move or Fire even if it moved in its Movement phase. In addition, a Steam Tank cannot overrun or pursue a fleeing enemy – it automatically restrains and is unable to perform combat reforms.
|
Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are
randomised as Automatic Hits.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
|
Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are
randomised as Automatic Hits.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
|
Strength of the Bear
The Knights of the Black Bear gain Strength Bonus (1) on any turn that they charge.
|
Strength of the Bear
The Knights of the Black Bear gain Strength Bonus (1) on any turn that they charge.
|
Strider (Forest)
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.
|
Strider (Forest)
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.
|
Swift as the Wind
An Imperial Pegasus with the Swift as the Wind upgrade re-rolls any dice results of a 1 when determining its charge range.
|
Swift as the Wind
An Imperial Pegasus with the Swift as the Wind upgrade re-rolls any dice results of a 1 when determining its charge range.
|
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".
|
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".
|
The Emperor's Bodyguard
If Karl Franz suffers a Wound (before armour saves are taken) and Ludwig Schwarzhelm is in the same unit, roll a D6. On a 1, the Wound is resolved as normal, but on a 2+ the Wound is intercepted and reallocated to Ludwig Schwarzhelm. If Karl Franz suffers more than one Wound simultaneously, randomise between them to determine which Ludwig attempts to intercept first.
No more than one Wound can be re-allocated to Ludwig Schwarzhelm in this way in each phase. Wounds suffered by the Emperor in a challenge cannot be re-allocated.
|
The Emperor's Bodyguard
If Karl Franz suffers a Wound (before armour saves are taken) and Ludwig Schwarzhelm is in the same unit, roll a D6. On a 1, the Wound is resolved as normal, but on a 2+ the Wound is intercepted and reallocated to Ludwig Schwarzhelm. If Karl Franz suffers more than one Wound simultaneously, randomise between them to determine which Ludwig attempts to intercept first.
No more than one Wound can be re-allocated to Ludwig Schwarzhelm in this way in each phase. Wounds suffered by the Emperor in a challenge cannot be re-allocated.
|
The Emperor's Chosen
If Kurt Helborg joins a unit of Reiksguard Knights, his unit gains may re-roll failed Break tests for as long as he remains in the unit.
|
The Emperor's Chosen
If Kurt Helborg joins a unit of Reiksguard Knights, his unit gains may re-roll failed Break tests for as long as he remains in the unit.
|
The Emperor's Herald
If you take Ludwig Schwarzhelm, he must be your army's Battle Standard Bearer. Ludwig Schwarzhelm can never be your army's General.
|
The Emperor's Herald
If you take Ludwig Schwarzhelm, he must be your army's Battle Standard Bearer. Ludwig Schwarzhelm can never be your army's General.
|
The Hand of Judgement
Bruckner cannot be the army's General. In addition, while fighting in a Challenge, Bruckner has Unbreakable.
|
The Hand of Judgement
Bruckner cannot be the army's General. In addition, while fighting in a Challenge, Bruckner has Unbreakable.
|
The Mad Count
At the start of every friendly turn, Marius Leitdorf must take a LD test on 3D6, discarding the lowest result. If passed, he behaves himself and acts normally this turn, otherwise roll a D6 and consult the Mad Count Table.
|
The Mad Count
At the start of every friendly turn, Marius Leitdorf must take a LD test on 3D6, discarding the lowest result. If passed, he behaves himself and acts normally this turn, otherwise roll a D6 and consult the Mad Count Table.
|
The Nuln Ironsides
If Jubal Falk is included in your army, one unit of Handgunners may be upgraded to wear medium armour for +1 point per model.
|
The Nuln Ironsides
If Jubal Falk is included in your army, one unit of Handgunners may be upgraded to wear medium armour for +1 point per model.
|
The Power of Sigmar
Any Battle Prayers cast by a model who is mounted on the War Altar of Sigmar also target all friendly units within 6".
|
The Power of Sigmar
Any Battle Prayers cast by a model who is mounted on the War Altar of Sigmar also target all friendly units within 6".
|
The Wonder of the Age
The Land Ship, lacking anything like the control of a Steam Tank has two modes of movement: slow and full power. The player must declare which they are using before the Land Ship is moved each turn.
Slow: The Land Ship may move up to 6" directly forward without penalty or risk, but may not charge.
Full Power: The Land Ship follows the rules for Random Movement (3D6). However, if you roll two or more 1's when determining the Land Ships Random Movement, something has gone disastrously wrong. Roll immediately on the Land Ship Calamity Chart and apply the result.
|
The Wonder of the Age
The Land Ship, lacking anything like the control of a Steam Tank has two modes of movement: slow and full power. The player must declare which they are using before the Land Ship is moved each turn.
Slow: The Land Ship may move up to 6" directly forward without penalty or risk, but may not charge.
Full Power: The Land Ship follows the rules for Random Movement (3D6). However, if you roll two or more 1's when determining the Land Ships Random Movement, something has gone disastrously wrong. Roll immediately on the Land Ship Calamity Chart and apply the result.
|
Tools of Judgement
When attacking Wizards, or models with Daemonic, Undead or Vampiric in close combat, a Witch Hunter re-rolls failed rolls To Wound.
|
Tools of Judgement
When attacking Wizards, or models with Daemonic, Undead or Vampiric in close combat, a Witch Hunter re-rolls failed rolls To Wound.
|
Two Heads
The Griffon gains +1 A.
|
Two Heads
The Griffon gains +1 A.
|
Two-sword Technique
Knights Encarmine may re-roll 1's when rolling to Hit in close combat.
|
Two-sword Technique
Knights Encarmine may re-roll 1's when rolling to Hit in close combat.
|
Vampire Slayers
Models with this special rule have Killing Blow rule against Vampiric models.
|
Vampire Slayers
Models with this special rule have Killing Blow rule against Vampiric models.
|
Ward Save (4+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source.
Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves.
Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.
Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
|
Ward Save (4+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source.
Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves.
Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.
Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
|
Well Drilled
Knights Griffon automatically pass all tests to Reform.
|
Well Drilled
Knights Griffon automatically pass all tests to Reform.
|
Wulfhart's Hunters
If your army includes Markus Wulfhart, one unit of Huntsmen may be upgraded to be Wulfhart's Hunters for +2 points/model. This unit gains Monster Hunter and Immunity (Psychology).
|
Wulfhart's Hunters
If your army includes Markus Wulfhart, one unit of Huntsmen may be upgraded to be Wulfhart's Hunters for +2 points/model. This unit gains Monster Hunter and Immunity (Psychology).
|
Zealous
Enemy units cannot claim the Outnumber combat resolution bonus against this unitl. However, the Knights must always pursue a fleeing enemy.
|
Zealous
Enemy units cannot claim the Outnumber combat resolution bonus against this unitl. However, the Knights must always pursue a fleeing enemy.
|
ES | EN |
---|
ES | EN |
---|