Tomb Kings of Khemri

Tomb Kings of Khemri

Correspondance des traductions avec la VO

Règles et Équipements utilisés par l'armée

FR EN
Hallebardes
Halberd
Alliance de Pouvoir
L'Arche des Âmes Damnées est entourée d'un nuage d'énergie magique. Ce pouvoir est si grand que les incantations des Prêtres Liches à proximité se trouvent renforcées. Tant qu'ils sont à 12" d'une Arche des Âmes Damnées, les Prêtres Liches amis peuvent appliquer un modificateur de +1 à tout jet de Lancement qu'ils effectuent. De plus, toute figurine (amie ou ennemie) qui lance un sort Lié alors qu'elle est à 12" d'une Arche des Âmes Damnées peut appliquer un modificateur de +1 au jet de Lancement. Notez toutefois que ce bonus ne s'applique pas aux sorts Liés lancés par l'Arche des Âmes Damnées.
Covenant Of Power
A nimbus of sorcerous energy swirls around a Casket of Souls’ infernal form. So great is this power that the incantations of nearby Liche Priests become infused with a portion of the casket’s energy. Whilst within 12" of a Casket of Souls, friendly Liche Priests may apply a +1 modifier to any Casting roll they make. Additionally, any model (friend or foe) that casts a Bound spell whilst within 12" of a Casket of Souls may apply a +1 modifier to the Casting roll. Note, however, that this bonus does not apply to any Bound spells cast by a Casket of Souls.
Arc court
Shortbow
Arc de guerre
Warbow
Levez-vous!
Le Prêtre Liche enchante une incantation apprise il y a fort longtemps sur un papyrus poussiéreux, et les corps brisés des légionnaires squelettiques se relèvent peu à peu. À la sous-phase de Commandement de son tour, s'il n'est pas engagé en combat, ce personnage peut tenter de ressusciter les guerriers tombés (voir page 154) en effectuant un test de Commandement (en utilisant son propre Commandement). En cas de réussite, une seule unité amie ayant la règle spéciale Morts-vivants de Nehekhara et qui se trouve à 12" de ce personnage récupère un certain nombre de Points de Vie. Cependant, réparer par magie de gigantesques amas morts-vivants est plus ardu que faire se relever des squelettes. Par conséquent, le nombre de Points de vie récupérés dépend du type de troupe de l'unité et du Niveau de Sorcellerie de ce personnage : Si le Type de Troupe de l'unité est "infanterie régulière", "infanterie lourde" ou "nuées", elle récupère un nombre de Points de Vie égal au Niveau de Sorcellerie de ce personnage +D3. Si le Type de Troupe de l'unité est "cavalerie légère", "cavalerie lourde" ou "bêtes de guerre", elle récupère un nombre de Points de Vie égal au Niveau de Sorcellerie de ce personnage +1. Si le Type de Troupe de l'unité est "infanterie monstrueuse", "cavalerie monstrueuse" ou "char léger", elle récupère un nombre de Points de Vie égal au Niveau de Sorcellerie de ce personnage. Si le Type de Troupe de l'unité est "char lourd", "créature monstrueuse", "béhémoth" ou "machine de guerre", elle récupère un seul Point de Vie.
Arise!
As the Liche Priest intones words of power learned long ago from dusty papyrus, the broken forms of fallen skeletal legionaries begin to rise jerkily from the dust. During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to resurrect the fallen (see page 154) by making a Leadership test (using their own Leadership). If this test is passed, a single friendly unit that has the Nehekharan Undead special rule and is within 12" of this character recovers a number of lost Wounds. However, magically repairing gigantic undead constructs is much harder than raising skeletons from the sand. Therefore, how many Wounds are recovered depends upon the unit’s troop type and this character’s Level of Wizardry: • If the unit’s troop type is ‘regular infantry’, ‘heavy infantry’ or ‘swarms’, it recovers a number of Wounds equal to this character‘s Level of Wizardry +D3. • If the unit’s troop type is ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’, it recovers a number of Wounds equal to this character‘s Level of Wizardry +1. • If the unit’s troop type is ‘monstrous infantry’, ‘monstrous cavalry’ or ‘light chariot’, it recovers a number of Wounds equal to this character‘s Level of Wizardry. • If the unit’s troop type is ‘heavy chariot’, ‘monstrous creature’, ‘behemoth’ or ‘war machine’, it recovers a single Wound.
Arme lourde
Great Weapon
Arme de base
Hand Weapon
Armure légère
Light armour
Armure lourde
Heavy armour
Peau Blindée
Armoured Hide
Flèches d'Asaph
Les unités ayant cette règle spéciale n'appliquent jamais de modificateurs à leurs jets de Touche quand elles tirent, quelle que soit la source du modificateur.
Arrows Of Asaph
These arrows carry the blessing of the goddess Asaph, and they seek out their enemies with unerring accuracy. Units with this special rule never apply any modifiers to their rolls To Hit when shooting, regardless of the source of the modifier.
Assaut Inexorable
La charge d'un Colosse Nécrolithe est quasiment impossible à arrêter, car ses énormes bras font pleuvoir les coups sur l'ennemi, chaque revers faisant voler des cadavres dans toutes les directions. À la phase de Combat de n'importe quel tour où cette figurine a chargé, chaque attaque qu'elle effectue qui cause une blessure non sauvegardée lui permet d'effectuer immédiatement 1 attaque additionnelle. Ces attaques additionnelles bénéficient également de cette règle spéciale. Notez que toute blessure non sauvegardée causée par la règle spéciale Attaques de Piétinement (D3) ne bénéficie pas de cette règle spéciale.
