Correspondance des traductions avec la VO
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Acid Ichor
Whenever Orghotts Daemonspew suffers an unsaved Wound in close combat, the model that inflicted that hit must pass an I test or suffer a S 4 hit. Wounds inflicted by Acid Ichor count towards the combat result.
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Acid Ichor
Whenever Orghotts Daemonspew suffers an unsaved Wound in close combat, the model that inflicted that hit must pass an I test or suffer a S 4 hit. Wounds inflicted by Acid Ichor count towards the combat result.
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Porte-étendard
Combat Resolution Bonus
If a unit includes a standard bearer, it adds +1 to its combat result.
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Standard Bearer
Combat Resolution Bonus
If a unit includes a standard bearer, it adds +1 to its combat result.
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Always Strikes First
Models with this rule always strike first in close combat, regardless of I. If a model with this rule is fighting an enemy with the same ability, the model with the higher I will strike first.
In addition, if the model's I is higher than their enemy's when it is their turn to attack, they can re-roll failed To Hit rolls when striking in close combat.
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Always Strikes First
Models with this rule always strike first in close combat, regardless of I. If a model with this rule is fighting an enemy with the same ability, the model with the higher I will strike first.
In addition, if the model's I is higher than their enemy's when it is their turn to attack, they can re-roll failed To Hit rolls when striking in close combat.
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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).
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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).
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Peur
A unit containing one or more Fear-causing models gains +1 to its Combat Resolution score. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution score is increased by +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with Fear involved in the same combat.
If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus of their Fear-causing enemies is ignored for that unit.
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Fear
A unit containing one or more Fear-causing models gains +1 to its Combat Resolution score. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution score is increased by +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with Fear involved in the same combat.
If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus of their Fear-causing enemies is ignored for that unit.
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At Home on Land or Sea
Gutrot Spume and any unit he is with gains Aquatic.
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At Home on Land or Sea
Gutrot Spume and any unit he is with gains Aquatic.
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Avant-garde
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.
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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.
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Bane of the Undead
Harry causes Terror in the Undead, even though the Undead have Immunity (Psychology). They must take Break tests and can flee like ordinary troops, rather than crumbling from excess wounds. Fleeing Undead units rally automatically during their next turn. If they are not forced to flee from combat, defeated Undead units will take wounds as normal.
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Bane of the Undead
Harry causes Terror in the Undead, even though the Undead have Immunity (Psychology). They must take Break tests and can flee like ordinary troops, rather than crumbling from excess wounds. Fleeing Undead units rally automatically during their next turn. If they are not forced to flee from combat, defeated Undead units will take wounds as normal.
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Beast of Khorne
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
A Beast of Khorne has +1 S.
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Beast of Khorne
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
A Beast of Khorne has +1 S.
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Beast of Nurgle
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
A Beast of Nurgle has Poisoned Attacks.
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Beast of Nurgle
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
A Beast of Nurgle has Poisoned Attacks.
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Beast of Slaanesh
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
A Beast of Slaanesh has +2 to its I.
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Beast of Slaanesh
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
A Beast of Slaanesh has +2 to its I.
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Beast of Tzeentch
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
A Beast of Tzeentch has a Ward save (6+).
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Beast of Tzeentch
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
A Beast of Tzeentch has a Ward save (6+).
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Blade of the First Prince
Atarus has Always Strikes First in any turn that he makes a successful charge.
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Blade of the First Prince
Atarus has Always Strikes First in any turn that he makes a successful charge.
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Bloodborn
Keep a count of the number of times Skarr Bloodwrath kills an opponent in a challenge or kills a monster – this is referred to as the Blood Tally. If he is removed as a casualty as a result of anything other than Spawndom or Dark Apotheosis, mark his position with a counter. At the end of the turn, roll a D6 and add the current total of the Blood Tally. If the result is 1-3, this rule has no further effect. If the result is 4+, Skarr is reborn: place Skarr anywhere within 6” of the centre of the counter and at least 1" away from any unit and impassable terrain, then reset the Blood Tally to 0. If it is not possible to place Skarr, Skarr is not reborn. Skarr returns to play with D3 Wounds, and suffers no bonuses or penalties incurred from his former existence. For example, if Skarr was fleeing or affected by an augment or hex spell at the time of his death, the reborn model will not be. However, any bonuses or penalties conferred as a result of Skarr rolling on the Eye of the Gods table do remain in effect.
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Bloodborn
Keep a count of the number of times Skarr Bloodwrath kills an opponent in a challenge or kills a monster – this is referred to as the Blood Tally. If he is removed as a casualty as a result of anything other than Spawndom or Dark Apotheosis, mark his position with a counter. At the end of the turn, roll a D6 and add the current total of the Blood Tally. If the result is 1-3, this rule has no further effect. If the result is 4+, Skarr is reborn: place Skarr anywhere within 6” of the centre of the counter and at least 1" away from any unit and impassable terrain, then reset the Blood Tally to 0. If it is not possible to place Skarr, Skarr is not reborn. Skarr returns to play with D3 Wounds, and suffers no bonuses or penalties incurred from his former existence. For example, if Skarr was fleeing or affected by an augment or hex spell at the time of his death, the reborn model will not be. However, any bonuses or penalties conferred as a result of Skarr rolling on the Eye of the Gods table do remain in effect.
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Bloodfuelled Prayers
Slaughterpriests know two Prayers. Bloodfuelled Prayers are innate bound spells (Power Level 4). In addition, Slaughterpriests get +1 to cast for each unsaved Wound they caused in close combat in the previous turn.
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Bloodfuelled Prayers
Slaughterpriests know two Prayers. Bloodfuelled Prayers are innate bound spells (Power Level 4). In addition, Slaughterpriests get +1 to cast for each unsaved Wound they caused in close combat in the previous turn.
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Bloodrage
The Manticore gains Hatred.
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Bloodrage
The Manticore gains Hatred.
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Bountiful Blades
At the start of each round of close combat, the unit can choose which weapon they want to use for the duration of this round.
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Bountiful Blades
At the start of each round of close combat, the unit can choose which weapon they want to use for the duration of this round.
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Breath of Change
Breath of Change is a Breath Weapon. Any models hit must pass a T test or be removed from play with no saves of any kind allowed.
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Breath of Change
Breath of Change is a Breath Weapon. Any models hit must pass a T test or be removed from play with no saves of any kind allowed.
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Caged Fury
At the beginning of your turn, if the Hellcannon is not in combat, take a LD test. If the test is failed, the Hellcannon to is then subject to Random Movement (3D6) until the beginning of the next turn, and must move towards the nearest enemy unit. If the Hellcannon would get destroyed as a result of it being Unstable, treat this as rolling a 1 on the Hellcannon misfire table.
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Caged Fury
At the beginning of your turn, if the Hellcannon is not in combat, take a LD test. If the test is failed, the Hellcannon to is then subject to Random Movement (3D6) until the beginning of the next turn, and must move towards the nearest enemy unit. If the Hellcannon would get destroyed as a result of it being Unstable, treat this as rolling a 1 on the Hellcannon misfire table.
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Charge dévastatrice
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.
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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.
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Champion
"Follow Me!"
A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios:
• Attempting to March when within 8" of enemy units.
• Attempting to Redirect a Charge.
• Reforming from Defeat after losing a round of close combat.
• Restraining from Pursuit
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Champion
"Follow Me!"
A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios:
• Attempting to March when within 8" of enemy units.
• Attempting to Redirect a Charge.
• Reforming from Defeat after losing a round of close combat.
• Restraining from Pursuit
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Chaos Armour
Models with this rule add +1 to their armour saves if they wear light, medium or heavy armour.
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Chaos Armour
Models with this rule add +1 to their armour saves if they wear light, medium or heavy armour.
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Chaos Spawn
You may take 1-2 lone Chaos Spawn as a single Special choice.
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Chaos Spawn
You may take 1-2 lone Chaos Spawn as a single Special choice.
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Chosen of the Dark Gods
Chosen have Eye of the Gods. If the result rolled is Damned by Chaos or Dark Apotheosis, that result is immediately applied to the unit’s Chosen Champion (if the unit does not contain a Chosen Champion, the result is instead treated as a ‘The Eye Opens’ result), otherwise the result is applied to every Chosen model in the unit.
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Chosen of the Dark Gods
Chosen have Eye of the Gods. If the result rolled is Damned by Chaos or Dark Apotheosis, that result is immediately applied to the unit’s Chosen Champion (if the unit does not contain a Chosen Champion, the result is instead treated as a ‘The Eye Opens’ result), otherwise the result is applied to every Chosen model in the unit.
