’It & Run
With a barked command from their leader, Kiknik’s riders fall back, ready to charge off in pursuit of new prey.
Should they win a round of combat, Kiknik and any Goblin Wolf Rider Mob he has joined may choose to Fall Back in Good Order rather than making a follow up or pursuit move.
"Fight Me!"
In their quest to seek a mighty doom, Giant Slayers seek out ever more dangerous foes.
Any model with this special rule can issue and accept challenges in the same manner as a character.
"stand Back Chief"
Hunkering down behind their war machines, an Engineer is well-protected from enemy fire.
A character with this special rule cannot be targeted by enemy shooting or by enemy spells whilst it is within 3" of a friendly unit whose troop type is ‘war machine’.
“Hold The Line!”
To command an army of the Empire, one must be a proven veteran, worthy of respect. The grim determination and dedication to duty of such an individual is both an inspiration and an example to the soldiers they command.
This character and any unit they have joined automatically passes any Panic tests they are required to make.
“Grind Them Down!”
Only the finest charioteers served in the Royal Hosts of Nehekhara, and none granted such an honour would dare to disappoint their master in battle.
Whilst within the General’s Command range, friendly models whose troop type is ‘Chariot’ may re-roll the dice when rolling to determine the number of Impact Hits they cause.
*Giant Attacks
Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan.
Instead of attacking normally during the Combat phase or making a Pick Up And… attack, a Giant may choose to make a ‘Giant Attack’. To make a Giant Attack, nominate an enemy unit that the Giant is engaged in combat with to be the target of the attack and roll on the Giant Attacks table below to determine what the Giant does:
Giant Attacks Table
D6 Result
1 ’Eadbutt: The Giant singles out a lone enemy and ’eadbutts them. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. That model is hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
2 Belly Flop: The Giant crashes down bodily upon the enemy. Place a small (3") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -2.
3-4 Mighty Swing: The Giant swings its club through the enemy ranks. For this attack, the Giant is subject to the Random Attacks special rule and has an Attacks characteristic of D6+1, and the Giant’s club has a Strength characteristic of S+1 and an AP of -2.
5 Thump With Club: The Giant grasps its club two-handed and cracks its enemy on the head. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. For this attack, the Giant’s club has a Strength characteristic of S+4, an AP of -4 and the Multiple Wounds (D6) special rule.
6 Jump Up & Down: The Giant jumps around, kicking and flattening the enemy.
For this attack, the Giant does not use its club. Instead, the target unit suffers D6+1 hits, each using the Strength characteristic of this model, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
*Giant Attacks
*Giant Attacks
*Giant Attacks
*Giant Attacks
Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan.
Instead of attacking normally during the Combat phase or making a Pick Up And… attack, a Giant may choose to make a ‘Giant Attack’. To make a Giant Attack, nominate an enemy unit that the Giant is engaged in combat with to be the target of the attack and roll on the Giant Attacks table below to determine what the Giant does:
Giant Attacks Table
D6 Result
1 ’Eadbutt: The Giant singles out a lone enemy and ’eadbutts them. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. That model is hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
2 Belly Flop: The Giant crashes down bodily upon the enemy. Place a small (3") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -2.
3-4 Mighty Swing: The Giant swings its club through the enemy ranks. For this attack, the Giant is subject to the Random Attacks special rule and has an Attacks characteristic of D6+1, and the Giant’s club has a Strength characteristic of S+1 and an AP of -2.
5 Thump With Club: The Giant grasps its club two-handed and cracks its enemy on the head. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. For this attack, the Giant’s club has a Strength characteristic of S+4, an AP of -4 and the Multiple Wounds (D6) special rule.
6 Jump Up & Down: The Giant jumps around, kicking and flattening the enemy.
For this attack, the Giant does not use its club. Instead, the target unit suffers D6+1 hits, each using the Strength characteristic of this model, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
*Giant Attacks
Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan.
Instead of attacking normally during the Combat phase or making a Pick Up And… attack, a Giant may choose to make a ‘Giant Attack’. To make a Giant Attack, nominate an enemy unit that the Giant is engaged in combat with to be the target of the attack and roll on the Giant Attacks table below to determine what the Giant does:
Giant Attacks Table
D6 Result
1 ’Eadbutt: The Giant singles out a lone enemy and ’eadbutts them. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. That model is hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
2 Belly Flop: The Giant crashes down bodily upon the enemy. Place a small (3") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -2.
3-4 Mighty Swing: The Giant swings its club through the enemy ranks. For this attack, the Giant is subject to the Random Attacks special rule and has an Attacks characteristic of D6+1, and the Giant’s club has a Strength characteristic of S+1 and an AP of -2.
5 Thump With Club: The Giant grasps its club two-handed and cracks its enemy on the head. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. For this attack, the Giant’s club has a Strength characteristic of S+4, an AP of -4 and the Multiple Wounds (D6) special rule.
6 Jump Up & Down: The Giant jumps around, kicking and flattening the enemy. For this attack, the Giant does not use its club. Instead, the target unit suffers D6+1 hits, each using the Strength characteristic of this model, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
*Giant Attacks
Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan.
Instead of attacking normally during the Combat phase or making a Pick Up And… attack, a Giant may choose to make a ‘Giant Attack’. To make a Giant Attack, nominate an enemy unit that the Giant is engaged in combat with to be the target of the attack and roll on the Giant Attacks table below to determine what the Giant does:
Giant Attacks Table
D6 Result
1 ’Eadbutt: The Giant singles out a lone enemy and ’eadbutts them. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. That model is hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
2 Belly Flop: The Giant crashes down bodily upon the enemy. Place a small (3") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -2.
3-4 Mighty Swing: The Giant swings its club through the enemy ranks. For this attack, the Giant is subject to the Random Attacks special rule and has an Attacks characteristic of D6+1, and the Giant’s club has a Strength characteristic of S+1 and an AP of -2.
5 Thump With Club: The Giant grasps its club two-handed and cracks its enemy on the head. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. For this attack, the Giant’s club has a Strength characteristic of S+4, an AP of -4 and the Multiple Wounds (D6) special rule.
6 Jump Up & Down: The Giant jumps around, kicking and flattening the enemy.
For this attack, the Giant does not use its club. Instead, the target unit suffers D6+1 hits, each using the Strength characteristic of this model, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
*Giant Attacks
Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan.
Instead of attacking normally during the Combat phase or making a Pick Up And… attack, a Giant may choose to make a ‘Giant Attack’. To make a Giant Attack, nominate an enemy unit that the Giant is engaged in combat with to be the target of the attack and roll on the Giant Attacks table below to determine what the Giant does:
Giant Attacks Table
D6 Result
1 ’Eadbutt: The Giant singles out a lone enemy and ’eadbutts them. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. That model is hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
2 Belly Flop: The Giant crashes down bodily upon the enemy. Place a small (3") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -2.
3-4 Mighty Swing: The Giant swings its club through the enemy ranks. For this attack, the Giant is subject to the Random Attacks special rule and has an Attacks characteristic of D6+1, and the Giant’s club has a Strength characteristic of S+1 and an AP of -2.
5 Thump With Club: The Giant grasps its club two-handed and cracks its enemy on the head. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. For this attack, the Giant’s club has a Strength characteristic of S+4, an AP of -4 and the Multiple Wounds (D6) special rule.
6 Jump Up & Down: The Giant jumps around, kicking and flattening the enemy.
For this attack, the Giant does not use its club. Instead, the target unit suffers D6+1 hits, each using the Strength characteristic of this model, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
*Pick Up And
*Pick Up And
*Pick Up And
*Pick Up And…
Sometimes, Giants forget there is a battle raging around them and, when faced with rank upon rank of bite-sized snacks, will become distracted, reaching down and grabbing enemies by the handful. What happens to these unfortunate souls varies; some are thrust into a sack or under the Giant’s clothing for later, others are eaten on the spot and still others are tossed carelessly aside to bounce off the scenery. Whatever the case, such unfortunates are rarely seen again.
Instead of attacking normally during the Combat phase or making a Giant Attack, a Giant that is engaged in combat with one or more units whose troop type is ‘regular infantry’ or ‘heavy infantry’ may choose to make a ‘Pick Up And…’ attack. To make a Pick Up And… attack, nominate an enemy unit of regular or heavy infantry that the Giant is engaged in combat with. The unit must immediately make an Initiative test:
• If this test is failed, a victim is picked up by the Giant. What happens next does not bear thinking about but, whatever it is, a single model belonging to the target unit is immediately removed from play as a casualty.
• If this test is passed, the warriors manage to duck and dodge away from the Giant’s grasping hands. No one is picked up and the attack has no effect.
Next, roll a D6:
• On a roll of 1-3, the Giant forgets what it is doing and makes no further attacks.
• On a roll of 4+, the Giant attempts to pick up another enemy. The target unit must make another Initiative test.
This continues until the Giant forgets what it is doing and stops making attacks, or until the target unit is destroyed.
Enemy models removed from play are considered to have been removed from the fighting rank of the enemy unit.
*Pick Up And…
Sometimes, Giants forget there is a battle raging around them and, when faced with rank upon rank of bite-sized snacks, will become distracted, reaching down and grabbing enemies by the handful. What happens to these unfortunate souls varies; some are thrust into a sack or under the Giant’s clothing for later, others are eaten on the spot, and still others are tossed carelessly aside to bounce off the scenery. Whatever the case, such unfortunates are rarely seen again.
Instead of attacking normally during the Combat phase or making a Giant Attack, a Giant that is engaged in combat with one or more units whose troop type is ‘regular infantry’ or ‘heavy infantry’ may choose to make a ‘Pick Up And…’ attack. To make a Pick Up And… attack, nominate an enemy unit of regular or heavy infantry that the Giant is engaged in combat with. The unit must immediately make an Initiative test:
• If this test is failed, a victim is picked up by the Giant. What happens next does not bear thinking about but, whatever it is, a single model belonging to the target unit is immediately removed from play as a casualty.
• If this test is passed, the warriors manage to duck and dodge away from the Giant’s grasping hands. No one is picked up and the attack has no effect.
Next, roll a D6:
• On a roll of 1-3, the Giant forgets what it is doing and makes no further attacks.
• On a roll of 4+, the Giant attempts to pick up another enemy. The target unit must make another Initiative test.
This continues until the Giant forgets what it is doing and stops making attacks, or until the target unit is destroyed.
Enemy models removed from play are considered to have been removed from the fighting rank of the enemy unit.
*Pick Up And…
Sometimes, Giants forget there is a battle raging around them and, when faced with rank upon rank of bite-sized snacks, will become distracted, reaching down and grabbing enemies by the handful. What happens to these unfortunate souls varies; some are thrust into a sack or under the Giant’s clothing for later, others are eaten on the spot, and still others are tossed carelessly aside to bounce off the scenery. Whatever the case, such unfortunates are rarely seen again.
Instead of attacking normally during the Combat phase or making a Giant Attack, a Giant that is engaged in combat with one or more units whose troop type is ‘regular infantry’ or ‘heavy infantry’ may choose to make a ‘Pick Up And…’ attack. To make a Pick Up And… attack, nominate an enemy unit of regular or heavy infantry that the Giant is engaged in combat with. The unit must immediately make an Initiative test:
• If this test is failed, a victim is picked up by the Giant. What happens next does not bear thinking about but, whatever it is, a single model belonging to the target unit is immediately removed from play as a casualty.
• If this test is passed, the warriors manage to duck and dodge away from the Giant’s grasping hands. No one is picked up and the attack has no effect.
Next, roll a D6:
• On a roll of 1-3, the Giant forgets what it is doing and makes no further attacks.
• On a roll of 4+, the Giant attempts to pick up another enemy. The target unit must make another Initiative test.
This continues until the Giant forgets what it is doing and stops making attacks, or until the target unit is destroyed.
Enemy models removed from play are considered to have been removed from the fighting rank of the enemy unit.
*Pick Up And…
Sometimes, Giants forget there is a battle raging around them and, when faced with rank upon rank of bite-sized snacks, will become distracted, reaching down and grabbing enemies by the handful. What happens to these unfortunate souls varies; some are thrust into a sack or under the Giant’s clothing for later, others are eaten on the spot and still others are tossed carelessly aside to bounce off the scenery. Whatever the case, such unfortunates are rarely seen again.
Instead of attacking normally during the Combat phase or making a Giant Attack, a Giant that is engaged in combat with one or more units whose troop type is ‘regular infantry’ or ‘heavy infantry’ may choose to make a ‘Pick Up And…’ attack. To make a Pick Up And… attack, nominate an enemy unit of regular or heavy infantry that the Giant is engaged in combat with. The unit must immediately make an Initiative test:
• If this test is failed, a victim is picked up by the Giant. What happens next does not bear thinking about but, whatever it is, a single model belonging to the target unit is immediately removed from play as a casualty.
• If this test is passed, the warriors manage to duck and dodge away from the Giant’s grasping hands. No one is picked up and the attack has no effect.
Next, roll a D6:
• On a roll of 1-3, the Giant forgets what it is doing and makes no further attacks.
• On a roll of 4+, the Giant attempts to pick up another enemy. The target unit must make another Initiative test.
This continues until the Giant forgets what it is doing and stops making attacks, or until the target unit is destroyed.
Enemy models removed from play are considered to have been removed from the fighting rank of the enemy unit.
*Pick Up And…
Sometimes, Giants forget there is a battle raging around them and, when faced with rank upon rank of bite-sized snacks, will become distracted, reaching down and grabbing enemies by the handful. What happens to these unfortunate souls varies; some are thrust into a sack or under the Giant’s clothing for later, others are eaten on the spot and still others are tossed carelessly aside to bounce off the scenery. Whatever the case, such unfortunates are rarely seen again.
Instead of attacking normally during the Combat phase or making a Giant Attack, a Giant that is engaged in combat with one or more units whose troop type is ‘regular infantry’ or ‘heavy infantry’ may choose to make a ‘Pick Up And…’ attack. To make a Pick Up And… attack, nominate an enemy unit of regular or heavy infantry that the Giant is engaged in combat with. The unit must immediately make an Initiative test:
• If this test is failed, a victim is picked up by the Giant. What happens next does not bear thinking about but, whatever it is, a single model belonging to the target unit is immediately removed from play as a casualty.
• If this test is passed, the warriors manage to duck and dodge away from the Giant’s grasping hands. No one is picked up and the attack has no effect.
Next, roll a D6:
• On a roll of 1-3, the Giant forgets what it is doing and makes no further attacks.
• On a roll of 4+, the Giant attempts to pick up another enemy. The target unit must make another Initiative test.
This continues until the Giant forgets what it is doing and stops making attacks, or until the target unit is destroyed.
Enemy models removed from play are considered to have been removed from the fighting rank of the enemy unit.
A Befuddlement Of Mischiefs
Mischiefs appear as glowing orbs of light that dart around the heads of their enemies, befuddling the minds of mortals.
During the Combat phase, a single enemy unit that is in base contact with this model suffers a -1 modifier to both its Weapon Skill and Initiative characteristics.
A Blight Of Terrors
These malicious spites of gruesome appearance dwell in dark places.
They delight in terrifying unsuspecting intruders and take great joy from the horror they instil into their prey.
This model and any unit it has joined gains the Terror special rule.
A Lamentation Of Despairs
These creatures are much feared within Athel Loren, for they only appear in times of woe. Outsiders who feel their gaze upon them experience a deep and unnerving sense of dread.
Unless this model is fleeing, enemy units that are within 6" of this model suffer a -1 modifier to their Leadership characteristic when making a Fear, Panic or Terror test (to a minimum of 2).
A Murder Of Spites
Spites often hide within the cloaks of their hosts, awaiting the opportunity to attack any who draw too near.
When this model’s combat is chosen during Step 1 of the Combat phase, a single enemy unit it is engaged with suffers D3 Strength 2 hits, each with an AP of -1.
A Muster Of Malevolents
Aggressive defenders of Athel Loren, Malevolents dart through the air in the wake of Asrai arrows, descending upon their victims with needle-like talons and vicious fangs.
Wood Elf Nobles and Waystalkers only. An enemy model hit by one or more shooting attacks made by this model’s Asrai longbow suffers an additional D3 Strength 2 hits, each with an AP of -. These hits have the Armour Bane (1) special rule.
A Resplendence Of Luminescents
As they bound from branch, to bow, to cloak, Luminescents leave behind a magical spoor. Should they alight upon a weapon of any kind, their presence bestows a minor enchantment.
This model and any unit it has joined gains the Magical Attacks special rule.
Tree Whack
The largest tree spirits do not fight with grace or finesse, but with huge sweeping blows that strike home with enough force to shatter stone.
Once per turn, during the Combat phase, a model with this special rule may use one of its Attacks to make a single ‘Tree Whack’ attack. To make a Tree Whack attack, nominate a single model within an enemy unit that this model is engaged in combat with to be the target of the attack. That model must immediately make an Initiative test:
• If the test is failed, the target suffers D3 hits, each using the Strength characteristic of this model, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
• If the test is passed, the target manages to avoid the Tree Whack.
Abominable Attacks
A Hell Pit Abomination drags its grotesque bulk across the battlefield, feeding hungrily upon those enemies not crushed beneath its bulk.
Instead of attacking normally during the Combat phase, a Hell Pit Abomination may choose to make one of the following Abominable Attacks:
• Feed: Nominate a single enemy model in base contact with the Hell Pit Abomination to be the target of this attack. If that model is hit, it suffers D3 automatic wounds with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
• Avalanche of Flesh: Place a small (3") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -2.
Abyssal Howl
The mournful wail of a Kharibdyss echoes across the battlefield and saps the courage of the enemy.
Whilst within 6" of this model, enemy units suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
Accursed Reliquary
Powerful necromantic magic clings to the unhallowed remains enshrined within the heart of a Mortis Engine, energising nearby Undead.
Whilst within this model’s Command range, friendly units with the Necromantic Undead special rule gain a +1 modifier to their Movement and Initiative characteristics.
Accursed Weapons
The blades of the Blood Knights are fel weapons inscribed with dark runes, chased with precious metals and fashioned in the likenesses of evil beasts.
A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1.
Acid Ichor
The Champion’s blood is a boiling, acidic ichor. Those who would harm them find themselves splashed with hissing, burning liquid.
For every Wound this character loses during a challenge, their enemy suffers a Strength 4 hit, with an AP of -2.
Acid Ichor
The Champion’s blood is a boiling, acidic ichor. Those who would harm them find themselves splashed with hissing, burning liquid.
For every Wound this character loses during a challenge, their enemy suffers a Strength 4 hit, with an AP of -2.
Acid Ichor
The Champion’s blood is a boiling, acidic ichor. Those who would harm them find themselves splashed with hissing, burning liquid.
For every Wound this character loses during a challenge, their enemy suffers a Strength 4 hit, with an AP of -2.
Acidic Vomit
R S AP Special Rules
Acidic vomit N/A 3 -1 Breath Weapon Monster
Additional Hand Weapon
Alabarda
All Sneaky Like
Kiknik’s packmates are excellent hunters that encircle the enemy before launching their attacks.
0-1 Goblin Wolf Rider Mobs in the same muster list as Kiknik may have the Ambushers special rule for free. In addition, you may apply a +1 or -1 modifier to the result when rolling to determine if a Goblin Wolf Rider Mob with the Ambushers special rule that is currently held in reserve arrives this turn as reinforcements or is delayed.
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.
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.
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.
Ambushers
Motherly Love
Troll Hags are affectionate creatures, prone to treating enemies as wayward children in need of guidance or affection. Unfortunately, few creatures are able to withstand such treatment for long.
Instead of attacking normally during the Combat phase, a Troll Hag may choose to make a ‘Motherly Love’ attack. To do so, nominate an enemy unit that the Troll Hag is engaged in combat with to be the target of the attack and roll on the Motherly Love table below to determine what the Troll Hag does:
Motherly Love Table
D6 Result
1-2 Smother: The Troll Hag throws her massive arms around the foe in a terrible embrace. Place a large (5") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -2.
3-4 Mother: The Troll Hag chastises her foe as if it were a wayward offspring.
Nominate a single model in the fighting rank of the target unit to be the target of this attack. That model is hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
5-6 Mither: The Troll Hag bombards the enemy with a tirade of slaps and a torrent of unintelligible Trollish invective. The target unit suffers D6+1 hits, each using the Strength characteristic of this model, with no armour save permitted (Ward and Regeneration saves can be attempted as normal). In addition, so shocked is the target unit that, until the end of this turn, it suffers a -1 modifier to its eadership characteristic.
An Annoyance Of Netlings
Netlings scurry over their host with feverish abandon. Any enemy that attempts to strike the host will find their weapon snagged in a web of magical filaments.
Whilst this model is engaged in a challenge, its opponent in the challenge suffers a -1 modifier to its rolls To Hit.
Ancestral Grudge
Dwarfs never forget a wrong, imagined or otherwise, with lords and thanes being particularly overburdened with inherited grudges. These can never be forgotten, only settled or nurtured.
A model with this special rule has the Hatred (enemy characters) special rule, meaning it hates all characters in the opposing army. If this character joins a unit of Longbeards or Hammerers, that unit will also gain this special rule. Should this character leave a unit of Longbeards or Hammerers they have joined for any reason, that unit loses this special rule.
Ancestral Shield
An Anvil of Doom is a potent artefact steeped in runic magic. This power protects the anvil’s loyal guardians as surely as it destroys the enemies of the Dwarfs.
An Anvil of Doom and the Forgefather & Anvil Guard have a 5+ Ward save against any wounds suffered.
Paura
Anointed Of Asuryan
In matters both martial and spiritual, the Phoenix Guard take their lead from the Anointed of Asuryan, learned sages that have for centuries been immersed in Asuryan’s teachings.
A character with the Anointed of Asuryan Elven Honour:
• May be mounted on a Flamespyre Phoenix or a Frostheart Phoenix (but cannot choose any other mount options).
• May be equipped with a ceremonial halberd (see page 187) for no additional points. If so, they may not take any additional, non-magical weapons.
• Gains the Blessings of Asuryan, Fear and Witness to Destiny special rules.
• Replaces the Valour of Ages special rule with the Veteran special rule.
Slaughterer’s Call
The bloodlust of a Minotaur Champion is infectious. When blood is scented, all rational thought is driven from the minds of those around them, replaced with an unquenchable thirst for slaughter.
Whilst this model is Frenzied, any unit it has joined will also become Frenzied.
Storm Call
The oldest Dragon Ogres are able to summon storms and call lightning down from the heavens.
This model can cast the following Bound spell, with a Power Level of 1.
This model can cast this Bound spell even if it is engaged in combat:
Type: Magic Missile
Casting Value: 7+
Range: Self
Effect: If this Bound spell is cast, all units within 6" of this model (friend or foe), including units engaged in combat and this model, suffer D3 Strength 4 hits, each with an AP of -1.
Storm Call
The oldest Dragon Ogres are able to summon storms and call lightning down from the heavens.
This model can cast the following Bound spell, with a Power Level of 1.
This model can cast this Bound spell even if it is engaged in combat:
Type: Magic Missile
Casting Value: 7+
Range: Self
Effect: If this Bound spell is cast, all units within 6" of this model (friend or foe), including units engaged in combat and this model, suffer D3 Strength 4 hits, each with an AP of -1.
Storm Call
The oldest Dragon Ogres are able to summon storms and call lightning down from the heavens.
This model can cast the following Bound spell, with a Power Level of 1.
This model can cast this Bound spell even if it is engaged in combat:
Type: Magic Missile
Casting Value: 7+
Range: Self
Effect: If this Bound spell is cast, all units within 6" of this model (friend or foe), including units engaged in combat and this model, suffer D3 Strength 4 hits, each with an AP of -1.
Aquatic
Many of Lustria’s denizens have an affinity for water, moving with equal ease through swamp and river as they do over land.
Models with this special rule do not suffer any modifiers to their Movement characteristic when moving through any difficult or dangerous terrain feature which has been designated a ‘water feature’. This might include shallow streams or fords, swampy ground, fast flowing rivers, ponds or lakes, and players should agree prior to the game if any terrain is a water feature.
Repeater handbow
Crossbow
Arboreal Armour
counts as full plate armour
Shortbow
Bow Of Avelorn
High Elves are famed archers and in every province of Ulthuan, the gleaming ranks of citizen militia are equipped with splendid longbows as a matter of course. Yet, it is the artisans of Avelorn that craft the finest bows in all of Ulthuan.
R S AP Special Rules
Bow of Avelorn 30" S - Armour Bane (1), Magical Attacks, Volley Fire
Warbow
Longbow
Asrai Longbow
To carry one of the famed longbows of Athel Loren is to possess the finest weapon a hunter could possibly wield. If the eye is true, there is no quarry such a weapon cannot slay.
R S AP Special Rules
Asrai longbow 32" S - Armour Bane (1), Volley Fire
Arcane Backlash
Lady Élisse is adept in the art of protective magic, easily redirecting harmful spells back at those who attempt to harm her allies.
Lady Élisse may apply a +1 modifier to any of her Dispel rolls. In addition, should she roll any natural double when making a Dispel roll (not including rolls of a natural double 1), the spell is unbound and the casting Wizard immediately loses a single Wound.
Arcane Backlash
Lady Élisse is adept in the art of protective magic, easily redirecting harmful spells back at those who attempt to harm her allies.
Lady Élisse may apply a +1 modifier to any of her Dispel rolls. In addition, should she roll any natural double when making a Dispel roll (not including rolls of a natural double 1), the spell is unbound and the casting Wizard immediately loses a single Wound.
Arcane Backlash
Lady Élisse is adept in the art of protective magic, easily redirecting harmful spells back at those who attempt to harm her allies.
Lady Élisse may apply a +1 modifier to any of her Dispel rolls. In addition, should she roll any natural double when making a Dispel roll (not including rolls of a natural double 1), the spell is unbound and the casting Wizard immediately loses a single Wound.
Arcane Bodkin
Armour offers no protection against these ensorcelled arrows. An Asrai longbow with Arcane Bodkins has an AP of -2.
Arcane Configuration
If your army contains two or more Engines of the Gods, friendly Wizards may apply a +1 modifier to any Casting roll they make whilst within 6" of an Engine of the Gods.
Arcane Shield
Pure magic shimmers about the Slann, shielding it from the blows of the enemy.
This character has a 5+ Ward save against any wounds suffered.
Arcane Vassal
Slann Mage-Priests are able to view the world and channel their sorcery through the eyes of their attendant Skink Priests and Oracles.
Once per turn, unless this model is fleeing or engaged in combat, a single friendly Slann Mage-Priest that is within 12" of this model may ‘channel’ a spell through this model.
If they do, the range, targeting restrictions and all effects of the spell are measured from this model, rather than from the caster. If the spell requires a line of sight, it is determined from this model.
Hawk-eyed Archer
With the keen eyes of a hunting hawk, none that would dare encroach upon the hidden glades of Athel Loren are safe from the deadly arrows of a Waystalker.
A model with this special rule can target any enemy character it can draw a line of sight to, regardless of the usual rules for targeting Lone characters. In addition, a model with this special rule can target a specific model within its target unit, such as a champion or a character.
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.
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.
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.
Ark Of Sotek
A Bastiladon equipped with an Ark of Sotek gains the following special rules:
- Slithering Serpents: During the Command sub-phase of its turn, every enemy unit within D6" of this model suffers 2D6 Strength 2 hits, each with an AP of -.
- Spawn of Sotek: During the Command sub-phase of its turn, roll a D6. On a roll of 4+, a single Jungle Swarm within 6" of this model regains D3 lost Wounds.
Grande Arma
Arma a Una Mano
Armatura a Piastre
Armatura Leggera
Armatura Pesante
Armi da Lancio
Darkforged weapon
These weapons vary in style and shape, as do the abilities granted them by the twisted runes inscribed upon them.
A Darkforged weapon is a hand weapon, and can be used in conjunction with the Ensorcelled Weapons special rule. In addition, after deployment but before the first turn begins, roll on the table below to determine an attribute for the weapon.
The weapon has this attribute for the duration of the battle:
Darkforged Weapon Table
D6 Result
1 Infernal Blade: This weapon gains the Flaming Attacks special rule.
2 Malignant: The bearer of this weapon gains the Hatred (all enemies) special rule.
3 Life Bane: This weapon gains the Multiple Wounds (D3) special rule.
4 Dweomer Leach: The bearer of this weapon gains the Magic Resistance (-1) special rule.
5 Hell-forged: This weapon has a Strength characteristic of S+1.
6 Spell-wrought: If the bearer of this weapon is a Wizard, they may apply a +1 modifier to any Casting roll they make. If the bearer of this weapon is not a Wizard, improve the Armour Piercing characteristic of this weapon by 1.
Ensorcelled Weapon
R S AP Special Rules
Ensorcelled weapon Combat S -1 -
Armour Bane
Gromril Weapons
Many Dwarf warriors bear weapons forged of gromril. Such fine weapons, family heirlooms passed down through many generations, possess remarkable sharpness and durability.
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. If the model is using two hand weapons or any other sort of weapon, or if their hand weapon is inscribed with any Weapon runes, this special rule ceases to apply.
Ithilmar Weapons
Weapons crafted of Ithilmar are incredibly lightweight and balanced to perfection. Such blades slice swiftly through the clumsy parries and counter-thrusts of enemies.
When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Hit of a natural 1.
Note that this special rule only applies to a single, non-magical 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.