Unstoppable Assault
A charging Necrolith Colossus is nigh impossible to stop, its huge arms raining blow upon blow down on the foe, each sending dead and broken bodies flying in all directions. During the Combat phase of any turn in which this model charged, every attack it makes that causes an unsaved wound allows it to immediately make one additional attack. These additional attacks also benefit from this special rule. Note that any unsaved wounds caused by the Stomp Attacks (D3) special rule do not benefit from this special rule.
Attaques de Piétinement
Stomp Attacks
Attaques Empoisonnées
Poisoned Attacks
Touches d'Impact
Impact Hits
Avant-garde
Vanguard
Bannière du Roi
L'icône personnelle d'un Monarque est souvent confiée à un Héraut Royal au combat. Un Héraut Royal promu au rang de Porteur de la Grande Bannière remplace la règle "Tenez vos Rangs" du livre de règles de Warhammer: The Old World par la version ci-dessous: "Tenir vos Rangs": Les unités amies à la portée de Commandement du Porteur de la Grande Bannière peuvent relancer tout test de Commandement raté. De plus, les unités amies situées dans la portée de Commandement du Porteur de la Grande Bannière peuvent réduire de D3 le nombre de Points de Vie perdus à cause de la règle spéciale Instables. Notez que cela n'est pas cumulable avec la règle spéciale Indomptable (X) (voir page 153). Si une unité est affectée par les deux règles, utilisez celle qui a la valeur la plus élevée.
Banner Of The King
A Monarch’s personal icon is often carried into battle by a trusted Royal Herald. A Royal Herald that has been upgraded to be your Battle Standard Bearer replaces the “Hold Your Ground” rule given in the Warhammer: the Old World rulebook with the version given below: “Hold Your Ground”: Friendly units within the Battle Standard Bearer’s Command range may re-roll any failed Leadership test. In addition, friendly units within the Battle Standard Bearer’s Command range reduce the number of Wounds lost due to the Unstable special rule by D3. Note that this is not cumulative with the Indomitable (X) special rule (see page 153). If a unit is affected by both, use the highest value.
Beaks And Talons
counts as hand weapons
Beaks And Talons
counts as hand weapons
Carapace osseuse
compte comme une armure lourde
Bone Carapace
counts as heavy armour
Bouclier
Shield
Souffle de dessiccation
P F PA Règles Spéciales N/A 3 -2 Arme à Souffle, Attaques Magiques, Blessures Multiples (2)
Breath Of Desiccation
R S AP Special Rules Breath of desiccation N/A 3 -2 Breath Weapon, Magical Attacks, Multiple Wounds (2)
Inflammable
Flammable
Catapulte à Crânes Hurlants
P F PA Règles Spéciales 12-60" 4(8) -1(-3) Bombardement, Encombrant, Attaqques Enflammées, Attaques Magiques, Mouvement ou Tir, Blessures Multiples (D3+1), Crânes Hurlants Notes : Cette arme tire comme une catapulte, en utilisant la règle spéciale "Bombardement", un gabarit d'explosion de 3" et le tableau des Incidents de Tir des Catapultes. La règle spéciale Blessures Multiples (D3+1) s'applique uniquement à une figurine individuelle dont le socle se trouve sous le trou central du gabarit d'explosion.
Screaming Skull Catapult
R S AP Special Rules Screaming Skull catapult 12-60" 4 (8) -1 (-3) Bombardment, Cumbersome, Flaming Attacks, Magical Attacks, Move or Shoot, Multiple Wounds (D3+1), Screaming Skulls Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Stone Thrower Misfire table. The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template. Screaming Skull Catapult Special Rules Screaming Skulls: Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties. Skulls of the Foe: Until your next Start of Turn sub-phase, any enemy unit that was within 2D6" of the central hole of the blast template after scattering suffers a -1 modifier to its Leadership characteristic (to a minimum of 2).
Lance de cavalerie
Cavalry Spear
Lames fendoirs
P F PA Règles Spéciales Combat F -1 Coup Fatal
Cleaving Blades
R S AP Special Rules Cleaving blades Combat S -1 Killing Blow
Coup de Fendoir
D'un coup vif et précis, un guerrier habile peut fendre même une armure. Si une figurine ayant cette règle spéciale obtient un 6 naturel quand elle effectue un jet de Blessure pour une attaque effectuée en combat, elle a porté un "Coup de Fendoir". Les figurines ennemies dont le type de troupe est "infanterie régulière", "infanterie lourde", "cavalerie légère", "cavalerie lourde" ou "bêtes de guerre" n'ont pas droit à une sauvegarde d'armure ou de Régénération contre un Coup de Fendoir (les sauvegardes Invulnérables peuvent être tentées normalement). Notez que si une attaque blesse automatiquement, on ne peut pas utiliser cette règle spéciale.
Cleaving Blow
With a swift and deadly strike, a skilled warrior can cleave through armour. If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal). Note that if an attack wounds automatically, this special rule cannot be used.
Coup De Fendoir
Si une figurine ayant cette règle spéciale obtient un 6 naturel lorsqu'elle effectue un jet de Blessure pour une attaque en combat, elle a porté un "Coup de Fendoir". Les figurines ennemies dont le type de troupe est "infanterie régulière", "infanterie lourde", "cavalerie légère", "cavalerie lourde" ou "bêtes de guerre" n'ont pas droit à une sauvegarde d'armure ou de Régénération contre un Coup de Fendoir (les sauvegardes Invulnérables peuvent être tentées normalement).
Cleaving Blow
A swift and deadly strike can cleave through the thickest of armour. If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal). Note that if an attack wounds automatically, this special rule cannot be used.