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Chosen of the Gods
As the Chosen of Gods, Archaon has the following bonuses: Immunity (Psychology), Immunity (Poisoned Attacks), Magic Resistance (2), and he may re-roll any channelling dice rolls of a 1. Re-roll any Eye of the Gods rolls of 2 and 12.
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Chosen of the Gods
As the Chosen of Gods, Archaon has the following bonuses: Immunity (Psychology), Immunity (Poisoned Attacks), Magic Resistance (2), and he may re-roll any channelling dice rolls of a 1. Re-roll any Eye of the Gods rolls of 2 and 12.
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Colossal Beast
Bubebolos' Stomp inflicts 2D6 hits, rather than the normal D6.
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Colossal Beast
Bubebolos' Stomp inflicts 2D6 hits, rather than the normal D6.
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Consort of the Blood God
If Valkia the Bloody is required to roll on the Eye of the Gods table, do not roll any dice. Instead, she is always counted as having rolled the Slaughterer's Strength reward.
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Consort of the Blood God
If Valkia the Bloody is required to roll on the Eye of the Gods table, do not roll any dice. Instead, she is always counted as having rolled the Slaughterer's Strength reward.
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Copious Vomit
Throgg has a S 5 Breath Weapon which Ignores Armour saves.
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Copious Vomit
Throgg has a S 5 Breath Weapon which Ignores Armour saves.
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Corrupted Flesh
All attacks (except those with Flaming Attacks) suffer -1 To Wound Kayzk the Befouled.
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Corrupted Flesh
All attacks (except those with Flaming Attacks) suffer -1 To Wound Kayzk the Befouled.
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Course rapide
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result.
When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6.
Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 2D6
Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6 (discard the lowest)
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Swiftstride
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result.
When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6.
Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 2D6
Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6 (discard the lowest)
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Coven of Tzeentch
A unit of Fatemasters is considered to be a Level 2 Wizard that knows the spells Blue Fire of Tzeentch and Pink Fire of Tzeentch from the Lore of Tzeentch. This doesn’t prevent other friendly Wizards from knowing the same spells. Each time the unit casts a spell (or is targeted by a rule that affects a Wizard), you must nominate one Fatemaster or Doomsayer as the caster for the purposes of line of sight, range, etc. In the event of a Fatemasters unit rolling a miscast, do not roll on the Miscast table. Instead, the unit suffers D3 Wounds with no saves of any kind allowed.
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Coven of Tzeentch
A unit of Fatemasters is considered to be a Level 2 Wizard that knows the spells Blue Fire of Tzeentch and Pink Fire of Tzeentch from the Lore of Tzeentch. This doesn’t prevent other friendly Wizards from knowing the same spells. Each time the unit casts a spell (or is targeted by a rule that affects a Wizard), you must nominate one Fatemaster or Doomsayer as the caster for the purposes of line of sight, range, etc. In the event of a Fatemasters unit rolling a miscast, do not roll on the Miscast table. Instead, the unit suffers D3 Wounds with no saves of any kind allowed.
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Guide
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Strider
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Cunning of Tzeentch
Any army led by Egrimm gets +1 on its dice when rolling to see which player gets to choose table sides, and when rolling to determine who gets the first turn.
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Cunning of Tzeentch
Any army led by Egrimm gets +1 on its dice when rolling to see which player gets to choose table sides, and when rolling to determine who gets the first turn.
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Daemon Flies
At the start of each of your Magic phases, before rolling for the Winds of Magic, every enemy unit within 6" of Bloab Rotspawned suffers D6 S 3 hits with Magical Attacks.
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Daemon Flies
At the start of each of your Magic phases, before rolling for the Winds of Magic, every enemy unit within 6" of Bloab Rotspawned suffers D6 S 3 hits with Magical Attacks.
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Daemon of Khorne
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
A Daemon of Khorne has Hatred (Daemons of Slaanesh), Magic Resistance (1) and Strength Bonus (1).
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Daemon of Khorne
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
A Daemon of Khorne has Hatred (Daemons of Slaanesh), Magic Resistance (1) and Strength Bonus (1).
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Daemon of Nurgle
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
A Daemon of Nurgle has Hatred (Daemons of Tzeentch), and enemy models in base contact suffer -1 to their WS.
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Daemon of Nurgle
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
A Daemon of Nurgle has Hatred (Daemons of Tzeentch), and enemy models in base contact suffer -1 to their WS.
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Daemon of Slaanesh
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
A Daemon of Slaanesh has Hatred (Daemons of Khorne) and Armour Piercing (2).
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Daemon of Slaanesh
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
A Daemon of Slaanesh has Hatred (Daemons of Khorne) and Armour Piercing (2).
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Daemon of Tzeentch
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
A Daemon of Tzeentch has Hatred (Daemons of Nurgle) and Ward save (6+). Wizards with the Daemon of Tzeentch upgrade can also re-roll channelling results of 1.
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Daemon of Tzeentch
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
A Daemon of Tzeentch has Hatred (Daemons of Nurgle) and Ward save (6+). Wizards with the Daemon of Tzeentch upgrade can also re-roll channelling results of 1.
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Daemonic
Models with this rule have Fear and Magical Attacks. In addition, models that are not mounts also have Immunity (Poisoned Attacks), Ward save (5+) (except mounts) and Unstable.
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Daemonic
Models with this rule have Fear and Magical Attacks. In addition, models that are not mounts also have Immunity (Poisoned Attacks), Ward save (5+) (except mounts) and Unstable.
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Dances of Slaanesh
Dechala may pick one of the following dances at the start of each round of close combat, the effect of which lasts until the end of that turn or until a new dance is chosen. She cannot choose the same dance in two consecutive rounds of combat.
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Dances of Slaanesh
Dechala may pick one of the following dances at the start of each round of close combat, the effect of which lasts until the end of that turn or until a new dance is chosen. She cannot choose the same dance in two consecutive rounds of combat.
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Dark Experiments
When making a pursuit move, Festus and any unit he is with will only pursue 1D6" as they begin to bind their captives. However, enemy units caught by Festus or his unit are worth double victory points.
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Dark Experiments
When making a pursuit move, Festus and any unit he is with will only pursue 1D6" as they begin to bind their captives. However, enemy units caught by Festus or his unit are worth double victory points.
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Dark Fire of Chaos
A Chaos Dragon has a S 4 Breath Weapon that has Flaming Attacks.
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Dark Fire of Chaos
A Chaos Dragon has a S 4 Breath Weapon that has Flaming Attacks.
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Tenace
If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted.
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Stubborn
If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted.
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Terreur
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror).
Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.
If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
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Terror
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror).
Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.
If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
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Extra Claws
A Slaughterbrute with this upgrade gains +2 A with S 5.
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Extra Claws
A Slaughterbrute with this upgrade gains +2 A with S 5.
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Eye of the Gods
Models with this rule can never refuse a challenge and, if possible, must always issue one. If there are several models with this rule involved in a combat, the controlling player chooses which will issue/accept the challenge.
In addition, if a model with this special rule kills an enemy character or destroys a non-Expendable unit in either close combat, with spells, or through charging/pursuing, immediately make a 2D6 roll on the Eye of the Gods table. If there is more than one character in the unit at the time of the destruction of the enemy unit through pursuit, each character gets to make a separate roll. Once the result of the roll has been determined, make a note on your army roster – that model now has that reward for the rest of the battle. A model can have several rewards, and it can even have the same reward multiple times. If, for any reason, a reward cannot be applied, the result is instead treated as a ‘The Eye Opens’ result. Note that the model itself must cause the last unsaved Wound on an enemy model to claim the kill. If an enemy model suffered multiple Wounds simultaneously, randomise between the sources to determine which caused the final Wound.
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Eye of the Gods
Models with this rule can never refuse a challenge and, if possible, must always issue one. If there are several models with this rule involved in a combat, the controlling player chooses which will issue/accept the challenge.
In addition, if a model with this special rule kills an enemy character or destroys a non-Expendable unit in either close combat, with spells, or through charging/pursuing, immediately make a 2D6 roll on the Eye of the Gods table. If there is more than one character in the unit at the time of the destruction of the enemy unit through pursuit, each character gets to make a separate roll. Once the result of the roll has been determined, make a note on your army roster – that model now has that reward for the rest of the battle. A model can have several rewards, and it can even have the same reward multiple times. If, for any reason, a reward cannot be applied, the result is instead treated as a ‘The Eye Opens’ result. Note that the model itself must cause the last unsaved Wound on an enemy model to claim the kill. If an enemy model suffered multiple Wounds simultaneously, randomise between the sources to determine which caused the final Wound.