Ensorcelled Weapons
Many of the Chaos gods’ chosen champions brandish ensorcelled weapons, their heavy, black blades inscribed with dark runes that glow with infernal power.
A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, non-magical 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
Ensorcelled Weapons
The blighted furnaces of Zharr-Naggrund endlessly churn out heavy, black-bladed weapons, each inscribed with dark runes that glow with an evil light.
A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, non-magical 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.
Ensorcelled Weapons
Many of the Chaos gods’ chosen champions brandish ensorcelled weapons, their heavy, black blades inscribed with dark runes that glow with infernal power.
A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, non-magical 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.
Ensorcelled Weapons
Many of the Chaos gods’ chosen champions brandish ensorcelled weapons, their heavy, black blades inscribed with dark runes that glow with infernal power.
A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, non-magical 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
Ensorcelled Weapons
Many of the Chaos gods’ chosen champions brandish ensorcelled weapons, their heavy, black blades inscribed with dark runes that glow with infernal power.
A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, non-magical 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
Mixed Weapons
counts as two hand weapons and throwing weapons
Mutated weapon
counts as hand weapons
Mutated weapon
counts as hand weapons
Mutated weapon
counts as hand weapons
Armoured Fuselage
counts as full plate armour
Armoured Hide
Full plate armour
Dragon Armour
Dragon armour is forged in the heart of a volcano by the most skilled of artificers and decorated beyond the skill of any mere mortal artisan. Yet, more than its exquisite form, what makes Dragon armour so desirable are the many potent enchantments that ward against the blows of the enemy.
A model with this special rule has a 6+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty.
Chaos Armour
Chaos armour is the living gift of the gods. As mortal champions progress towards glory, their armour becomes ever more heavy and baroque as new plates are added, each new piece obscuring more of their humanity.
This model has a 4+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty.
Chaos Armour
Chaos Armour is the living gift of the gods. As champions progress towards glory, their armour becomes ever more heavy and baroque as new plates are added, each new piece obscuring more of their humanity.
A model with this special rule has a Ward save against any wounds suffered. The armour value of this Ward save is shown in brackets after the name of this special rule (shown here as ‘X+’). In addition, a Wizard with this special rule may wear armour without penalty.
Chaos Armour
Chaos Armour is the living gift of the gods. As champions progress towards glory, their armour becomes ever more heavy and baroque as new plates are added, each new piece obscuring more of their humanity.
A model with this special rule has a Ward save against any wounds suffered. The armour value of this Ward save is shown in brackets after the name of this special rule (shown here as ‘X+’). In addition, a Wizard with this special rule may wear armour without penalty.
Chaos Armour
Chaos Armour is the living gift of the gods. As champions progress towards glory, their armour becomes ever more heavy and baroque as new plates are added, each new piece obscuring more of their humanity.
A model with this special rule has a Ward save against any wounds suffered. The armour value of this Ward save is shown in brackets after the name of this special rule (shown here as ‘X+’). In addition, a Wizard with this special rule may wear armour without penalty.
Gromril Armour
The metal the Dwarfs call gromril is the toughest and sturdiest in the known world, able to turn aside any blow. Armour forged of gromril is highly coveted for its protective value and full suits of gromril armour are treasured and valued heirlooms.
A model with this special rule may re-roll any roll of a natural 1 made when making an Armour Save roll.
Ithilmar Armour
Ithilmar is a wondrous and lightweight metal found only in Vaul’s Anvil, the largest volcano in Ulthuan. A warrior wearing a gleaming suit of Ithilmar armour enjoys great protection and freedom of movement, enabling them to traverse the most hostile of terrain with ease.
A model with this special rule may re-roll any rolls of 1 when making Dangerous Terrain tests. In addition, a Wizard with this special rule may wear armour without penalty.
Blackshard Armour
Glowing eternally with the flame of its forging, Blackshard armour protects its wearer from fire and heat.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. In addition, a Wizard with this special rule may wear armour without penalty.
Repeater Handgun
Handgun
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.
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.
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.
Arrows Of Isha
Many High Elf nobles fill their quivers with finely crafted arrows.
Bound with enchantments and blessed by the touch of the Tears of Isha, such arrows are anathema to the enemies of Ulthuan.
Any bow (longbow, shortbow, warbow or Bow of Avelorn) carried by a model with this special rule has the Armour Bane (1) special rule and an Armour Piercing characteristic of -1.
Artillery Master
Engineers are quick to advise artillery crews how best to aim and fire a war machine.
Unless this character is fleeing or engaged in combat, once per turn, during the Shooting phase, a friendly unit of Quarrellers, unit of Thunderers or Dwarf war machine that is within its Command range can either re-roll any rolls To Hit of a natural 1, or re-roll a single Artillery dice.
Asrai Spear
R S AP Special Rules
Asrai spear Combat S -1 Fight in Extra Rank
Notes: A model wielding an Asrai spear cannot make a supporting attack during a turn in which it charged. During a turn in which it was charged in its front arc, a model wielding an Asrai spear gains a +1 modifier to its Initiative against the charging unit(s).
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.
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.
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.
Assorted Squig-herding Implements
counts as hand weapon
Assorted Squig-herding Implements
counts as hand weapon
Assorted Squig-herding Implements
counts as hand weapon
Assorted Weapons
The crew of a War Wagon carry a wide variety of weapons, representing the craftsmanship of Nuln’s master gunsmiths and the ingenuity of the many engineers that graduate each year from the Empire’s numerous colleges.
In addition to their hand weapons, each member of a War Wagon’s crew is armed differently with each carrying one of the following six unique weapons:
• Blunderbuss
• Long rifle
• Repeating rifle
• Ball & chain
• Hooked halberd
• Man-catcher
During the Shooting phase, each member of the crew equipped with a missile weapon may shoot with that weapon. During the Combat phase, each member of the crew may choose to use either their unique weapon, or their hand weapon. In both cases, the controlling player must roll different batches of dice for the different weapons, making it clear to their opponent which crew member’s attacks they represent and where they are being directed.
R S AP Special Rules
Blunderbuss 12" 3 -1 Multiple Shots (D3), Volley Fire
Notes: A model armed with a blunderbuss suffers no negative modifiers for firing at long range, for using the Multiple Shots (D3) special rule, or whilst making a Stand & Shoot charge reaction.
R S AP Special Rules
Long rifle 36" 4 -1 Armour Bane (1), Cumbersome
Notes: A model armed with a long rifle can target a specific model within its target unit, such as a champion or a character.
R S AP Special Rules
Repeating rifle 24" 4 -1 Armour Bane (1), Multiple Shots (3)
R S AP Special Rules
Ball & chain Combat S+3 -2 Armour Bane (1), Requires Two Hands, Strikes Last
R S AP Special Rules
Hooked halberd Combat S+1 -2 Armour Bane (2), Requires Two Hands
R S AP Special Rules
Man-catcher Combat S -1 Killing Blow, Requires Two Hands
Attacchi Infuocati
Attacchi Magici
Attacchi di Calpestamento
Slashing Attack
Screamers’ slashing blades tear through the foe as they dive close and pass quickly by.
A unit with this special rule may perform a ‘Slashing Attack’ against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers D3 Strength 4 hits, each with an AP of -, for each model in this unit that moved over it.
Bonegrinder Giant Attacks
Bonegrinder Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan.
Instead of attacking normally during the Combat phase, a Bonegrinder Giant must make a ‘Bonegrinder Giant Attack’. To do so, nominate an enemy unit that the Bonegrinder Giant is engaged in combat with to be the target of the attack and roll on the Bonegrinder Giant Attacks table below. The Troop Type of the target unit determines whether it is a ‘little thing’, a ‘big thing’ or a ‘bigger thing’:
- Little Things: Units whose Troop Type is ‘regular infantry’, ‘heavy infantry’, ‘swarms’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’.
- Big Things: Units whose Troop Type is ‘monstrous infantry’, ‘monstrous cavalry’, ‘light chariot’ or ‘war machine’.
- Bigger Things: Units whose Troop Type is ‘heavy chariot’, ‘monstrous creature’ or ‘behemoth’.
Bonegrinder Giant Attacks Table
D6 Little Things Big Things Bigger Things
1-2 Crush Underfoot Crush Underfoot Wallop
3-4 Grind its Bones Vomit Mighty Swing
5-6 Vomit Mighty Swing ’Eadbutt
Crush Underfoot: The Bonegrinder Giant stomps heavily upon the enemy. Place a large (5") blast template so that its central hole is directly over the centre of the target unit.
Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -3.
’Eadbutt: The Bonegrinder Giant squints angrily at their enemy and ’eadbutts them.
The target unit suffers a single hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Grind its Bones: Faced with rank upon rank of bite-sized snacks, the Bonegrinder Giant tries to gobble up enemies by the handful. Every model within the fighting rank of the target unit must immediately make an Initiative test:
- Those unable to escape the grasping hands of the Bonegrinder Giant are scooped up and eaten whole. Every model that fails this test is removed from play as a casualty.
- Those able to duck or dodge away from the Bonegrinder Giant’s grasping hands escape a terrible fate. Every model that passes this test remains unharmed.
Note that any characters in the fighting rank of the target unit can make a “Look Out, Sir!” roll, as if their unit had been hit by a shooting attack.
Mighty Swing: The Bonegrinder Giant swings its club at its enemies. The target unit suffers D6+1 hits from the Bonegrinder Giant’s club. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+1 and an AP of -2.
Vomit: Peering down at such tiny creatures makes the Bonegrinder Giant dizzy and messily sick! Place a flame template so that the narrow end touches the edge of this model’s base that is in contact with the target unit and the broad end is over the target unit.
Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single Strength 5 hit with an AP of -2.
Wallop: The Bonegrinder Giant grasps its club two-handed and cracks its enemy on the head. The Bonegrinder Giant makes a single attack against the target unit. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+3, an AP of -4 and the Multiple Wounds (2D3) special rule.
Poisoned Attacks
Attention Seeker
Beasts of Nurgle bound enthusiastically towards newcomers, lavishing affection upon them.
Every model in a unit of Beasts of Nurgle can issue and accept challenges in the same manner as a character.
Colpi d'Impatto
Beguiling Aura
Unicorns shimmer with magical power, a gleaming aura that also bears an enfolding glamour that bewitches and beguiles any who come near.
Enemy models must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
Blizzard Aura
The ice that sheathes a Frostheart Phoenix is as hard as glass, and enemies find their own strength and resolve eaten away by its chill presence.
Whilst in base contact with this model, enemy models become subject to the Strike Last special rule.
Maddening Aura
So ghastly and unnatural is a Jabberslythe, that a mere glance can drive all sanity and reason from the minds of those that behold it. Wherever such a beast passes, brave souls fall shrieking and babbling in its wake.
During the Command sub-phase of its turn, any enemy unit that is within 8" of this model, including units that are fleeing or that are engaged in combat, must make a Leadership test.
If this test is failed, the unit suffers D3 Strength 3 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Aura of Pain
The Champion’s damned form exudes an aura of pain which wracks their enemies with crippling agony.
Once per game, when this character’s combat is chosen during Step 1.1 of the Choose & Fight Combat sub-phase, a single enemy unit they are engaged with suffers D6 Strength 3 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Aura of Pain
The Champion’s damned form exudes an aura of pain which wracks their enemies with crippling agony.
Once per game, when this character’s combat is chosen during Step 1.1 of the Choose & Fight Combat sub-phase, a single enemy unit they are engaged with suffers D6 Strength 3 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Aura of Pain
The Champion’s damned form exudes an aura of pain which wracks their enemies with crippling agony.
Once per game, when this character’s combat is chosen during Step 1.1 of the Choose & Fight Combat sub-phase, a single enemy unit they are engaged with suffers D6 Strength 3 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Aura Of The Lady
The Handmaidens of the Lady and their loyal companions are ever in the presence of their goddess, and a magical aura hangs like silvery light in the air about them.
Any unit this character has joined gains the Magical Attacks special rule.
Aura Of The Lady
The Handmaidens of the Lady and their loyal companions are ever in the presence of their goddess, and a magical aura hangs like silvery light in the air about them.
Any unit this character has joined gains the Magical Attacks special rule.
Aura Of The Lady
The Handmaidens of the Lady and their loyal companions are ever in the presence of their goddess, and a magical aura hangs like silvery light in the air about them.
Any unit this character has joined gains the Magical Attacks special rule.
Enchanting Aura
An enchanting aura hangs about the Champion, ensnaring the mind and slowing the limbs of enemies that venture too close.
Enemy units engaged in combat with this character cannot use the Strike First special rule. Enemy models that do not have the Strike First special rule become subject to the Strike Last special rule instead.
Enchanting Aura
An enchanting aura hangs about the Champion, ensnaring the mind and slowing the limbs of enemies that venture too close.
Enemy units engaged in combat with this character cannot use the Strike First special rule. Enemy models that do not have the Strike First special rule become subject to the Strike Last special rule instead.
Enchanting Aura
An enchanting aura hangs about the Champion, ensnaring the mind and slowing the limbs of enemies that venture too close.
Enemy units engaged in combat with this character cannot use the Strike First special rule. Enemy models that do not have the Strike First special rule become subject to the Strike Last special rule instead.
Beguiling Aura
Unicorns shimmer with magical power, a gleaming aura that also bears an enfolding glamour that bewitches and beguiles any who come near.
Enemy models must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
Beguiling Aura
Unicorns shimmer with magical power, a gleaming aura that also bears an enfolding glamour that bewitches and beguiles any who come near.
Enemy models must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
Beguiling Aura
Unicorns shimmer with magical power, a gleaming aura that also bears an enfolding glamour that bewitches and beguiles any who come near.
Enemy models must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
Aura Of The Fay
The Green Knight is a supernatural being of great power. Should he be vanquished by a foe, he disappears into thin air, only to reappear once more and return to the fray.
When the Green Knight loses his last Wound, he is removed from play as usual, but is not slain. His controlling player may attempt to awaken him again during any of their Start of Turn sub-phases in which he is not on the battlefield, using the Guardian of the Sacred Sites special rule (as described opposite). However, each time the Green Knight is slain, he is weakened, and suffers a -1 modifier to the dice roll when attempting to awaken him, and a -1 modifier to his Wounds characteristic (to a minimum of 1).
Note that the enemy player can only win Victory Points for the Green Knight if he is not on the battlefield at the end of the game.
Aura Of The Fay
The Green Knight is a supernatural being of great power. Should he be vanquished by a foe, he disappears into thin air, only to reappear once more and return to the fray.
When the Green Knight loses his last Wound, he is removed from play as usual, but is not slain. His controlling player may attempt to awaken him again during any of their Start of Turn sub-phases in which he is not on the battlefield, using the Guardian of the Sacred Sites special rule (as described opposite). However, each time the Green Knight is slain, he is weakened, and suffers a -1 modifier to the dice roll when attempting to awaken him, and a -1 modifier to his Wounds characteristic (to a minimum of 1).
Note that the enemy player can only win Victory Points for the Green Knight if he is not on the battlefield at the end of the game.
Aura Of The Fay
The Green Knight is a supernatural being of great power. Should he be vanquished by a foe, he disappears into thin air, only to reappear once more and return to the fray.
When the Green Knight loses his last Wound, he is removed from play as usual, but is not slain. His controlling player may attempt to awaken him again during any of their Start of Turn sub-phases in which he is not on the battlefield, using the Guardian of the Sacred Sites special rule (as described opposite). However, each time the Green Knight is slain, he is weakened, and suffers a -1 modifier to the dice roll when attempting to awaken him, and a -1 modifier to his Wounds characteristic (to a minimum of 1).
Note that the enemy player can only win Victory Points for the Green Knight if he is not on the battlefield at the end of the game.
Authority Of The Hierophant
Flanked by towering undead constructs, living statues and the swarming husks of the countless desert creatures that infest the necropolises, the priests of the Mortuary Cult march to war.
A Mortuary Cult army must include at least one Liche Priest to be its Hierophant. The Hierophant of a Mortuary Cult army must also be its General, even if they are not the character with the highest Leadership in your army.
Swallow Whole
As the Ghorgon rampages through the enemy’s battle line, it feeds hungrily upon its foes. As it does so, its flesh flushes red and wounds re-knit.
During the Command sub-phase of its turn, a Ghorgon that is engaged in combat with one or more units of ‘regular infantry’ or ‘heavy infantry’ may choose to make a ‘Swallow Whole’ attack. To make a Swallow Whole attack, nominate an enemy unit of regular or heavy infantry that the Ghorgon is engaged in combat with. The unit must immediately make an Initiative test:
• If this test is failed, the Ghorgon grabs a victim from the unit and stuffs them into its gullet. A single model belonging to the target unit is immediately removed from play as a casualty.
• If this test is passed, the warriors manage to avoid the grasping Ghorgon. No one is picked up and the attack has no effect.
Each time an enemy model is removed from play in this way, the Ghorgon recovers a single lost Wound.
Avanguardia
Backstab
Hobgoblins are treacherous and underhanded creatures that excel at stabbing their enemies (and often their friends) in the back.
If a unit with this special rule is engaged with an enemy unit’s flank or rear arc, it may re-roll any failed rolls To Hit made against that enemy unit.
Tzeentchian Wand
R S AP Special Rules
Tzeentchian Wand 18" 4 -1 Flaming Attacks, Multiple Shots (D3+1), Quick Shot
Balefire Brazier
The acrid smoke of burning warpstone confounds rival Wizards.
Enemy Wizards that are within 15" of one or more models with this special rule when attempting to cast a spell must increase that spell’s casting value by 1.
Baleful torrent
R S AP Special Rules
Baleful torrent 12" 5 -1 Column of Fire, Cumbersome
Notes: This weapon shoots like a fire thrower, using the ‘Column of Fire’ special rule. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table).
Eagle Eye Bolt Thrower
R S AP Special Rules
Eagle Eye Bolt Thrower 24" 5 -3 Cumbersome, Multiple Wounds (D3) bolt thrower
Warband
Motley Crew
Banished Lords
Though once-noble knights and lords find themselves banished from the lands of Bretonnia, many seek to find an end to their exile and return to the Lady’s light.
Barons and Paladins within a Bretonnian Exiles army cannot have the Grail Vow.
However, the following characters and units may replace the Knight’s Vow with the Exile’s Vow for free:
• Baron or Paladin
• Knights of the Realm on Foot
• Knights Errant
• Mounted Knights of the Realm
• Pegasus Knights
Banner Of The Count
The ensorcelled Battle Standards of the Vampire Counts magnify the invisible forces that give the Undead strength.
A Vampire Thrall 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 27). If a unit is affected by both, use the highest value.
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.
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.
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.
Ihilmar Barding
Ithilmar is a wondrous and lightweight metal found only in Vaul’s Anvil, the largest volcano in Ulthuan. A warrior wearing a gleaming suit of Ithilmar armour enjoys great protection and freedom of movement, enabling them to traverse the most hostile of terrain with ease.
A model with this special rule may re-roll any rolls of 1 when making Dangerous Terrain tests. In addition, a Wizard with this special rule may wear armour without penalty.
Barding
Bog-wood Staff
R S AP Special Rules
Combat S+2 -1 Magical Attacks, Requires Two Hands.
Notes: For each unsaved Wound inflicted with this weapon, Ogdruz may recover a lost Wound.
Helstorm Rocket Battery
R S AP Special Rules
Helstorm Rocket Battery 12-48" 3 -1 Cumbersome, Helstorm, Move or Shoot
Notes: This weapon uses a number of 3" blast templates and the Black Powder Misfire table.
Helstorm Rocket Battery Special Rules
Helstorm: A Helstorm Rocket Battery launches a barrage of rockets high into the sky, passing over intervening regiments and even terrain. When shooting with this weapon, work your way through the following steps:
1. Choose Target: No line of sight is required for this weapon. Instead, choose an enemy unit that is between its minimum and maximum range to be the target and place D3 blast templates so that the central hole of each is over that unit.
2. Scatter: Once each template has been placed, it will scatter. Roll an Artillery dice and a Scatter dice for each template in turn:
• If a ‘Misfire’ is rolled on the Artillery dice, the rocket has failed to launch. Once all shots from this weapon have been resolved, roll once on the appropriate Misfire table for each Misfire rolled.
• If a ‘Hit!’ is rolled on the Scatter dice, use the small arrow above the Hit! symbol to determine the direction of the scatter and move the template a number of inches equal to the roll of the Artillery dice minus the crew’s Ballistic Skill characteristic (to a minimum of zero).
• If an arrow is rolled on the Scatter dice, move the template a number of inches equal to the roll of the Artillery dice in the direction the arrow points.
3. Damage: Any model whose base lies underneath a template risks being hit by this weapon.
Beaks And Talons
counts as hand weapons
Beam Of Chotec
This model can cast the following Bound spell, with a Power Level of 2:
Type: Magic Missile
Casting Value: 9+
Range: 24"
Effect: The target enemy unit suffers 3D3 Strength 5 hits, each with an AP of -2. This Bound spell has the Flaming Attacks special rule.
Beast Handlers
Salamanders and Razordons are wild creatures that are often herded into battle by teams of fearless Skink Handlers.
When an enemy unit shoots at a Salamander or Razordon Pack that contains one or more Skink Handlers, the enemy player must roll a D6 for each successful roll To Hit before making any rolls To Wound. On a roll of 1-4, the hit is inflicted upon a Salamander or Razordon. On a roll of 5+, the hit is inflicted upon a Skink Handler. In combat, enemy models must allocate their attacks against a model they are in base contact with (or against the closest model if they are within the fighting rank but not in base contact) before rolling To Hit.
Beast Reaver
R S AP Special Rules
Beast Reaver Combat S+1 -1 Armour Bane (1), Killing Blow, Magical Attacks
Notes: When making attacks against Beastmen Brayherds, Harald Gemunsen may re-roll any failed rolls To Wound.
Beastkiller
As a sign of their prowess as a hunter of monsters, a Beastkiller will adorn their body with trophy horns and tusks.
Once per turn, this character may re-roll a single failed roll To Wound made against an enemy model with the Large Target special rule.
Becalming Cogitation
With a belching croak, the Slann smothers the power of enemy spells.
Once per turn, the Slann Mage-Priest may re-roll one of the D6 when making a Wizardly dispel attempt. In addition, this character increases their Dispel range by 3".
Beguile
The Vampire has an entrancing gaze that mesmerises their foes, rendering them all but incapable of causing the Vampire harm.
Enemy units must make a Leadership test before making any rolls To Hit against this Vampire during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
Blessings Of Ulric
Members of the Teutogen Guard are fierce devotees of Ulric and carry wards blessed by his priests.
A model with this special rule has a 6+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
Blessings Of The Lady
Prior to battle, it is the custom of all pious servants of the Lady to kneel and pray most fervently for her blessings and protection.
Once deployment is complete, instead of rolling off to determine which player takes the first turn, the Kingdom of Bretonnia army may kneel and pray for the Blessings of the Lady. If it does so, the opposing player counts as having won the roll-off and the Lady’s Blessing is granted, giving all models in the Kingdom of Bretonnia army with this special rule:
• A 6+ Ward save against any wounds suffered.
• A 5+ Ward save against any wounds suffered that were caused by an attack with a Strength of 5 or higher.
Note that if there is no roll-off to determine which player takes the first turn, the Kingdom of Bretonnia army cannot kneel and pray for the Blessing.
Note also that, should two Kingdom of Bretonnia armies face one another, neither may kneel and pray for the Blessings of the Lady.
The Lady will not give her blessings to those that wage internecine wars, and no knight would presume to ask!
Losing The Blessing: Unlike other special rules, the Blessings of the Lady can be lost during a game. Any model or unit that flees, or any character that refuses a challenge, will immediately lose this special rule.
Note that, for the purposes of this special rule, Falling Back in Good Order does not count as fleeing.
Blessings Of The Lady
Prior to battle, it is the custom of all pious servants of the Lady to kneel and pray most fervently for her blessings and protection.
Once deployment is complete, instead of rolling off to determine which player takes the first turn, the Kingdom of Bretonnia army may kneel and pray for the Blessings of the Lady. If it does so, the opposing player counts as having won the roll-off and the Lady’s Blessing is granted, giving all models in the Kingdom of Bretonnia army with this special rule:
• A 6+ Ward save against any wounds suffered.
• A 5+ Ward save against any wounds suffered that were caused by an attack with a Strength of 5 or higher.
Note that if there is no roll-off to determine which player takes the first turn, the Kingdom of Bretonnia army cannot kneel and pray for the Blessing.
Note also that, should two Kingdom of Bretonnia armies face one another, neither may kneel and pray for the Blessings of the Lady.
The Lady will not give her blessings to those that wage internecine wars, and no knight would presume to ask!
Losing The Blessing: Unlike other special rules, the Blessings of the Lady can be lost during a game. Any model or unit that flees, or any character that refuses a challenge, will immediately lose this special rule.
Note that, for the purposes of this special rule, Falling Back in Good Order does not count as fleeing.
Blessings Of The Lady
Prior to battle, it is the custom of all pious servants of the Lady to kneel and pray most fervently for her blessings and protection.
Once deployment is complete, instead of rolling off to determine which player takes the first turn, the Kingdom of Bretonnia army may kneel and pray for the Blessings of the Lady. If it does so, the opposing player counts as having won the roll-off and the Lady’s Blessing is granted, giving all models in the Kingdom of Bretonnia army with this special rule:
• A 6+ Ward save against any wounds suffered.
• A 5+ Ward save against any wounds suffered that were caused by an attack with a Strength of 5 or higher.
Note that if there is no roll-off to determine which player takes the first turn, the Kingdom of Bretonnia army cannot kneel and pray for the Blessing.
Note also that, should two Kingdom of Bretonnia armies face one another, neither may kneel and pray for the Blessings of the Lady.
The Lady will not give her blessings to those that wage internecine wars, and no knight would presume to ask!
Losing The Blessing: Unlike other special rules, the Blessings of the Lady can be lost during a game. Any model or unit that flees, or any character that refuses a challenge, will immediately lose this special rule.
Note that, for the purposes of this special rule, Falling Back in Good Order does not count as fleeing.
Blessings Of The Volcano God
Every aspiring Firebelly must enter the caldera of the titanic volcano, Fire Mouth, where the heat is such that their hair is burnt from their bodies. There they must fill a crucible with roiling lava and down it in a single draught. Only those with the blessing of the volcano god can survive.
A model with this special rule has a 4+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
Squig Herder
Squig Herder
Squig Herder
Bestial Charge
Driven by their hatred of civilisation and order, Beastmen Gors fall upon the foe with terrible ferocity, their crude weapons and horned skulls granted strength by the fury of their charge.
During a turn in which it made a charge move of 3" or more, a model with this special rule gains a +1 modifier to its Strength characteristic.
Bestial Fury
In battle, a Varghulf becomes a whirlwind of rage, turning to face the enemies that would surround it with supernatural speed.
Enemy units cannot claim any bonus combat result points for being engaged with this model’s flank or rear arc.
Wilful Beast
Some monsters can never truly be tamed by a rider and, during the heat of battle, can be prone to giving in to their wild and frenzied nature.
During the Start of Turn sub-phase of each of their turns, this model must make a Leadership test (using its own unmodified Leadership). If this test is passed, the rider is able to keep control of their mount. If, however, this test is failed, the rider has lost control and their mount becomes subject to the Frenzy special rule until their next Start of Turn sub-phase.
Note that this model’s rider does not gain a +1 modifier to their Attacks characteristic.
Wilful Beast
Some monsters can never truly be tamed by a rider and, during the heat of battle, can be prone to giving in to their wild and frenzied nature.
During the Start of Turn sub-phase of each of their turns, this model must make a Leadership test (using its own unmodified Leadership). If this test is passed, the rider is able to keep control of their mount. If, however, this test is failed, the rider has lost control and their mount becomes subject to the Frenzy special rule until their next Start of Turn sub-phase.
Note that this model’s rider does not gain a +1 modifier to their Attacks characteristic.
Wilful Beast
Some monsters can never truly be tamed by a rider and, during the heat of battle, can be prone to giving in to their wild and frenzied nature.
During the Start of Turn sub-phase of each of their turns, this model must make a Leadership test (using its own unmodified Leadership). If this test is passed, the rider is able to keep control of their mount. If, however, this test is failed, the rider has lost control and their mount becomes subject to the Frenzy special rule until their next Start of Turn sub-phase.
Note that this model’s rider does not gain a +1 modifier to their Attacks characteristic.
Drilled
Lileath's Blessing
Lileath is the patron of seers and prophets, and many are her gifts to the Elves of Ulthuan. Those students of High Magic that earn her blessing become possessed of a profound understanding and ability to control the Winds of Magic.
Once per turn, a model with this special rule may re-roll a single failed Casting roll.
Blessings Of Asuryan
The most devoted servants of Asuryan seem to blaze with a fiery intensity borne of unshakeable faith. In battle, such faith is rewarded by the Creator God of the Elves.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
Big ’Un
The biggest, strongest and fightiest Orcs band together into mobs accurately, if unimaginatively, called Big ’Uns.
When engaged in combat, a model with this special rule has a +1 modifier to its Strength characteristic, and gains the Armour Bane (1) special rule.
Big ’Un
The biggest, strongest and fightiest Orcs band together into mobs accurately, if unimaginatively, called Big ’Uns.
When engaged in combat, a model with this special rule has a +1 modifier to its Strength characteristic, and gains the Armour Bane (1) special rule.