Ordre Serré
Close Order
Nuage de Poussière
Des nuages de poussière et de sable tourbillonnent autour d'un Dragon d'Os Nécrolithe, le dissimulant au regard de l'ennemi. Toute figurine ennemie qui cible cette figurine à la phase de Tir subit un modificateur additionnel de -1 aux jets de Touche.
Cloud of Dust
Great clouds of desert sand and dust seethe and billow about a Necrolith Bone Dragon, hiding its form from the eyes of its enemies. Any enemy model that targets this model during the Shooting phase suffers an additional -1 To Hit modifier.
Malédiction De La Nécropole
Si cette figurine perd son dernier Point de Vie à cause d'une attaque ennemie, l'unité qui a effectué l'attaque doit immédiatement effectuer un test de Commandement. En cas d'échec, l'unité ennemie subit D3 touches de Force 2, chacune ayant une PA de -.
Curse Of The Necropolis
A powerful curse hangs over the rulers of Nehekhara. Those that would dare strike down these ancient lords find their blood turned to sand and their bodies engulfed in swarms of desert locusts. If a model with this special rule loses its last Wound to an enemy attack, the unit that made the attack must immediately make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -.
Dard venimeux
P F PA Règles Spéciales Combat F - Attaques Empoisonnées, Frappe en Premier
Envenomed Sting
R S AP Special Rules Envenomed sting Combat S - Poisoned Attacks, Strike First Notes: In combat, this model may choose to make one of its attacks each turn with this weapon.
Pinces décapitantes
P F PA Règles Spéciales Combat F -2 Coup Fatal, Tueur de Monstres
Decapitating Claws
R S AP Special Rules Decapitating claws Combat S -2 Killing Blow, Monster Slayee
Frappe de décapitation
P F PA Règles Spéciales Combat F_5 -4 Coup Fatal, Tueur de Monstres, Frappe en Dernier
Decapitating Strike
R S AP Special Rules Decapitating strike Combat S+5 -4 Killing Blow, Monster Slayer, Strike Last Notes: This model may make one additional attack each turn with this weapon.
Desséchés
Chaque fois que cette figurine subit une blessure non sauvegardée causée par une Attaque Enflammée, votre adversaire peut jeter un D6. Sur 1-3, les flammes s'éteignent rapidement et cette figurine ne souffre pas davantage. Sur 4+, le feu prend et cette figurine perd 1 Point de Vie additionnel.
Dry As Dust
Entombed beneath the arid desert, the remains of living things become as dry as the dust in which they lay and, should they catch aflame, the fire quickly spreads. Each time this model suffers an unsaved wound from a Flaming Attack, your opponent may roll a D6. On a roll of 1-3, the flames quickly die down and this model escapes further harm. On a roll of 4+, the flames take hold and this model loses one additional Wound. Note that excess wounds caused to a model will have no additional effect except in the case of a character that is part of a challenge, in which case this special rule counts for Overkill. Excess wounds do not ‘spill over’ onto other models in the unit.
Détachement
Detachment
Écailles de dragon
compte comme une armure de plate complète
Draconic Scales
counts as full plate armour
Eclaireurs
Scouts
Terreur
Terror
Esprits Déchaînés
Si les gardiens d'une Arche des Âmes Damnées sont tués, les âmes tourmentées qu'elle contient s'échappent en un tourbillon de destruction et de vengeance. Si les servants d'une Arche des Âmes Damnées sont réduits à zéro Point de Vie, jetez immédiatement un dé à six faces pour chaque unité (amie ou ennemie) à 12" de la figurine. Sur un résultat de 4 ou plus, l'unité subit un nombre de touches de Force 3 égal au résultat du dé, sans aucune sauvegarde d'armure ni de régénération autorisée (les sauvegardes Invulnérables peuvent être tentées normalement). Une fois que ces touches ont été résolues, l'Arche des Âmes Damnées est retirée du jeu.
Unbound Spirits
If the guardians of a Casket of Souls are slain, the tortured souls contained within the vessel will escape their confines in a raging maelstrom of destruction and vengeance. If the crew of a Casket of Souls is reduced to zero Wounds, immediately roll a D6 for every unit (friend or foe) within 12" of the model. On a roll of 4+, the unit suffers D6 Strength 3 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Once these hits are resolved, the Casket of Souls is removed from play.
Éternel Contremaître
Les Nécrotectes étaient les contremaîtres de Nehekhara. Sous leur regard sévère, des armées d'ouvriers œuvraient sans relâche au service de leur monarque. À la sous-phase de Commandement de son tour, ce personnage peut tenter de pousser une unité qu'il a rejointe à faire plus d'efforts en effectuant un test de Commandement (en utilisant son propre Commandement). En cas de réussite, jusqu'à votre prochaine sous-phase de Début de Tour, ce personnage et toute unité qu'il a rejointe gagnent les règles spéciales Attaques Supplémentaires (+1) et Haine (tous les ennemis).
Eternal Taskmaster
Necrotects were the taskmasters of ancient Nehekhara. Under their stern gaze, armies of workers laboured relentlessly in the service of mighty kings. During the Command sub-phase of their turn, this character may attempt to drive a unit they have joined to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Extra Attacks (+1) and Hatred (all enemies) special rules.
Rapide
Swiftstride
Faucheur d'Âmes
Le Nécrosphinx incarne la malevolence des dieux de l'au-delà. Au combat, il marque les âmes des ennemis de valeur, pour hâter leur passage vers le domaine de ses maîtres. Après le déploiement mais avant le début du premier tour, désignez un seul personnage ennemi. C'est l'âme vouée à partir pour l'au-delà avant la fin de la bataille. Cette figurine peut relancer tout jet de Touche de 1 naturel effectué contre le personnage désigné.