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Fall Over
A Giant must test to see whether it falls over if any of the following apply:
If it is beaten in close combat. Test once results are established but before taking a Break test.
If it is fleeing at the start of the Movement phase.
When it crosses an obstacle. Test when the obstacle is reached.
If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand.
To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically.
To determine in which direction the Giant falls, roll a scatter dice. Place the small template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by the falling Giant suffers 2D6 S 6 Hits that have Multiple Wounds (D3), though no single model may suffer more than 1 Hit – any excess Hits are ignored. If the unit is in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling Giant count towards the combat result.
A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then this wound counts towards combat resolution.
Once on the ground a Giant may get up in his following Movement phase, but may not move that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up.
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Fall Over
A Giant must test to see whether it falls over if any of the following apply:
If it is beaten in close combat. Test once results are established but before taking a Break test.
If it is fleeing at the start of the Movement phase.
When it crosses an obstacle. Test when the obstacle is reached.
If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand.
To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically.
To determine in which direction the Giant falls, roll a scatter dice. Place the small template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by the falling Giant suffers 2D6 S 6 Hits that have Multiple Wounds (D3), though no single model may suffer more than 1 Hit – any excess Hits are ignored. If the unit is in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling Giant count towards the combat result.
A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then this wound counts towards combat resolution.
Once on the ground a Giant may get up in his following Movement phase, but may not move that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up.
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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.
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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.
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Favoured of Khorne
Khorgos Khul may re-roll failed rolls To Hit.
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Favoured of Khorne
Khorgos Khul may re-roll failed rolls To Hit.
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Favoured Son
If Sigvald the Magnificent is required to roll on the Eye of the Gods table, do not roll any dice. Instead, he is always counted as having rolled the Dark Fury reward.
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Favoured Son
If Sigvald the Magnificent is required to roll on the Eye of the Gods table, do not roll any dice. Instead, he is always counted as having rolled the Dark Fury reward.
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Feast of the Maggot Lord
If Tamurkhan is slain in close combat, a special possession attack is made against the model that delivered the final wound to Tamurkhan. If Tamurkhan's death occurs as a result of shooting or other means, the attack will be made against the nearest eligible model (friend or enemy) within 6". If multiple models fall into this category, Tamurkhan's player chooses which to attack.
Both players roll a D6 and add the WS value of their respective models. If the result is a draw, roll again until one side wins. If Tamurkhan's player wins, the victim is killed outright and their body is possessed. From then onwards, Tamurkhan takes over the victim model, which is detached from its unit and placed l" away from it. The model is now controlled by Tamurkhan's player for the rest of the game exactly as if it were their own character model. Only Infantry and Monstrous Infantry models are eligible to be possessed. Tamurkhan cannot take possession of a model with Animated Construct, Daemonic, Ethereal, Forest Spirit or Vampiric.
The characteristics of the new body possessed body uses the Possessor profile, but with the following changes: -1 M, +1 T, +1 W, -2 I. S and A is equal to the possessed model's stats. Note that any wounds they previously suffered are still in effect. So, for example, if a model has only one wound remaining when it is possessed, it now has two wounds including the +1 for the Possession modifier.
Tamurkhan now uses any weapons or armour the victim had (including magical types), discarding both his own and any other equipment the victim has. Likewise, any ability the victim had as a Wizard is lost. This includes any special rules the victim formerly used other than their unit type, Natural Armour and Regeneration.
If no eligible model is available or the possession attack fails, Tamurkhan is killed outright. Also,
Tamurkhan's power cannot save him if he is destroyed by an attack which causes a model to be slain outright rather than causing wounds.
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Feast of the Maggot Lord
If Tamurkhan is slain in close combat, a special possession attack is made against the model that delivered the final wound to Tamurkhan. If Tamurkhan's death occurs as a result of shooting or other means, the attack will be made against the nearest eligible model (friend or enemy) within 6". If multiple models fall into this category, Tamurkhan's player chooses which to attack.
Both players roll a D6 and add the WS value of their respective models. If the result is a draw, roll again until one side wins. If Tamurkhan's player wins, the victim is killed outright and their body is possessed. From then onwards, Tamurkhan takes over the victim model, which is detached from its unit and placed l" away from it. The model is now controlled by Tamurkhan's player for the rest of the game exactly as if it were their own character model. Only Infantry and Monstrous Infantry models are eligible to be possessed. Tamurkhan cannot take possession of a model with Animated Construct, Daemonic, Ethereal, Forest Spirit or Vampiric.
The characteristics of the new body possessed body uses the Possessor profile, but with the following changes: -1 M, +1 T, +1 W, -2 I. S and A is equal to the possessed model's stats. Note that any wounds they previously suffered are still in effect. So, for example, if a model has only one wound remaining when it is possessed, it now has two wounds including the +1 for the Possession modifier.
Tamurkhan now uses any weapons or armour the victim had (including magical types), discarding both his own and any other equipment the victim has. Likewise, any ability the victim had as a Wizard is lost. This includes any special rules the victim formerly used other than their unit type, Natural Armour and Regeneration.
If no eligible model is available or the possession attack fails, Tamurkhan is killed outright. Also,
Tamurkhan's power cannot save him if he is destroyed by an attack which causes a model to be slain outright rather than causing wounds.
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Fettered Servitude
If a friendly unit with the Mark of Khorne is within 3" of Vorgaroth and needs to take a Break test, you can say that Vorgaroth demands unwavering obedience. If you do so, the unit suffers D3 Wounds worth of models, but the unit will count as being Unbreakable for the rest of this phase. If you do not do so, and the Break test for that unit is failed, it suffers D6 Wounds worth of models (after the opponent has decided to pursue or not, but before rolling the flee distance).
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Fettered Servitude
If a friendly unit with the Mark of Khorne is within 3" of Vorgaroth and needs to take a Break test, you can say that Vorgaroth demands unwavering obedience. If you do so, the unit suffers D3 Wounds worth of models, but the unit will count as being Unbreakable for the rest of this phase. If you do not do so, and the Break test for that unit is failed, it suffers D6 Wounds worth of models (after the opponent has decided to pursue or not, but before rolling the flee distance).
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Fiend Tail
The Chimera gains +1 A.
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Fiend Tail
The Chimera gains +1 A.
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Flailing Tentacles
Immediately before Gutrot Spume attacks in the Close Combat phase, roll a D3 and add the result to the A characteristic on his profile.
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Flailing Tentacles
Immediately before Gutrot Spume attacks in the Close Combat phase, roll a D3 and add the result to the A characteristic on his profile.
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Flaming Breath
The Chimera gains a S 4 Breath Weapon which has Flaming Attacks.
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Flaming Breath
The Chimera gains a S 4 Breath Weapon which has Flaming Attacks.
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Fly (10)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (10)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (6)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (6)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (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.
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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.
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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.
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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.
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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.
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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.
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Fog of Temptation
All enemy units within 6" of Glutos suffer -1 To Hit in close combat.
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Fog of Temptation
All enemy units within 6" of Glutos suffer -1 To Hit in close combat.
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Freakish Mutations
If a unit of Forsaken are in base contact with one or more enemy units at the start of a Close Combat phase, roll a D6 on the Freakish Mutations Table. The effect lasts until the end of the Close Combat phase.
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Freakish Mutations
If a unit of Forsaken are in base contact with one or more enemy units at the start of a Close Combat phase, roll a D6 on the Freakish Mutations Table. The effect lasts until the end of the Close Combat phase.
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Frénésie
Frenzied troops gain +1 A and Immunity (Psychology).
Berserk Rage
A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction.
If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy.
A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by.
Losing Frenzy
Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.
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Frenzy
Frenzied troops gain +1 A and Immunity (Psychology).
Berserk Rage
A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction.
If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy.
A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by.
Losing Frenzy
Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.
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Fuelled by Death
At the start of each of your turns, you may pick one friendly model within 6" and roll a D6; if the roll is greater than the model's Wound characteristics, that model is slain and Skalok regains a number of lost Wounds equal to the number of Wounds on the slain model's profile.