Big ’Un
The biggest, strongest and fightiest Orcs band together into mobs accurately, if unimaginatively, called Big ’Uns.
When engaged in combat, a model with this special rule has a +1 modifier to its Strength characteristic, and gains the Armour Bane (1) special rule.
Big Guns Know No Fear
Even the most fearsome of foes is quickly diminished in the presence of Nuln’s untiring artillery.
Empire Engineers in a City-state of Nuln army (and any unit they have joined) gain the Immune to Psychology special rule whilst there is a friendly war machine within their Command range.
Big Stabbas
Some Orcs craft huge spears for hunting great beasts. When hurled from the ranks of a charging mob, these oversized weapons can do tremendous damage.
A unit with Big Stabbas has the Impact Hits (D3) special rule.
Note that this special rule applies to the unit as a whole, not to the individual models within it.
Big Stabbas
Some Orcs craft huge spears for hunting great beasts. When hurled from the ranks of a charging mob, these oversized weapons can do tremendous damage.
A unit with Big Stabbas has the Impact Hits (D3) special rule.
Note that this special rule applies to the unit as a whole, not to the individual models within it.
Big Stabbas
Some Orcs craft huge spears for hunting great beasts. When hurled from the ranks of a charging mob, these oversized weapons can do tremendous damage.
A unit with Big Stabbas has the Impact Hits (D3) special rule.
Note that this special rule applies to the unit as a whole, not to the individual models within it.
Bilesword
R S AP Special Rules
Bilesword Combat S -2 Armour Bane (1), Strike Last
Notes: Regeneration saves are not permitted against wounds caused by this weapon (armour and Ward saves can be attempted as normal).
Billowing Death
R S AP Special Rules
Billowing Death N/A 2 N/A Breath Weapon, Magical Attacks
Notes: When making a roll To Wound for this weapon, a roll of a natural 6 is always a success, even if the target’s Toughness is so high that the weapon would not normally be able to wound it. In addition, no armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Black Lotus
For each unsaved Wound inflicted upon them by this character, enemy characters suffer a -1 modifier to their Leadership characteristic for the remainder of the game.
Blackbriar Javelin
R S AP Special Rules
Blackbriar javelin 12" S -1 Move & Shoot, Quick Shot
Blackshard Armour
Glowing eternally with the flame of its forging, Blackshard armour protects its wearer from fire and heat.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. In addition, a Wizard with this special rule may wear armour without penalty.
Blasphemous Tome
Rumoured to have been penned by Nagash himself, the Winds of Magic become nigh uncontrollable in the presence of a Blasphemous Tome.
All Wizards (friend or foe) may apply a +1 modifier to any Casting roll whilst within this model’s Command range. However, if any Wizard miscasts whilst within this model’s Command range, they must roll twice on the Miscast table and apply both results.
Blasting Charges
R S AP Special Rules
Blasting charges 6" 3 -1 Armour Bane (1), Flaming Attacks, Quick Shot
Blazing Body
This creature’s flesh burns with the intensity of a furnace, wreathing its form in clouds of black smoke and burning embers.
At the start of every Combat phase, any model (friend or foe) that is in base contact with this model and that does not also have this special rule suffers a single Strength 3 hit with an AP of -. This hit has the Flaming Attacks special rule.
Note that any Wounds lost due to these hits do not count towards the combat result.
Blazing Plumage
counts as heavy armour
Blessed Knight
The Green Knight is the eternal champion of the Lady of the Lake, and her blessings are always upon him, protecting him from the weapons of her enemies.
The Green Knight has a 5+ Ward save against any wounds suffered.
Blessed Knight
The Green Knight is the eternal champion of the Lady of the Lake, and her blessings are always upon him, protecting him from the weapons of her enemies.
The Green Knight has a 5+ Ward save against any wounds suffered.
Blessed Knight
The Green Knight is the eternal champion of the Lady of the Lake, and her blessings are always upon him, protecting him from the weapons of her enemies.
The Green Knight has a 5+ Ward save against any wounds suffered.
Blessed Triptych
Often when members of Bretonnia’s monastic orders march to war, they will carry with them some sacred triptych taken from their holy sanctum. In the presence of such relics, humble peasants find great courage.
A unit that contains a model equipped with a Blessed Triptych gains the Stubborn special rule.
Blessed Triptych
Even far from their homes, the humble soldiers of Bretonnia still find great courage in the presence of holy relics.
A unit that contains a model equipped with a Blessed Triptych gains the Stubborn special rule.
Blessed Triptych
Often when members of Bretonnia’s monastic orders march to war, they will carry with them some sacred triptych taken from their holy sanctum. In the presence of such relics, humble peasants find great courage.
A unit that contains a model equipped with a Blessed Triptych gains the Stubborn special rule.
Blessed Triptych
Often when members of Bretonnia’s monastic orders march to war, they will carry with them some sacred triptych taken from their holy sanctum. In the presence of such relics, humble peasants find great courage.
A unit that contains a model equipped with a Blessed Triptych gains the Stubborn special rule.
Blessings Of The Horned Rat
The Horned Rat protects its favoured followers, warding them against the weapons of their enemies.
This model has a 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Blood Frenzy
Carnosaurs are huge, aggressive creatures that become almost impossible to control when they taste the blood of the enemy.
When this model (but not its rider) inflicts an unsaved wound upon an enemy model, it becomes subject to the Frenzy special rule. A model with this special rule may become Frenzied in this way even if it has lost Frenzy earlier in the game.
Note that this model’s rider does not gain a +1 modifier to their Attacks characteristic.
Blood Greed
At times, the blood-fuelled frenzy of the Beastmen is so great that they fall upon their foes in a butcherous rage, feeding upon the flesh of the fallen in the heat of battle.
Whilst Frenzied, this model has a +2 modifier to its Attacks characteristic (rather than the usual +1). However, such is this model’s desperate need to feed upon flesh that it rolls only a single D6 when making a Pursuit roll (rather than the usual 2D6).
Blood Of Caledor
Ulthuan was once dominated by the valour and wisdom of Caledor’s Dragon Princes. Today, the royal bloodline has faded, yet the haughty pride of Caledor’s warrior elite still shines bright.
A character with the Blood of Caledor Elven Honour (but not their mount):
• Must be mounted on either a Barded Elven Steed, a Sun Dragon, a Moon Dragon, or a Star Dragon.
• Has a +1 modifier to their Weapon Skill characteristic.
• May be equipped with full plate armour for no additional points.
• Gains the Dragon Armour and Impetuous special rules.
Blood of Hashut
This powerful alchemical substance is saturated with daemonic magic that bursts into molten flame upon contact with metal.
Single use. Instead of attacking normally during the Combat phase, a model equipped with one or more vials of the Blood of Hashut can make a single attack to expend one vial. Make a single roll To Hit. If successful, the enemy suffers D6 hits.
These hits can be directed against a unit or against a single enemy model.
When rolling To Wound, the target number is the same as the armour value of the model(s) hit. For example, if the model(s) hit wear heavy armour, the target number for the rolls To Wound would be 5+, the same as the armour value of heavy armour. No armour save is permitted against wounds caused by the Blood of Hashut (Ward and Regeneration saves can be attempted as normal). Hits caused by the Blood of Hashut have the Flaming Attacks and Magical Attacks special rules.
Blood Rage
Blood Rage
In the tumult of battle, Beastmen are easily overcome by their primal urges, becoming frenzied with a bloodlust that can only be slaked with an excess of slaughter.
If, when testing to see if it becomes subject to Primal Fury (see page 116), this unit passes its Leadership test with any roll of a natural double, it will also become Frenzied. A unit with this special rule may become Frenzied in this way even if it has lost Frenzy earlier in the game.
Blood Vulture
R S AP Special Rules
Blood vulture 36" 4 -1 Ignores Cover, Move & Shoot, Quick Shot
Bloodflail
R S AP Special Rules
Bloodflail Combat S+2 -2 Armour Bane (1), Multiple Wounds (D3)
Notes: A Bloodflail’s Strength modifier applies only during the first round of combat.
Blowpipe
R S AP Special Rules
Blowpipe 12" 3 - Multiple Shots (2), Poisoned Attacks
Blunderbuss
R S AP Special Rules
12" 3 -1 Multiple Shots (D3), Volley Fire
Notes: A model armed with a blunderbuss suffers no negative modifiers for firing at long range, for using the Multiple Shots (D3) special rule, or whilst making a Stand & Shoot charge reaction.
Bolt thrower
Bombard
R S AP Special Rules
Bombard 48" 8 -3 Armour Bane (2), Cannon Fire, Cumbersome, Move or Shoot, Multiple Wounds (D3+1)
Notes: This weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. This weapon uses the Bombard Misfire table.
Bombard Misfire Table
D6 Result
1 Destroyed: The weapon explodes with a thunderous noise, leaving a hole in the ground and a cloud of black smoke hanging in the air. The model is destroyed and immediately removed from play.
2-3 Malfunction: The charge misfires, terminally inconveniencing one of the crew and knocking the war machine over. It can be righted, but it will take time. The crew immediately loses one Wound and the model fails to shoot this turn.
4-5 Pffft: The fuse has gone out. As far as mishaps go, it is not very serious, but one of the crew will be feeling rather foolish! The model fails to shoot this turn.
6 Boom!: The bombard discharges with an ear-splitting boom, the powerful report knocking the gun from its carriage. This weapon shoots this turn, as if a ‘2’ had been rolled on the Artillery dice, rather than a ‘Misfire’. However, it will take some time to right the toppled gun. This weapon cannot shoot during the next round.
Bombing Run
Armed with mechanical racks that bristle with Grudgebuster bombs, Gyrobombers stream over the Dwarf battle lines seeking to obliterate the foe’s largest formations.
This model may perform a ‘Bombing Run’ attack against a single enemy unit that is not engaged in combat. To do so, this model must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this model’s movement is complete, roll on the Bombing Run table below:
Bombing Run Table
D6 Result
1 Premature Detonation: The release mechanism jams and a bomb explodes prematurely. This model loses a single Wound.
2 Dud: A solitary bomb is released, but fails to detonate before landing squarely upon the head of an unfortunate enemy. The enemy unit loses a single Wound.
3-4 Direct Hit: A cluster of bombs lands directly on-target. Place a large (5") blast template so that its central hole is directly over the centre of the enemy unit. Once placed, the template will scatter D6". Any model whose base lies underneath the template’s final position risks being hit and suffering a single Strength 4 hit with an AP of -1.
5-6 Bombs Away: A cluster of bombs is released, falling over a wide area. Place two small (3") blast templates so that their central hole is over the enemy unit. Once placed, each template will scatter D6". Any model whose base lies underneath a template’s final position risks being hit and suffering a single Strength 4 hit with an AP of -1.
Naptha bombs
Containing sorcerous concoctions of sulphurous chemicals and the distilled essence of sundered fire-Daemons, Naptha bombs are unstable explosive flasks which shatter when thrown, unleashing a mass of seething flame.
R S AP Special Rules
Naptha bombs 6" 3 - Flaming Attacks, Ponderous,Quick Shot
Notes: If the roll To Hit is successful, a naptha bomb causes D3+1 hits to the target enemy unit, rather than the usual one.
Bone Carapace
counts as heavy armour
Bone Carapace
counts as heavy armour
Bone Carapace
counts as heavy armour
Bonegrinder Giant's club
R S AP Special Rules
Combat * * *
Notes: *A Bonegrinder Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Bonegrinder Giant Attacks special rules.
Born Of Fire
The Great Tauruses are the living embodiments of Hashut’s fiery rage, creatures born of the intense heat and pressure found only within a volcano’s heart.
A Bale Taurus or Great Taurus has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
Borne Aloft
Carried upon the broad shoulders of their most trusted retainers, a Dwarf lord towers above the serried ranks of their army.
A model with Shieldbearers consists of not one, but four models – the character and three loyal retainers – occupying a single base and acting together as a single entity. To represent this, a model with Shieldbearers has a split profile and follows the ‘Split Profile (Cavalry)’ rule. In all other respects, this model is heavy infantry.
Scudo
Shield Of The Lady
To march to war in the company of a Handmaiden of the Lady is a great privilege, and the Knights of Bretonnia consider it their sacred duty to protect these emissaries of their goddess from harm.
If this character has joined a unit that has a Unit Strength of 10 or more, and that has a Chivalrous Vow (see page 108), they may voluntarily ‘retire’ to the rear of the unit at any time, moving through the ranks and taking up a position away from the combat. Should they do so, they are no longer within the fighting rank and cannot make any attacks or have attacks directed against them. However, they continue to confer benefits to the unit in the form of Leadership and special rules, and may cast spells as if they were within the fighting rank.
Shield Of The Lady
To march to war in the company of a Handmaiden of the Lady is a great privilege, and the Knights of Bretonnia consider it their sacred duty to protect these emissaries of their goddess from harm.
If this character has joined a unit that has a Unit Strength of 10 or more, and that has a Chivalrous Vow (see page 108), they may voluntarily ‘retire’ to the rear of the unit at any time, moving through the ranks and taking up a position away from the combat. Should they do so, they are no longer within the fighting rank and cannot make any attacks or have attacks directed against them. However, they continue to confer benefits to the unit in the form of Leadership and special rules, and may cast spells as if they were within the fighting rank.
Shield Of The Lady
To march to war in the company of a Handmaiden of the Lady is a great privilege, and the Knights of Bretonnia consider it their sacred duty to protect these emissaries of their goddess from harm.
If this character has joined a unit that has a Unit Strength of 10 or more, and that has a Chivalrous Vow (see page 108), they may voluntarily ‘retire’ to the rear of the unit at any time, moving through the ranks and taking up a position away from the combat. Should they do so, they are no longer within the fighting rank and cannot make any attacks or have attacks directed against them. However, they continue to confer benefits to the unit in the form of Leadership and special rules, and may cast spells as if they were within the fighting rank.
Fanatic Ball & Chain
Any unit (friend or foe) that is moved through by a moving Fanatic, or that moves through a Fanatic, suffers D6 Strength 5 hits, each with an AP of -3.
Fanatic Ball & Chain
Any unit (friend or foe) that is moved through by a moving Fanatic, or that moves through a Fanatic, suffers D6 Strength 5 hits, each with an AP of -3.
Fanatic Ball & Chain
Any unit (friend or foe) that is moved through by a moving Fanatic, or that moves through a Fanatic, suffers D6 Strength 5 hits, each with an AP of -3.
Bound Spirits
Snatched from Morr’s dark realm by the magic of a Necromancer, the tortured shades of the dead are bound to the will of the one that summoned them.
Unlike other swarms, this unit is not subject to the Undisciplined rule. In other words, this unit can use the Inspiring Presence rule of the army’s General and the Hold your Ground rule of a Battle Standard.
Brace Of Drakefire Pistols
R S AP Special Rules
Ranged 12" 5 -1 Armour Bane (2), Dwarf Crafted, Flaming Attacks, Multiple Shots (2), Quick Shot
Combat Combat S - Extra Attacks (1), Flaming Attacks, Requires Two Hands
Notes: A brace of drakefire pistols has two profiles, representing how the weapons are used in combat.
Brace Of Ogre Pistols
As with most races that make use of black powder weapons, those Ogres that can carry two pistols invariably will. Ogres armed in this way will fire a quick volley of shots into the ranks of the enemy before reversing their grip upon the spent weapons and using them as brutal clubs.
Brace of Ogre Pistols R S AP Special Rules
Ranged 24" 4 -1 Armour Bane (1), Multiple Shots (2), Quick Shot
Combat Combat S - Extra Attacks (1), Requires Two Hands
Notes: A brace of Ogre pistols has two profiles, representing how the weapons are used in combat.
Brace of pistol
Brace of repeater handbows
Brayhorn
Carved from the horn of a slain rival, the clarion call of a brayhorn is a chieftain’s summons to any Beastmen who hear it.
From the beginning of round 2 onwards, if your General is on the battlefield during the Command sub-phase of their turn, they may attempt to sound the Brayhorn by making a Leadership test. If this test is passed, you may immediately roll again for each unit of Ambushers in the army that is held in reserve and that did not arrive during the Start of Turn sub-phase of this turn.
Note that this special rule may only be used by a Beastlord or Wargor that has been selected to be the General of the army.
Braystaff
As a crude badge of office, Bray-Shamans often carry a heavy staff hung with bones, shells and skulls, with pieces of stone and metal embedded into its length.
When this model’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, it must choose to use its Braystaff offensively or defensively. Used offensively, a Braystaff counts as a great weapon. Used defensively, a Braystaff counts as a hand weapon and gives its wielder an Armour Value of 5+.
Extra Arm
Gifted with an extra arm, the Champion rains many blows upon their enemies.
This character (but not their mount) has a +1 modifier to their Attacks characteristic.
Extra Arm
Gifted with an extra arm, the Champion rains many blows upon their enemies.
This character (but not their mount) has a +1 modifier to their Attacks characteristic.
Extra Arm
Gifted with an extra arm, the Champion rains many blows upon their enemies.
This character (but not their mount) has a +1 modifier to their Attacks characteristic.
Burning Braziers
Wrought iron braziers full of smouldering coals not only ward against the morning’s chill, they also allow the bowmen to rain burning arrows down upon the foe.
The longbows of a unit equipped with burning braziers gain the Flaming Attacks special rule.
Burning Braziers
Wrought iron braziers full of smouldering coals not only ward against the morning’s chill, they also allow the bowmen to rain burning arrows down upon the foe.
The longbows of a unit equipped with burning braziers gain the Flaming Attacks special rule.
Burning Braziers
Wrought iron braziers full of smouldering coals not only ward against the morning’s chill, they also allow the bowmen to rain burning arrows down upon the foe.
The longbows of a unit equipped with burning braziers gain the Flaming Attacks special rule.
Brass bound hoove
R S AP Special Rules
Brass bound hooves Combat S -2 -
Brazen hide
counts as barding
Brazen wheels
The brazen bulk of a Skull Cannon grinds inexorably across the battlefield, its churning wheels, driven by its daemonic engine, crushing all before it.
Stomp Attacks made by a Skull Cannon of Khorne have an Armour Piercing characteristic of -3. However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath a Skull Cannon’s wheels.
Breath of Change
Galrauch opens his maws and unleashes a wave of chaotic energy so potent that it warps and twists even the most resolute warriors into otherworldly abominations.
Once per game, instead of using Dark Fire of Chaos or Fumes of Contagion, Galrauch may instead use the Breath of Change. Place a flame template with its broad end over the intended target and its narrow end touching Galrauch’s base edge anywhere along its front arc. The template must lie entirely within Galrauch’s vision arc. Any model whose base lies underneath the template risks being hit. Any model hit (friend or foe) must immediately make a Toughness test:
- If the test is failed, the model is overwhelmed by the warping power of Chaos and is immediately removed from play as a casualty.
- If the test is passed, they are able to fend off the onslaught of chaotic energy. The attack has no effect.
Breath Of Desiccation
R S AP Special Rules
Breath of desiccation N/A 3 -2 Breath Weapon, Magical Attacks, Multiple Wounds (2)
Breath Of Desiccation
R S AP Special Rules
Breath of desiccation N/A 3 -2 Breath Weapon, Magical Attacks, Multiple Wounds (2)
Breath Of Desiccation
R S AP Special Rules
Breath of desiccation N/A 3 -2 Breath Weapon, Magical Attacks, Multiple Wounds (2)
Infiammabile
Brimstone Gun
R S AP Special Rules
Brimstone gun 18" 5 -2 Dwarf Crafted, Flaming Attacks, Multiple Shots (D3+1), Quick Shot
Skullcracker
A Skullcracker is a hissing and grinding arcane-mechanical conglomeration of iron hammers, hacking blades and brutal picks designed to pulverise and shred anything unfortunate enough to be caught in front of the machine.
An Iron Daemon equipped with a Skullcracker replaces the Impact Hits (D6+1) special rule with the Impact Hits (2D6+2) special rule and gains the Armour Bane (1) special rule.
Bully
Goblins are prone to flights of fancy and daydreaming. Not desirable character traits amongst the crew of a war machine, but nothing the presence of a glowering Orc can’t rectify!
An Orc Bully is a special type of character that can be taken as an upgrade to accompany a war machine. During deployment, position an Orc Bully with its war machine, as you would a character that has joined a unit. Once placed, an Orc Bully cannot leave its war machine. Unless this model is fleeing, friendly war machines that are within its Command range can use this model’s Leadership instead of their own.
Bully
Goblins are prone to flights of fancy and daydreaming. Not desirable character traits amongst the crew of a war machine, but nothing the presence of a glowering Orc can’t rectify!
An Orc Bully is a special type of character that can be taken as an upgrade to accompany a war machine. During deployment, position an Orc Bully with its war machine, as you would a character that has joined a unit. Once placed, an Orc Bully cannot leave its war machine. Unless this model is fleeing, friendly war machines that are within its Command range can use this model’s Leadership instead of their own.
Bully
Goblins are prone to flights of fancy and daydreaming. Not desirable character traits amongst the crew of a war machine, but nothing the presence of a glowering Orc can’t rectify!
An Orc Bully is a special type of character that can be taken as an upgrade to accompany a war machine. During deployment, position an Orc Bully with its war machine, as you would a character that has joined a unit. Once placed, an Orc Bully cannot leave its war machine. Unless this model is fleeing, friendly war machines that are within its Command range can use this model’s Leadership instead of their own.
Orc Bully
Orc Bully
Orc Bully
Bull Charge
The sheer bulk of an Ogre Tyrant or Bruiser is such that the enemy is often crushed by the force of their charge alone.
Impact Hits caused by this model (but not its mount) have an Armour Piercing characteristic of -1.
Bull-gors
The very ground itself trembles and shakes beneath the unstoppable thunder of a Minotaur’s charge.
Impact Hits caused by a model with this special rule have an Armour Piercing characteristic of -1.
Burning Alignment
This model can cast the following Bound spell, with a Power Level of 3:
Type: Magic Missile
Casting Value: 8+
Range: 15"
Effect: The target enemy unit suffers 2D6 Strength 4 hits, each with an AP of -. This Bound spell has the Flaming Attacks special rule.
Butcher’s Cauldron
Some Emissaries of the Great Maw drag behind them huge cauldrons, used to make offerings to their ravenous god.
This character replaces the Impact Hits (2) special rule with the Impact Hits (D3+1) special rule. In addition, during the Command sub-phase of their turn, if they are not engaged in combat, a character with a Butcher’s Cauldron may attempt to make an offering to the Great Maw 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 Regeneration (5+) special rule. However, if this test is failed, this character immediately loses a single Wound.
Caged Fury
The Daemon bound within the Hellcannon constantly tests its bonds, attempting to break free.
During the Start of Turn sub-phase of each of your turns, make a Leadership test for this model. If this test is failed, roll immediately on the Hellcannon Misfire table.
Caged Fury
The Daemon bound within the Hellcannon constantly tests its bonds, attempting to break free.
During the Start of Turn sub-phase of each of your turns, make a Leadership test for this model. If this test is failed, roll immediately on the Hellcannon Misfire table.
Caged Fury
The Daemon bound within the Hellcannon constantly tests its bonds, attempting to break free.
During the Start of Turn sub-phase of each of your turns, make a Leadership test for this model. If this test is failed, roll immediately on the Hellcannon Misfire table.
Calloused Hide
counts as light armour
Quell Impetuosity
Where most Orcs and Goblins are impetuous, Black Orcs are disciplined warriors. This discipline is usually extended to those around them through threats and intimidation.
Whilst within 6" of a unit with this special rule, friendly units may choose to ignore the Impetuous special rule.
Quell Impetuosity
Where most Orcs and Goblins are impetuous, Black Orcs are disciplined warriors. This discipline is usually extended to those around them through threats and intimidation.
Whilst within 6" of a unit with this special rule, friendly units may choose to ignore the Impetuous special rule.
Quell Impetuosity
Where most Orcs and Goblins are impetuous, Black Orcs are disciplined warriors. This discipline is usually extended to those around them through threats and intimidation.
Whilst within 6" of a unit with this special rule, friendly units may choose to ignore the Impetuous special rule.
Quell Panic
Infernal Ironsworn are the black-armoured custodians of Zharr-Naggrund. The mere presence of these ruthless overseers is enough to bolster the nerve of cowardly conscripts.
Unless this unit is fleeing, any friendly unit that is within 6" of this unit and that has the Levies special rule may re-roll a failed Panic test.
Cannon
Cannon of Khorne
Cannon of Khorne R S AP Special Rules
Solid shot 36" 8 -2 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3)
Scatter shot N/A 4 -1 Breath Weapon
Notes: A Cannon of Khorne has two profiles, representing its two modes of firing. When firing solid shot, this weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. If a ‘Misfire’ is rolled on the Artillery dice during step 2, this model loses a single Wound (instead of rolling on a Misfire table).
Cannon Of The Sky-Titans
A cannon of the Sky-titans, despite being wielded crudely by Ogres, is actually a very robust and sophisticated weapon. It can fire whole clutches of cannonballs at once, allowing it to do a tremendous amount of damage, although its range is limited.
Cannon of the Sky-Titans R S AP Special Rules
Solid shot 36" 10 -3 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3+1)
Scatter shot N/A 4 -1 Breath Weapon
Notes: A Cannon of the Sky-Titans has two profiles, representing its two modes of firing. When firing solid shot, this weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. This weapon uses the Ironblaster Misfire table.
Ironblaster Misfire Table
D6 Result
1 Kaboom! Constantly mistreated by the Ogres, the cannon explodes spectacularly.
The model is destroyed and immediately removed from play.
2-3 Krrack! With a tremendous crack, the cannon splits along its length, rendering it
useless. The model cannot shoot with this weapon for the remainder of the game.
4-6 Ack! Through its own ineptitude, the Gnoblar Scrapper has become stuck in
the mechanism. The model does not shoot this turn and cannot shoot with this
weapon during the next round.
Helblaster Volley Gun
R S AP Special Rules
Helblaster Volley Gun 24" 5 -1 Armour Bane (2), Cumbersome, Helblaster, Move or Shoot
Notes: This weapon uses the Black Powder Misfire table.
Helblaster Volley Gun Special Rules
Helblaster: When shooting a Helblaster Volley Gun, roll three Artillery dice before making any rolls To Hit. The number of shots fired is equal to the total of all three Artillery dice:
• If a Misfire is rolled on one of the Artillery dice, all shots fired from the Helblaster Volley Gun this turn suffer an additional -1 To Hit modifier.
• If a Misfire is rolled on two of the Artillery dice, no shots are fired and a critical fault has occurred. Roll immediately on the appropriate Misfire table to determine exactly what.
• If a Misfire is rolled on all three of the Artillery dice, all of the barrels fire simultaneously, with devastating effect. The Helblaster Volley Gun fires 30 shots, but is destroyed and immediately removed from play. All shots fired from the Helblaster Volley Gun this turn suffer an additional -1 To Hit modifier.
After determining the number of shots, roll To Hit for each as normal, using the crew’s Ballistic Skill and applying all appropriate modifiers.
Steam Gun
R S AP Special Rules
Steam gun N/A 3 -1 Breath Weapon
Steam Cannon
Steam Tanks are armed with a steam-powered cannon that can send a spinning ball of iron whirling into the foe’s ranks with all the power of a traditional black powder cannon.
R S AP Special Rules
Steam cannon 24" 8 -2 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3)
Notes: This weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. If a ‘Misfire’ is rolled on the Artillery dice during step 2, this model loses a single Wound (instead of rolling on a Misfire table).
Clattergun
R S AP Special Rules
Clattergun 24" 4 -1 Armour Bane (1), Dwarf Crafted, Move & Shoot, Multiple Shots (D6), Quick Shot
Drakegun
R S AP Special Rules
18" 5 -1 Armour Bane (2), Dwarf Crafted, Flaming Attacks, Quick Shot
Light Cannon
R S AP Special Rules
Light cannon 18" 4 -1 Armour Bane (2)
Notes: If the roll To Hit is successful when firing a light cannon, it causes D3 hits to the target enemy unit, rather than the usual one.
Harvester cannon
R S AP Special Rules
Harvester cannon 12" 4 -1 Cumbersome, Needs More Nails
Notes: This weapon shoots like a cannon firing grape shot, using the ‘Needs More Nails’ special rule. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table).
Steam Cannonade
Powered by the channelled pressure of the Iron Daemon’s furnace, a steam cannonade is a twin barrelled organ gun used to blast a lethal storm of red-hot shrapnel and curse-laden shot into the ranks of the enemy.
R S AP Special Rules
Steam Cannonade 18" 5 -1 Armour Bane (1), Cannonade, Cumbersome
Notes: When shooting with a steam cannonade, follow the normal Shooting phase sequence.
Cannonade: When shooting with a steam cannonade, roll two Artillery dice before making any rolls To Hit. The number of shots fired is equal to the total of both Artillery dice:
• If a Misfire is rolled on one of the Artillery dice, all shots fired from the steam cannonade this turn suffer an additional -1 To Hit modifier (instead of rolling on a Misfire table).
• If a Misfire is rolled on both of the Artillery dice, no shots are fired and this model loses a single Wound (instead of rolling on a Misfire table).
After determining the number of shots, roll To Hit for each as normal, using the crew’s Ballistic Skill and applying all appropriate modifiers.
Lion Cloak
The thick pelt of a Chracian White Lion offers exemplary protection against arrows and shot, though to wear such a trophy a warrior must have earned the right, and this honour is reserved only for those that have completed the rites of a Chracian warrior.