Soul Reaper
A Necrosphinx embodies the malevolence of the gods of the underworld. In battle it will mark the souls of worthy enemies, speeding their journey into the realm of its masters. After deployment but before the first turn begins, nominate a single enemy character. This is the soul marked by the Necrosphinx to journey into the underworld by the battle’s end. This model may re-roll any rolls To Hit of a natural 1 made against the nominated character.
Vol
Fly
Surgis de Sous les Sables
Par la volonté du Prêtre Liche, le sable du désert s'agite pour révéler les os desséchés de guerriers depuis longtemps défunts et les élytres luisants d'insectes voraces. À la sous-phase de Commandement de son tour, s'il n'est pas engagé en combat, ce personnage peut choisir une seule unité amie qui a les règles spéciales Morts-vivants de Nehekhara et Embusqueurs, et qui est gardée en réserve, et tenter de l'invoquer en effectuant un test de Commandement (en utilisant son propre Commandement): En cas de réussite, l'unité choisie est invoquée avec succès et peut être placée sur le champ de bataille, n'importe où à 12" de cette figurine, mais à plus de 6" de toute figurine ennemie. L'unité ne peut pas charger à ce tour et compte comme s'étant déplacée pour ce qui est des tirs, mais elle peut sinon agir normalement. En cas d'échec, les Embusqueurs ne répondent pas à l'appel de cette figurine et sont retardés au moins jusqu'au prochain tour du joueur en contrôle. Notez que les Embusqueurs arrivent comme d'habitude automatiquement au début du round 5.
From Beneath The Sands
At the Liche Priest’s command, the sands begin to shift and churn, revealing their hidden treasures: the dry bones of long dead warriors and the glistening wing cases of biting insects. During the Command sub-phase of their turn, if they are not engaged in combat, this character may choose a single friendly unit that has both the Nehekharan Undead and the Ambushers special rules, and that is currently held in reserve, and attempt to summon it by making a Leadership test (using their own Leadership): • If this test is passed, the chosen unit is successfully summoned and can be placed on the battlefield anywhere completely within 12" of this model, but not within 6" of any enemy models. The unit cannot charge during this turn and counts as having moved for the purposes of shooting, but can otherwise act as normal. • If this test is failed, the Ambushers pay no heed to this model's summons and are delayed until their controlling player’s next turn at least. Note that Ambushers arrive automatically at the start of round five as usual.
Grande Cible
Large Target
Griffes mortelles
P F PA Règles Spéciales Griffes mortelles Combat F -2 -
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Horde
Horde
Howdah
Howdah
Objet Inébranlable
Une Arche des Âmes Damnées n'est pas portée, mais invoquée par une incantation. Quand son Gardien entonne la formule appropriée, une fontaine de crânes jaillit du sol, révélant l'Arche sur une estrade d'ossements. Une fois que l'Arche des Âmes Damnées a été placée sur le champ de bataille au déploiement, elle ne peut pas être déplacée par ses serviteurs à la sous-phase des Mouvements Restants. Notez qu'une Arche des Âmes Damnées peut pivoter librement à n'importe quel moment de son tour (pour faire face à l'ennemi) et peut effectuer normalement un mouvement de poursuite.
Immovable Object
A Casket of Souls is not borne, but is summoned by an incantation. As its Keeper intones the proper chants, a fountain of skulls bursts from the ground below, revealing the Casket atop a dais of bone. Once a Casket of Souls has been placed on the battlefield during deployment it cannot be moved by its crew during the Remaining Moves sub-phase. Note that a Casket of Souls can still pivot freely at any time during its turn (the better to face the enemy) and may make a follow up move as normal.
Indomptable
Une unité ayant cette règle spéciale réduit du nombre indiqué entre parenthèses (ici, "X") le nombre de blessures subies à cause de la règle spéciale Instable. Notez que cette règle spéciale n'est pas cumulable. Si deux figurines ou plus d'une unité ont cette règle spéciale, utilisez la valeur la plus haute pour la totalité de l'unité. Par exemple, si un personnage ayant Indomptable (2) rejoint une unité ayant Indomptable (1), l'unité entière utilise la règle spéciale Indomptable (2) du personnage.
Indomitable
Within the legions of the Tomb Kings march creatures with an indomitable will to hang on to the last vestiges of life no matter what. A unit with this special rule reduces the number of wounds suffered due to the Unstable special rule by the number shown in brackets (shown here as ‘X’). Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit. For example, if a character with Indomitable (2) joins a unit with Indomitable (1), the whole unit uses the character’s Indomitable (2) special rule.
Khopesh
Une arme de base portée par une figurine avec cette règle spéciale a une caractéristique de PA de -1.
Khopesh
A Khopesh is a heavy curved blade of bronze with a cutting edge hammered to a wicked sharpness. It is an excellent hacking weapon, able to cut easily through armour and shields to sever limbs and cleave skulls. A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1. Note that this special rule only applies to a single, ordinary hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
Lame rituelle
P F PA Règles Spéciales Combat F+2 -3 Arme à Deux Mains, Frappe en Dernier
Ritual Blade
R S AP Special Rules Ritual blade Combat S+2 -3 Requires Two Hands, Strike Last
Queues fouettardes
compte comme des armes de base
Lashing tail
counts as hand weapons
Lore Of Nehekhara
The magic of Nehekhara was perfected millennia ago and has remained unchanged in the long centuries since. The wording of every incantation used in the preservation and reanimating of the dead is recorded on dusty papyrus in the mysterious hieroglyphs of Nehekhara’s ancient language, to be uttered aloud in long, monotonous ritual.