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Fuelled by Death
At the start of each of your turns, you may pick one friendly model within 6" and roll a D6; if the roll is greater than the model's Wound characteristics, that model is slain and Skalok regains a number of lost Wounds equal to the number of Wounds on the slain model's profile.
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Fumes of Contagion
A Chaos Dragon has a S 2 Breath Weapon. No armour saves are allowed against Wounds caused by this Breath Weapon.
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Fumes of Contagion
A Chaos Dragon has a S 2 Breath Weapon. No armour saves are allowed against Wounds caused by this Breath Weapon.
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General
Inspiring Presence
Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified.
If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6".
If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD.
If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD.
Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.
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General
Inspiring Presence
Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified.
If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6".
If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD.
If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD.
Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.
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Ghurk Glott
Before rolling To Hit, nominate one of the Ghurk's Attacks as the Lashing Tentacle. This Attack has S 10 and Multiple Wounds (D6).
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Ghurk Glott
Before rolling To Hit, nominate one of the Ghurk's Attacks as the Lashing Tentacle. This Attack has S 10 and Multiple Wounds (D6).
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Giant of Khorne
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
A Giant of Khorne has +1 S.
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Giant of Khorne
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
A Giant of Khorne has +1 S.
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Giant of Nurgle
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
A Giant of Nurgle has +1 T.
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Giant of Nurgle
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
A Giant of Nurgle has +1 T.
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Giant of Slaanesh
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
A Giant of Slaanesh has +1 I and Unbreakable.
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Giant of Slaanesh
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
A Giant of Slaanesh has +1 I and Unbreakable.
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Giant of Tzeentch
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
A Giant of Tzeentch has a Ward save (6+).
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Giant of Tzeentch
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
A Giant of Tzeentch has a Ward save (6+).
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Giant Special Attacks
To determine what happens in each Close Combat phase, pick a unit in base contact with the Giant and roll a D6 on one of the tables. Which table you use depends on the size of the Giant's victim. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Man-sized Things Chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Big Things Chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.
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Giant Special Attacks
To determine what happens in each Close Combat phase, pick a unit in base contact with the Giant and roll a D6 on one of the tables. Which table you use depends on the size of the Giant's victim. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Man-sized Things Chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Big Things Chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.
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Gift of Tongues
When Wulfrik the Wanderer issues a challenge, your opponent cannot choose to refuse it. Furthermore, Wulfrik nominates which enemy character will accept the challenge.
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Gift of Tongues
When Wulfrik the Wanderer issues a challenge, your opponent cannot choose to refuse it. Furthermore, Wulfrik nominates which enemy character will accept the challenge.
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Giver of Glory
If a friendly model or unit is within 12" of one or more Chaos Warshrines when they roll on the Eye of the Gods table, you may roll an additional D6 and discard a single dice of your choosing.
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Giver of Glory
If a friendly model or unit is within 12" of one or more Chaos Warshrines when they roll on the Eye of the Gods table, you may roll an additional D6 and discard a single dice of your choosing.
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Gorge on Excess
All friendly units with the Mark of Slaanesh that are within 12" of Glutos may roll a D6 for each unsaved Wound inflicted by them in close combat. For each roll of a 6, the unit regains one Wound's worth of models previously slain during the game.
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Gorge on Excess
All friendly units with the Mark of Slaanesh that are within 12" of Glutos may roll a D6 for each unsaved Wound inflicted by them in close combat. For each roll of a 6, the unit regains one Wound's worth of models previously slain during the game.
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Grizzlemaw
Khorgos Khul is accompanied by his Flesh Hound Grizzlemaw into battle. They should be placed on the same base and counts as a single model for all purposes. Grizzlemaw attacks using its own profile which are not subject to any other special rules that Khorgos Khul has.
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Grizzlemaw
Khorgos Khul is accompanied by his Flesh Hound Grizzlemaw into battle. They should be placed on the same base and counts as a single model for all purposes. Grizzlemaw attacks using its own profile which are not subject to any other special rules that Khorgos Khul has.
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Haine
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hatred
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Harbinger of Pestilence
Whilst Festus the Leechlord is in a unit, all models in that unit have Poisoned Attacks.
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Harbinger of Pestilence
Whilst Festus the Leechlord is in a unit, all models in that unit have Poisoned Attacks.
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Hatred (Undead)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hatred (Undead)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Healing Elixirs
Whilst Festus the Leechlord is in a unit, all models in that unit have Regeneration (6+).
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Healing Elixirs
Whilst Festus the Leechlord is in a unit, all models in that unit have Regeneration (6+).
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Human Chains
Flayerkin may scale buildings and walls as if they were open terrain. In addition, they ignore penalties for fighting enemies behind defended obstacles.
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Human Chains
Flayerkin may scale buildings and walls as if they were open terrain. In addition, they ignore penalties for fighting enemies behind defended obstacles.
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Hunter of Champions
As soon as Wulfrik the Wanderer is placed on the tabletop, nominate one enemy character in your opponent's army – this is the champion Wulfrik has journeyed to challenge. Against the chosen character, Wulfrik always Hits and Wounds on a 2+ and gets Killing Blow.
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Hunter of Champions
As soon as Wulfrik the Wanderer is placed on the tabletop, nominate one enemy character in your opponent's army – this is the champion Wulfrik has journeyed to challenge. Against the chosen character, Wulfrik always Hits and Wounds on a 2+ and gets Killing Blow.
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Immense Pride
While fighting in a challenge, Crom may re-roll To Hit and To Wound rolls.
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Immense Pride
While fighting in a challenge, Crom may re-roll To Hit and To Wound rolls.
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Immunisé (Psycologie)
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).
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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).
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Immunity (Lightning Attacks)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
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Immunity (Lightning Attacks)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
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Impact Hits (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.
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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.
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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.
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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.
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Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (D6+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.
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Impact Hits (D6+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.
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Impetuous
Ungorr, and any unit he joins, gains Vanguard.
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Impetuous
Ungorr, and any unit he joins, gains Vanguard.
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Indémoralisable
Models with this rule have Immunity (Psychology) and pass Break tests automatically. However, they may never choose Flee! as a charge reaction.
Characters that are Unbreakable may only join units that are also Unbreakable, and characters that are not Unbreakable are not permitted to join units that are Unbreakable (even if a character is Unstable or was to become temporarily Unbreakable for some reason).
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Unbreakable
Models with this rule have Immunity (Psychology) and pass Break tests automatically. However, they may never choose Flee! as a charge reaction.
Characters that are Unbreakable may only join units that are also Unbreakable, and characters that are not Unbreakable are not permitted to join units that are Unbreakable (even if a character is Unstable or was to become temporarily Unbreakable for some reason).
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Inner Rage
Once Lokjar suffers his first unsaved Wound, he will be subject to Frenzy for the rest of the battle.
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Inner Rage
Once Lokjar suffers his first unsaved Wound, he will be subject to Frenzy for the rest of the battle.
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Iron-hard Skin
The Manticore gains Natural Armour (4+).
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Iron-hard Skin
The Manticore gains Natural Armour (4+).
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Iron-hard Skin
The Chimera gains Natural Armour (4+).
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Iron-hard Skin
The Chimera gains Natural Armour (4+).
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Killing Blow
If a model with Killing Blow rolls a 6 to wound in close combat, they automatically slay their opponent – regardless of the number of wounds on the victim's profile. Armour saves and regeneration saves cannot be taken against a Killing Blow. Ward saves may be taken as normal.
Killing Blow is only effective against Infantry, Cavalry and War beasts. Against other troop types, a successful Killing Blow only inflicts one Wound which Ignores Armour saves and Regeneration.
Note that if a Killing Blow attack wounds automatically, then Killing Blow does not come into play. Unless otherwise specified, Killing Blow applies only to close combat attacks.
For the purposes of combat resolution, successful Killing Blows score the same amount of Wounds as the slain model had remaining until the point of the Killing Blow was inflicted.
Unless specified, Killing Blow only applies to the model's normal Close Combat attacks.
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Killing Blow
If a model with Killing Blow rolls a 6 to wound in close combat, they automatically slay their opponent – regardless of the number of wounds on the victim's profile. Armour saves and regeneration saves cannot be taken against a Killing Blow. Ward saves may be taken as normal.
Killing Blow is only effective against Infantry, Cavalry and War beasts. Against other troop types, a successful Killing Blow only inflicts one Wound which Ignores Armour saves and Regeneration.
Note that if a Killing Blow attack wounds automatically, then Killing Blow does not come into play. Unless otherwise specified, Killing Blow applies only to close combat attacks.