A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks.
Carriage Hauler
An Iron Daemon is a steam-driven traction engine of truly incredible power, capable of hauling tremendous weights behind its armoured bulk.
During the Movement phase, up to two friendly war machines with the ‘Steam Carriage’ upgrade that are completely within this model’s rear arc and within 8" of its base at the beginning of the phase can be moved when this model moves. These war machines must finish their movement completely within this model’s rear arc and within 8" of its base.
Unless this model moves using the Lumbering Destruction special rule or makes a charge move, these war machines are not considered to have moved this turn.
Carrion Feeders
The decaying carcass of a Zombie Dragon is wreathed by swarms of buzzing carrion feeders that crawl greedily across the exposed flesh of its enemies, choking and blinding them.
Enemy units engaged in combat with this model suffer a -1 modifier to their Initiative characteristic.
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).
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).
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).
Spidersilk Lobber
R S AP Special Rules
Spidersilk lobber 12-48" 2 (4) - (-1) Bombardment, Cumbersome
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule and a 5" blast template. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table).
Spidersilk Lobber
R S AP Special Rules
Spidersilk lobber 12-48" 2 (4) - (-1) Bombardment, Cumbersome
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule and a 5" blast template. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table).
Spidersilk Lobber
R S AP Special Rules
Spidersilk lobber 12-48" 2 (4) - (-1) Bombardment, Cumbersome
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule and a 5" blast template. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table).
Fast Cavalry
Cavalry Spear
Cavernous Maw
R S AP Special Rules
Cavernous maw Combat S -2 Armour Bane (1), Killing Blow
Notes: In combat, this model must make one of its attacks each turn with this weapon
Inner Circle
Knights of the Inner Circle are counted amongst the best warriors of the Empire, and when they go to war it is only to fight the most diabolical enemies. The presence on the battlefield of even a single regiment of Inner Circle knights is worth many times their number.
When engaged in combat, a model with this special rule (but not its mount) may re-roll any rolls To Hit of a natural 1.
Ceremonial Halberd
The favoured weapon of the Phoenix Guard is the halberd. The silent guardians of Asuryan’s shrine wield their long, heavy bladed weapons with a skill and precision unmatched by the clumsy warriors of other races.
R S AP Special Rules
Ceremonial Combat S+1 -1 Armour Bane (1), Fight in Extra Rank, halberd Magical Attacks, Requires Two Hands
Notes: A model wielding a ceremonial halberd cannot make a supporting attack during a turn in which it charged.
Spiked Ball & Chains
Night Goblins attempt to control Mangler Squigs by means of long, heavy lengths of spiked chain fitted with heavy iron balls. This seldom works, but it does make them more dangerous.
Impact Hits caused by this model have an Armour Piercing characteristic of -3.
Spiked Ball & Chains
Night Goblins attempt to control Mangler Squigs by means of long, heavy lengths of spiked chain fitted with heavy iron balls. This seldom works, but it does make them more dangerous.
Impact Hits caused by this model have an Armour Piercing characteristic of -3.
Spiked Ball & Chains
Night Goblins attempt to control Mangler Squigs by means of long, heavy lengths of spiked chain fitted with heavy iron balls. This seldom works, but it does make them more dangerous.
Impact Hits caused by this model have an Armour Piercing characteristic of -3.
Chainmaker
Those who find themselves as Frydaal’s captives know that their banners will decorate the prow of her ship and the luckiest amongst them will spend the rest of their days rowing its oars.
Any enemy standard captured by Frydaal or any unit she has joined is worth 100 Victory Points as a trophy of war.
Chaintrap
R S AP Special Rules
Chaintrap 12" S+1 - Killing Blow
Chaintrap
R S AP Special Rules
Chill breath N/A 2 -1 Breath Weapon, Multiple Wounds (D3)
Sapwood Flesh
counts as light armour
Sapwood flesh
counts as light armour
Daemon-flesh
The Champion’s flesh crawls with ætheric energy, turning aside the blows of the enemy.
This character cannot be wounded by a roll To Wound of 2, regardless of the Strength of the attack.
Daemon-flesh
The Champion’s flesh crawls with ætheric energy, turning aside the blows of the enemy.
This character cannot be wounded by a roll To Wound of 2, regardless of the Strength of the attack.
Daemon-flesh
The Champion’s flesh crawls with ætheric energy, turning aside the blows of the enemy.
This character cannot be wounded by a roll To Wound of 2, regardless of the Strength of the attack.
Trollhide Shawl
Though it stinks, this bedraggled garment of rotted Trollhide helps keep Ogdruz safe from harm.
Ogdruz Swampdigga improves his armour value by 1. In addition, he has the Regeneration (5+) and Flammable special rules.
Chalice Of Brionne
This gilded relic draws power away from those who would harm the servants of the Lady.
Whilst within this model’s Command range, enemy characters that attempt to use any special rule or magic item that requires them to make a Leadership test (Rallying Cry, for example) suffer a -2 modifier to their Leadership characteristic (to a minimum of 2).
Chalice Of Brionne
This gilded relic draws power away from those who would harm the servants of the Lady.
Whilst within this model’s Command range, enemy characters that attempt to use any special rule or magic item that requires them to make a Leadership test (Rallying Cry, for example) suffer a -2 modifier to their Leadership characteristic (to a minimum of 2).
Chalice Of Brionne
This gilded relic draws power away from those who would harm the servants of the Lady.
Whilst within this model’s Command range, enemy characters that attempt to use any special rule or magic item that requires them to make a Leadership test (Rallying Cry, for example) suffer a -2 modifier to their Leadership characteristic (to a minimum of 2).
Ogre Charge
Ogres barge into combat using their great lumbering mass as a weapon, harnessing their tremendous momentum to crush anything they collide with.
The Armour Piercing characteristic of any Impact Hits caused by a model with this special rule is improved by the current Rank Bonus of its unit.
Ogre Charge
Ogres barge into combat using their great lumbering mass as a weapon, harnessing their tremendous momentum to crush anything they collide with.
The Armour Piercing characteristic of any Impact Hits caused by a model with this special rule is improved by the current Rank Bonus of its unit.
Ogre Charge
Ogres barge into combat using their great lumbering mass as a weapon, harnessing their tremendous momentum to crush anything they collide with.
The Armour Piercing characteristic of any Impact Hits caused by a model with this special rule is improved by the current Rank Bonus of its unit.
Tusker Charge
A charging War Boar is an ill-tempered mound of bloody-minded muscle with savage tusks and a terrible attitude.
During a turn in which it charged, a War Boar’s Tusks (hand weapon) have a Strength characteristic of S+1 and an Armour Piercing characteristic of -1.
Note that this special rule only applies to attacks made by a War Boar, not to their rider, a chariot or its crew.
Daemonic Charge
Filled with rage and fury, a charging Bloodthirster crushes its foes beneath its brazen hooves.
Impact Hits caused by this model have an Armour Piercing characteristic of -2.
Ogre Charge
Ogres barge into combat using their great lumbering mass as a weapon, harnessing their tremendous momentum to crush anything they collide with.
The Armour Piercing characteristic of any Impact Hits caused by a model with this special rule is improved by the current Rank Bonus of its unit.
Ogre Charge
Ogres barge into combat using their great lumbering mass as a weapon, harnessing their tremendous momentum to crush anything they collide with.
The Armour Piercing characteristic of any Impact Hits caused by a model with this special rule is improved by the current Rank Bonus of its unit
Chariot Runners
Chracian Hunter
In Chrace, a warrior’s skill at arms and strength of character matters almost as much as the nobility of their blood, and the foremost warriors quickly rise to prominence within the ranks of the White Lions.
A character with the Chracian Hunter Elven Honour (but not their mount):
• May only be mounted on a White Lion Chariot (but cannot choose any other mount options).
• May be equipped with a Chracian great blade (see page 187) for no additional points. If so, they may not take any additional, non-magical weapons.
• Gains the Lion Cloak, Move through Cover and Stubborn special rules.
Cunning Hunters
The Wolf Riders who hunt alongside a Nomadic Waaagh! have learned to encircle the enemy before the battle begins and launch their attacks from all sides.
Within a Nomadic Waaagh! army, any number of Goblin Wolf Rider Mobs may have the Ambushers special rule at the cost of +1 point per model. In addition, Goblin Bosses and Goblin Shamans that are mounted on a Giant Wolf may have the Ambushers special rule at the cost of +10 points per model.
Knights Panther
The Knights Panther work tirelessly to unify the divided lands of the Empire and rid the Old World of evil doers.
An army of the Knights Panther may include 0-1 unit of Empire Knights or Inner Circle Knights belonging to the Order of the White Wolf as a Mercenary choice. This unit is not subject to the ‘Misbehaving Mercenaries’ rules.
Dogs Of War (imperial Ogres)
0-1 unit of Imperial Ogres may be taken as Mercenaries in any of the following Grand Army composition lists:
• Dwarfen Mountain Holds
• Empire of Man
Note that mercenary units are subject to the ‘Misbehaving Mercenaries’ rules, as described on page 279 of the Warhammer: the Old World rulebook.
Chill Breath
R S AP Special Rules
Chill breath N/A 2 -1 Breath Weapon, Multiple Wounds (D3)
Chill Breath
R S AP Special Rules
Chill breath N/A 2 -1 Breath Weapon, Multiple Wounds (D3)
Choppas
Orc weapons are big, crude and not very sharp… much like the creatures that wield them!
During a turn in which it charged, a model with this special rule may re-roll any rolls To Wound of a natural 1, and improves the Armour Piercing characteristic of its weapon(s) by 1.
Note that this special rule only applies to non-magical weapons and does not apply to a model’s mount (should it have one). If the model is using a magic weapon, this special rule ceases to apply.
Chracian Great Blade
White Lions proudly bear the traditional woodsman’s axe into battle, many of which are ancient heirlooms. Handed down across centuries untold they never lose their keen edge, and can fell a tree or cleave a foe in half with but a single blow.
R S AP Special Rules
Chracian Great Blade Combat S+2 -3 Requires Two Hands, Strike Last
Chracian Warriors
White Lions form an insular kindred bound together by the arduous rights they have completed. The only outsiders welcomed into their number are the nobles they are sworn to protect.
A unit with this special rule may only be joined by your army’s General, or by a character with the Chracian Hunter Elven Honour.
Cinderblast Bombs
R S AP Special Rules
Cinderblast bombs 8" 5 -1 Flaming Attacks, Quick Shot
Notes: A unit hit by a cinderblast bomb suffers D6+1 hits (rather than the usual one).
Claws
counts as a hand weapon
Claws And Fangs
counts as hand weapons
Claws And Fangs
counts as hand weapons
Claws And Teeth
counts as a hand weapon
Cleaver-limbs
R S AP Special Rules
Cleaver-limbs Combat S -2 Killing Blow, Monster Slayer Monster
Cleaving Blades
R S AP Special Rules
Cleaving blades Combat S -1 Killing Blow
Cleaving Blades
R S AP Special Rules
Cleaving blades Combat S -1 Killing Blow
Cleaving Blades
R S AP Special Rules
Cleaving blades Combat S -1 Killing Blow
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.
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.
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.
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.
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.
Close Order
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.
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.
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.
Cloud of Flies
Swarms of fat flies surround the Plague Priests of Clan Pestilens, blinding and choking their enemies.
Any enemy model that directs its attacks against this character during the Combat phase suffers a -1 modifier to its rolls To Hit.
Clouds Of Soot & Smoke
Imperial guns produce prodigious clouds of smoke, concealing Engineers from enemy fire.
This model is considered to be behind full cover whilst it is within 3" of a friendly unit whose troop type is ‘war machine’.
Cold Blooded
To other races, the cold blooded Lizardmen seem incapable of emotion.
When required to make a Fear, Panic or Terror test, models with this special rule may roll an extra D6 and discard the highest result.
Colossal Fang-filled Gob
R S AP Special Rules
Colossal fang-filled gob Combat S -2 Killing Blow
Colossal Fang-filled Gob
R S AP Special Rules
Colossal fang-filled gob Combat S -2 Killing Blow
Colossal Fang-filled Gob
R S AP Special Rules
Colossal fang-filled gob Combat S -2 Killing Blow
Combattere su Rango Extra
Solitary Fighters
Mounted atop chariots liberated from weaker Orcs, many Black Orcs discover a new love for crumpin’ the enemy whilst careening around the battlefield!
Black Orc Bosses within a Nomadic Waaagh! army are not subject to the Da Boyz or Quell Impetuosity special rules.
Mercenary Commander
Hans has fought alongside and earned the respect of mercenary companies across the Old World, any of whom would answer his call to battle.
If Hans is the army’s General, friendly units with the Mercenaries special rule may benefit from his Inspiring Presence rule and may be joined by him. In addition, friendly Mercenary units are not subject to the ‘Misbehaving Mercenaries’ rules.
Commander & Captain
Even before falling to the darkness of the Chaos gods, Frydaal was a renowned sea captain, both feared and respected in equal measure.
Unless she is fleeing, friendly units of Chaos Marauders, Marauder Horsemen, Marauder Tribe Huscarls and Marauder Tribe Berserkers gain a +1 modifier to their Leadership characteristic whilst within Frydaal’s Command range (to a maximum of 10).
Commander Of Legions
Settra gains the Arise! special rule and, unlike other models with this special rule, may use it even when engaged in combat.
Commander Of Legions
Settra gains the Arise! special rule and, unlike other models with this special rule, may use it even when engaged in combat.
Commander Of Legions
Settra gains the Arise! special rule and, unlike other models with this special rule, may use it even when engaged in combat.
Levies
Counter Charge
Horn Of Isha
The Horn of Isha is fashioned from a single pearl-white seashell. The melodious call of this beautiful instrument is said to rouse the mother goddess to grant a blessing upon her favoured children.
Single use. During the Command sub-phase of their turn, this character may attempt to use the Horn of Isha 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 gain a +1 modifier to both their rolls To Hit and their rolls To Wound.
Goring Horns
R S AP Special Rules
Goring horns Combat S+1 -3 Flaming Attacks, Strike First
Notes: In combat, this model may make one of its attacks each turn with this weapon.
Horns Of Stone
R S AP Special Rules
Horns of stone Combat S -2 -
Steam Gun
Steam Tanks are also fitted with a turret-mounted steam gun as standard. Connected to the boiler, this weapon can engulf nearby enemies in great gouts of scalding steam.
R S AP Special Rules
Steam gun N/A 2 N/A Breath Weapon
Notes: No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Killing Blow
Running With The Pack
Many Hunters tame and train Sabretusks, running alongside large packs of the savage felines to chase down prey.
A Hunter that joins a unit of Sabretusks gains the Swiftstride special rule for as long as they remain with the unit. In addition, for as long as the Hunter remains with the unit, the Sabretusks lose the Impetuous special rule.
Crown of Horns
A Beastman that sprouts an excessively sharp, large or twisted set of horns is supremely confident in their position at the pinnacle of the Warherd, so obvious are the Dark Gods’ blessings.
Characters only. This character and any unit they have joined gains the Stubborn special rule.
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).
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).
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).
Rallying Cry
Poisonous fangs
counts as hand weapon
Crown Of Antlers
When a Great Stag charges, its magnificent crown of antlers tears through armour and cuts deeply into the flesh beneath.
Impact Hits caused by a model with this special rule have the Armour Bane (1) special rule and an Armour Piercing characteristic of -1.
Crusader’s Zeal
Filled by a ferocious zeal, the brave defenders of Bretonnia rush towards the foe, their lust for battle driving them across great distances.
A unit with this special rule increases its maximum possible charge range by 1" and, when it makes a Charge roll, may apply a +1 modifier to the result. In addition, a unit with this special rule gains the Impetuous special rule.
Crusading Knights
When chivalrous knights gather in large numbers to embark upon a sacred crusade or errantry war, they become gripped by a religious fervour, swearing fresh vows to the Lady of the Lake.
Within an Errantry Crusade army, the following characters and units gain the Crusader’s Zeal special rule. In addition, any of the following characters or units that have the Knight’s Vow may replace it with the Crusader’s Vow for free:
• Baron or Paladin
• Knights of the Realm on Foot
• Battle Pilgrims
• Knights Errant
• Mounted Knights of the Realm
• Questing Knights
• Grail Knights
• Pegasus Knights
• Mounted Yeomen
Crushing Bulk
The erratic movements and crushing weight of a Doomwheel combine to wreak havoc upon the ordered ranks of the enemy.
Any Stomp Attacks made by a Doom Wheel have an Armour Piercing characteristic of -1. In addition, an enemy unit that suffers Impact Hits from this model must immediately make a Leadership test. If this test is failed, the unit becomes Disrupted until the end of the current Combat phase.
Crushing Weight
Enemies unfortunate enough to fall beneath the tremendous weight of a War Wagon’s metal-bound wheels are crushed into the dirt.
Stomp Attacks made by a War Wagon have an Armour Piercing characteristic of -1. In addition, and unlike other chariots, this model treats low linear obstacles as dangerous terrain rather than as impassable terrain.
Cry of War
Enemy units suffer a -1 modifier to their Leadership characteristic whilst within the Command range of one or more Death Hags that have this special rule and that are not fleeing.
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 -.
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 -.
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 -.
Curse Of The Revenant
Through magic, bloodletting or sheer force of will, the strength of this Vampire to survive the centuries is beyond compare.
This Vampire has a +1 modifier to its Wounds characteristic.
Cursed by the Gods
In a cruel twist of fate, those condemned to Spawn-hood often adopt the traits of the god who cursed them.
• Gigantic Spawn of Khorne have the Impact Hits (D3) and Killing Blow special rules.
• Gigantic Spawn of Nurgle have the Poisoned Attacks and Regeneration (5+) special rules.
• Gigantic Spawn of Slaanesh have the Counter Charge and Strikes First special rules.
• Gigantic Spawn of Tzeentch have the Flaming Attacks, Magical Attacks and Magic Resistance (-2) special rules.
Cursed Coven
Devoted servants of the Ruinous Powers, the Warlock covens of Hag Graef practise powerful sorcery.
A unit of Doomfire Warlocks knows a single spell (chosen by their controlling player before armies are deployed) from either the Dark Magic or Daemonology Lore of Magic. The unit may cast this spell as a Bound spell:
• If the unit has a Unit Strength of 10 or more and includes a Master, it may cast this Bound spell with a Power Level of 2.
• If the unit includes a Master, but has a Unit Strength of 9 or less, it may cast this Bound spell with a Power Level of 1.
• Otherwise, the unit may cast this Bound spell with a Power Level of 0.
Da Boss’s Trophy Rack
Grisly trinkets swing from Kiknik’s trophy rack, striking fear into his enemies’ hearts.
During a turn in which he charged, Kiknik and any Goblin Wolf Rider Mob he has joined cause Fear and receive a bonus of +1 combat result point.
Da Boyz
Black Orcs will only follow the biggest and strongest leaders, which in their opinion means another Black Orc. Black Orc Bosses think the same, and will surround themselves with their own elite mob of hand-picked Black Orc boyz.
Your army must include one Black Orc Boss for every Black Orc Mob it includes, and vice versa. In other words:
• For each Black Orc Mob your army includes, it must also include one Black Orc War Boss or Big Boss.
• For each Black Orc War Boss or Big Boss your army includes, it must also include one Black Orc Mob.
Da Boyz
Black Orcs will only follow the biggest and strongest leaders, which in their opinion means another Black Orc. Black Orc Bosses think the same, and will surround themselves with their own elite mob of hand-picked Black Orc boyz.
Your army must include one Black Orc Boss for every Black Orc Mob it includes, and vice versa. In other words:
• For each Black Orc Mob your army includes, it must also include one Black Orc War Boss or Big Boss.
• For each Black Orc War Boss or Big Boss your army includes, it must also include one Black Orc Mob.
Da Boyz
Black Orcs will only follow the biggest and strongest leaders, which in their opinion means another Black Orc. Black Orc Bosses think the same, and will surround themselves with their own elite mob of hand-picked Black Orc boyz.
Your army must include one Black Orc Boss for every Black Orc Mob it includes, and vice versa. In other words:
• For each Black Orc Mob your army includes, it must also include one Black Orc War Boss or Big Boss.
• For each Black Orc War Boss or Big Boss your army includes, it must also include one Black Orc Mob.
Da Skull Smasha
R S AP Special Rules
Hammer Combat S+2 -1 Armour Bane (2), Magical Attacks
Pick Combat S -2 Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Notes: Da Skull Smasha has two profiles. You must choose which Kiknik will use at the start of the first round of combat.
Da Troll Calla
The Trolls that follow Ogdruz do so knowing he leads them to find plenty of fresh meat – even if that meat fights back!
Unless he is fleeing, friendly Troll Mobs within Ogdruz’s Command range may use his Leadership characteristic instead of their own.
Daemon(s) Of Khorne
The ranks of Khorne’s daemonic hosts are filled with ferocious and frenzied fiends, fuelled by a constant hunger to spill blood and claim skulls.
Daemons of Khorne have the Hatred (Daemons of Slaanesh) special rule. In addition, during a turn in which it made a charge move, a Daemon of Khorne (but not its mount) gains a +1 modifier to its Strength characteristic.
Daemon(s) Of Nurgle
Enshrouded in dense clouds of flies, the legions of Nurgle trudge across the battlefield, spreading his multitudinous gifts and cataloguing their effects upon mortals.
Daemons of Nurgle have the Hatred (Daemons of Tzeentch) special rule. In addition, any enemy model that directs its attacks against a Daemon of Nurgle during the Combat phase must re-roll any rolls To Hit of a natural 6.
Daemon(s) Of Slaanesh
Shrouded in hypnotic glamour, the Daemons of Slaanesh surge across the battlefield on lithe limbs, capering from foe to foe, claw-hands slicing through flesh and armour.
Daemons of Slaanesh have the Hatred (Daemons of Khorne) special rule. In addition, Daemons of Slaanesh increase their maximum possible charge range by 1" and have a +1 modifier to the result of any Charge or Pursuit roll they make.
Daemon(s) Of Tzeentch
Created from the raw stuff of magic by the Changer of Ways, the Daemons of Tzeentch blur with ever-changing colours and crawling warpflame.
Daemons of Tzeentch have the Hatred (Daemons of Nurgle) special rule. In addition, a Daemon of Tzeentch that is also a Wizard may apply a +1 modifier to any Casting roll they make.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Daemonic
Daemons are creatures of magic that advance inexorably into battle, yet fade quickly into nothingness when struck a banishing blow.
Models with this special rule are ‘Daemonic’. All Daemonic models have a 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. In addition, all Daemonic models have the following universal special rules:
• Daemonic Instability
• Fear
• Immune to Psychology
• Magical Attacks
• Unbreakable
• Warp-spawned
A character with this special rule cannot join a unit without this special rule, and vice versa.
Daemonic flesh
counts as heavy armmour
Daemonic hooves
counts as hand weapon
Daemonic hooves
counts as hand weapon
Daemonic hooves
counts as hand weapon
Daemonic Instability
When the tide of battle turns, a Daemon’s grasp upon its physical form becomes ever more tenuous.
If a unit with this special rule loses a round of combat, it must make a Leadership test (before it Gives Ground) with a +1 modifier to the result for every combat result point by which it lost:
• If this test is passed, all is well.
• If this test is failed, the unit loses a number of Wounds equal to the amount by which it failed the test. If the unit contains any characters, allocate wounds to the unit until each model has been allocated one wound. Any remaining wounds are divided as equally as possible between the character(s) and the unit.
• If this test is failed on a roll of a natural double 6, the unit is dragged back into the æther. The unit is immediately removed from play
Daemonic Locus
Daemonic Heralds act as loci for the Winds of Magic, infusing others of their kind with power.
Friendly units with the same Daemonic Alignment as this model reduce the number of wounds suffered due to the Daemonic Instability special rule by 1 whilst within 12" of this model. In addition, friendly units with the same Daemonic Alignment as this model that roll a natural double 6 when making a Leadership test for Daemonic Instability whilst within 12" of this model are not immediately removed from play. Instead, they lose a number of Wounds equal to the amount by which they failed the test.
Daemonic talon
R S AP Special Rules
Daemonic talons Combat S -1 -
Dance Of Death
Sisters of Slaughter weave through the enemy’s defences, plunging deep into their ranks.
If this unit makes a successful charge move (i.e., if the unit makes contact with the charge target), the charge target suffers a -1 modifier to its Maximum Rank Bonus until the end of the Combat phase of that turn.
Dances Of Loec
In battle, Wardancers perform the favoured rituals of the Trickster God, Loec, each instinctively enacting a pattern of lethal movements in perfect harmony with the rest of their troupe.
When this unit’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, choose one of the following Dances of Loec for it to perform. Every model within the unit performs the same Dance:
• Whirling Death: Until the end of this Combat phase, the Armour Piercing characteristic of this unit’s weapons is improved by 2.
• Storm of Blades: Until the end of this Combat phase, this unit gains the Extra Attacks (+1) special rule.
• The Shadows Coil: Until the end of this Combat phase, this unit has a 4+ ward save against any wounds suffered.
• Woven Mist: Any enemy model that directs its attacks against this unit during this Combat phase suffers a -1 modifier to its rolls To Hit.,
Note that a Shadowdancer that joins this unit is considered to have this special rule as well.
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.
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.
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.
Venom sting
R S AP Special Rules
Venom sting Combat S -1 Armour Bane (1)
Note: In combat, a Rot Fly makes one of its attacks each turn with this weapon.
Dark Acolyte
Some Vampires have an affinity for necromantic magic beyond that of their peers, which only increases with age and practice.
This Vampire gains the Invocation of Nehek special rule (as described on page 5). For the purposes of using this special rule, this model counts as a Level 1 Wizard.
Dark Fire Of Chaos
R S AP Special Rules
Dark Fire of Chaos N/A 4 -1 Breath Weapon, Flaming Attacks, Magical Attacks
Dark Fire Of Chaos
R S AP Special Rules
Dark Fire of Chaos N/A 4 -1 Breath Weapon, Flaming Attacks, Magical Attacks
Dark Fire Of Chaos
R S AP Special Rules
Dark Fire of Chaos N/A 4 -1 Breath Weapon, Flaming Attacks, Magical Attacks
Dark Majesty
An air of oppression radiates from the champion, reducing the will of the bravest to that of a craven child.
Unless this character is fleeing, any enemy unit that is required to make a Fear or Terror test whilst within this character’s Command range does so with an additional -1 modifier to its Leadership characteristic (to a minimum of 2).
Dark Majesty
An air of oppression radiates from the champion, reducing the will of the bravest to that of a craven child.
Unless this character is fleeing, any enemy unit that is required to make a Fear or Terror test whilst within this character’s Command range does so with an additional -1 modifier to its Leadership characteristic (to a minimum of 2).
Dark Majesty
An air of oppression radiates from the champion, reducing the will of the bravest to that of a craven child.
Unless this character is fleeing, any enemy unit that is required to make a Fear or Terror test whilst within this character’s Command range does so with an additional -1 modifier to its Leadership characteristic (to a minimum of 2).
Dark Runes
Infernal runes crawl across the skin of a Doomfire Warlock, blazing with an unholy fire when death draws near.
This unit has a 5+ Ward save against any wounds suffered that were caused by a nonmagical enemy attack.
Dark Venom
This character has the Killing Blow special rule.
Dark Vitality
Vampires and Necromancers are powerful beings able to exist without the animating will of another.
Models with this special rule are not subject to the Death of a General rule. In addition, unless they have joined a unit that does not have this special rule they (and their mounts) can march as normal.
Daughters Of Eternity
Like the Queen they serve, Sisters of the Thorn are eternal, seeming never to age or succumb to injury.
This unit has a 4+ Ward save against any wounds suffered.
Death Of A Fanatic
A Fanatic model cannot be charged, targeted or attacked in any way.
However, the life of a Fanatic is no less dangerous for this. Should a Fanatic find itself lying fully or partially underneath a template (one placed over a nearby unit, for example, or that has scattered), it risks being hit as normal. Additionally, if any natural double is rolled for its movement, or if a Fanatic moves into any difficult, dangerous or impassable terrain, or any type of linear obstacle, it comes to a sudden and terminal stop, and is immediately removed from play as a casualty. Finally, if a concealing unit is destroyed or flees the battlefield before its Fanatics have been released, they are removed as casualties.
Death Of A Fanatic
A Fanatic model cannot be charged, targeted or attacked in any way.
However, the life of a Fanatic is no less dangerous for this. Should a Fanatic find itself lying fully or partially underneath a template (one placed over a nearby unit, for example, or that has scattered), it risks being hit as normal. Additionally, if any natural double is rolled for its movement, or if a Fanatic moves into any difficult, dangerous or impassable terrain, or any type of linear obstacle, it comes to a sudden and terminal stop, and is immediately removed from play as a casualty. Finally, if a concealing unit is destroyed or flees the battlefield before its Fanatics have been released, they are removed as casualties.
Death Of A Fanatic
A Fanatic model cannot be charged, targeted or attacked in any way.
However, the life of a Fanatic is no less dangerous for this. Should a Fanatic find itself lying fully or partially underneath a template (one placed over a nearby unit, for example, or that has scattered), it risks being hit as normal. Additionally, if any natural double is rolled for its movement, or if a Fanatic moves into any difficult, dangerous or impassable terrain, or any type of linear obstacle, it comes to a sudden and terminal stop, and is immediately removed from play as a casualty. Finally, if a concealing unit is destroyed or flees the battlefield before its Fanatics have been released, they are removed as casualties.