Lore Of Nehekhara
The magic of Nehekhara was perfected millennia ago and has remained unchanged in the long centuries since. The wording of every incantation used in the preservation and reanimating of the dead is recorded on dusty papyrus in the mysterious hieroglyphs of Nehekhara’s ancient language, to be uttered aloud in long, monotonous ritual.
Résistance à la Magie
Magic Resistance
Morsures et dards venimeux
compte comme des armes de base
Venomous bites and stings
counts as hand weapons
Morts-vivants De Nehekhara
Les figurines ayant cette règle spéciale sont des "morts-vivants". Elles ne peuvent pas faire de marche forcée (sauf si elles ont la règle spéciale Vol (X) et choisissent de se déplacer en volant). De plus, toutes les figurines morts-vivantes ont les règles spéciales universelles suivantes : Peur, Immunité à la Psychologie, Indémoralisable, Instable. Un personnage ayant cette règle spéciale ne peut pas rejoindre une unité qui n'a pas cette règle spéciale, et vice versa.
Nehekharan Undead
The legions of the Tomb Kings are no longer beings of flesh and blood, but sun-bleached bones animated by ritualistic magic that stride slowly but inexorably towards their enemies. Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules: • Fear • Immune to Psychology • Unbreakable • Unstable A character with this special rule cannot join a unit without this special rule, and vice versa.
Que ma Volonté soit Faite
Bien que ce soit la magie des Prêtres Liches qui anime les années de Khemri, c'est la belle et implacable volonté du Roi des Tombes qui influe à ses guerriers une vigueur surnaturelle. À la sous-phase de commandement de son tout; ce personnage peut tenter d'exercer sa volonté sur ceux qui l'entourent en effectuant un test de d (en utilisant son propre Cd). En cas de réussite, choisissez un des modificateurs suivants. Jusqu'à votre prochaine sous-phase de Début de Tout; le personnage, sa monture et toute unité qu'il a rejointe gagnent le modificateur choisi (jusqu'à un maximum de 10): "En Avant vers la Gloire!": + D3 en Mouvement. "Mes Valeureux Champions!": +1 en capacité de Combat. "Frappez comme le Cobra!": + D3 en Initiative. Notez que cette règle spéciale n'est pas cumulative. En d'autres termes, utiliser plus d'une fois sur une même unité pendant le même tour n'a pas d'effets supplémentaires. Rois des Tombes de Khemri
My Will Be Done
Although it is the magic of the Liche Priests that animates the armies of Khemri, it is the indomitable will of the Tomb King that instils long-dead warriors with unyielding vigour. During the Command sub-phase of their turn, this character may attempt to exert their will upon those around them by making a Leadership test (using their own Leadership). If this test is passed, choose one of the following modifiers. Until your next Start of Turn sub-phase this character, their mount and any unit they have joined gain that modifier (to a maximum of 10): • “Forward to Glory!”: +D3 Movement. • “My Worthy Champions!”: +1 Weapon Skill. • “Strike like the Cobra!”: +D3 Initiative. Note that this special rule is not cumulative. In other words, using it more than once on the same unit during the same turn has no further effect.
Ordre Dispersé
Open Order
Paire de grands khopeshs
P F PA Règles Spéciales Combat F -2 Coup Fatal, Arme à Deux Mains
Paired Great Khopeshes
R S AP Special Rules Paired great khopeshes Combat S -2 Killing Blow, Requires Two Hands
Regard pétrificateur
P F PA Règles Spéciales 18" 2 N/A Attaques Magiques, Blessures Multiples (D3) Notes : Pour effectuer un jet de Blessure pour une attaque de cette arme, on utilise l'Initiative de la cible au lieu de son Endurance. Aucune sauvegarde d'armure n'est autorisée contre les blessures causées par cette arme (les sauvegardes Invulnérables et de Régénération peuvent être tentées normalement).
Petrifying Gaze
R S AP Special Rules Petrifying gaze 18" 2 N/A Magical Attacks, Multiple Wounds (D3) Notes: When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Protecteur Assermenté
Quiconque désirant s'en prendre à un Monarque de Nehekhara doit d'abord vaincre ses Hérauts, des fidèles gardes du corps qui interceptent chaque coup fatal au mépris du danger. Si une figurine de Monarque de Nehekhara subit une touche alors qu'elle est à 3" de cette figurine, vous pouvez choisir de transférer la touche concernée ainsi que tous ses effets à cette figurine.
Sworn Protector
Anyone wishing to harm a Monarch of Nehekhara must first get past their Heralds, sworn bodyguards who move to intercept any mortal blow, heedless of the danger to themselves. Should a Monarch of Nehekhara model suffer a hit whilst within 3" of this model, you may choose to transfer that hit and all of its effects onto this model.
Queue sinueuse
P F PA Règles Spéciales Combat F -1 Attaques Supplémentaires (D3) Notes : En combat, un Rôdeur Sépulcral peut effectuer D3 attaques supplémentaires à chaque tour, chacune devant être effectuée avec cette arme (faites des jets séparés pour chaque figurine de l'unité).
Writhing Tail
R S AP Special Rules Writhing tail Combat S -1 Extra Attacks (D3) Notes: In combat, a Sepulchral Stalker may make an additional D3 attacks each turn, each of which must be made with this weapon (roll separately for each model in the unit).
Régénération
Regeneration
Unité Régimentaire
Regimental Unit
Reserve Move
Reserve Move
Sabots squelettiques
compte comme des armes de base
Skeletal Hoove
counts as hand weapons
Tirailleurs
Skirmishers
Sorcier
Wizard
Timmm-berrr!
Timmm-berrr!