For the purposes of combat resolution, successful Killing Blows score the same amount of Wounds as the slain model had remaining until the point of the Killing Blow was inflicted.
Unless specified, Killing Blow only applies to the model's normal Close Combat attacks.
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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.
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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.
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Large Target (2)
Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.
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Large Target (2)
Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.
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Large Target (5)
Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.
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Large Target (5)
Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.
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Living Damnation
At the start of each of his turns, Mordrek must roll a D6 for his WS and A characteristics, as well a D3 for his S and T and characteristics, and add the result to his profile.
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Living Damnation
At the start of each of his turns, Mordrek must roll a D6 for his WS and A characteristics, as well a D3 for his S and T and characteristics, and add the result to his profile.
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Lord of Nurglings
All friendly Nurgling units within 12" of Morbidex Twiceborn have Regeneration (6+).
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Lord of Nurglings
All friendly Nurgling units within 12" of Morbidex Twiceborn have Regeneration (6+).
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Lord of the End Times
If you take Archaon, he must be your army General. His Inspiring Presence has a range of 18". Any Battle Standard in his army is not allowed to have a Mark of Chaos.
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Lord of the End Times
If you take Archaon, he must be your army General. His Inspiring Presence has a range of 18". Any Battle Standard in his army is not allowed to have a Mark of Chaos.
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Lord of the Goretide
All friendly units with the Mark of Khorne within 12" of Khorgos Khul may re-roll failed To Hit rolls of 1.
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Lord of the Goretide
All friendly units with the Mark of Khorne within 12" of Khorgos Khul may re-roll failed To Hit rolls of 1.
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Lord of the Monstrous Horde
If your army includes Throgg, units of Chaos Trolls count as Core choices instead of Special choices, and at least one unit must be included.
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Lord of the Monstrous Horde
If your army includes Throgg, units of Chaos Trolls count as Core choices instead of Special choices, and at least one unit must be included.
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Lords of Nurgle
The Glottkin, and all other friendly models within 12" that have Mark of Nurgle, re-roll failed charge distances. In addition, if the Glottkin are ever required to roll on the Eye of the Gods table, do not roll any dice. Instead, the Glottkin always count as having rolled the Aura of Chaos reward.
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Lords of Nurgle
The Glottkin, and all other friendly models within 12" that have Mark of Nurgle, re-roll failed charge distances. In addition, if the Glottkin are ever required to roll on the Eye of the Gods table, do not roll any dice. Instead, the Glottkin always count as having rolled the Aura of Chaos reward.
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Loremaster (Lore of Tzeentch)
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.
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Loremaster (Lore of Tzeentch)
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.
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Magic Resistance (1)
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.
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Magic Resistance (1)
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.
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Mammoth Attacks
When the Ice Mammoth attacks, roll on the appropriate table to determine its action. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Man-sized Things Chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Big Things Chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.
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Mammoth Attacks
When the Ice Mammoth attacks, roll on the appropriate table to determine its action. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Man-sized Things Chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Big Things Chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.
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Mark of Khorne
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
Models with the Mark of Khorne have Frenzy.
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Mark of Khorne
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
Models with the Mark of Khorne have Frenzy.
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Mark of Khorne
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
Forsaken of Khorne have Hatred.
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Mark of Khorne
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
Forsaken of Khorne have Hatred.
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Mark of Khorne
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
The unit's models gain Strength Bonus (1) when charging.
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Mark of Khorne
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
The unit's models gain Strength Bonus (1) when charging.
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Mark of Nurgle
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
Models with the Mark of Nurgle add +1 to their T and suffer -2 to their I (to a minimum of 1).
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Mark of Nurgle
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
Models with the Mark of Nurgle add +1 to their T and suffer -2 to their I (to a minimum of 1).
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Mark of Nurgle
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
Forsaken of Nurgle have Fear.
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Mark of Nurgle
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
Forsaken of Nurgle have Fear.
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Mark of Nurgle
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
The unit's models gain Poisoned Attacks.
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Mark of Nurgle
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
The unit's models gain Poisoned Attacks.
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Mark of Slaanesh
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
Models with the Mark of Slaanesh have Immunity (Psychology) and Stubborn.
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Mark of Slaanesh
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
Models with the Mark of Slaanesh have Immunity (Psychology) and Stubborn.
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Mark of Slaanesh
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
The unit's models gain Always Strikes First.
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Mark of Slaanesh
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
The unit's models gain Always Strikes First.
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Mark of Slaanesh
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
Forsaken of Slaanesh have Swiftstride.
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Mark of Slaanesh
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
Forsaken of Slaanesh have Swiftstride.
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Mark of Tzeentch
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
Models with the Mark of Tzeentch have Magic Resistance (1) and Ward save (6+).
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Mark of Tzeentch
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
Models with the Mark of Tzeentch have Magic Resistance (1) and Ward save (6+).
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Mark of Tzeentch
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos..
The unit's Regeneration increases to (4+).
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Mark of Tzeentch
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos..
The unit's Regeneration increases to (4+).
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Mark of Tzeentch
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
Forsaken of Tzeentch have Ward save (6+).
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Mark of Tzeentch
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
Forsaken of Tzeentch have Ward save (6+).
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Master of Chaos Undivided
If Crom is your army’s General, the restrictions on upgrading Chaos Marauders or Marauder Horsemen to Elite Marauders is lifted. However, they may not be given any Mark of Chaos.
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Master of Chaos Undivided
If Crom is your army’s General, the restrictions on upgrading Chaos Marauders or Marauder Horsemen to Elite Marauders is lifted. However, they may not be given any Mark of Chaos.
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Master of Fate
Fatemasters, and any friendly units within 8" of them, may re-roll 1's when taking armour saves.
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Master of Fate
Fatemasters, and any friendly units within 8" of them, may re-roll 1's when taking armour saves.
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Mixed Unit
A Mixed Unit most often consist of two different Troop Types, with one or more handlers that drive the rest of the unit forward. The handler(s) must be deployed in the rear rank(s) of the unit, as centrally as possible. Mixed Units cannot be joined by characters, unless specified.
If a Mixed unit is required to take a characteristic test, this is done using the characteristics of the unit itself, not the handlers. The only exception is LD tests, which are taken using the unit’s highest LD value. When the models in a unit with Mixed Unit have different M allowances, the handlers M value is ignored, unless they are the only models remaining. Any special rules that the unit might have do not apply to the Handlers unless specified. Note that if the unit has Expendable, Swiftstride or Vanguard, this also applies to the Handlers.
As long as the unit (but not the handlers) have a unit strength of 5 or more, any missile hits are resolved against the unit itself. At less than unit strength 5, the controlling player decides who is hit, but must allocate one hit on each model before they can add a second hit on a model; they must allocate two hits on each model before they can allocate a third, and so on. Hits from templates are resolved against the handlers as normal. In close combat, the handlers can only be attacked by models who are in base contact with them.
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Mixed Unit
A Mixed Unit most often consist of two different Troop Types, with one or more handlers that drive the rest of the unit forward. The handler(s) must be deployed in the rear rank(s) of the unit, as centrally as possible. Mixed Units cannot be joined by characters, unless specified.
If a Mixed unit is required to take a characteristic test, this is done using the characteristics of the unit itself, not the handlers. The only exception is LD tests, which are taken using the unit’s highest LD value. When the models in a unit with Mixed Unit have different M allowances, the handlers M value is ignored, unless they are the only models remaining. Any special rules that the unit might have do not apply to the Handlers unless specified. Note that if the unit has Expendable, Swiftstride or Vanguard, this also applies to the Handlers.
As long as the unit (but not the handlers) have a unit strength of 5 or more, any missile hits are resolved against the unit itself. At less than unit strength 5, the controlling player decides who is hit, but must allocate one hit on each model before they can add a second hit on a model; they must allocate two hits on each model before they can allocate a third, and so on. Hits from templates are resolved against the handlers as normal. In close combat, the handlers can only be attacked by models who are in base contact with them.
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Mortal Bane
Khorgos Khul and any friendly unit he joins may reroll failed charge distances.
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Mortal Bane
Khorgos Khul and any friendly unit he joins may reroll failed charge distances.
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Mouvement aléatoire (3D6)
Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.
Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.
There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.
If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.
If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.
A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
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Random Movement (3D6)
Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.
Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.
There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.
If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.
If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.
A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
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Musicien
"Stand Fast!"