Death’s Heads
Their openings sealed with coarse thread and their insides filled with pus and viscera, these crude grenades wreak terrible damage upon the flesh of their victims.
R S AP Special Rules
Death’s heads 12" S+1 -1 Move & Shoot, Multiple Wounds (D3)
Deathblow
Slayers are bitter fighters who seek their doom in battle, yet so fierce is their pride and so sacred are the vows of the Slayer Cult that they are incapable of acceptingtheir fate graciously. Upon their death, a Slayer will use their final breath to strike at the foe.
When a model with this special rule is reduced to zero Wounds by an enemy attack during the Combat phase, the unit that made the attack suffers a Strength 3 hit, with an AP of -1.
Note that if this model is reduced to zero Wounds whilst engaged in a challenge, it is the model that made the attack that suffers this hit, rather than its unit
Deathcheater
An Ogre that has escaped certain doom is considered blessed by the Great Maw. Not surprisingly, Deathcheaters tend to have impressive scars.
Once per game, you may make your opponent re-roll a single roll To Wound made against this character.
Decapitating Claws
R S AP Special Rules
Decapitating claws Combat S -2 Killing Blow, Monster Slayee
Decapitating Claws
R S AP Special Rules
Decapitating claws Combat S -2 Killing Blow, Monster Slayee
Decapitating Claws
R S AP Special Rules
Decapitating claws Combat S -2 Killing Blow, Monster Slayee
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.
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.
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.
Foe Render
The crude weapons of Beastmen are empowered by their bearer’s primal hatred for the trappings of civilisation.
Whilst subject to Primal Fury, a hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -2.
Note that this special rule only applies to a single, non-magical 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.
Forsaken by Khorne
The unit has the Hatred (all enemies) special rule
Forsaken by Khorne
The unit has the Hatred (all enemies) special rule
Forsaken by Khorne
The unit has the Hatred (all enemies) special rule
Forsaken by Nurgle
The unit has the Fear special rule.
Forsaken by Nurgle
The unit has the Fear special rule.
Forsaken by Nurgle
The unit has the Fear special rule.
Forsaken by Slaanesh
The unit has the Swiftstride special rule.
Forsaken by Slaanesh
The unit has the Swiftstride special rule.
Forsaken by Slaanesh
The unit has the Swiftstride special rule.
Forsaken by Tzeentch
The unit has the Magic Resistance (-3) special rule.
Forsaken by Tzeentch
The unit has the Magic Resistance (-3) special rule.
Forsaken by Tzeentch
The unit has the Magic Resistance (-3) special rule.
Deepwood Coven
Every Sister of the Thorn is imbued with a small measure of Ariel’s magic.
A unit of Sisters of the Thorn knows a single spell (chosen by their controlling player before armies are deployed) from either the Battle Magic or Elementalism Lore of Magic. The unit may cast this spell as a Bound spell:
• If the unit includes a Handmaiden of the Thorn, it may cast this Bound spell with a Power Level of 1.
• If it includes both a Handmaiden of the Thorn and a standard bearer, it may cast this Bound spell with a Power Level of 2.
• Otherwise, the unit may cast this Bound spell with a Power Level of 0.
Tusks
counts as hand weapon
Tusk
counts as hand weapon
Razor Tusks
Tuskgors and Razorgors bristle with viciously sharp tusks and spines which, when charged into the enemy, can wreak utter devastation.
During a turn in which it charged, the Armour Piercing characteristic of a Tuskgor’s or Razorgor’s tusks (hand weapon) is improved by 1.
Note that this special rule only applies to attacks made by a Tuskgor or Razorgor, not to a chariot or its crew.
Gouge-tusks
This Beastman’s lower incisors have grown into sharp or excessively large tusks with which they gouge savage wounds into the flesh of their enemies.
During the Combat phase, the Armour Piercing characteristic of any weapon used by this model (but not its mount) is improved by 1.
Stoic Defenders
Hefting their Gromril great hammers, a regiment of Hammerers stands ready to meet the enemy’s charge with a flurry of deadly blows.
During a turn in which it was charged by the enemy, a model with this special rule gains a +1 modifier to its Initiative and Attacks characteristics.
Defensive Stakes
Rough-hewn stakes hammered into the soft earth provide simple but effective defences against a charging enemy.
When a unit equipped with defensive stakes is deployed, the stakes are placed in base contact with its front arc and will remain there for the duration of the game, unless the unit moves – should the unit move for any reason (including reforming), the stakes are lost and are removed from play. All measurement to and from the unit is done from the unit itself – ignore the stakes.
Enemy units can charge the front of a unit equipped with defensive stakes as normal but do not have to physically cross the stakes to do so. Instead, the front rank of a charging unit moves into base contact with the stakes, making a disordered charge and becoming Disrupted. A model whose troop type is ‘cavalry’ or ‘chariot’ must make a Dangerous Terrain test if it ends its charge move in base contact with the stakes.
Defensive Stakes
Rough-hewn stakes hammered into the soft earth provide simple but effective defences against a charging enemy.
When a unit equipped with defensive stakes is deployed, the stakes are placed in base contact with its front arc and will remain there for the duration of the game, unless the unit moves – should the unit move for any reason (including reforming), the stakes are lost and are removed from play. All measurement to and from the unit is done from the unit itself – ignore the stakes.
Enemy units can charge the front of a unit equipped with defensive stakes as normal but do not have to physically cross the stakes to do so. Instead, the front rank of a charging unit moves into base contact with the stakes, making a disordered charge and becoming Disrupted. A model whose troop type is ‘cavalry’ or ‘chariot’ must make a Dangerous Terrain test if it ends its charge move in base contact with the stakes.
Defensive Stakes
Rough-hewn stakes hammered into the soft earth provide simple but effective defences against a charging enemy.
When a unit equipped with defensive stakes is deployed, the stakes are placed in base contact with its front arc and will remain there for the duration of the game, unless the unit moves – should the unit move for any reason (including reforming), the stakes are lost and are removed from play. All measurement to and from the unit is done from the unit itself – ignore the stakes.
Enemy units can charge the front of a unit equipped with defensive stakes as normal but do not have to physically cross the stakes to do so. Instead, the front rank of a charging unit moves into base contact with the stakes, making a disordered charge and becoming Disrupted. A model whose troop type is ‘cavalry’ or ‘chariot’ must make a Dangerous Terrain test if it ends its charge move in base contact with the stakes.
Deflect Shots
It is said that, as the Swordmasters advance into battle, their blades blur and weave faster than the eyes of the enemy can see, knocking aside arrows in mid-flight.
A model with this special rule has a 6+ Ward save against any wounds suffered that were caused by a non-magical shooting attack.
Demolition Rockets
R S AP Special Rules
Demolition rockets 12-48" 3 (6) - (-3) Armour Bane (1), Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D6)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
Deploying Weapon Teams
A Weapon Team must be deployed at the same time as its ‘parent’ unit (the unit it was bought as an upgrade for), and must be deployed within 3" of that unit.
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.
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.
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.
Finest Warhorses
The Warhorses of Bretonnia are bred to bear the weight of a fully armoured knight.
When a unit with this special rule makes a Charge, Flee or Pursuit roll, it may re-roll any dice that roll a natural 1, before discarding any dice that are required to be discarded.
Finest Warhorses
The Warhorses of Bretonnia are bred to bear the weight of a fully armoured knight.
When a unit with this special rule makes a Charge, Flee or Pursuit roll, it may re-roll any dice that roll a natural 1, before discarding any dice that are required to be discarded.
Finest Warhorses
The Warhorses of Bretonnia are bred to bear the weight of a fully armoured knight.
When a unit with this special rule makes a Charge, Flee or Pursuit roll, it may re-roll any dice that roll a natural 1, before discarding any dice that are required to be discarded.
Lumbering Destruction
The infernally-fuelled engines of the Chaos Dwarfs are mighty, smoke-belching powerhouses capable of considerable speed, but cursed with the temperament of an imprisoned Daemon.
An Iron Daemon cannot march. Instead, you may roll a D6 and add its result to the model’s Movement characteristic. However, if a natural 1 is rolled when making this roll, something has gone wrong deep within the infernal machine, rendering it immobile. The Iron Daemon halts immediately and cannot move again for the remainder of this turn.
Detachment
Determinato
Peasant’s Duty
It is the role of a Sergeant-at-Arms to keep discipline amongst the ragged ranks of commoners.
Should they fail and cause their liege embarrassment upon the field, the penalties can be most severe.
This character and any unit they have joined may choose to Give Ground rather than Fall Back in Good Order, and does not have to make a Panic test when a friendly unit of Levies Breaks and flees from combat whilst within 6" of it. Additionally, unless this character is fleeing, any friendly unit that is within their Command range and has the Levies special rule may re-roll a failed Panic test.
Peasant’s Duty
It is the role of a Sergeant-at-Arms to keep discipline amongst the ragged ranks of commoners.
Should they fail and cause their liege embarrassment upon the field, the penalties can be most severe.
This character and any unit they have joined may choose to Give Ground rather than Fall Back in Good Order, and does not have to make a Panic test when a friendly unit of Levies Breaks and flees from combat whilst within 6" of it. Additionally, unless this character is fleeing, any friendly unit that is within their Command range and has the Levies special rule may re-roll a failed Panic test.
Peasant’s Duty
It is the role of a Sergeant-at-Arms to keep discipline amongst the ragged ranks of commoners.
Should they fail and cause their liege embarrassment upon the field, the penalties can be most severe.
This character and any unit they have joined may choose to Give Ground rather than Fall Back in Good Order, and does not have to make a Panic test when a friendly unit of Levies Breaks and flees from combat whilst within 6" of it. Additionally, unless this character is fleeing, any friendly unit that is within their Command range and has the Levies special rule may re-roll a failed Panic test.
Diabolic Splendour
The air around the Champion seethes with chaotic energy, obscuring them from the arrows of the enemy.
Any enemy model that targets this character or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier.
Diabolic Splendour
The air around the Champion seethes with chaotic energy, obscuring them from the arrows of the enemy.
Any enemy model that targets this character or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier.
Diabolic Splendour
The air around the Champion seethes with chaotic energy, obscuring them from the arrows of the enemy.
Any enemy model that targets this character or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier.
Dispersed Formation
With their great wings extended, Pegasus Knights descend upon the foe from on high.
Whilst in Skirmish formation, every model in a unit of Pegasus Knights must be within 2" of another model belonging to the same unit, rather than the usual 1".
Dispersed Formation
With their great wings extended, Pegasus Knights descend upon the foe from on high.
Whilst in Skirmish formation, every model in a unit of Pegasus Knights must be within 2" of another model belonging to the same unit, rather than the usual 1".
Dispersed Formation
With their great wings extended, Pegasus Knights descend upon the foe from on high.
Whilst in Skirmish formation, every model in a unit of Pegasus Knights must be within 2" of another model belonging to the same unit, rather than the usual 1".
Distensible Jaw
R S AP Special Rules
Distensible jaw Combat S - Killing Blow
Note: In combat, this model must make one of its attacks each turn with this weapon.
Dive Bomb
Gyrocopters carry small bombs fitted with mechanical flints to light their fuse. Once the fuse is lit, the pilot must quickly release the bomb. All too often unlit bombs are dropped or, worse, lit bombs are not dropped at all!
Once per game, a unit with this special rule may perform a ‘Dive Bomb’ attack against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers D6 Strength 3 hits, each with an AP of -1, for each model in this unit that moved over it. However, for each roll of a natural 1 made when determining the number of hits, a bomb has misfired and this unit loses a single Wound instead.
Lore Of Athel Loren
Wood Elf Mages have a unique relationship with the forest. They are a part of it, much like Dryads and Treemen, yet possessed of a greater sense of individuality. This bond allows them to commune with the forest, to entreat with it on behalf of their kin and, in times of war, to awaken it to their aid.
Lore of Hashut
The Chaos Dwarfs study forge-craft, weapon making and the dark magics of Hashut himself in equal measure. Using this forbidden lore, they forge their terrible weapons and craft their arcane devices.
A Wizard with the ‘Lore of Hashut’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below.
Lore Of Gork
Surrounded by Boyz, Orc Shamans tap into the superstitious beliefs of their mates to conjure spells that are, much like the wildly gesticulating and gibbering Shamans themselves, flamboyant and rowdy, but brutal in their effects.
Lore Of Gork
Surrounded by Boyz, Orc Shamans tap into the superstitious beliefs of their mates to conjure spells that are, much like the wildly gesticulating and gibbering Shamans themselves, flamboyant and rowdy, but brutal in their effects.
Lore Of Gork
Surrounded by Boyz, Orc Shamans tap into the superstitious beliefs of their mates to conjure spells that are, much like the wildly gesticulating and gibbering Shamans themselves, flamboyant and rowdy, but brutal in their effects.
Lore Of Mork
Goblin Shamans delight in casting cunning curses upon their enemies. These petty charms are intended to disrupt and confuse the foe, leaving them vulnerable to sneaky attacks.
Lore Of Mork
Goblin Shamans delight in casting cunning curses upon their enemies. These petty charms are intended to disrupt and confuse the foe, leaving them vulnerable to sneaky attacks.
Lore Of Mork
Goblin Shamans delight in casting cunning curses upon their enemies. These petty charms are intended to disrupt and confuse the foe, leaving them vulnerable to sneaky attacks.
Lore of Beasts
Bray-Shamans are born into magic, and wield it with an instinctive ease. A palpable miasma of fell sorcery surrounds them and when their wrath is roused, reality itself is distorted and maimed. Tree roots twist and writhe at their passing, the undergrowth boils with unholy life and repugnant parasites scurry at their feet.
Lore Of Daemons
A Daemon’s sorcerous powers – indeed its entire being – are fixed at the moment of creation. Daemons cannot grow, develop or learn as mortals can. Those Daemons steeped in the mysteries of magic were created with that knowledge and, though it rarely grows or diminishes, such power is a primal expression of the Dark Gods’ will.
A Wizard with ‘Lore of Daemons’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells that corresponds to their Daemonic Alignment listed below.
Doom Diver
Thanks to their large wings and aerodynamic headgear, a Doom Diver can steer their erratic flight with remarkable accuracy. Sadly, this ability to control their flight is unlikely to soften their landing.
When shooting a Doom Diver catapult, follow the Bombardment special rule as usual.
Once step 2, Scatter, is complete, you may roll a D3 and move the 3" blast template by that many inches in any direction, representing the Doom Diver wildly flapping its arms to guide its erratic flight.
Should you choose to fire a Doom Diver catapult indirectly, the skill of the crew has no bearing on the accuracy of the shot. If a ‘Hit!’ is rolled on the Scatter dice, use the small arrow above the Hit! symbol to determine the direction of the Scatter as usual, then move the template a number of inches equal to the roll of the Artillery dice minus D3 (to a minimum of zero), representing the efforts of the Doom Diver to steer its flight.
Doom Diver
Thanks to their large wings and aerodynamic headgear, a Doom Diver can steer their erratic flight with remarkable accuracy. Sadly, this ability to control their flight is unlikely to soften their landing.
When shooting a Doom Diver catapult, follow the Bombardment special rule as usual.
Once step 2, Scatter, is complete, you may roll a D3 and move the 3" blast template by that many inches in any direction, representing the Doom Diver wildly flapping its arms to guide its erratic flight.
Should you choose to fire a Doom Diver catapult indirectly, the skill of the crew has no bearing on the accuracy of the shot. If a ‘Hit!’ is rolled on the Scatter dice, use the small arrow above the Hit! symbol to determine the direction of the Scatter as usual, then move the template a number of inches equal to the roll of the Artillery dice minus D3 (to a minimum of zero), representing the efforts of the Doom Diver to steer its flight.
Doom Diver
Thanks to their large wings and aerodynamic headgear, a Doom Diver can steer their erratic flight with remarkable accuracy. Sadly, this ability to control their flight is unlikely to soften their landing.
When shooting a Doom Diver catapult, follow the Bombardment special rule as usual.
Once step 2, Scatter, is complete, you may roll a D3 and move the 3" blast template by that many inches in any direction, representing the Doom Diver wildly flapping its arms to guide its erratic flight.
Should you choose to fire a Doom Diver catapult indirectly, the skill of the crew has no bearing on the accuracy of the shot. If a ‘Hit!’ is rolled on the Scatter dice, use the small arrow above the Hit! symbol to determine the direction of the Scatter as usual, then move the template a number of inches equal to the roll of the Artillery dice minus D3 (to a minimum of zero), representing the efforts of the Doom Diver to steer its flight.
Doom Diver Catapult
counts as stone thrower
Doom-Flayer
A Doom-flayer is a motorised ball of whirling blades which, when propelled at speed into the ranks of the enemy, is capable of wreaking horrific damage upon even the most heavily armoured warriors.
R S AP Special Rules
Doom-flayer Combat 4 -1 Counter Charge, Extra Attacks (D6), Impact Hits (D6+1)
Notes: Impact Hits caused by this weapon have an Armour Piercing characteristic of -2.
Doomfire
R S AP Special Rules
Doomfire 12-60" 5 (10) -2 (-5) Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D3)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Hellcannon Misfire table. Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
Hellcannon Misfire Table
D6 Result
1 Free at Last! The Daemon breaks loose. Every unit (friend or foe) within 3D6" suffers D6 Strength 5 hits, each with an AP of -1. Once these hits are resolved, the Hellcannon is removed from play as a casualty.
2-4 Chomp! The Hellcannon’s handlers are sucked towards the furnace of the ravenous Daemon. Remove one of the Hellcannon’s Chaos Dwarf Handlers.
5-6 Blooood! The Hellcannon breaks its chains, immediately moving 3D6" as if it were subject to the Random Movement special rule and as if this were the Compulsory Moves sub-phase.
Doomfire
R S AP Special Rules
Doomfire 12-60" 5 (10) -2 (-5) Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D3)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Hellcannon Misfire table. Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
Hellcannon Misfire Table
D6 Result
1 Free at Last! The Daemon breaks loose. Every unit (friend or foe) within 3D6" suffers D6 Strength 5 hits, each with an AP of -1. Once these hits are resolved, the Hellcannon is removed from play as a casualty.
2-4 Chomp! The Hellcannon’s handlers are sucked towards the furnace of the ravenous Daemon. Remove one of the Hellcannon’s Chaos Dwarf Handlers.
5-6 Blooood! The Hellcannon breaks its chains, immediately moving 3D6" as if it were subject to the Random Movement special rule and as if this were the Compulsory Moves sub-phase.
Doomfire
R S AP Special Rules
Doomfire 12-60" 5 (10) -2 (-5) Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D3)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Hellcannon Misfire table. Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
Hellcannon Misfire Table
D6 Result
1 Free at Last! The Daemon breaks loose. Every unit (friend or foe) within 3D6" suffers D6 Strength 5 hits, each with an AP of -1. Once these hits are resolved, the Hellcannon is removed from play as a casualty.
2-4 Chomp! The Hellcannon’s handlers are sucked towards the furnace of the ravenous Daemon. Remove one of the Hellcannon’s Chaos Dwarf Handlers.
5-6 Blooood! The Hellcannon breaks its chains, immediately moving 3D6" as if it were subject to the Random Movement special rule and as if this were the Compulsory Moves sub-phase.
Doomfire
Draconic Scales
counts as full plate armour
Dragged Along
Two-headed Dragon
The twin maws of Chaos Dragons breathe death upon their foes; one exhaling dark flame whilst the other emits corrosive gas.
A Chaos Dragon may use either Dark Fire of Chaos or Fumes of Contagion during the Shooting phase of its turn. It cannot use both during the same turn.
Two-headed Dragon
The twin maws of Chaos Dragons breathe death upon their foes; one exhaling dark flame whilst the other emits corrosive gas.
A Chaos Dragon may use either Dark Fire of Chaos or Fumes of Contagion during the Shooting phase of its turn. It cannot use both during the same turn.
Two-headed Dragon
The twin maws of Chaos Dragons breathe death upon their foes; one exhaling dark flame whilst the other emits corrosive gas.
A Chaos Dragon may use either Dark Fire of Chaos or Fumes of Contagion during the Shooting phase of its turn. It cannot use both during the same turn.
Dragon Fire
R S AP Special Rules
Dragon fire N/A 4 -1 Breath Weapon, Flaming Attacks
Dragonhide Cloak
After slaying the dragon Norndrak the Tyrant, Sir Cecil had the creature’s hide fashioned into a cloak, which is said to be near-impervious to mundane weapons and can even ward off intense flame.
The Armour Piercing characteristic of any non-magical weapon used to attack Sir Cecil is reduced by 2. In addition, Sir Cecil is immune to the Killing Blow and Multiple Wounds (X) special rules. If he suffers an unsaved wound from an attack with either of these special rules, he loses a single Wound. Finally, Sir Cecil has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
Dragonhide Cloak
After slaying the dragon Norndrak the Tyrant, Sir Cecil had the creature’s hide fashioned into a cloak, which is said to be near-impervious to mundane weapons and can even ward off intense flame.
The Armour Piercing characteristic of any non-magical weapon used to attack Sir Cecil is reduced by 2. In addition, Sir Cecil is immune to the Killing Blow and Multiple Wounds (X) special rules. If he suffers an unsaved wound from an attack with either of these special rules, he loses a single Wound. Finally, Sir Cecil has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
Dragonhide Cloak
After slaying the dragon Norndrak the Tyrant, Sir Cecil had the creature’s hide fashioned into a cloak, which is said to be near-impervious to mundane weapons and can even ward off intense flame.
The Armour Piercing characteristic of any non-magical weapon used to attack Sir Cecil is reduced by 2. In addition, Sir Cecil is immune to the Killing Blow and Multiple Wounds (X) special rules. If he suffers an unsaved wound from an attack with either of these special rules, he loses a single Wound. Finally, Sir Cecil has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
Syphoned Strength
Ogdruz has learned to empower his magic by drawing on the physical strength of his Trolls.
Whilst Ogdruz Swampdigga is within 3" of a friendly Troll Mob with a Unit Strength of 6 or more that is not fleeing, he may apply a +1 modifier to any Casting roll he makes.
Dread Halberd
R S AP Special Rules
Dread halberd Combat S+1 -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands
Notes: A model wielding a dread halberd cannot make a supporting attack during a turn in which it charged.
Dreadquake Mortar
R S AP Special Rules
Dreadquake Mortar 12-72" 3 (6) - (-3) Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D6), Quake, Slow Reload
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
Dreadquake Mortar Special Rules
Quake: Until your next Start of Turn sub-phase, any unit (friend or foe) that was within 2D6" of the central hole of the blast template after scattering suffers a -1 modifier to its Movement characteristic and cannot use the Swiftstride special rule.
Slow Reload: If this weapon shot during your previous turn, it may be unable to shoot during this turn. Roll a D6 before shooting with this weapon. On a roll of 1-2, the slow and ponderous reload process has not yet been completed and the weapon does not shoot this turn. If the Dreadquake Mortar has an Ogre Loader, you may apply a +1 modifier to this roll.
Handler
Chaos Warhounds are little more than wild animals and it requires the lash of an experienced handler to discipline a pack of such beasts.
A Chaos Warhound Handler is a special type of character that can be taken as an upgrade to accompany a unit of Chaos Warhounds. During deployment, position a Chaos Warhound Handler with its unit of Chaos Warhounds, as you would a character that has joined a unit. Once placed, a Chaos Warhound Handler cannot leave its unit. Unless this model is fleeing, friendly units of Chaos Warhounds that are within its Command range can use this model’s Leadership instead of their own.
Handler
Chaos Warhounds are little more than wild animals and it requires the lash of an experienced handler to discipline a pack of such beasts.
A Chaos Warhound Handler is a special type of character that can be taken as an upgrade to accompany a unit of Chaos Warhounds. During deployment, position a Chaos Warhound Handler with its unit of Chaos Warhounds, as you would a character that has joined a unit. Once placed, a Chaos Warhound Handler cannot leave its unit. Unless this model is fleeing, friendly units of Chaos Warhounds that are within its Command range can use this model’s Leadership instead of their own.
Handler
Chaos Warhounds are little more than wild animals and it requires the lash of an experienced handler to discipline a pack of such beasts.
A Chaos Warhound Handler is a special type of character that can be taken as an upgrade to accompany a unit of Chaos Warhounds. During deployment, position a Chaos Warhound Handler with its unit of Chaos Warhounds, as you would a character that has joined a unit. Once placed, a Chaos Warhound Handler cannot leave its unit. Unless this model is fleeing, friendly units of Chaos Warhounds that are within its Command range can use this model’s Leadership instead of their own.
Drop Rocks
Skinks train Terradons to glide over the battlefield clutching great rocks in their talons.
Once per game, a unit with this special rule may perform a ‘Drop Rocks’ attack against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers D3 Strength 4 hits, each with an AP of -, for each model in this unit that moved over it.
Drunken
Centigors are inclined to drink vast quantities of noxious liquor before battle. While this sometimes turns them into berserk fighters, it can also severely incapacitate them.
During the Start of Turn sub-phase of each of your turns, roll on the Drunken table for each unit with this special rule that is not currently Frenzied, that is not engaged in combat and that is not fleeing:
Drunken Table
D6 Result
1 Unsteady: The unit has become somewhat unsteady. Until its next Start of Turn sub-phase, the unit is subject to the Random Movement special rule and its Movement characteristic becomes D6+2.
2-5 Sobering Up: The alcohol has no discernible effect upon the unit.
6 Belligerent Drunks: The unit has turned quite belligerent. Until its next Start of Turn sub-phase, the unit is subject to the Frenzy special rule. A unit with this special rule may become Frenzied in this way even if it has lost Frenzy earlier in the game.
Skilled Duellist
Hiding behind bodyguards rarely protects those who seek to avoid the keen edge of Gemunsen’s axe.
Should Harald Gemunsen slay an enemy in a challenge during a turn in which he charged, he may immediately issue a second challenge. If this challenge is accepted, it is fought immediately, meaning Harald (but not his mount) may fight two challenges during a single. round of combat.
Dwarf Crafted
Dwarfs craft missile weapons with a skill and precision of both form and function that is not seen in the weapons of other races.
Models with this special rule do not suffer the usual -1 To Hit modifier when making a Stand & Shoot charge reaction.
Earn Your Spurs
During an Errantry Crusade, Knights Errant pursue the enemy with great fervour, seeking out trophies that speak of their knightly prowess and bear witness to their valorous acts.
Any enemy standard captured by a unit of Knights Errant is worth 100 Victory Points as a trophy of war. In addition, whilst within 6" of a friendly model with the Grail Vow, or any Lord of Bretonnia, a unit of Knights Errant may re-roll any rolls To Hit of a natural 1.
Swfitshiver Shard
These arrows seem to fly from the bow of their own accord. An Asrai longbow with Swiftshiver Shards has the Multiple Shots (2) special rule.
Scouts
Elven Reflexes
Elves possess phenomenal speed and grace, striking at their enemies faster than the eye can see.
A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat.
Elven Reflexes
Elves possess phenomenal speed and grace, striking at their enemies faster than the eye can see.
A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat.
Elven Reflexes
Elves possess phenomenal speed and grace, striking at their enemies faster than the eye can see.
A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat.
Woodland Ambush
Wood Elf Realms armies emerge unexpected from woodlands the world over, travelling along mystical and unseen pathways to strike at their enemies however far from Athel Loren they may hide.
Once players have finished placing terrain, a Wood Elf Realms player may place one additional wood measuring between 8" and 12" at its widest point. This may be placed anywhere on the battlefield that is not within their opponent’s deployment zone and not within 12" of the centre of the battlefield.
On Da Move
Those in a nomadic Waaagh! who find themselves without a mount are not only mocked by their mounted brethren, but risk being left behind when the Waaagh! races off to raid elsewhere.
All characters within a Nomadic Waaagh! army must be mounted.
Enchanted Arrows
Regardless of rank or station, all Wood Elves craft their own arrows; something so crucial to survival should never be left to another’s hand. Many Wood Elves craft enchanted arrows, and it is common that entire kinbands of warriors will carry with them arrows of a specific type. Such arrows can be made in many different ways, the methods by which they are made varying from kindred to kindred, yet throughout Athel Loren, certain types of arrow are favoured.
Some models in the Wood Elf Realms army have the option to purchase enchanted arrows.
These are used in conjunction with the model’s Asrai longbow, modifying the weapon’s profile as follows:
• Arcane Bodkins: Armour offers no protection against these ensorcelled arrows. An Asrai longbow with Arcane Bodkins has an AP of -2.
• Hagbane Tips: Even a scratch from an arrow dipped in Hagbane sap can prove fatal. An Asrai longbow with Hagbane Tips has the Poisoned Attacks special rule.
• Moonfire Shot: Glowing eerily with pale light, the touch of these arrows brings searing agony. An Asrai longbow with Moonfire Shot has the Flaming Attacks and Magical Attacks special rules.
• Swiftshiver Shards: These arrows seem to fly from the bow of their own accord. An Asrai longbow with Swiftshiver Shards has the Multiple Shots (2) special rule.
• Trueflight Arrows: These enchanted arrows seek out their targets with unerring accuracy. An Asrai longbow with Trueflight Arrows has the Ignores Cover and Quick Shot special rules.