Vortex des Âmes
Quand une Arche des Âmes Damnées s'ouvre, une lumière aveuglante se diffuse sur tout le champ de bataille tandis que les âmes qui y sont asservies s'envolent dans le vain espoir d'échapper à leurs tourments, mais elles sont liées par les incantations du Gardien qui les plie à sa volonté. Une Arche des Âmes Damnées peut lancer les sorts Liés suivants, avec un Niveau de Puissance de 3 : Lumière Morte Les esprits déchaînés plongent dans les corps des ennemis des Rois des Tombes, leur infligeant de terribles souffrances comme ils les drainent de leur essence vitale. Type: Projectile Magique Valeur de Lancement: 7+ Portée: 36" Effet: L'unité ennemie visée doit immédiatement effectuer un test de Commandement. En cas de réussite, elle subit D3 touches de Force 3, chacune avec une PA de -1. En cas d'échec, elle subit DG+3 touches de Force 6, chacune ayant la règle spéciale Blessures Multiples (2) et sans aucune sauvegarde d'armure ni de régénération autorisée (les sauvegardes Invulnérables peuvent être tentées normalement). Lumière Protectrice Les âmes libérées se pressent autour des légions macabres des Rois des Tombes, aveuglant les guerriers ennemis et détournant leurs coups. Type: Enchantement Valeur de Lancement: 8+ Portée: Lanceur Effet: Reste en jeu. Tant que ce sort Lié est en jeu, cette figurine et toute unité amie à 18" de cette figurine gagne une sauvegarde Invulnérable de 6+ contre toute blessure subie. De plus, tant que ce sort Lié est en jeu, les unités ennemies subissent un modificateur de -1 à tout jet de Touche effectué contre cette figurine et contre toute unité amie à 18" de cette figurine. Toutefois, si cette figurine lance le sort Lié Lumière Morte, ce sort Lié expire immédiatement.
Vortex Of Souls
When a Casket of Souls is opened, blinding light is unleashed upon the battlefield as the countless bound souls entombed within it scream into the air seeking freedom from their suffering and confinement. These spirits soar forth, bound by the incantations of the Keeper to do their will. A Casket of Souls can cast the following Bound spells, with a Power Level of 3: Light Of Death The unleashed spirits plunge through the bodies of the Tomb Kings’ enemies, their hapless victims suffering unbearable agony as their life essence is utterly drained. Type: Magic Missile Casting Value: 7+ Range: 36" Effect: The target enemy unit must immediately make a Leadership test. If this test is passed, it suffers D3 Strength 3 hits, each with an AP of -1. If, however, this test is failed, it suffers D6+3 Strength 6 hits, each with the Multiple Wounds (2) special rule and with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Light Of Protection The freed souls cluster about the skeletal legions of the Tomb Kings, blinding their enemies and turning aside their hostile blows. Type: Enchantment Casting Value: 8+ Range: Self Effect: Remains in Play. Whilst this Bound spell is in play, this model and any friendly unit within 18" of this model gains a 6+ Ward save against any wounds suffered. In addition, whilst this Bound spell is in play, enemy units suffer a -1 modifier to any rolls To Hit made against this model and any friendly unit within 18" of this model. However, if this model casts the Light of Death Bound spell, this Bound spell will immediately expire.
Whip
Whip

Objets magiques utilisables par l'armée

FR EN
Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master. The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master. The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm. The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm. The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens. The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens. The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe. The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe. The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
Armure Des âges
Les figurines ennemies doivent relancer les jets de Blessure réussis effectués contre le porteur.
Armour of the Ages
Forged from bronze, cooled in blood and plated with gold, this ancient armour can turn aside even the strongest blow. The Armour of the Ages is a suit of light armour. In addition, enemy models must re-roll successful rolls To Wound made against the wearer.
Bâton Serpent
P: Combat F: F+2 PA : -2 Règles Spéciales : Attaques Magiques, Attaques Empoisonnées, Arme à Deux Mains Notes : Uniquement pour les Prêtres Liches.
Serpent Staff
Crafted in the likeness of a rearing cobra, this tall, heavy-headed staff writhes with an unnatural life, striking at the enemies of its bearer with venomous fangs. R S AP Special Rules Serpent Staff Combat S+2 -2 Magical Attacks, Poisoned Attacks, Requires Two Hands. Notes: Liche Priests only.
Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease. R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease. R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
Bouclier de Ptra
Toute figurine ennemie qui dirige ses attaques contre le porteur à la phase de Combat subit un modificateur de -1 à sa caractéristique de Capacité de Combat.
Shield of Ptra
Bursting from the face of this ornate shield, the radiance of the Sun God Ptra blinds the enemy. The Shield of Ptra is a shield. In addition, any enemy model that directs their attacks against the bearer during the Combat phase suffers a -1 modifier to their Weapon Skill characteristic.
Broche Du Scarabée
Lorsqu'elle utilise la règle spéciale "Surgis de Sous les Sables", une unité invoquée peut être placée sur le champ de bataille n'importe où entièrement à 18" d'un Prêtre Liche portant la Broche du Scarabée, au lieu des 12" habituels.
Scarab Brooch
From far beneath the desert sands, scuttling dead things are drawn towards this blackened brooch. When using the From Beneath the Sands special rule, a summoned unit can be placed on the battlefield anywhere completely within 18" of a Liche Priest wearing the Scarab Brooch, rather than the usual 12".
Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame. R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame. R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
Canope d'Enkhil
Usage unique. À la sous-phase de Commandement de son tour, si le porteur n'est pas engagé en combat, il peut tenter de libérer le contenu en effectuant un test de Commandement (en utilisant son propre Commandement non modifié). En cas de réussite, tous les sorts "Restant en Jeu" qui sont en jeu à ce moment-là sont dissipés, y compris les sorts lancés par les Sorciers amis.