The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out.
"Form on Me!"
If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies.
Swift Reform
A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:
A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.
A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.
A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
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Musician
"Stand Fast!"
The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out.
"Form on Me!"
If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies.
Swift Reform
A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:
A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.
A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.
A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
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Mutant Regeneration
Throgg has Regeneration (4+). In addition, if Throgg Regenerates two or more Wounds in the same phase, he rolls on the Eye of the Gods table at the end of that phase.
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Mutant Regeneration
Throgg has Regeneration (4+). In addition, if Throgg Regenerates two or more Wounds in the same phase, he rolls on the Eye of the Gods table at the end of that phase.
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Mutant Sight
This preternatural vision and precognition means that any Characteristic test Sayl fails can be rerolled and he channels Power dice on a 3+.
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Mutant Sight
This preternatural vision and precognition means that any Characteristic test Sayl fails can be rerolled and he channels Power dice on a 3+.
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Natural Armour (2+)
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.
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Natural Armour (2+)
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.
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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.
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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.
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Natural Armour (4+)
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.
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Natural Armour (4+)
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.
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Natural Armour (5+)
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.
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Natural Armour (5+)
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.
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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.
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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.
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Network of Spies
If Atarus is included in your army; you gain a +1 bonus on the roll to decide who chooses to take the first turn.
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Network of Spies
If Atarus is included in your army; you gain a +1 bonus on the roll to decide who chooses to take the first turn.
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Noisome Stench
All enemy models in base contact with Plaguestrangler must pass a T test at the start of each round of close combat. If failed, they may not attack this round. This has no effect on models with Animated Construct or Daemonic.
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Noisome Stench
All enemy models in base contact with Plaguestrangler must pass a T test at the start of each round of close combat. If failed, they may not attack this round. This has no effect on models with Animated Construct or Daemonic.
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Nurgle's Favoured Son
If Tamurkhan is taken as part of an army, he must always be its General.
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Nurgle's Favoured Son
If Tamurkhan is taken as part of an army, he must always be its General.
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Ogre Charge
Each monstrous infantry model on foot with Ogre Charge that successfully charges an enemy has Impact Hits (1). Models with Ogre Charge that are part of a unit with ranks add their current Rank Bonus to the S of the Impact Hits they inflict.
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Ogre Charge
Each monstrous infantry model on foot with Ogre Charge that successfully charges an enemy has Impact Hits (1). Models with Ogre Charge that are part of a unit with ranks add their current Rank Bonus to the S of the Impact Hits they inflict.
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Otto Glott
Roll a D3 at the start of each Close Combat phase, and add the result to the number of Attacks on Otto Glott's profile. This bonus lasts until the end of the phase.
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Otto Glott
Roll a D3 at the start of each Close Combat phase, and add the result to the number of Attacks on Otto Glott's profile. This bonus lasts until the end of the phase.
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Palanquin of Nurgle
A Palanquin of Nurgle should be placed on a 50x50mm base and adds +3 to the Unit Strength of any model mounted on them.
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Palanquin of Nurgle
A Palanquin of Nurgle should be placed on a 50x50mm base and adds +3 to the Unit Strength of any model mounted on them.
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Pestilent Torrent
Ghurk has a S 3 Breath Weapon with Ignores Armour saves which can only be used in close combat.
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Pestilent Torrent
Ghurk has a S 3 Breath Weapon with Ignores Armour saves which can only be used in close combat.
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Plague Knights
If Kayzk is included in your army, you may upgrade one unit of Chaos Knights with the Mark of Nurgle to Plague Knights for +24 points per model. Plague Knights ride Rot Beasts of Nurgle and have Fear and Regeneration (5+).
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Plague Knights
If Kayzk is included in your army, you may upgrade one unit of Chaos Knights with the Mark of Nurgle to Plague Knights for +24 points per model. Plague Knights ride Rot Beasts of Nurgle and have Fear and Regeneration (5+).
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Poisoned Attacks
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal.
Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
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Poisoned Attacks
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal.
Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
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Power of Mind
Egrimm always takes his LD tests using 3D6, discarding the highest result.
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Power of Mind
Egrimm always takes his LD tests using 3D6, discarding the highest result.
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Random Attacks (2D6)
Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.
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Random Attacks (2D6)
Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.
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Random Attacks (D3)
Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.
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Random Attacks (D3)
Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.
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Random Attacks (D6+1)
Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.
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Random Attacks (D6+1)
Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.
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Random Attacks (D6+2)
Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.
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Random Attacks (D6+2)
Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.
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Random Movement (2D6)
Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.
Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.
There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.
If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.
If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.
A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
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Random Movement (2D6)
Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.
Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.
There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.
If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.
If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.
A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
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Regenerating Flesh
The Chimera gains Regeneration (4+).
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Regenerating Flesh
The Chimera gains Regeneration (4+).
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Regeneration (4+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
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Regeneration (4+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
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Regeneration (5+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
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Regeneration (5+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
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Rending Fangs
The Manticore gains Armour Piercing (1).
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Rending Fangs
The Manticore gains Armour Piercing (1).
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Runes of Binding
At the beginning of the game, you must nominate a single friendly Lord or Hero and make sure your opponent is aware which model you have nominated – this is the Slaughterbrute’s master. If you have more than one Slaughterbrute, you must nominate a different Lord or Hero for each Slaughterbrute – if you do not have enough Lords or Heroes for all your Slaughterbrutes, the remainder start the game Unbound. Whilst the Slaughterbrute’s master is alive, the Slaughterbrute uses that model’s current WS and LD instead of its own (unless it would normally be higher).
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Runes of Binding
At the beginning of the game, you must nominate a single friendly Lord or Hero and make sure your opponent is aware which model you have nominated – this is the Slaughterbrute’s master. If you have more than one Slaughterbrute, you must nominate a different Lord or Hero for each Slaughterbrute – if you do not have enough Lords or Heroes for all your Slaughterbrutes, the remainder start the game Unbound. Whilst the Slaughterbrute’s master is alive, the Slaughterbrute uses that model’s current WS and LD instead of its own (unless it would normally be higher).
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Scorn for Sorcery
Khazek can channel Dispel Dice as if he was a Level 2 Wizard.
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Scorn for Sorcery
Khazek can channel Dispel Dice as if he was a Level 2 Wizard.
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Scorn of Sorcery
A Slaughterpriest channels Dispel dice and get +1 to Dispel in the same manner as a Level 2 Wizard.
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Scorn of Sorcery
A Slaughterpriest channels Dispel dice and get +1 to Dispel in the same manner as a Level 2 Wizard.
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Scouts
Before starting deployment, a unit with Scouts can choose to not deploy at the start of the battle. Scouts are set up after all other non-Scout units from both armies have been deployed, and do not count toward determining who finished deploying their army first. They can be set up either in their controlling player's deployment zone as normal, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first.
Note that a character may only join a unit deploying with Scouts if they also have the same rule.
If both players' armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
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Scouts
Before starting deployment, a unit with Scouts can choose to not deploy at the start of the battle. Scouts are set up after all other non-Scout units from both armies have been deployed, and do not count toward determining who finished deploying their army first. They can be set up either in their controlling player's deployment zone as normal, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first.
Note that a character may only join a unit deploying with Scouts if they also have the same rule.
If both players' armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
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Scythes
Impact Hits (+1).
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Scythes
Impact Hits (+1).
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Seafang
Before any units are deployed, Wulfrik the Wanderer and a single unit of Chaos Marauders may choose to use Seafang to encircle their foes. If they choose to do this, they have Ambushers. When rolling to see if Wulfrik and the Chaos Marauders arrive, roll once for both Wulfrik and the unit. When they arrive, the unit must be deployed with Wulfrik joined to it.
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Seafang
Before any units are deployed, Wulfrik the Wanderer and a single unit of Chaos Marauders may choose to use Seafang to encircle their foes. If they choose to do this, they have Ambushers. When rolling to see if Wulfrik and the Chaos Marauders arrive, roll once for both Wulfrik and the unit. When they arrive, the unit must be deployed with Wulfrik joined to it.
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Shadow-kin
Enemy missile attacks suffer a -1 To Hit penalty against Nightmaw. In addition, Nightmaw must
deployed within 3" of Sayl, but may otherwise move like an independent unit. Nightmaw does not award any Victory Points if killed.
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Shadow-kin
Enemy missile attacks suffer a -1 To Hit penalty against Nightmaw. In addition, Nightmaw must
deployed within 3" of Sayl, but may otherwise move like an independent unit. Nightmaw does not award any Victory Points if killed.