Engine Of The Gods
An Ancient Stegadon equipped with an Engine of the Gods gains the following special rules:
Arcane Configuration: If your army contains two or more Engines of the Gods, friendly Wizards may apply a +1 modifier to any Casting roll they make whilst within 6" of an Engine of the Gods.
Burning Alignment: This model can cast the following Bound spell, with a Power Level of 3:
Type: Magic Missile
Casting Value: 8+
Range: 15"
Effect: The target enemy unit suffers 2D6 Strength 4 hits, each with an AP of -. This Bound spell has the Flaming Attacks special rule.
Engines Of Destruction
Any army made using the Empire of Man Grand Army composition list may include 0-1 War Wagon as a Rare choice per 1,000 points.
Enhanced Regeneration
With so many Trolls in one place, their regenerative properties seem to be in overdrive, slowed only by scorching flame, potent magic and legendary weapons.
Models with the Regeneration (X+) special rule within a Troll Horde army may re-roll any failed Regeneration saves against Wounds caused by non-magical attacks.
Entrenched Position
Nuln’s engineers like to see their war machines well protected by earthen ramparts.
During deployment, you may ‘Entrench’ a single non character model whose troop type is ‘war machine’ for each Empire Engineer your army includes. An Entrenched war machine is considered to be behind partial cover and to be defending a low linear obstacle. Should the war machine move for any reason (including making a Vanguard move), it is no longer Entrenched.
Entrenchment
An Engineer will direct the rapid construction of effective entrenchments that protect both war machine and crew.
During deployment, you may ‘Entrench’ a single non-character model whose troop type is ‘war machine’ for each character in your army with this special rule. An Entrenched war machine is considered to be behind partial cover and to be defending a low linear obstacle.
Should the war machine move for any reason, it is no longer Entrenched.
Terrore
Sword Of Hoeth
The elegant blade of a sword of Hoeth is as long as an Elf is tall, yet balanced to seem as light as a feather. So keen is its edge, and so enduring its enchantments, that the sharpness of the blade is never dulled, no matter how many helms are cloven by its strikes.
R S AP Special Rules
Sword of Hoeth Combat S+2 -2 Magical Attacks, Requires Two Hands
Plaguesword
From the pitted edges of these ugly weapons loathsome toxins ooze, infecting the jagged wounds they inflict with innumerable maladies.
R S AP Special Rules
Plaguesword Combat S - Armour Bane (1)
Notes: Regeneration saves are not permitted against wounds caused by this weapon (armour and Ward saves can be attempted as normal).
Eshin Infiltration
Seldom will a Clan Eshin Master Assassin reveal their presence unless a hidden army of Gutter Runners lurks close by.
When a friendly unit of Gutter Runners with the Ambushers special rule arrives from reserve, it can be placed on the battlefield anywhere completely within 12" of a revealed Master Assassin, but not within 6" of any enemy models (rather than entering the battle as reinforcements). The unit cannot charge during this turn and counts as having moved for the purposes of shooting, but can otherwise act as normal.
Note that this character cannot use this special rule whilst it remains hidden.
Tree Spirit
The ancient spirits of Athel Loren march to war beside the Asrai in defence of their realm, though they remain aloof and distant from their closest allies.
A character with this special rule cannot join a unit without this special rule. A unit with this special rule cannot be joined by, or use the Leadership characteristic of, a character without this special rule. However, a unit with this special rule can use the Leadership characteristic of a friendly character with this special rule that is not fleeing whilst within that character’s Command range.
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.
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.
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.
Evasive
Eternal Hatred
The Dark Elves believe they have been wronged greatly by their enemies over and over again, and the hatred they harbour has grown to become an all-consuming passion.
Against High Elves, this model’s Hatred applies in every round of close combat, not just the first.
Note that this special rule does not apply to this model’s mount (should it have one).
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.
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.
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.
Ethereal
Sorcerous Exhalation
R S AP Special Rules
Sorcerous N/A 4 -2 Breath Weapon, Magical Attacks
Exhalation
Explosive Demise
On the rare occasion that one of these mighty beasts is slain, it engulfs the surrounding area in scorching-hot warpfire.
When a Warpfire Dragon loses its last Wound, before the model is removed from play, every unit (friend or foe) within 6" of it suffers D6 Strength 5 hits, each with an AP of -2.
Explosive Demise
On the rare occasion that one of these mighty beasts is slain, it engulfs the surrounding area in scorching-hot warpfire.
When a Warpfire Dragon loses its last Wound, before the model is removed from play, every unit (friend or foe) within 6" of it suffers D6 Strength 5 hits, each with an AP of -2.
Extra Attacks
Indiscriminate Hunger
A Troll Hag’s appetite is both ravenous and indiscriminate. In battle, they will scoop up handfuls of enemy warriors or bite chunks of flesh from hulking monsters.
During the Command sub-phase of its turn, a Troll Hag that is engaged in combat may choose to make an ‘Indiscriminate Hunger’ attack. To do so, nominate an enemy unit that the Troll Hag is engaged in combat with. The unit must immediately make an Initiative test:
- If this test is failed, the Troll Hag scoops warriors into her gaping maw or sinks her filthy fangs into the flesh of a monster. The target unit immediately loses a single Wound.
- If this test is passed, the enemy manages to avoid the grasping Troll Hag. This attack has no effect.
Each time an enemy unit loses a Wound as a result of an Indiscriminate Hunger attack, the Troll Hag recovers a single lost Wound.
Falcata Rapida
Fanatic
Fanatic
Fanatic
Fanatic Movement
During the Compulsory Moves sub-phase of the turn in which it was released, a Fanatic moves 2D6" in a direction chosen by its controlling player. During each and every other Compulsory Moves sub-phase, a Fanatic Moves 2D6" in a random direction. If a Fanatic’s movement brings it into contact with a unit (friend or foe), it moves through that unit. Continue to move it in the same direction until it can be placed on the battlefield with its base not touching the bases of any other models.
Note that, unlike other models, Fanatics ignore the 1" rule.
Fanatic Movement
During the Compulsory Moves sub-phase of the turn in which it was released, a Fanatic moves 2D6" in a direction chosen by its controlling player. During each and every other Compulsory Moves sub-phase, a Fanatic Moves 2D6" in a random direction. If a Fanatic’s movement brings it into contact with a unit (friend or foe), it moves through that unit. Continue to move it in the same direction until it can be placed on the battlefield with its base not touching the bases of any other models.
Note that, unlike other models, Fanatics ignore the 1" rule.
Fanatic Movement
During the Compulsory Moves sub-phase of the turn in which it was released, a Fanatic moves 2D6" in a direction chosen by its controlling player. During each and every other Compulsory Moves sub-phase, a Fanatic Moves 2D6" in a random direction. If a Fanatic’s movement brings it into contact with a unit (friend or foe), it moves through that unit. Continue to move it in the same direction until it can be placed on the battlefield with its base not touching the bases of any other models.
Note that, unlike other models, Fanatics ignore the 1" rule.
Fanatical Zeal
Flagellant warbands are viewed with a mixture of fear and disdain by more level-headed soldiers.
As a result, few are willing to fight amongst their ranks.
A unit with this special rule can be joined by a Lector of Sigmar or a Priest of Sigmar.
However, these are the only characters that can join this unit. A Lector of Sigmar or Priest of Sigmar that joins a unit of Flagellants is considered to have the Unbreakable special rule for as long as they remain with the unit.
Note that a unit with the Unbreakable special rule cannot normally be joined by a character without it. This rule provides an exception that represents the fanaticism of Sigmar’s priesthood.
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.
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.
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.
Scything blade
counts as a hand weapon
Infernal Favour
Powerful Daemons can maintain their corporeal form long after lesser Daemons have been banished.
A unit with this special rule reduces the number of wounds suffered due to the Daemonic Instability 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.
Favour Of The Gods
Warriors of the Marauder tribes constantly vie for the attention of the gods. But when the gods’ attention is drawn to a mortal, it does not always yield the divine blessing they seek.
If a character within a Wolves of the Sea army kills their opponent in a challenge, they must immediately roll on the Gaze of the Gods table. In addition, should a unit within a Wolves of the Sea army claim the standard of an enemy unit as a trophy of war, that unit may immediately make a roll on the Gaze of the Gods table (changing references from ‘this model’ to ‘this unit’).
Fear Of Elves
Goblins don’t like Elves. They smell of soap, they walk funny and they’re too tall.
Elves of any type cause Fear in models with this special rule.
Fear Of Elves
Goblins don’t like Elves. They smell of soap, they walk funny and they’re too tall.
Elves of any type cause Fear in models with this special rule.
Fear Of Elves
Goblins don’t like Elves. They smell of soap, they walk funny and they’re too tall.
Elves of any type cause Fear in models with this special rule.
Feel No Pain
Driven into a frenzied euphoria by their hymns and prayers, and goaded to battle by the bite of their flails, Flagellants appear almost immune to the weapons of the enemy.
A model with this special rule has:
• A 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
• A 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack with a Strength 5 or higher.
Fuga Simulata
Holy Fervour
The presence of the War Altar of Sigmar fills those that march beside it with courage and a grim resolve to overcome their fears in defence of the Empire.
Unless this unit is fleeing, friendly units within 6" of it automatically pass any Fear tests they are required to make and can re-roll any failed Panic tests.
Gorefeast
The blood and skulls of the fallen are consumed by a Blood Throne, fed into its infernal workings to bring the daemonic engine fresh vigour.
For each Wound an enemy unit loses as a result of an Impact Hit caused by this model, roll a D6. For each roll of 6, this model immediately recovers a single lost Wound.
Warpflame
R S AP Special Rules
Warpflame 18" 4 -1 Flaming Attacks, Move & Shoot, Multiple Shots (D3), Quick Shot
Field Trebuchet
R S AP Special Rules
Field trebuchet 12-72" 5 (10) -1 (-4) Bombardment, Cumbersome, Immovable Object, Move or Shoot, Multiple Wounds (D3+1)
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.
Field Trebuchet
R S AP Special Rules
Field trebuchet 12-72" 5 (10) -1 (-4) Bombardment, Cumbersome, Immovable Object, Move or Shoot, Multiple Wounds (D3+1)
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.
Field Trebuchet
R S AP Special Rules
Field trebuchet 12-72" 5 (10) -1 (-4) Bombardment, Cumbersome, Immovable Object, Move or Shoot, Multiple Wounds (D3+1)
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.
Fiend Tail
R S AP Special Rules
Fiend tail Combat S -1 Extra Attacks (D3)
Notes: In combat, a Chimera with a fiend tail may make an additional D3 attacks each turn, each of which must be made with this weapon
Fiend Tail
R S AP Special Rules
Fiend tail Combat S -1 Extra Attacks (D3)
Notes: In combat, a Chimera with a fiend tail may make an additional D3 attacks each turn, each of which must be made with this weapon
Fiend Tail
R S AP Special Rules
Fiend tail Combat S -1 Extra Attacks (D3)
Notes: In combat, a Chimera with a fiend tail may make an additional D3 attacks each turn, each of which must be made with this weapon
Fiery breath
R S AP Special Rules
Fiery breath N/A 4 -1 Breath Weapon, Flaming Attacks
Fiery Breath
R S AP Special Rules
Fiery breath N/A * -1 Breath Weapon, Flaming Attacks
Notes: The Strength characteristic of this weapon is equal to this model’s remaining Wounds.
Fiery Roar
R S AP Special Rules
Fiery roar N/A 4 -1 Breath Weapon, Flaming Attacks
Fiery Roar
R S AP Special Rules
Fiery roar N/A 4 -1 Breath Weapon, Flaming Attacks
Fiery Roar
R S AP Special Rules
Fiery roar N/A 4 -1 Breath Weapon, Flaming Attacks
Sons Of Caledor
Dragon Princes consider themselves superior to Ulthuan’s other soldiers. Worse, they pay little heed to orders given by commanders they consider their inferiors (though they may consent to consider the suggestions of a noble).
A unit with this special rule may only be joined by your army’s General, or by a character with the Blood of Caledor Elven Honour.
Filth-encrusted claws
R S AP Special Rules
Filth-encrusted claws Combat S -1 Poisoned Attacks
Filth-encrusted claws
counts as hand weapon
Filth-encrusted Talons
R S AP Special Rules
Filth-encrusted talons Combat S -1 Armour Bane (1), Poisoned Attacks
Fire & Chaos
Thanks to their consumption of vast amounts of warpstone and natural affinity to flame, Warpfire Dragons have an innate resistance to any magic or fire that might be used to bring them down.
Warpfire Dragons have a 5+ Ward save against any wounds suffered that were caused by an attack that has either the Magical Attacks or Flaming Attacks special rule.
Fire & Chaos
Thanks to their consumption of vast amounts of warpstone and natural affinity to flame, Warpfire Dragons have an innate resistance to any magic or fire that might be used to bring them down.
Warpfire Dragons have a 5+ Ward save against any wounds suffered that were caused by an attack that has either the Magical Attacks or Flaming Attacks special rule.
Fire & Flee
Fire thrower
Fireglaive
A Fireglaive is a compact, heavily constructed repeating handgun that incorporates a single-edged chopping blade, allowing a skilled fighter to wield it in combat much like a halberd.
Fireglaive R S AP Special Rules
Ranged 18" 4 -1 Armour Bane (1)
Combat Combat S+1 -1 Armour Bane (1), Requires Two Hands
Notes: A Fireglaive has two profiles, representing its duality of purpose as both a ranged and combat weapon.
Fireleech Bolas
R S AP Special Rules
Fireleech bolas 6" S+1 - Flaming Attacks, Move & Shoot, Quick Shot
First Charge
flail
Flailing appendage
counts as hand weapons
Flames Of Tzeentch
From the iridescent flesh of their blazing limbs, Horrors and Flamers alike hurl bolts of roiling magical flame and writhing chaos energy at the foe.
R S AP Special Rules
Flames of Tzeentch 18" 3 - Flaming Attacks, Multiple Shots (2), Quick Shot
Flaming Breath
R S AP Special Rules
Flaming breath N/A 4 -1 Breath Weapon, Flaming Attacks
Flaming Breath
R S AP Special Rules
Flaming breath N/A 4 - Breath Weapon, Flaming Attacks
Flaming Breath
R S AP Special Rules
Flaming breath N/A 4 - Breath Weapon, Flaming Attacks
Flaming Breath
R S AP Special Rules
Flaming breath N/A 4 - Breath Weapon, Flaming Attacks
Witch Bane
The Golden Griffon is a sacred relic of the Cult of Sigmar and a powerful reminder to all witches and warlocks of how the Heldenhammer once cast their wickedness from his lands.
All Wizards within this model’s Command range (friend or foe) suffer a -2 modifier to their Casting rolls.
Plagueflail
R S AP Special Rules
Plagueflail Combat S+2 -3 Multiple Wounds (D3)
Notes: A Plagueflail’s Strength modifier applies only during the first round of combat.
Hagbane Tips
Even a scratch from an arrow dipped in Hagbane sap can prove fatal.
An Asrai longbow with Hagbane Tips has the Poisoned Attacks special rule.
Volo
Flying Horror
The Vampire is able to take to the skies with great, membranous wings, or perhaps can even metamorphose into a monstrous bat.
Models whose troop type is ‘infantry’ only. This Vampire gains the Fly (10) rule, but cannot join a unit.
Forbidden Poisons
Khainite Assassins coat their weapons with a variety of terrible and forbidden poisons.
As described above, a Khainite Assassin may take one of the following forbidden poisons:
• Black Lotus: For each unsaved Wound inflicted upon them by this character, enemy characters suffer a -1 modifier to their Leadership characteristic for the remainder of the game.
• Dark Venom: This character has the Killing Blow special rule.
• Manbane: When this character makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness.
Steam Drill
R S AP Special Rules
Steam drill Combat S+3 -3 Furious Charge, Requires Two Hands, Strike Last
Notes: A unit of Miners held in reserve that includes a Prospector equipped with a steam drill may re-roll the D6 when rolling to determine if they arrive on the battlefield.
Forgefire
In the heat of battle, the weapons of a runesmith’s companions glow white-hot with the heat of their forging, cutting through the inferior armour of the enemy with ease.
If this character joins a unit, that unit will gain the Armour Bane (2) and Flaming Attacks special rules. Should this character leave a unit it has joined for any reason, that unit loses these special rules.
Lance Formation
Bretonnian knights make use of a powerful formation called the ‘Lance’.
A unit consisting of models with this special rule may adopt a Lance formation, as described on page 110.
Lance Formation
Bretonnian knights make use of a powerful formation called the ‘Lance’.
A unit consisting of models with this special rule may adopt a Lance formation, as described on page 110.
Lance Formation
Bretonnian knights make use of a powerful formation called the ‘Lance’.
A unit consisting of models with this special rule may adopt a Lance formation, as described on page 110.
Lash of Khorne
R S AP Special Rules
Lash of Khorne Combat S -2 Armour Bane (1), Strike First
Pelt of Midnight
The Beastman’s pelt exudes clouds of smokey darkness, hiding them from the eyes of the enemy.
Characters only. Any enemy model that targets this character or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier.
Strike First
Strike the Rune
An Anvil of Doom is crafted with the express intention of attracting the Winds of Magic.
The runic inlays enable a skilled smith to channel these into their work, thus creating the rune magic their people are famed for. In battle, certain runic devices can be forged and then broken, unleashing their full might upon the foe.
An Anvil of Doom can cast the following Bound spells, with a Power Level of 3:
Rune Of Oath & Steel
Dwarf mail hardens, each suit of armour remembering the hammer blows that forged it.
Type: Enchantment
Casting Value: 7+ /11+
Range: 24"
Effect: If this Bound spell is cast with a casting result of 7 or more, the target friendly unit may re-roll any failed Armour Save rolls. If this Bound spell is cast with a casting result of 11 or more, the target friendly unit may re-roll any failed Armour Save rolls and improves its armour value by 1 (to a maximum of 2+). This spell lasts until your next Start of Turn sub-phase.
Rune Of Hearth & Home
Dawi hearts fill with a mighty desire to defend their hold, clan and ancestors.
Type: Enchantment
Casting Value: 7+
Range: Self
Effect: Until your next Start of Turn sub-phase, all friendly Dwarf units within 21" of the Anvil of Doom gain the Immune to Psychology special rule.
Rune Of Haste & Urgency
As the runes are struck, time slows around the marching Dwarf throng.
Type: Conveyance
Casting Value: 10+
Range: 24"
Effect: If the target friendly unit is not fleeing and has already moved during this Movement phase, it may immediately move again.
Rune Of Wrath & Ruin
The very earth cracks beneath the feet of the enemy, venting forth fire and sulphur.
Type: Magic Missile
Casting Value: 9+
Range: 27"
Effect: The target enemy unit suffers 2D6 Strength 4 hits, each with an AP of -2.
Hit ’em Fast and Hit ’em ’Ard!
Boar Boyz are renowned for their hitting power, but those who spend a lifetime in the saddle know best how to hit the enemy where it hurts.
Within a Nomadic Waaagh! army, any Orc model that is mounted on a War Boar (Black Orc Bosses, Orc Bosses, Orc Shamans and Orc Boar Boyz) gains the Impact Hits (1) special rule. These Impact Hits are made using the Strength characteristic of the War Boar and have an Armour Piercing characteristic of -1. In addition, 0-1 Orc Boar Boyz Mob per 1,000 points may have the Vanguard special rule for +1 point per model.
Furia
Furious Charge
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.
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.
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.
From the Ashe
Should a Phoenix be slain, it explodes in a shower of flaming cinders. If the Winds of Magic are strong, these fiery fragments swiftly coalesce and the Phoenix is reborn.
When a Flamespyre Phoenix loses its last Wound, roll a D6 before removing the model from play:
• On a roll of 1-2, the Phoenix crumbles into cold ashes and is removed from play.
• On a roll of 3-5, the Phoenix explodes into flame. Every enemy unit in base contact with it suffers D6 Strength 3 hits, each with an AP of -1 and the Flaming Attacks special rule.
Once these hits are resolved, this model is removed from play.
• On a roll of 6, the Phoenix (and its rider, should it have one) are briefly consumed in a ball of flames, and are immediately reborn, recovering D3 Wounds.
Frozen pelt
counts as heavy armour
Frozen plumage
counts as full plate armour
Fumes of Contagio
R S AP Special Rules
Fumes of Contagion N/A 2 N/A Breath Weapon, Magical Attacks
Notes: No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Fumes Of Contagion
R S AP Special Rules
Fumes of Contagion N/A 2 N/A Breath Weapon, Magical Attacks
Notes: No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal)
Fumes Of Contagion
R S AP Special Rules
Fumes of Contagion N/A 2 N/A Breath Weapon, Magical Attacks
Notes: No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal)
Fumes Of Contagion
R S AP Special Rules
Fumes of Contagion N/A 2 N/A Breath Weapon, Magical Attacks
Notes: No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal)
Primal Fury
Goaded on by their chieftains and shamans, and enraged by the presence of intruders on their bloodgrounds, Beastmen become consumed by a savage fury, tearing apart the hated foe.
When this unit’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, it must make a Leadership test. If this test is passed, the unit becomes subject to ‘Primal Fury’ until the end of this Combat phase. A unit subject to Primal Fury may re-roll any rolls To Hit of a natural 1.
Furious Charge*
Furious Charge*
Furious Charge*
King's Guard
Since the time of Caledor the First, the fierce warriors of Chrace have been the closest bodyguards of Elven kings and princes.
Any model in a unit of White Lions of Chrace that has been joined by your army’s General can issue and accept challenges in the same manner as a character. Should your General leave the unit for any reason, the unit loses this ability.
Sea Guard
Many nobles of Lothern choose to serve within the ranks of the Sea Guard, rising quickly to command the disciplined ranks of Ulthuan’s navy and hone their skill on distant battlefields.
A character with the Sea Guard Elven Honour:
• May only be mounted on a Lothern Skycutter (but cannot choose any other mount options).
• May be equipped with a warbow for no additional points. If so, they may not take any additional, non-magical weapons.
• Gains the Naval Discipline and Rallying Cry special rules.
Royal Guard
A Hammerer’s duty is a sacred thing and, bound by oath, they will fight to the death to protect the royal blood. For the leader of the throng, a Hammerer will gladly give their life rather than face the dishonour of failure.
Your army may include one unit of Hammerers for every King or Thane it includes. Any model in a unit of Hammerers that has been joined by a King or Thane can issue and accept challenges in the same manner as a character. Should the King or Thane leave the unit for any reason, the unit loses this ability.
Warden Of Saphery
When Ulthuan marches to war, the Swordmasters of Hoeth are led by the Wardens of Saphery, exemplars of the martial arts who have studied warfare and personal combat for decades.
A character with the Warden of Saphery Elven Honour:
• Cannot be mounted.
• May be equipped with a Sword of Hoeth (see page 187) for no additional points. If so, they may not take any additional, non-magical weapons.
• Gains the Deflect Shots, Ithilmar Armour and Killing Blow special rules.
Guardians Of The Wolf Priests
Any army made using the Empire of Man Grand Army composition list may include 0-1 unit of Teutogen Guard as a Special choice per Warrior Priest of Ulric it includes.
Guardians Of The Imperial Highways
Any army made using the Empire of Man Grand Army composition list may include 0-1 unit of Road Wardens as a Special choice per 1,000 points.
Guardians Of The Wildwood
Those that take up the Ranger’s glaive have invariably suffered great tragedy at the hands of the dark spirits that reside within the Wildwood. Consequently, they will fight with tremendous ferocity when faced with enemies that would cause a lesser soul to cower in fear.
Whilst it is in base contact with an enemy model that causes Fear or Terror, a model with this special rule gains a +1 modifier to its Attacks characteristics (to a maximum of 10) and the Multiple Wounds (2) special rule.
Guardians Of The Temple
Those members of the Teutogen Guard selected to guard the innermost sanctums of the Temple of Ulric are counted amongst the most ferocious warriors in all the Old World.
When engaged in combat, a model with this special rule may re-roll any rolls To Hit of a natural 1.
Gaze Of The Gods
Champions of Chaos constantly strive to draw their patron’s attention upon the battlefield. But the gods are fickle, and their blessing can be a curse.
During the Command sub-phase of their turn, a character with this special rule may choose to roll on the Gaze of the Gods table:
Gaze of the Gods Table
D6 Result
1 Damned by Chaos: The Champion is beset with visions of the Realm of Chaos. This model becomes subject to the Stupidity special rule for the remainder of the game. If they already have this special rule, they suffer a -1 modifier to their Leadership (to a minimum of 2).
2 Unnatural Quickness: To the Champion, time itself seems to slow around them. Until your next Start of Turn sub-phase, this model gains a +1 modifier to their Initiative characteristic (to a maximum of 10).
3 Iron Skin: Beneath their baroque armour, the Champion’s skin becomes like iron. Until your next Start of Turn sub-phase, this model gains a +1 modifier to their Toughness characteristic (to a maximum of 10).
4 Murderous Mutation: Long tentacles whip from beneath the Champion’s armour to grasp at their enemies. For the remainder of the game, this model gains a +1 modifier to their Weapon Skill characteristic (to a maximum of 10).
5 Dark Fury: A terrible rage grips the Champion. For the remainder of the game, this model gains a +1 modifier to their Attacks characteristic (to a maximum of 10).
6 Apotheosis: The Champion is blessed with Daemonic vitality. For the remainder of the game, this model gains a +1 modifier to both their Strength and Leadership characteristics (to a maximum of 10).
Note that any benefits granted by the Gaze of the Gods apply only to the Champion, not to their mount (should they have one).
Gaze Of The Gods
Champions of Chaos constantly strive to draw their patron’s attention upon the battlefield. But the gods are fickle, and their blessing can be a curse.
During the Command sub-phase of their turn, a character with this special rule may choose to roll on the Gaze of the Gods table:
Gaze of the Gods Table
D6 Result
1 Damned by Chaos: The Champion is beset with visions of the Realm of Chaos. This model becomes subject to the Stupidity special rule for the remainder of the game. If they already have this special rule, they suffer a -1 modifier to their Leadership (to a minimum of 2).
2 Unnatural Quickness: To the Champion, time itself seems to slow around them. Until your next Start of Turn sub-phase, this model gains a +1 modifier to their Initiative characteristic (to a maximum of 10).
3 Iron Skin: Beneath their baroque armour, the Champion’s skin becomes like iron. Until your next Start of Turn sub-phase, this model gains a +1 modifier to their Toughness characteristic (to a maximum of 10).
4 Murderous Mutation: Long tentacles whip from beneath the Champion’s armour to grasp at their enemies. For the remainder of the game, this model gains a +1 modifier to their Weapon Skill characteristic (to a maximum of 10).
5 Dark Fury: A terrible rage grips the Champion. For the remainder of the game, this model gains a +1 modifier to their Attacks characteristic (to a maximum of 10).
6 Apotheosis: The Champion is blessed with Daemonic vitality. For the remainder of the game, this model gains a +1 modifier to both their Strength and Leadership characteristics (to a maximum of 10).
Note that any benefits granted by the Gaze of the Gods apply only to the Champion, not to their mount (should they have one).
Gaze Of The Gods
Beastmen strive to become Champions of Chaos and earn the favour of the Ruinous Powers. But the gods are fickle, and their blessing can be a curse.
During the Command sub-phase of their turn, a character with this special rule may choose to roll on the Gaze of the Gods table:
Gaze of the Gods Table
D6 Result
1 Damned by Chaos: The Champion is beset with visions of the Realm of Chaos. This model becomes subject to the Stupidity special rule for the remainder of the game. If they already have this special rule, they suffer a -1 modifier to their Leadership (to a minimum of 2).
2 Unnatural Quickness: To the Champion, time itself seems to slow around them. Until your next Start of Turn sub-phase, this model gains a +1 modifier to their Initiative characteristic (to a maximum of 10).
3 Iron Skin: Beneath their baroque armour, the Champion’s skin becomes like iron. Until your next Start of Turn sub-phase, this model gains a +1 modifier to their Toughness characteristic (to a maximum of 10).
4 Murderous Mutation: Long tentacles whip from beneath the Champion’s armour to grasp at their enemies. For the remainder of the game, this model gains a +1 modifier to their Weapon Skill characteristic (to a maximum of 10).
5 Dark Fury: A terrible rage grips the Champion. For the remainder of the game, this model gains a +1 modifier to their Attacks characteristic (to a maximum of 10).
6 Apotheosis: The Champion is blessed with daemonic vitality. For the remainder of the game, this model gains a +1 modifier to both their Strength and Leadership characteristics (to a maximum of 10).
Note that any benefits granted by the Gaze of the Gods apply only to the Champion, not to their mount (should they have one).
Gaze Of The Gods
Champions of Chaos constantly strive to draw their patron’s attention upon the battlefield. But the gods are fickle, and their blessing can be a curse.
During the Command sub-phase of their turn, a character with this special rule may choose to roll on the Gaze of the Gods table:
Gaze of the Gods Table
D6 Result
1 Damned by Chaos: The Champion is beset with visions of the Realm of Chaos. This model becomes subject to the Stupidity special rule for the remainder of the game. If they already have this special rule, they suffer a -1 modifier to their Leadership (to a minimum of 2).
2 Unnatural Quickness: To the Champion, time itself seems to slow around them. Until your next Start of Turn sub-phase, this model gains a +1 modifier to their Initiative characteristic (to a maximum of 10).
3 Iron Skin: Beneath their baroque armour, the Champion’s skin becomes like iron. Until your next Start of Turn sub-phase, this model gains a +1 modifier to their Toughness characteristic (to a maximum of 10).