Enkhil’s Kanopi
Within this dusty clay vessel resides the wicked heart of the Liche Priest Enkhil. Should it ever be opened, the spirit of the jealous priest consumes the magic of his rivals. Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of Enkhil’s Kanopi may attempt to unleash its contents by making a Leadership test (using their own, unmodified Leadership). If this test is passed, all ‘Remains in Play’ spells currently in play are dispelled, including spells cast by friendly Wizards.
Cape des Dunes
Le porteur de la Cape des Dunes gagne la règle spéciale Vol (9). De plus, toute unité ennemie au-dessus de laquelle le porteur passe à la sous-phase de Mouvements Restants subit DG touches de F2, chacune avec une PA de -1.
Cloak of the Dunes
This tattered cloak is infused with the magic of the deserts, enabling its wearer to transform into an abrasive storm of sand that cuts through the foe. Models whose troop type is ‘infantry’ only. The wearer of the Cloak of the Dunes gains the Fly (9) special rule. In addition, any enemy unit the wearer moves over during the Remaining Moves sub-phase suffers D6 Strength 2 hits, each with an AP of -1.
Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long. The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long. The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
Collier de Shapesh
Usage unique. Quand le porteur du Collier de Shapesh perd son dernier PV, jetez un dé. Sur un résultat de 4 ou plus, le PV n'est pas perdu. À la place, une seule figurine amie à portée de Commandement du porteur est retirée du jeu comme perte.
Collar of Shapesh
This ornate collar is a powerful charm that trades the life of one for that of another. Single use. When the wearer of the Collar of Shapesh loses their last Wound, roll a D6. On a roll of 4+, the Wound is not lost. Instead, a single friendly model within the wearer’s Command range is removed from play as a casualty.
Couronne des Rois
À la sous-phase de Commandement de son tour, si le porteur n'est pas engagé en combat, il peut tenter de ressusciter les défunts en effectuant un test de Commandement. En cas de réussite, une seule unité amie de Guerriers Squelettes, Archers Squelettes, Cavaliers Squelettes ou Archers Squelettes à Cheval qui se trouve à portée de commandement de cette figurine récupère D3+1 PV.
Crown of Kings
Ancient and ornate crowns are a symbol that servitude extends beyond the bounds of death. Monarch of Nehekhara only. During the Command sub-phase of their turn, if they are not engaged in combat, the wearer of a Crown of Kings may attempt to resurrect the fallen (see page 154) by making a Leadership test. If this test is passed, a single friendly unit of Skeleton Warriors, Skeleton Archers, Skeleton Horsemen or Skeleton Horse Archers that is within this model’s Command range recovers D3+1 Wounds.
Crosse & Flagellum De Majesté
P: Combat F: F PA : -1 Règles Spéciales : Combat F de Majesté Notes : Uniquement pour les Monarques de Nehekhara. Possède les règles spéciales Attaques Supplémentaires (+D3), Attaques Magiques, Arme à Deux Mains, Frappe en Premier.
Flail of Radiance
These gleaming golden weapons represent the high status of the bearer, and all that enter their presence are humbled by the aura of majesty these weapons convey. R S AP Special Rules Crook & Flail of Radiance Combat S -1 Extra Attacks (+D3), Magical Attacks, Requires Two Hands, Strike First. Notes: Monarchs of Nehekhara only.
Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates. The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates. The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
Masque Mortuaire De Kharnutt
Le porteur du Masque Mortuaire de Kharnutt gagne la règle spéciale Terreur.
Death Mask of Kharnutt
The expressionless Death Mask of Kharnutt has borne witness to the demise of untold thousands over its long millennia, causing an aura of dread and despair to hang heavily about it. The wearer of the Death Mask of Kharnutt gains the Terror special rule.
Destructeur D'éternité
P: Combat F: F+2 PA : F+ Règles Spéciales : Combat F+2, -2 PA, Coup Fatal, Attaques Magiques, d'Eternités, Arme à Deux Mains, Frappe en Dernier Notes : Le porteur peut choisir d'effectuer une attaque spéciale "Faucheur", infligeant automatiquement DG touches avec le profil du Destructeur d'Éternité.
Destroyer of Eternities
Imbued with powerful incantations, the great blade of this scything weapon is impossibly sharp and is said to destroy the souls of its victims, denying them any hope of reaching the afterlife. R S AP Special Rules Destroyer of Eternities Combat S+2 -2 Killing Blow, Magical Attacks, Requires Two Hands, Strike Last. Notes: Rather than attacking normally, the wielder of the Destroyer of Eternities may choose to make a special ‘Scything’ attack. If they do, the enemy unit they are directing their attacks against suffers D6 automatic hits, each resolved using the Destroyer of Eternities’ profile.
Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll. Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll. Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters. R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters. R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening. R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening. R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth. Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth. Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again. The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again. The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Enseigne Royale
Cette figurine double sa Puissance (PU), passant de 3 à 6. De plus, toute Touche d'Impact causée par cette figurine a une caractéristique de PA de -2 et la règle spéciale Attaques Magiques.
Icon of Rulership
The hero’s chariot bears a totemic standard that pulses with greatness and proclaims their many victories over their enemies. Models whose troop type is ‘chariot’ only. This model doubles its Unit Strength, from 3 to 6. In addition, any Impact Hits caused by this model have an Armour Piercing characteristic of -2 and the Magical Attacks special rule.
Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard. Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard. Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
Fléau de Crânes
P: Combat F: F+3 PA : -1 Règles Spéciales : Attaques Magiques, Blessures Multiples (2), Arme à Deux Mains Notes : Le modificateur de Force ne s'applique qu'au premier round de combat.