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Skirmishers
Skirmish Formation
Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too.
When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles.
Skirmishers and Charging
If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy.
The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way.
If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation.
Vanguard
Skirmishers have Vanguard.
Free Reform
A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value.
Feigned Flight
A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is
then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.
Remember that Feigned Flight does not apply to models with Fly.
Fire on the March
Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.
Light Troops
All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn).
Characters
A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
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Skirmishers
Skirmish Formation
Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too.
When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles.
Skirmishers and Charging
If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy.
The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way.
If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation.
Vanguard
Skirmishers have Vanguard.
Free Reform
A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value.
Feigned Flight
A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is
then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.
Remember that Feigned Flight does not apply to models with Fly.
Fire on the March
Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.
Light Troops
All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn).
Characters
A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
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Soul Hunters
When a unit of Hellstriders of Slaanesh destroys an enemy unit in close combat, through charging or pursuit, they gain a bonus rule for the remainder of the game. The bonus gained depends on the number of units they have destroyed over the course of the battle, as described in the Soul Hunters Table. Note that the bonuses are cumulative and only affect the rider, not the mount.
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Soul Hunters
When a unit of Hellstriders of Slaanesh destroys an enemy unit in close combat, through charging or pursuit, they gain a bonus rule for the remainder of the game. The bonus gained depends on the number of units they have destroyed over the course of the battle, as described in the Soul Hunters Table. Note that the bonuses are cumulative and only affect the rider, not the mount.
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Spawn of Khorne
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
A Spawn of Khorne has +1 S.
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Spawn of Khorne
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
A Spawn of Khorne has +1 S.
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Spawn of Nurgle
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
A Spawn of Nurgle has Poisoned Attacks.
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Spawn of Nurgle
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
A Spawn of Nurgle has Poisoned Attacks.
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Spawn of Slaanesh
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
A Spawn of Slaanesh rolls an additional D6 for their Random Movement result.
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Spawn of Slaanesh
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
A Spawn of Slaanesh rolls an additional D6 for their Random Movement result.
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Spawn of Tzeentch
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
A Spawn of Tzeentch has a S 3 Breath Weapon that has Flaming Attacks.
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Spawn of Tzeentch
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
A Spawn of Tzeentch has a S 3 Breath Weapon that has Flaming Attacks.
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Spew Ichor
The Hell Cannon has a Strength 5 Breath Weapon. Any unit that suffers one or more casualties from Spew Ichor must take a Panic test with a -1 penalty to their LD.
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Spew Ichor
The Hell Cannon has a Strength 5 Breath Weapon. Any unit that suffers one or more casualties from Spew Ichor must take a Panic test with a -1 penalty to their LD.
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Spirit of Galrauch
At the beginning of each of his turns, Galrauch must take a LD test. If the test is passed, Galrauch is controlled as normal, but if the test is failed, the ancient spirit of the original Dragon surfaces again. Should this occur, Galrauch cannot move, cast spells or use his Breath Weapons. In the Close Combat phase, he directs half of his Attacks against himself as the two heads rip into each other. If Galrauch is already engaged in close combat, he can fight with his remaining Attacks as normal. The Wounds caused by Galrauch against himself are added to the enemy's score when working out the combat resolution.
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Spirit of Galrauch
At the beginning of each of his turns, Galrauch must take a LD test. If the test is passed, Galrauch is controlled as normal, but if the test is failed, the ancient spirit of the original Dragon surfaces again. Should this occur, Galrauch cannot move, cast spells or use his Breath Weapons. In the Close Combat phase, he directs half of his Attacks against himself as the two heads rip into each other. If Galrauch is already engaged in close combat, he can fight with his remaining Attacks as normal. The Wounds caused by Galrauch against himself are added to the enemy's score when working out the combat resolution.
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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.
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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.
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Stupidity
Provided that they are not engaged in close combat, a unit that contains one or more models with Stupidity must take a LD test at the start of its Movement phase. If the test is passed, the unit will act normally this turn.
If the test is failed, it moves directly forwards using Random Movement (D6) in the Compulsory Movement sub-phase. The Stupid unit cannot take any further action that turn, so cannot declare charges or make a shooting attack. However, a unit that has failed a Stupidity test can still be forced to move, or perform any other action, by a spell, or other special rule/magic item.
Until they pass the Stupidity test again, models that have failed their Stupidity test have Immunity (Psychology) and Random Movement (D6), except that they can only move directly forwards. They cannot choose to do a combat reform or choose any other charge reaction except Hold. In addition, Wizards cannot attempt to cast/dispel or channel power dice or dispel dice.
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Stupidity
Provided that they are not engaged in close combat, a unit that contains one or more models with Stupidity must take a LD test at the start of its Movement phase. If the test is passed, the unit will act normally this turn.
If the test is failed, it moves directly forwards using Random Movement (D6) in the Compulsory Movement sub-phase. The Stupid unit cannot take any further action that turn, so cannot declare charges or make a shooting attack. However, a unit that has failed a Stupidity test can still be forced to move, or perform any other action, by a spell, or other special rule/magic item.
Until they pass the Stupidity test again, models that have failed their Stupidity test have Immunity (Psychology) and Random Movement (D6), except that they can only move directly forwards. They cannot choose to do a combat reform or choose any other charge reaction except Hold. In addition, Wizards cannot attempt to cast/dispel or channel power dice or dispel dice.
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Supreme Vanity
Sigvald the Magnificent may never re-roll a failed Stupidity test, nor use another model's LD when taking a Stupidity test (such as the army General's). The above also applies to any unit that Sigvald is currently joined to.
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Supreme Vanity
Sigvald the Magnificent may never re-roll a failed Stupidity test, nor use another model's LD when taking a Stupidity test (such as the army General's). The above also applies to any unit that Sigvald is currently joined to.
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The Battle Standard Bearer
Unless specified otherwise, the model that carries the battle standard cannot be the General.
Unlike normal standards, the battle standard is lost if the bearer is slain.
If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal.
Combat Resolution Bonus
A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit.
Hold your Ground!
Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing.
If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
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The Battle Standard Bearer
Unless specified otherwise, the model that carries the battle standard cannot be the General.
Unlike normal standards, the battle standard is lost if the bearer is slain.
If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal.
Combat Resolution Bonus
A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit.
Hold your Ground!
Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing.
If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
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The Breath of Life
Aekold has Regeneration (4+). In addition, any Character model in base contact with Aekold Helbrass also gains Regeneration (4+) as long as they are in contact with him. If Aekold is killed during a battle, roll a dice at the end of the turn that killed him. On a 4+ he recovers to full wounds, and is placed where the model was originally slain, at least 1" away from any unit or Impassable Terrain.
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The Breath of Life
Aekold has Regeneration (4+). In addition, any Character model in base contact with Aekold Helbrass also gains Regeneration (4+) as long as they are in contact with him. If Aekold is killed during a battle, roll a dice at the end of the turn that killed him. On a 4+ he recovers to full wounds, and is placed where the model was originally slain, at least 1" away from any unit or Impassable Terrain.
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The Gaze of Khorne
All friendly units with the Mark of Khorne within 12" of Valkia the Bloody re-roll failed Break tests. However, any friendly unit with the Mark of Khorne that flees whilst within 12" of Valkia the Bloody, for whatever reason, immediately suffers D6 S 6 hits.
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The Gaze of Khorne
All friendly units with the Mark of Khorne within 12" of Valkia the Bloody re-roll failed Break tests. However, any friendly unit with the Mark of Khorne that flees whilst within 12" of Valkia the Bloody, for whatever reason, immediately suffers D6 S 6 hits.
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The Grand Gourmand
At the start of each of your turns, Glutos gains one of the abilities as indicated in the grand gourmand table. Note that all of these abilities are cumulative.
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The Grand Gourmand
At the start of each of your turns, Glutos gains one of the abilities as indicated in the grand gourmand table. Note that all of these abilities are cumulative.
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The Hound of Khorne
The Hound of Khorne has Frenzy and Magic Resistance (2).
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The Hound of Khorne
The Hound of Khorne has Frenzy and Magic Resistance (2).
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The King of Ashes
At the start of each of your turns, one unit in within 12" of Khazek may be forced to take a Psychology test. If the test is failed the unit is overcome by the urge to slaughter in Khorne’s name, and they will gain Frenzy until the start of your next turn.