4 Murderous Mutation: Long tentacles whip from beneath the Champion’s armour to grasp at their enemies. For the remainder of the game, this model gains a +1 modifier to their Weapon Skill characteristic (to a maximum of 10).
5 Dark Fury: A terrible rage grips the Champion. For the remainder of the game, this model gains a +1 modifier to their Attacks characteristic (to a maximum of 10).
6 Apotheosis: The Champion is blessed with Daemonic vitality. For the remainder of the game, this model gains a +1 modifier to both their Strength and Leadership characteristics (to a maximum of 10).
Note that any benefits granted by the Gaze of the Gods apply only to the Champion, not to their mount (should they have one).
General
Ghostsight
The swirling melee of combat is an indistinct blur to the Cygor, confusing and disorientating. Enemies imbued with magic, however, it can see with unearthly clarity.
During the Combat phase, a Cygor may re-roll any failed rolls To Hit made against enemy Wizards, enemy models or units equipped with any magic items, or enemy models or units with a Ward or Regeneration save.
Ghoulish Glamour
Mortals quail in awestruck disbelief at the sight of a Vampire coven lounging upon the decayed luxury of a Coven Throne.
Enemy units must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
Giant Blowpipes
R S AP Special Rules
Giant blowpipes 18" 3 - Cumbersome, Multiple Shots (2D6), Poisoned Attacks
Giant Bow
R S AP Special Rules
Giant bow 36" 5 -2 Multiple Wounds (D3), Poisoned Attacks
Giant Slayer
Giant Slayers always occupy the front rank(s) of the unit, pushing past any Troll Slayers to get there if necessary (such as when the unit turns). If a unit that includes a standard bearer and musician includes enough Giant Slayers, both its standard bearer and musician will be Giant Slayers. If a unit that includes a standard bearer and musician includes only one Giant Slayer, that Giant Slayer will be its standard bearer.
“Fight Me!”
In their quest to seek a mighty doom, Giant Slayers seek out ever more dangerous foes.
Any model with this special rule can issue and accept challenges in the same manner as a character.
Giant's club
Giant's club
Giant's club
Giant’s Club
R S AP Special Rules
Giant’s club Combat * * *
Notes: *A Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Giant Attacks special rule.
Giant’s Club
R S AP Special Rules
Giant’s club Combat * * *
Notes: *A Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Giant Attacks special rule.
Giantbreaker
Any Ogre that has defeated a Giant in hand-to-hand combat can be, justifiably, supremely confident in their abilities.
This character (but not their mount) has a +1 modifier to their Strength characteristic. However, this character cannot refuse a challenge and neither they, nor any unit they have joined, can Flee as a charge reaction.
Spurting Bile Blood
When harmed, a Jabberslythe’s boiling, acidic blood sprays its enemies, burning through their armour and into their flesh.
For each Wound this model loses during the Combat phase, the attacking enemy unit suffers a Strength 4 hit, with an AP of -1.
Gifts Of Khaine
Blessed by Khaine, a Death Hag and her minions are a fearful sight to behold.
As described above, a Death Hag may take one of the following gifts of Khaine:
• Cry of War: Enemy units suffer a -1 modifier to their Leadership characteristic whilst within the Command range of one or more Death Hags that have this special rule and that are not fleeing.
• Rune of Khaine: This character has the Extra Attacks (+D3) special rule.
• Witchbrew: This character, their mount and any unit they have joined cannot lose the Frenzy special rule.
Gnarled Hide
The Beastman’s skin has encysted, forming a dense layer of crusty natural armour as tough as chainmail.
Models whose troop type is ‘infantry’ only. This model gains the Armoured Hide (1) special rule.
Gnarled Stump
counts as a hand weapon
Gnashing Maws
R S AP Special Rules
Gnashing maws Combat S -2 Strikes Last
Notes: In combat, this model may choose to make one of its attacks each turn with this weapon.
For each Wound an enemy unit loses as a result of an attack made with this weapon, this model immediately recovers a single lost Wound.
Goad Beast
The Beastmasters of Clar Karond excel at goading their charges to violence, none more so than the High Beastmasters.
During the Command sub-phase of their turn, this character may goad a single friendly model whose troop type is ‘monster’ and that is within their Command range (including their own mount). Until the end of this turn, that model gains a +D3 modifier to its Attacks characteristic (to a maximum of 10).
Goring horns
counts as a hand weapon
Goring horns
counts as a hand weapon
Goring horns
counts as a hand weapon
Grail Monk
The rural areas of Bretonnia are dotted with many small Grail monasteries, places of quiet solitude in which pious peasants dedicate their lives in devotion to the Lady of the Lake. In times of war, bold monks will march to war beside the peasant levies.
A Grail Monk is a command group model that follows all of the rules for a champion.
In other words, a unit that contains both a Yeoman and a Grail Monk contains two champions.
Grail Monk
The rural areas of Bretonnia are dotted with many small Grail monasteries, places of quiet solitude in which pious peasants dedicate their lives in devotion to the Lady of the Lake. In times of war, bold monks will march to war beside the peasant levies.
A Grail Monk is a command group model that follows all of the rules for a champion.
In other words, a unit that contains both a Yeoman and a Grail Monk contains two champions.
Grail Monk
To those servants of the Lady that live in exile far from Bretonnia, the sight of a Grail Monk amongst their ranks is most welcome.
A Grail Monk is a command group model that follows all of the rules for a champion.
In other words, a unit that contains both a Warden and a Grail Monk contains two champions.
Grail Monk
The rural areas of Bretonnia are dotted with many small Grail monasteries, places of quiet solitude in which pious peasants dedicate their lives in devotion to the Lady of the Lake. In times of war, bold monks will march to war beside the peasant levies.
A Grail Monk is a command group model that follows all of the rules for a champion.
In other words, a unit that contains both a Yeoman and a Grail Monk contains two champions.
Grail Reliquae
Driven by obsession, Grail Pilgrims collect anything a Grail Knight casts away. To the pilgrims, the reliquae fashioned from this detritus is an icon of devotion to both the Lady and her saints.
The Grail Reliquae is placed in the centre of the front rank of its unit (or as close to the centre as possible) and occupies the space of, and counts as, six models; two in the front rank, two in the second and two in the third. If the unit turns or reforms, the Grail Reliquae must be repositioned into the new front rank.
Casualties are removed from the unit as normal, but the Grail Reliquae cannot lose any Wounds whilst any Battle Pilgrims remain. Only once all of the Battle Pilgrims have been removed from the unit can the Grail Reliquae itself lose Wounds.
The Grail Reliquae counts as both a standard bearer and a musician for its unit. Whilst the Grail Reliquae model itself is within 12" of a friendly model that has the Grail Vow and is not fleeing, its unit gains the Immune to Psychology and Unbreakable special rules.
Grail Reliquae
Driven by obsession, Grail Pilgrims collect anything a Grail Knight casts away. To the pilgrims, the reliquae fashioned from this detritus is an icon of devotion to both the Lady and her saints.
The Grail Reliquae is placed in the centre of the front rank of its unit (or as close to the centre as possible) and occupies the space of, and counts as, six models; two in the front rank, two in the second and two in the third. If the unit turns or reforms, the Grail Reliquae must be repositioned into the new front rank.
Casualties are removed from the unit as normal, but the Grail Reliquae cannot lose any Wounds whilst any Battle Pilgrims remain. Only once all of the Battle Pilgrims have been removed from the unit can the Grail Reliquae itself lose Wounds.
The Grail Reliquae counts as both a standard bearer and a musician for its unit. Whilst the Grail Reliquae model itself is within 12" of a friendly model that has the Grail Vow and is not fleeing, its unit gains the Immune to Psychology and Unbreakable special rules.
Grail Reliquae
Driven by obsession, Grail Pilgrims collect anything a Grail Knight casts away. To the pilgrims, the reliquae fashioned from this detritus is an icon of devotion to both the Lady and her saints.
The Grail Reliquae is placed in the centre of the front rank of its unit (or as close to the centre as possible) and occupies the space of, and counts as, six models; two in the front rank, two in the second and two in the third. If the unit turns or reforms, the Grail Reliquae must be repositioned into the new front rank.
Casualties are removed from the unit as normal, but the Grail Reliquae cannot lose any Wounds whilst any Battle Pilgrims remain. Only once all of the Battle Pilgrims have been removed from the unit can the Grail Reliquae itself lose Wounds.
The Grail Reliquae counts as both a standard bearer and a musician for its unit. Whilst the Grail Reliquae model itself is within 12" of a friendly model that has the Grail Vow and is not fleeing, its unit gains the Immune to Psychology and Unbreakable special rules.
Greatbow
R S AP Special Rules
Greatbow 30" 6 -1 Armour Bane (2), Multiple Wounds (2), Volley Fire
Greatbow
R S AP Special Rules
Greatbow 30" 6 -1 Armour Bane (2), Multiple Wounds (2), Volley Fire
Greatbow
R S AP Special Rules
Greatbow 30" 6 -1 Armour Bane (2), Multiple Wounds (2), Volley Fire
Great cannon
Grand Master Of The Knights Panther
Through years of exemplary service, unflinching courage and skill-at-arms, Gemunsen has earned the title of Grand Master of the Knights Panther.
Harald Gemunsen belongs to the Order of the Knights Panther, therefore he may re-roll a single dice that rolls a natural 1 when making a Charge roll, before discarding any dice that are required to be discarded. In addition, Harald may only join a unit that belongs to the Order of the Knights Panther.
Large Target
Great axe
R S AP Special Rules
Great axe Combat S+2 -3 Armour Bane (2), Monster Slayer, Requires Two Hands, Strike Last
Mighty Antlers
R S AP Special Rules
Mighty antlers Combat S -1 Armour Bane (1)
Great Tusks
R S AP Special Rules
Great tusks Combat S -1 Armour Bane (2)
Great Hammers
R S AP Special Rules
Great hammers Combat S+2 -2 Armour Bane (2), Magical Attacks, Requires Two Hands
Great Censer
As the Plague Furnace crashes into the enemy ranks, the rusty chains holding the great censer are loosed with devastating effect.
Stomp Attacks made by a Plague Furnace represent the Great Censer being let loose to swing into the enemy with devastating effect. Any Stomp Attacks made by a Plague Furnace have an Armour Piercing characteristic of -2.
In addition, whilst within 3" of one or more models with this special rule, the noxious fumes billowing from the Great Censer cause enemy units to suffer a -1 modifier to their Toughness characteristic (to a minimum of 1).
Great Horns
R S AP Special Rules
Great horns Combat S -3 -
Great Throwing Spear
R S AP Special Rules
Great throwing spears 12" S+1 -1 Move & Shoot, Quick Shot Character
Great Tusks
R S AP Special Rules
Great tusks Combat S -1 Armour Bane (2)
Grenade Launching Blunderbuss
This unusual weapon fires a small explosive charge that unleashes a burst of shrapnel capable of tearing through the thickest suit of armour.
R S AP Special Rules
Grenade launching 24" 4 -2 Cumbersome, Ponderous blunderbuss
Notes: If the roll To Hit is successful, a grenade launching blunderbuss causes D3+1 hits to the target enemy unit, rather than the usual one hit.
Iron claw
R S AP Special Rules
Iron claw Combat S -3 Killing Blow
Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
Griffonic pelt
counts as heavy armour
Griffonic pelt
counts as a heavy armour
Grimfrost Weapon
R S AP Special Rules
Grimfrost weapon Combat S -1 Armour Bane (1), Magical Attacks
Grinding Wheels
The armoured bulk of a Steam Tank weighs many tonnes, and any enemies unfortunate enough to fall beneath its metal-bound wheels are crushed to a paste.
Stomp Attacks made by a Steam Tank have an Armour Piercing characteristic of -2.
However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath a Steam Tank’s wheels.
In addition, and unlike other chariots, this model treats low linear obstacles as open terrain rather than as impassable terrain.
Grinding Wheels
An Iron Daemon weighs many tonnes and moves upon huge wheels of spiked brass and iron. Any enemy that falls before such an engine of destruction is quickly ground into the earth.
Stomp Attacks made by an Iron Daemon have an Armour Piercing characteristic of -2.
However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath an Iron Daemon’s wheels.
In addition, and unlike other chariots, this model treats low linear obstacles as open terrain rather than as impassable terrain.
Guardian Of The Sacred Sites
The Green Knight appears unexpectedly before his foes, bursting from within the bole of the most ancient trees, or galloping furiously from still lakes or rushing waterfalls.
The Green Knight is not placed on the battlefield during deployment – he slumbers until he is awakened during the game. During any of your Start of Turn sub-phases in which the Green Knight is not on the battlefield (even if he was removed from play as a casualty during a previous turn), you may attempt to awaken him by rolling a D6. On a roll of 1-2, he continues to slumber until your next turn at least. On a roll of 3+, the Green Knight awakens. If the Green Knight has not yet been awakened by the start of round five, he awakens automatically.
When the Green Knight awakens, he may be placed completely within any ‘natural’ terrain feature anywhere on the battlefield. For the purposes of this rule, a ‘natural’ terrain feature includes any woods, or any difficult or dangerous terrain (as described on page 269 of the Warhammer: the Old World rulebook). It does not include any constructions, such as walls or buildings. Before the game starts, the players should agree upon which terrain features are natural and which are not.
In addition, rather than moving normally during the Remaining Moves sub-phase, if the Green Knight is completely within a natural terrain feature and is not engaged in combat, you may remove him from the battlefield and replace him so that he is completely within a different natural terrain feature anywhere on the battlefield. The Green Knight cannot move again during this Movement phase.
Note that when the Green Knight appears within a natural terrain feature, he must abide by the 1" rule. In other words, the Green Knight cannot be placed within 1" of an enemy unit.
Guardian Of The Sacred Sites
The Green Knight appears unexpectedly before his foes, bursting from within the bole of the most ancient trees, or galloping furiously from still lakes or rushing waterfalls.
The Green Knight is not placed on the battlefield during deployment – he slumbers until he is awakened during the game. During any of your Start of Turn sub-phases in which the Green Knight is not on the battlefield (even if he was removed from play as a casualty during a previous turn), you may attempt to awaken him by rolling a D6. On a roll of 1-2, he continues to slumber until your next turn at least. On a roll of 3+, the Green Knight awakens. If the Green Knight has not yet been awakened by the start of round five, he awakens automatically.
When the Green Knight awakens, he may be placed completely within any ‘natural’ terrain feature anywhere on the battlefield. For the purposes of this rule, a ‘natural’ terrain feature includes any woods, or any difficult or dangerous terrain (as described on page 269 of the Warhammer: the Old World rulebook). It does not include any constructions, such as walls or buildings. Before the game starts, the players should agree upon which terrain features are natural and which are not.
In addition, rather than moving normally during the Remaining Moves sub-phase, if the Green Knight is completely within a natural terrain feature and is not engaged in combat, you may remove him from the battlefield and replace him so that he is completely within a different natural terrain feature anywhere on the battlefield. The Green Knight cannot move again during this Movement phase.
Note that when the Green Knight appears within a natural terrain feature, he must abide by the 1" rule. In other words, the Green Knight cannot be placed within 1" of an enemy unit.
Guardian Of The Sacred Sites
The Green Knight appears unexpectedly before his foes, bursting from within the bole of the most ancient trees, or galloping furiously from still lakes or rushing waterfalls.
The Green Knight is not placed on the battlefield during deployment – he slumbers until he is awakened during the game. During any of your Start of Turn sub-phases in which the Green Knight is not on the battlefield (even if he was removed from play as a casualty during a previous turn), you may attempt to awaken him by rolling a D6. On a roll of 1-2, he continues to slumber until your next turn at least. On a roll of 3+, the Green Knight awakens. If the Green Knight has not yet been awakened by the start of round five, he awakens automatically.
When the Green Knight awakens, he may be placed completely within any ‘natural’ terrain feature anywhere on the battlefield. For the purposes of this rule, a ‘natural’ terrain feature includes any woods, or any difficult or dangerous terrain (as described on page 269 of the Warhammer: the Old World rulebook). It does not include any constructions, such as walls or buildings. Before the game starts, the players should agree upon which terrain features are natural and which are not.
In addition, rather than moving normally during the Remaining Moves sub-phase, if the Green Knight is completely within a natural terrain feature and is not engaged in combat, you may remove him from the battlefield and replace him so that he is completely within a different natural terrain feature anywhere on the battlefield. The Green Knight cannot move again during this Movement phase.
Note that when the Green Knight appears within a natural terrain feature, he must abide by the 1" rule. In other words, the Green Knight cannot be placed within 1" of an enemy unit.
Guardians
Temple Guard protect the Mage-Priests with their tough, scaled bodies and interlocking shields.
Should a friendly Slann Mage-Priest model that is within 3" of this unit suffer a hit during the Shooting phase, roll a D6. On a roll of 2+, you may choose to transfer that hit and all of its effects onto this unit. In addition, any model in a unit of Temple Guard that is within the Command range of a Slann Mage-Priest can issue and accept challenges in the same manner as a character.
Warriors Of The White Tower
The swordmasters of the White Tower fight with a precision and unity unattainable by lesser warriors. To join their ranks, one must have studied their art under the Blademasters of Hoeth.
A unit with this special rule may only be joined by a High Elf Mage, or by a character with either the Warden of Saphery or Loremaster Elven Honour.
Warriors Of Nagarythe
There is no respite for the warriors of Nagarythe, only a ceaseless vigil against the approach of their traitorous kin. This eternal watchfulness casts them as outsiders amongst their own kind, and many High Elves mistrust them, feeling ill at ease with their stony hearts and ruthless ways.
A unit with this special rule may only be joined by a character with the Shadow Stalker Elven Honour.
Serrated Maw
R S AP Special Rules
Serrated maw Combat S - Armour Bane (2), Multiple Wounds (2)
Notes: In combat, this model must make one of its attacks each turn with this weapon.
Serrated maw
Massive Gob
R S AP Special Rules
Massive Gob Combat S -1 Armour Bane (1), Killing Bl
Massive Gob
R S AP Special Rules
Massive Gob Combat S -1 Armour Bane (1), Killing Bl
Massive Gob
R S AP Special Rules
Massive Gob Combat S -1 Armour Bane (1), Killing Bl
Gun Limbers
Veteran gun crews can deploy their weapons from horse-drawn limbers with tremendous speed.
• 0-1 war machine per 1,000 points, chosen from the following list, may be given the Vanguard and Veteran special rules:
- Great Cannon.............................................................+5 points
- Mortar...........................................................................+5 points
- Helblaster Volley Gun ...........................................+15 points
- Helstorm Rocket Battery......................................+10 points
Hailshot blunderbluss
A Hailshot blunderbuss is a broad-barrelled weapon that fires a concentrated but short-ranged burst of shot. When fired in massed ranks, these weapons produce a deadly storm, capable of obliterating enemy formations.
R S AP Special Rules
Hailshot blunderbluss 12" 3 -1 Multiple Shots (D3), Volley Fire
Notes: A model armed with a Hailshot blunderbuss suffers no negative modifiers for firing at long range, for using the Multiple Shots (D3) special rule, or whilst making a Stand & Shoot charge reaction. In addition, if 20 or more models belonging to the same unit shoot at the same target with Hailshot blunderbusses, they may re-roll any rolls of a natural 1 when rolling To Wound.
Odio
Handgun Drill
The expert handgunners of Nuln practice firing in multiple ranks.
Once per game, each detachment of State Missile Troops in a City-state of Nuln army can fire with one additional rank
Handmaiden's Spear
R S AP Special Rules
Handmaiden’s Spear Combat S -1 -
Notes: During a turn in which it was charged, a model wielding a Handmaiden’s spear gains a +1 modifier to its Initiative against the charging unit(s).
Har Ganeth Greatsword
R S AP Special Rules
Har Ganeth greatsword Combat S+2 -1 Cleaving Blow, Requires Two Hands
Hardwood Flesh
counts as heavy armour
Harmonious Incantations
When the Liche Priests of the Mortuary Cult gather together in numbers, their incantations are strengthened by their harmonious chanting.
If a Liche Priest within a Mortuary Cult army uses the Arise! special rule whilst within the Command range of one or more other friendly Liche Priests, the number of lost Wounds the chosen unit recovers is increased by 1.
Harpoon Launcher
A harpoon launcher is a huge crossbow that fires a long and heavy barbed bolt. Many Ogres attach long coils of rope to these bolts, tethering prey so that it cannot escape.
R S AP Special Rules
Harpoon launcher 36" 6 -2 Multiple Wounds (D3), Ponderous
Harrowing Scrutiny
The unblinking gaze of this Slann Mage-Priest carries a measure of the scrutiny of the Old Ones.
This character gains the Terror special rule.
Hekarti’s Blessing
Dark Elf Sorceresses make devotions to Hekarti, the Hydra Queen and Elven goddess of conjurations.
Once per game, a model with this special rule may re-roll a single failed Casting roll.
Hellblade
Each life taken by a Hellblade’s wicked edge strengthens its bearer, filling the Daemon with an overwhelming need to take more skulls for the throne of Khorne.
R S AP Special Rules
Hellblade Combat S -1 Cleaving Blow
Hellbound
Although a touch of the daemonic enters into all the works of the Chaos Dwarfs, some war machines have hellish entities bound into their very frames, creating possessed engines of wrath and ruin.
A Hellbound model has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack and gains both the Fear and Magical Attacks special rules. If the model already has the Fear special rule, it instead gains the Terror special rule. Additionally, once per game, a Hellbound model may re-roll one Scatter dice or one Artillery dice.
However, should a Hellbound model ever have to make a roll on a Misfire table, it suffers a -1 modifier to the result.
Hellfire
counts as a hand weapon
Herald Of Despair
The tidings of woe uttered by Nekaph before battle are enough to break the spirits of even the most stout hearted folks.
Any enemy unit that is in base contact with Nekaph or a unit he has joined must roll an extra D6 when making a Fear or Terror test, and discard the lowest result.
Herald Of Despair
The tidings of woe uttered by Nekaph before battle are enough to break the spirits of even the most stout hearted folks.
Any enemy unit that is in base contact with Nekaph or a unit he has joined must roll an extra D6 when making a Fear or Terror test, and discard the lowest result.
Herald Of Despair
The tidings of woe uttered by Nekaph before battle are enough to break the spirits of even the most stout hearted folks.
Any enemy unit that is in base contact with Nekaph or a unit he has joined must roll an extra D6 when making a Fear or Terror test, and discard the lowest result.
Hidden
Clan Eshin Master Assassins hide amongst the teeming hordes of Skaven infantry, ready to strike at the unsuspecting enemy.
Master Assassins are not placed on the battlefield at the start of the game. Instead, they are ‘hidden’ within a friendly Skaven unit whose troop type is ‘infantry’ and that has a Unit Strength of ten or more. Make a note of which unit each Master Assassin is hiding within.
A hidden Master Assassin may be revealed during any Start of Turn sub-phase or at the start of any Combat phase. Position the revealed Master Assassin as you would a character that has joined the unit.
If a unit in which a Master Assassin is hiding is destroyed or flees the battlefield before the Master Assassin is revealed, the Master Assassin is removed as a casualty. A Master Assassin cannot be your army General.
Hidden
Khainite Assassins hide amongst the ranks of Dark Elf infantry, revealing themselves only to strike at the enemy.
Khainite Assassins are not placed on the battlefield at the start of the game. Instead, they are ‘hidden’ within a friendly Dark Elf unit whose troop type is ‘infantry’ and that has a Unit Strength of ten or more (excluding Harpies). Make a note of which unit each Assassin is hiding within. A hidden Assassin may be revealed during any Start of Turn sub-phase or at the start of any Combat phase. Position the revealed Assassin as you would a character that has joined the unit.
If a unit in which a Khainite Assassin is hiding is destroyed or flees the battlefield before the Assassin is revealed, the Assassin is removed as a casualty. A Khainite Assassin cannot be your army General.
Higher State Of Mind
So deep are the thoughts of the Mage-Priest that its physical body becomes a ghostly image as it slips further away from this reality.
This character gains the Ethereal special rule.
Hochland Long Rifle
The long-barrelled hunting rifles for which Hochland is famed are often fitted with cunning telescopic scopes designed to aid with accurate aiming over tremendous distances.
R S AP Special Rules
Hochland long rifle 36" 4 -1 Armour Bane (1), Cumbersome, Ponderous
Notes: A model armed with a Hochland long rifle can target a specific model within its target unit, such as a champion or a character.
Hooves
counts as a hand weapon
Hooves and horn
counts as hand weapon
Horde
Howdah
Huge Gob
R S AP Special Rules
Huge gob Combat S -1 Armour Bane (1)
Huge Gob
R S AP Special Rules
Huge gob Combat S -1 Armour Bane (1)
Huge Gob
R S AP Special Rules
Huge gob Combat S -1 Armour Bane (1)
Hunting Packs
Though traditionally employed as skirmishers, some Wolf Rider mobs amass in larger numbers, allowing their wolves to get up close and personal with their prey.
Any Goblin Wolf Rider Mob within a Nomadic Waaagh! army may exchange the Open Order and Skirmishers special rules with the Close Order and Horde special rules.
Hunting Spear
R S AP Special Rules
Hunting spear Combat S+1 -2 Armour Bane (1)
Notes: A hunting spear can only be used during a turn in which the wielder charged. In subsequent turns (or if the wielder did not charge) the model must use its hand weapon instead.
Hurl Attack
R S AP Special Rules
Hurl attack 12-36" 4 (8) -1 (-3) Bombardment, Cumbersome, Multiple Wounds (D3+1)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule and a 3" blast template. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a 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.
Ignore Goblin Panic
Orcs expect Goblins to run away. As far as the average Orc is concerned, running away is what Goblins are best at!
This unit does not have to make a Panic test when a friendly Goblin unit is destroyed or Breaks and flees from combat whilst within 6" of it. Nor does this unit have to make a Panic test when it is fled through by a friendly Goblin unit.
Note that, for the purposes of this rule, a Goblin unit is considered to be any unit that is made up entirely of Goblins of any kind, mounted or otherwise. This includes any war machine or chariot that is crewed entirely by Goblins. Should a Goblin unit be joined by an Orc character, it is no longer considered to be a Goblin unit.
Ignore Panic
Black Orcs don’t expect much in the way of bravery or discipline from their dim-witted kin, so are rarely perturbed by the sight of them legging it.
This unit does not have to make a Panic test when a friendly unit that does not also have this special rule is destroyed or Breaks and flees from combat whilst within 6" of it. Nor does this unit have to make a Panic test when it is fled through by a friendly unit that does not have this special rule..
Ignore Panic
Black Orcs don’t expect much in the way of bravery or discipline from their dim-witted kin, so are rarely perturbed by the sight of them legging it.
This unit does not have to make a Panic test when a friendly unit that does not also have this special rule is destroyed or Breaks and flees from combat whilst within 6" of it. Nor does this unit have to make a Panic test when it is fled through by a friendly unit that does not have this special rule..
Ignore Panic
Black Orcs don’t expect much in the way of bravery or discipline from their dim-witted kin, so are rarely perturbed by the sight of them legging it.
This unit does not have to make a Panic test when a friendly unit that does not also have this special rule is destroyed or Breaks and flees from combat whilst within 6" of it. Nor does this unit have to make a Panic test when it is fled through by a friendly unit that does not have this special rule..
Ignores Cover
Immortal Overseer
Under the cruel gaze of an Arch Necrotect, even the emotionless skeletal servants and magical constructs of the Mortuary Cult are driven to ever greater efforts.
During the Command sub-phase of their turn, this character may attempt to drive a single friendly unit within their Command range 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 that unit gains a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Immortal Overseer
Under the cruel gaze of an Arch Necrotect, even the emotionless skeletal servants and magical constructs of the Mortuary Cult are driven to ever greater efforts.
During the Command sub-phase of their turn, this character may attempt to drive a single friendly unit within their Command range 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 that unit gains a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Immortal Overseer
Under the cruel gaze of an Arch Necrotect, even the emotionless skeletal servants and magical constructs of the Mortuary Cult are driven to ever greater efforts.
During the Command sub-phase of their turn, this character may attempt to drive a single friendly unit within their Command range 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 that unit gains a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Immovable Object
A trebuchet is a machine made of heavy wooden beams. Once assembled, it is not easy to move.
Once a field trebuchet is placed on the battlefield during deployment, its servants can no longer move it in the Remaining Movements sub-phase.
Note, however, that a field trebuchet can rotate freely at any time during its turn (to better face the enemy) and can make one consecutive move normally.
Immovable Object
A trebuchet is a machine made of heavy wooden beams. Once assembled, it is not easy to move.
Once a field trebuchet is placed on the battlefield during deployment, its servants can no longer move it in the Remaining Movements sub-phase.
Note, however, that a field trebuchet can rotate freely at any time during its turn (to better face the enemy) and can make one consecutive move normally.
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.
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.
Immovable Object
Constructing a trebuchet is a substantial undertaking involving the moving and lifting of huge wooden beams. Once erected, a trebuchet is not easily moved.
Once a field trebuchet has been placed on the battlefield during deployment, it cannot be moved by its crew during the Remaining Moves sub-phase.
Note that a field trebuchet 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.
Immovable Object
An Anvil of Doom is a tremendously heavy object, rarely moved from within its keeper’s forge. When properly set atop a perfectly level dais of stone blocks, it is not easily moved.