Flail of Skulls
This flail is made from the gilded skulls of conquered enemies. Foes struck by these skulls are lacerated and savaged by their sharpened teeth, and bleed profusely from their wounds. R S AP Special Rules Flail of Skulls Combat S+3 -1 Magical Attacks, Multiple Wounds (2), Requires Two Hands Notes: The Flail of Skulls’ Strength modifier applies only during the first round of combat.
Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon. R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon. R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal. The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal. The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims. R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims. R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not. Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not. Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
Jarre Hiératique
Usage unique. À la sous-phase de Commandement de son tour, si le porteur n'est pas engagé en combat, il peut libérer le pouvoir qu'elle contient. Le porteur peut tenter de ressusciter les défunts en utilisant la règle spéciale "Levez-vous !" deux fois à cette sous-phase de Commandement (au lieu de l'unique fois habituelle).
Hieratic Jar
This earthenware jar, sealed with wax and bound with glyphs, contains the magically charged remains of a once-mighty Liche Priest. Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of a Hieratic Jar can release the power held within it. The bearer may attempt to resurrect the fallen by using the Arise! special rule twice during this Command sub-phase (rather than the usual once).
Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies. The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies. The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
Luckstone
Can luck be trapped within a dull stone pendant? Possibly. Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
Luckstone
Can luck be trapped within a dull stone pendant? Possibly. Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence. A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence. A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon. R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon. R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism. Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism. Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power. Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power. Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes. The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes. The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog. Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army. On a roll of 4+, the Wizard returns to normal (but retains a love of water).
Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog. Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army. On a roll of 4+, the Wizard returns to normal (but retains a love of water).
Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles. The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles. The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic. R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic. R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield. The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield. The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests. R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests. R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer. R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer. R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision. R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision. R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own. R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own. R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm. The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm. The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken. The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken. The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost. The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing. However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost. The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing. However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.

Bannières magiques utilisables par l'armée

FR EN
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Bannière Du Mirage
Toute figurine ennemie qui cible une unité portant la Bannière du Mirage à la phase de Tir subit un modificateur additionnel de -1 à ses jets de Touche.
Mirage Banner
Shimmering with the heat of the desert, this banner shifts constantly, confusing the eye of the enemy. Any enemy model that targets a unit carrying the Mirage Banner during the Shooting phase suffers an additional -1 To Hit modifier.
Étendard de Malédiction
À la fin de n'importe quelle phase où une ou plusieurs figurines d'une unité qu'a rejoint le porteur de l'Étendard de Malédiction ont perdu leur dernier Point de Vie à cause d'une attaque ennemie, l'unité qui a effectué l'attaque doit effectuer un test de Commandement. En cas d'échec, l'unité ennemie subit D3 touches de F2, chacune avec une PA de -, pour chaque figurine qui a perdu son dernier PV.
Standard of the Cursing Word
This potent icon contains a powerful curse, similar to that which protects the mortal remains of the ancient monarchs of Nehekhara. Battle Standard Bearer only. At the end of any phase in which one or more models in a unit joined by the bearer of the Standard of the Cursing Word lost its last Wound to an enemy attack, the unit that made the attack must make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -, for each model that lost its last Wound.
Icône De Rakaph
À moins qu'elle effectue un mouvement de charge, une unité portant l'Icône de Rakaph peut accomplir gratuitement une seule reformation à n'importe quel point de son mouvement.
Icon of Rakaph
Those that march beneath the banner of King Rakaph II are instilled with unrivalled discipline. Unless making a charge move, a unit carrying the Icon of Rakaph may perform a single free reform at any point during its movement.
Icône De L'œil Sacré
Une unité portant l'Icône de l'Œil Sacré a un modificateur de +1 à sa caractéristique de Capacité de Combat (jusqu'à un maximum de 10).
Icon of the Sacred Eye
The arcane power contained within this unblinking eye guides the arms of those that march beneath it. A unit carrying the Icon of the Sacred Eye has a +1 modifier to its Weapon Skill characteristic (to a maximum of 10).
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.

Unités de l'armée

FR EN
Roi des Tombes
Tomb King
Coursier Squelette
Skeletal Steed
Char Squelette
Skeleton Chariot
Dragon d'Os Necrolithe
Necrolith Bone Dragon
Sphinx de Guerre de Khemri
Khemrian Warsphinx
Prince des Tombes
Tomb Prince
Herault Royal
Royal Herald
Grand Prêtre
High Priest
Prêtre Mortuaire
Mortuary Priest
Nécrotecte
Necrotect
Guerriers Squelettes
Skeleton Warriors
Archers Squelettes
Skeleton Archers
Gardiens des Tombes
Tomb Guard
Rôdeurs Sépulcraux
Sepulchral Stalkers
Tirailleurs Squelettes
Skeleton Skirmishers
Chars Squelettes
Skeleton Chariots
Nuées des Tombes
Tomb Swarms
Cavaliers Squelettes
Skeleton Horsemen
Archers Squelettes à Cheval
Skeleton Horse Archers
Ushabti
Ushabti
Charognards
Carrion
Chevaliers de la Nécropole
Necropolis Knights
Gardiens des Tombes
Tomb Guard
Rôdeurs Sépulcraux
Sepulchral Stalkers
Scorpion des Tombes
Tomb Scorpion
Sphinx de Guerre de Khemri
Khemrian Warsphinx
Colosse Nécrolithe
Necrolith Colossus
Catapulte à Crânes Hurlants
Screaming Skull Catapult
Arche des Ames Damnées
Casket of Souls
Nécrosphinx
Necrosphinx