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The King of Ashes
At the start of each of your turns, one unit in within 12" of Khazek may be forced to take a Psychology test. If the test is failed the unit is overcome by the urge to slaughter in Khorne’s name, and they will gain Frenzy until the start of your next turn.
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The Swords of Chaos
If your army includes Archaon, one unit of Varanguard may be upgraded to be the Swords of Chaos for +3 points per model. This unit has Hatred and Immunity (Psychology).
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The Swords of Chaos
If your army includes Archaon, one unit of Varanguard may be upgraded to be the Swords of Chaos for +3 points per model. This unit has Hatred and Immunity (Psychology).
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The Way of the Warrior
Crom can choose to swap between fighting with a hand weapon and shield or two hand weapons at the start of each round of close combat.
If Crom uses a hand weapon and shield, his Parry save is increased to 4+.
If Crom uses two hand weapons, he gains +3 Attacks rather than +1.
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The Way of the Warrior
Crom can choose to swap between fighting with a hand weapon and shield or two hand weapons at the start of each round of close combat.
If Crom uses a hand weapon and shield, his Parry save is increased to 4+.
If Crom uses two hand weapons, he gains +3 Attacks rather than +1.
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Tongue Lash
In addition to the Toad Dragon's normal attacks, it may also make a single special lash attack with its tongue. This single attack may be inflicted against any enemy model in base contact with the Toad Dragon; it is a S 4 Poisoned attack with Always Strikes First. Should the victim survive, they suffer -1 to hit that round of combat.
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Tongue Lash
In addition to the Toad Dragon's normal attacks, it may also make a single special lash attack with its tongue. This single attack may be inflicted against any enemy model in base contact with the Toad Dragon; it is a S 4 Poisoned attack with Always Strikes First. Should the victim survive, they suffer -1 to hit that round of combat.
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Tripe-Headed Monstrosity
After resolving Dorghar's normal Attacks, you may pick one of the following effects if at least one model was slain by those attacks:
Filth-spewer: Dorgar inflicts D3 Wounds which Ignores Armour Saves on one enemy unit in base contact.
Skull-gorger: If any of the slain models were Characters, Dorghar's Khornate head devours their skulls and Archaon heals D3 Wounds up to his starting value.
Spell-eater: If any of the slain models where Wizards, Dorghar's Tzeentchian head devours them, learning any spells they knew and passing them on to Archaon.
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Tripe-Headed Monstrosity
After resolving Dorghar's normal Attacks, you may pick one of the following effects if at least one model was slain by those attacks:
Filth-spewer: Dorgar inflicts D3 Wounds which Ignores Armour Saves on one enemy unit in base contact.
Skull-gorger: If any of the slain models were Characters, Dorghar's Khornate head devours their skulls and Archaon heals D3 Wounds up to his starting value.
Spell-eater: If any of the slain models where Wizards, Dorghar's Tzeentchian head devours them, learning any spells they knew and passing them on to Archaon.
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Triumvirate of Blood
After attacking with Nazgharoth each close combat phase (before Stomps), you may pick one of the following effects. You may not choose the same effect in two consecutive rounds of combat.
Fires of Wrath: Nazgharoth uses a Breath Weapon Attack with S 4 and Flaming Attacks.
Furious Ruin: Nazgharoth rolls 2D6 with its Stomp Attack this phase.
Enraged Roar: All models in base contact with Nazgharoth must pass a T test or suffer 1 Wound with no saves allowed.
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Triumvirate of Blood
After attacking with Nazgharoth each close combat phase (before Stomps), you may pick one of the following effects. You may not choose the same effect in two consecutive rounds of combat.
Fires of Wrath: Nazgharoth uses a Breath Weapon Attack with S 4 and Flaming Attacks.
Furious Ruin: Nazgharoth rolls 2D6 with its Stomp Attack this phase.
Enraged Roar: All models in base contact with Nazgharoth must pass a T test or suffer 1 Wound with no saves allowed.
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Unbound
If, at the beginning of its Movement phase, a Slaughterbrute’s master has been slain (or if it started the game without a master), it is Unbound. An Unbound Slaughterbrute has Random Movement (2D6) and Frenzy. An Unbound Slaughterbrute can never lose its Frenzy, even if beaten in close combat. In addition, an Unbound Slaughterbrute cannot choose the direction it travels in. Instead, roll a scatter dice in the Compulsory Moves sub-phase and move the Unbound Slaughterbrute in the direction rolled (if a ‘Hit!’ is rolled, the Slaughterbrute moves straight forwards). If an Unbound Slaughterbrute moves into contact with the board edge, a building or impassable terrain, it instead stops 1" away.
Unlike other random movement, an Unbound Slaughterbrute can move into base contact with a friendly unit, in which case it will come to a stop and immediately inflict D6+2 S 7 hits on the unit. (If it comes into base contact with more than one unit, you must choose one to inflict hits on.) After resolving these hits, move the Slaughterbrute directly backwards 1", so that it is no longer in base contact with the unit.
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Unbound
If, at the beginning of its Movement phase, a Slaughterbrute’s master has been slain (or if it started the game without a master), it is Unbound. An Unbound Slaughterbrute has Random Movement (2D6) and Frenzy. An Unbound Slaughterbrute can never lose its Frenzy, even if beaten in close combat. In addition, an Unbound Slaughterbrute cannot choose the direction it travels in. Instead, roll a scatter dice in the Compulsory Moves sub-phase and move the Unbound Slaughterbrute in the direction rolled (if a ‘Hit!’ is rolled, the Slaughterbrute moves straight forwards). If an Unbound Slaughterbrute moves into contact with the board edge, a building or impassable terrain, it instead stops 1" away.
Unlike other random movement, an Unbound Slaughterbrute can move into base contact with a friendly unit, in which case it will come to a stop and immediately inflict D6+2 S 7 hits on the unit. (If it comes into base contact with more than one unit, you must choose one to inflict hits on.) After resolving these hits, move the Slaughterbrute directly backwards 1", so that it is no longer in base contact with the unit.
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Unspeakable Foulness
This is a breath weapon attack and any model caught within its template is automatically hit and must take a T test at -1 of suffer a wound with Multiple Wounds (D3) and Ignores Armour saves.
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Unspeakable Foulness
This is a breath weapon attack and any model caught within its template is automatically hit and must take a T test at -1 of suffer a wound with Multiple Wounds (D3) and Ignores Armour saves.
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Venemous Ooze
The Chimera gains Poisoned Attacks.
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Venemous Ooze
The Chimera gains Poisoned Attacks.
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Venom Tail
The Manticore gains an additional Attack that has Poisoned Attacks.
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Venom Tail
The Manticore gains an additional Attack that has Poisoned Attacks.
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Ward Save (5+)
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.
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Ward Save (5+)
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.
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Ward Save (6+)
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.
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Ward Save (6+)
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.
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White-hot Balefire
This is a S 5 Breath Weapon with Armour Piercing (1), Flaming Attacks and Multiple Wounds (D3).
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White-hot Balefire
This is a S 5 Breath Weapon with Armour Piercing (1), Flaming Attacks and Multiple Wounds (D3).
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Will of Chaos
Units with this rule always re-roll failed Panic tests.
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Will of Chaos
Units with this rule always re-roll failed Panic tests.
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Wind of Pestilence
At the start of each round of close combat, all enemy units in base contact Valnir get infected by the deadly contagion of Valnir. Roll a D6 to see which ailment the unit(s) suffers.
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Wind of Pestilence
At the start of each round of close combat, all enemy units in base contact Valnir get infected by the deadly contagion of Valnir. Roll a D6 to see which ailment the unit(s) suffers.
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Wings of Fury
Enemy Wizards within 18" of Vorgaroth suffer -1 to cast and dispel.
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Wings of Fury
Enemy Wizards within 18" of Vorgaroth suffer -1 to cast and dispel.
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Wrath of Khorne
Arbaal must always issue and accept challenges. In addition, if Arbaal flees for any reason, he will be turned into Chaos Spawn of Khorne. Make the flee move with Arbaal as normal, and then replace the model with a Chaos Spawn of Khorne following the rules for Damned by Chaos on the Eye of the Gods table.
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Wrath of Khorne
Arbaal must always issue and accept challenges. In addition, if Arbaal flees for any reason, he will be turned into Chaos Spawn of Khorne. Make the flee move with Arbaal as normal, and then replace the model with a Chaos Spawn of Khorne following the rules for Damned by Chaos on the Eye of the Gods table.
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