Once an Anvil of Doom has been placed on the battlefield during deployment it cannot be moved by its crew during the Remaining Moves sub-phase.
Note that an Anvil of Doom 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.
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.
Immovable Object
Constructing a trebuchet is a substantial undertaking involving the moving and lifting of huge wooden beams. Once erected, a trebuchet is not easily moved.
Once a field trebuchet has been placed on the battlefield during deployment, it cannot be moved by its crew during the Remaining Moves sub-phase.
Note that a field trebuchet 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.
Immovable Object
Constructing a trebuchet is a substantial undertaking involving the moving and lifting of huge wooden beams. Once erected, a trebuchet is not easily moved.
Once a field trebuchet has been placed on the battlefield during deployment, it cannot be moved by its crew during the Remaining Moves sub-phase.
Note that a field trebuchet 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.
Immovable Object
A trebuchet is a machine made of heavy wooden beams. Once assembled, it is not easy to move.
Once a field trebuchet is placed on the battlefield during deployment, its servants can no longer move it in the Remaining Movements sub-phase.
Note, however, that a field trebuchet can rotate freely at any time during its turn (to better face the enemy) and can make one consecutive move normally.
Immune To Psychology
Impaling claw
R S AP Special Rules
Impaling claws Combat S -2 Killing Blow, Strike First
Impervious Defence
A Bastiladon is protected by a thick leathery skin, scales and massive iron-like plates.
Enemy units cannot claim any bonus combat result points for being engaged with this model’s flank or rear arc.
Impetuous
Implacable Defence
Through a combination of stout shields, thick armour plates and natural resilience, the Grave Guard have become well-known amongst the nations of the Old World for their implacable defence.
A unit with this special rule that is arrayed in a Close Order formation, and that is equipped with and chooses to use shields, may choose not to Give Ground should it lose a round of combat.
However, if the winning side significantly outnumbers the losing side, it will overwhelm the loser. If the Unit Strength of the winning side is more than twice that of the losing side, this unit cannot use this special rule and must Give Ground as normal.
Irriducibile
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.
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.
Indomitable
Amongst the ranks of the Vampire Counts armies 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.
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.
Instabile
Infernal Engineer
Under the scornful gaze of their masters, the gun crews of Zharr-Naggrund are amongst the finest artillerists in all the known world.
Unless this model is fleeing or engaged in combat, once per turn a friendly war machine that is within its Command range may re-roll one Scatter dice or one Artillery dice.
Infernal Incendiaries
R S AP Special Rules
Infernal Incendiaries 12-48" 3 (3) - (-) Bombardment, Cumbersome, Flaming Attacks, Move or Shoot
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Black Powder Misfire table. Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
Infested
Legend has it that, when slain, Terrorgheists explode into great clouds of multitudinous, swarming bats.
When this model loses its last Wound, every unit in base contact with it (friend or foe) suffers D6 Strength 2 hits, each with an AP of -1.
Venom Surge
R S AP Special Rules
Venom surge Combat S -2 Multiple Wounds (D6), Poisoned Attacks, Strike First
Notes: In combat, this model may choose to make one of its attacks each turn with this weapon.
Venom Surge
R S AP Special Rules
Venom surge Combat S -2 Multiple Wounds (D6), Poisoned Attacks, Strike First
Notes: In combat, this model may choose to make one of its attacks each turn with this weapon.
Venom Surge
R S AP Special Rules
Venom surge Combat S -2 Multiple Wounds (D6), Poisoned Attacks, Strike First
Notes: In combat, this model may choose to make one of its attacks each turn with this weapon.
Invocation Of Nehek
The Necromancer intones the dread syllables handed down from Nagash himself, breathing unlife into the lifeless cadavers strewn across the battlefield.
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 28) by making a Leadership test (using their own Leadership). If this test is passed, a single friendly unit that has the Necromantic Undead special rule and is within 12" of this character recovers a number of lost Wounds. However, magically repairing great Undead beasts is much harder than raising Zombies from the dirt. 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’ or ‘heavy infantry’, it recovers a number of Wounds equal to this character’s Level of Wizardry +D3.
• If the unit’s troop type is ‘swarms’, ‘light 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’, ‘heavy cavalry’, ‘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.
Iron-Shod Hoove
counts as hand weapons
Iron-shod Hooves
counts as a hand weapon
Ironfist
R S AP Special Rules
Combat S - Extra Attacks (1), Requires Two Hands
Notes: A model equipped with an Ironfist improves its armour value by 1.
Ironfist
Many Ogres wrap their off-hand and forearm in heavy gauntlets of spiked iron and thick plates of armour. They use these brutal implements both as a weapon and as protection, swinging their mighty fists to clobber their victims and fend off their futile attempts at retaliation.
R S AP Special Rules
Ironfist Combat S - Extra Attacks (1), Requires Two Hands
Notes: An Ironfist is an additional hand weapon (as described on page 213 of the Warhammer: the Old World rulebook. In addition, a model equipped with an Ironfist improves its armour value by 1. An Ironfist cannot be used alongside a magic weapon to gain an extra attack, or to improve the wielder’s armour value.
Slimy Shanks
The thick coating of swamp slime covering the Troll Hag’s body makes landing a blow upon her exceedingly difficult.
Any enemy model that directs its attacks against this model during the Combat phase suffers a -1 modifier to its rolls To Hit.
Javelins
Judgement
R S AP Special Rules
Judgement Combat S+2 -2 Magical Attacks, Multiple Wounds (2), Requires Two Hands
Ker-splat
Mangler Squigs are careless beasts that bound merrily through life. Unfortunately, this can often lead to injury when they encounter terrain unwilling to get out of their way!
Mangler Squigs treat all difficult terrain as dangerous terrain.
Ker-splat
Mangler Squigs are careless beasts that bound merrily through life. Unfortunately, this can often lead to injury when they encounter terrain unwilling to get out of their way!
Mangler Squigs treat all difficult terrain as dangerous terrain.
Ker-splat
Mangler Squigs are careless beasts that bound merrily through life. Unfortunately, this can often lead to injury when they encounter terrain unwilling to get out of their way!
Mangler Squigs treat all difficult terrain as dangerous terrain.
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.
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.
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.
Kineater
Having achieved their rank by killing and eating a member of their own family in a pit fight, Kineaters are considered ruthless even by their own tribe.
Army General only. Unless this character is fleeing, friendly models within this character’s Command range may re-roll any failed Panic or Rally test.
Knights Of Morr
The grim visaged Knights of Morr protect the living and guard the gardens of the dead against the predations of evil forces.
An army of the Knights of Morr may include Wizard Lords and Master Mages as Character choices. However, your army cannot include any Lectors of Sigmar, Priests of Sigmar, High Priests of Ulric or Priests of Ulric.
Knights Of The Blazing Sun
Templars of Myrmidia, the Knights of the Blazing Sun are sophisticated warriors, famed for their mastery of war.
An army of the Knights of the Blazing Sun may include 0-2 Master Mages as Character choices per 1,000 points, and 0-1 Great Cannon or Mortar as a Special choice per 1,000 points.
However, your army cannot include any Lectors of Sigmar or High Priests of Ulric.
Knights Of The Fiery Heart
The Templars of the Cult of Sigmar are zealous warriors and fanatical in their defence of the empire their patron founded.
An army of the Knights of the Fiery Heart may include any number of units of Flagellants as Rare choices. However, your army cannot include any High Priests of Ulric or Priests of Ulric.
Knights Of The White Wolf
Devotees of Ulric, the Knights of the White Wolf are ferocious warriors who fight to defend the lands of Man.
An army of the Knights of the White Wolf may include any number of units of Teutogen Guard as Special choices, and 0-1 unit of Free Company Militia as a Core choice per 1,000 points. However, your army cannot include any Lectors of Sigmar, Priests of Sigmar or Witch Hunters.
The Hierophant
The title of 'Hierophant' is bestowed upon the highest-ranking Liche Priest within an army. The Hierophant holds the crucial responsibility of awakening the Tomb King’s legions from their ancient slumber. Without their magical influence, the spirits of these warriors risk being dragged back to the Realm of Souls.
To designate a Hierophant within your army:
You must include at least one Liche Priest.
If your army comprises multiple Liche Priests, the Hierophant will be the one with the highest Level of Wizardry.
In case of a tie in Wizard Level among multiple models, you have the liberty to select the Hierophant when compiling your muster list. However, you must disclose this information to your opponent before deploying your army.
The significance of the Hierophant extends to the battlefield:
Upon the Hierophant's demise, the magical animus of the army begins to dissipate.
Immediately upon the Hierophant's removal from play as a casualty, all friendly units with the Nehekharan Undead special rule lose the Regeneration (X) special rule.
Furthermore:
At the end of the phase in which the Hierophant was eliminated and during each of your Start of Turn sub-phases for the rest of the game, all friendly units with the Nehekharan Undead special rule currently on the battlefield must undergo a Leadership test.
If this test is failed, the unit suffers a reduction in Wounds equal to the amount by which it failed the test.
For instance:
Suppose your army’s Hierophant is destroyed during your opponent’s Shooting phase. At the end of that phase, a unit of Skeleton Warriors (Ld 5) undergoes a Leadership test, rolling a 7 (failing the test by 2). Consequently, the unit immediately loses two Wounds. During your next Start of Turn sub-phase, the same unit undergoes another Leadership test, rolling a 6, resulting in the loss of one Wound.
The Hierophant
The title of 'Hierophant' is bestowed upon the highest-ranking Liche Priest within an army. The Hierophant holds the crucial responsibility of awakening the Tomb King’s legions from their ancient slumber. Without their magical influence, the spirits of these warriors risk being dragged back to the Realm of Souls.
To designate a Hierophant within your army:
You must include at least one Liche Priest.
If your army comprises multiple Liche Priests, the Hierophant will be the one with the highest Level of Wizardry.
In case of a tie in Wizard Level among multiple models, you have the liberty to select the Hierophant when compiling your muster list. However, you must disclose this information to your opponent before deploying your army.
The significance of the Hierophant extends to the battlefield:
Upon the Hierophant's demise, the magical animus of the army begins to dissipate.
Immediately upon the Hierophant's removal from play as a casualty, all friendly units with the Nehekharan Undead special rule lose the Regeneration (X) special rule.
Furthermore:
At the end of the phase in which the Hierophant was eliminated and during each of your Start of Turn sub-phases for the rest of the game, all friendly units with the Nehekharan Undead special rule currently on the battlefield must undergo a Leadership test.
If this test is failed, the unit suffers a reduction in Wounds equal to the amount by which it failed the test.
For instance:
Suppose your army’s Hierophant is destroyed during your opponent’s Shooting phase. At the end of that phase, a unit of Skeleton Warriors (Ld 5) undergoes a Leadership test, rolling a 7 (failing the test by 2). Consequently, the unit immediately loses two Wounds. During your next Start of Turn sub-phase, the same unit undergoes another Leadership test, rolling a 6, resulting in the loss of one Wound.
The Hierophant
The title of 'Hierophant' is bestowed upon the highest-ranking Liche Priest within an army. The Hierophant holds the crucial responsibility of awakening the Tomb King’s legions from their ancient slumber. Without their magical influence, the spirits of these warriors risk being dragged back to the Realm of Souls.
To designate a Hierophant within your army:
You must include at least one Liche Priest.
If your army comprises multiple Liche Priests, the Hierophant will be the one with the highest Level of Wizardry.
In case of a tie in Wizard Level among multiple models, you have the liberty to select the Hierophant when compiling your muster list. However, you must disclose this information to your opponent before deploying your army.
The significance of the Hierophant extends to the battlefield:
Upon the Hierophant's demise, the magical animus of the army begins to dissipate.
Immediately upon the Hierophant's removal from play as a casualty, all friendly units with the Nehekharan Undead special rule lose the Regeneration (X) special rule.
Furthermore:
At the end of the phase in which the Hierophant was eliminated and during each of your Start of Turn sub-phases for the rest of the game, all friendly units with the Nehekharan Undead special rule currently on the battlefield must undergo a Leadership test.
If this test is failed, the unit suffers a reduction in Wounds equal to the amount by which it failed the test.
For instance:
Suppose your army’s Hierophant is destroyed during your opponent’s Shooting phase. At the end of that phase, a unit of Skeleton Warriors (Ld 5) undergoes a Leadership test, rolling a 7 (failing the test by 2). Consequently, the unit immediately loses two Wounds. During your next Start of Turn sub-phase, the same unit undergoes another Leadership test, rolling a 6, resulting in the loss of one Wound.
The Arrow Of Kurnous
It is traditional for the Wood Elves not to launch into battle until one of their champions has loosed a shot at the heart of the enemy leader. Seldom is this arrow fatal, but fatality is not the intent. Rather, it is a goad to the enemy’s pride and a reminder of their frail mortality.
Once deployment is complete, but before the roll-off to determine which player takes the first turn, if the General of your opponent’s army is within 36" of one or more models in your army that has this special rule, one of those models may fire the Arrow of Kurnous. If the Arrow of Kurnous is fired, the General of your opponent’s army immediately suffers a single Strength 3 hit, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
However, if the Arrow of Kurnous is fired, your opponent adds +1 to their roll when rolling off to determine who takes the first turn.
Mob Rule
Surrounded by big mobs of battle-hungry Orcs, Shamans crackle with barely-controlled energy, causing their spells to burst forth with tremendous power.
If this character has joined a unit of Orcs with a Unit Strength of 10 or more, they may apply a +1 modifier to any Casting roll they make. Should they leave the unit for any reason, or should the unit’s Unit Strength fall below 10, this modifier is lost.
Note that, for the purposes of this rule, a unit of Orcs is considered to be any unit that is made up entirely of Orcs or Black Orcs, mounted or otherwise
Mob Rule
Surrounded by big mobs of battle-hungry Orcs, Shamans crackle with barely-controlled energy, causing their spells to burst forth with tremendous power.
If this character has joined a unit of Orcs with a Unit Strength of 10 or more, they may apply a +1 modifier to any Casting roll they make. Should they leave the unit for any reason, or should the unit’s Unit Strength fall below 10, this modifier is lost.
Note that, for the purposes of this rule, a unit of Orcs is considered to be any unit that is made up entirely of Orcs or Black Orcs, mounted or otherwise
Mob Rule
Surrounded by big mobs of battle-hungry Orcs, Shamans crackle with barely-controlled energy, causing their spells to burst forth with tremendous power.
If this character has joined a unit of Orcs with a Unit Strength of 10 or more, they may apply a +1 modifier to any Casting roll they make. Should they leave the unit for any reason, or should the unit’s Unit Strength fall below 10, this modifier is lost.
Note that, for the purposes of this rule, a unit of Orcs is considered to be any unit that is made up entirely of Orcs or Black Orcs, mounted or otherwise
Release The Fanatics!
As the enemy draws near, mobs of Night Goblins unleash Fanatics in a whirlwind of destruction.
Fanatics are not placed on the battlefield at the start of the game. Instead, make a note of which Night Goblin units include Fanatics, and of how many they include. These units are referred to as ‘concealing’ units. A concealing unit may release one or more of its Fanatics during any Start of Turn sub-phase.
When a Fanatic is released, it travels through the air to land spinning several feet away from its concealing unit, before embarking upon its erratic journey across the battlefield.
To represent this, place the model so that its base is within 3" of its concealing unit and not touching the bases of any other models.
Release The Fanatics!
As the enemy draws near, mobs of Night Goblins unleash Fanatics in a whirlwind of destruction.
Fanatics are not placed on the battlefield at the start of the game. Instead, make a note of which Night Goblin units include Fanatics, and of how many they include. These units are referred to as ‘concealing’ units. A concealing unit may release one or more of its Fanatics during any Start of Turn sub-phase.
When a Fanatic is released, it travels through the air to land spinning several feet away from its concealing unit, before embarking upon its erratic journey across the battlefield.
To represent this, place the model so that its base is within 3" of its concealing unit and not touching the bases of any other models.
Release The Fanatics!
As the enemy draws near, mobs of Night Goblins unleash Fanatics in a whirlwind of destruction.
Fanatics are not placed on the battlefield at the start of the game. Instead, make a note of which Night Goblin units include Fanatics, and of how many they include. These units are referred to as ‘concealing’ units. A concealing unit may release one or more of its Fanatics during any Start of Turn sub-phase.
When a Fanatic is released, it travels through the air to land spinning several feet away from its concealing unit, before embarking upon its erratic journey across the battlefield.
To represent this, place the model so that its base is within 3" of its concealing unit and not touching the bases of any other models.
Ritual Blade
R S AP Special Rules
Ritual blade Combat S+2 -3 Requires Two Hands, Strike Last
Ritual Blade
R S AP Special Rules
Ritual blade Combat S+2 -3 Requires Two Hands, Strike Last
Ritual Blade
R S AP Special Rules
Ritual blade Combat S+2 -3 Requires Two Hands, Strike Last
Trickster’s Blades
R S AP Special Rules
Trickster’s Blades Combat S - Extra Attacks (+D3), Requires Two Hands
Lamprey's bite
Screamers flock around creatures larger than them, latching on to their enemy’s flanks with their hideous jaws and tearing chunks from their flesh.
R S AP Special Rules
Lamprey’s bite Combat S -1 Multiple Wounds (D3)
Notes: The Multiple Wounds (D3) special rule only applies against enemy models whose troop type is ‘monster’
Lancia Pesante
Spear Of Loec
R S AP Special Rules
Spear of Loec Combat S+1 -1 Armour Bane (2), Killing Blow
Thrusting Spears
Slythey Tongue
R S AP Special Rules
Slythey tongue 12" 5 -1 Move & Shoot, Quick Shot Monster
Troll Tongue
Though Troll Magic is a near-forgotten craft, some amongst the Orc and Goblin tribes have learned these arcane secrets from the grotesque Troll Hags.
In addition to the Lores of Magic they may normally know spells from, Orc Shamans and Goblin Shamans within a Troll Horde army may know spells from the Lore of Troll Magic (see page 44).
Throwing Spear
Largely Insignificant
No matter how many Gnoblars meet violent ends, there always seems to be plenty more. Consequently, the usual response to the plight of a Gnoblar is laughter.
Units with this special rule never cause friendly units to make Panic tests. However, a unit with this special rule cannot be joined by a character without this special rule.
Lash & Buckler
R S AP Special Rules
Lash & buckler Combat S -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands
Notes: A model equipped with a lash & buckler improves its armour value by 1.
Lashing tail
counts as hand weapons
Lashing tail
counts as hand weapons
Lashing tail
counts as hand weapons
Lay In Wait
When the enemies of Settra march upon his lands, the great king of Nehekhara calls upon those who rest in hidden barrows and graves across the landscape to attack the enemy from unexpected positions.
• 0-1 unit of Skeleton Skirmishers per 1,000 points may have the Ambushers special rule for free.
The Griffon Helm
Crafted for him after a crushing victory against the Orcs of the Bloody Tusk tribe on the borders of Reikland, the Griffon Helm has shielded Hans from many a mortal blow.
The Griffon Helm gives Hans a 5+ Ward save against any wound suffered and makes him immune to the Killing Blow special rule. If Hans would be struck a Killing Blow, he is permitted an armour and Regeneration save as normal. If the wound is unsaved, he loses a single Wound.
The Questing Vow
“…I set down my lance, symbol of duty. I spurn my home and those whom I love, taking up instead the tools of my Quest. I give my body, heart and soul to the Lady whom I seek…”
A model with this Chivalrous Vow has the Stubborn special rule and can re-roll any failed Fear, Panic or Terror test. In addition, a model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with the Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with the Peasantry special rule. However, a model with this Chivalrous Vow cannot be equipped with a lance (be it magical or mundane).
A unit with this Chivalrous Vow cannot be joined by a character that has the Knight’s Vow or the Peasantry special rule. A character with this Chivalrous Vow cannot join a unit with the Peasantry special rule.
The Questing Vow
“…I set down my lance, symbol of duty. I spurn my home and those whom I love, taking up instead the tools of my Quest. I give my body, heart and soul to the Lady whom I seek…”
A model with this Chivalrous Vow has the Stubborn special rule and can re-roll any failed Fear, Panic or Terror test. In addition, a model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with the Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with the Peasantry special rule. However, a model with this Chivalrous Vow cannot be equipped with a lance (be it magical or mundane).
A unit with this Chivalrous Vow cannot be joined by a character that has the Knight’s Vow or the Peasantry special rule. A character with this Chivalrous Vow cannot join a unit with the Peasantry special rule.
The Questing Vow
“…I set down my lance, symbol of duty. I spurn my home and those whom I love, taking up instead the tools of my Quest. I give my body, heart and soul to the Lady whom I seek…”
A model with this Chivalrous Vow has the Stubborn special rule and can re-roll any failed Fear, Panic or Terror test. In addition, a model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with the Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with the Peasantry special rule. However, a model with this Chivalrous Vow cannot be equipped with a lance (be it magical or mundane).
A unit with this Chivalrous Vow cannot be joined by a character that has the Knight’s Vow or the Peasantry special rule. A character with this Chivalrous Vow cannot join a unit with the Peasantry special rule.
The Knight’s Vow
“…When the clarion call is sounded, I will ride out and fight in the name of liege and Lady. Whilst I draw breath, the lands bequeathed unto me will remain untainted by evil. Honour is all …”
A model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with the Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with the Peasantry special rule.
A unit with this Chivalrous Vow cannot be joined by a character that has the Peasantry special rule. A character with this Chivalrous Vow cannot join a unit with the Peasantry special rule.
The Knight’s Vow
“…When the clarion call is sounded, I will ride out and fight in the name of liege and Lady. Whilst I draw breath, the lands bequeathed unto me will remain untainted by evil. Honour is all …”
A model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with the Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with the Peasantry special rule.
A unit with this Chivalrous Vow cannot be joined by a character that has the Peasantry special rule. A character with this Chivalrous Vow cannot join a unit with the Peasantry special rule.
The Knight’s Vow
“…When the clarion call is sounded, I will ride out and fight in the name of liege and Lady. Whilst I draw breath, the lands bequeathed unto me will remain untainted by evil. Honour is all …”
A model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with the Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with the Peasantry special rule.
A unit with this Chivalrous Vow cannot be joined by a character that has the Peasantry special rule. A character with this Chivalrous Vow cannot join a unit with the Peasantry special rule.
The Grail Vow
“…That which is sacrosanct, I shall preserve. That which is sublime, I will protect. That which threatens, I will destroy, for my holy wrath doth know no bounds…”
A model with this Chivalrous Vow has the Immune to Psychology, Magical Attacks and Stubborn special rules. In addition, models with this Chivalrous Vow always benefit from the Blessings of the Lady special rule and do not have to pray at the start of the game. However, a model with this Chivalrous Vow cannot refuse a challenge.
A unit with this Chivalrous Vow can only be joined by a character that also has this Chivalrous Vow or by a Handmaiden of the Lady. A character with this Vow cannot join a unit with the Peasantry special rule.
The Grail Vow
“…That which is sacrosanct, I shall preserve. That which is sublime, I will protect. That which threatens, I will destroy, for my holy wrath doth know no bounds…”
A model with this Chivalrous Vow has the Immune to Psychology, Magical Attacks and Stubborn special rules. In addition, models with this Chivalrous Vow always benefit from the Blessings of the Lady special rule and do not have to pray at the start of the game. However, a model with this Chivalrous Vow cannot refuse a challenge.
A unit with this Chivalrous Vow can only be joined by a character that also has this Chivalrous Vow or by a Handmaiden of the Lady. A character with this Vow cannot join a unit with the Peasantry special rule.
The Grail Vow
“…That which is sacrosanct, I shall preserve. That which is sublime, I will protect. That which threatens, I will destroy, for my holy wrath doth know no bounds…”
A model with this Chivalrous Vow has the Immune to Psychology, Magical Attacks and Stubborn special rules. In addition, models with this Chivalrous Vow always benefit from the Blessings of the Lady special rule and do not have to pray at the start of the game. However, a model with this Chivalrous Vow cannot refuse a challenge.
A unit with this Chivalrous Vow can only be joined by a character that also has this Chivalrous Vow or by a Handmaiden of the Lady. A character with this Vow cannot join a unit with the Peasantry special rule.
Leadbelcher Gun
R S AP Special Rules
Solid shot 24" 5 -2 Armour Bane (1), Cumbersome, Multiple Wounds (2)
Scatter shot 18" 3 - Armour Bane (1)
Notes: A Leadbelcher gun has two profiles, representing its two modes of firing. If the roll To Hit is successful when firing scatter shot, a leadbelcher gun causes D3 hits to the target enemy unit, rather than the usual one.
Leader Of The Pack
Though they often prefer to hide from the enemy, the Packmasters of Clan Moulder take to the battlefield to drive their bestial charges forward towards the foe.
Models with this special rule can only be taken as part of a unit of Rat Ogres, or a unit of Giant Rats. Models with this special rule (including command group models) must be positioned at the rear of their unit, making up its rear rank(s). Any Rat Ogres or Giant Rats the unit contains must always occupy the front rank(s) of the unit, pushing past any models with this special rule to get there if necessary (such as when the unit turns).
Note that a Master Moulder may issue and accept challenges even if they are not within the fighting rank.
Lightning Strike
When shooting with this weapon, draw a straight line, 8D6" in length, from the model’s base edge. Any model (friend or foe) whose base falls under this line suffers a hit, the Strength of which is determined by rolling an Artillery dice. If a ‘Misfire’ is rolled when rolling to determine the Strength of this weapon, something has gone horribly wrong. Roll immediately on the Warp Lightning Misfire table to determine exactly what.
Warp Lightning Misfire Table
D6 Result
1 Meltdown: The machine and its crew explode in a spectacular green fireball. The model fails to shoot this turn. Instead, it is destroyed and immediately removed from play.
2-4 Energy Overload: Unfathomable energies spin the war machine around before it unleashes a potent blast of warp lightning. The Warp Lightning Cannon shoots with a Strength of 6 in a random direction, determined by rolling a Scatter dice.
5-6 Fzzzt: With a high-pitched screech, followed by a descending, whirring noise, the energy dissipates harmlessly. The model fails to shoot this turn
Living Saints
Each Grail Knight is a mighty champion in their own right. Together, they form a pantheon of living deities, their names spoken as a reverent mantra throughout the land.
Every model in a unit of Grail Knights can issue and accept challenges in the same manner as a character.
Living Saints
Each Grail Knight is a mighty champion in their own right. Together, they form a pantheon of living deities, their names spoken as a reverent mantra throughout the land.
Every model in a unit of Grail Knights can issue and accept challenges in the same manner as a character.
Living Saints
Each Grail Knight is a mighty champion in their own right. Together, they form a pantheon of living deities, their names spoken as a reverent mantra throughout the land.
Every model in a unit of Grail Knights can issue and accept challenges in the same manner as a character.
Loner
Longstrider
A Longstrider has hunted on the slopes of the mountains for decades, and is even capable of running down a sprinting ice elk.
Models whose troop type is ‘infantry’ only. This character has a +1 modifier to their Movement characteristic.
Look-out Gnoblar
Gnoblars are often coerced to climb into makeshift crow’s-nests at the top of Ogre banners. From their precarious perch, the Gnoblar is expected to give warning to the Ogres below of incoming enemy fire.
A champion or character that has joined a unit with this special rule may make a “Look Out, Sir!” roll if there are two or more rank and file models in the unit (rather than the usual five). In addition, you may re-roll a “Look Out, Sir!” roll if there are five or more rank and file models in the unit
Lord Of The Night
The Vampire howls into the cold night, their cry answered by the baying of countless dark creatures.
During the Command sub-phase of their turn, this Vampire may attempt to resurrect fallen creatures of the night by making a Leadership test (using their own Leadership). If this test is passed, a single friendly unit of Fell Bats, Bat Swarms or Dire Wolves that is within 12" of this model recovers D6 lost Wounds.
Lore Familiar
Lore Of Chaos
Chaos Sorcerers are gifted understanding of dark magic by the Ruinous Powers which they serve. Spells creep into their minds through dreams, visions, and the whispers of the Dark Gods themselves.
Lore Of Chaos
Chaos Sorcerers are gifted understanding of dark magic by the Ruinous Powers which they serve. Spells creep into their minds through dreams, visions, and the whispers of the Dark Gods themselves.
Lore Of Chaos
Chaos Sorcerers are gifted understanding of dark magic by the Ruinous Powers which they serve. Spells creep into their minds through dreams, visions, and the whispers of the Dark Gods themselves.
Lore of Lustria
Lore Of Naggaroth
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.
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 Saphery
While lesser races study magic in its corrupted, broken form, High Elf Mages harness its power as pure mystical energy.
Within the White Tower, mages learn to smooth the tumultuous eddies of the Winds of Magic, bringing all eight together to create the silvery hue of pure magic.
Lore Of The Great Maw
Lore Of The Horned Rat
Lore of the Lady
The magical powers of the Handmaidens of the Lady all resemble religious observance as much as they do sorcery. With hands clasped in devotion and rapturous joy upon her brow, a Damsel or Prophetess beseeches her goddess to protect and empower her dutiful followers.
Lore of the Lady
The magical powers of the Handmaidens of the Lady all resemble religious observance as much as they do sorcery. With hands clasped in devotion and rapturous joy upon her brow, a Damsel or Prophetess beseeches her goddess to protect and empower her dutiful followers.
Lore of the Lady
The magical powers of the Handmaidens of the Lady all resemble religious observance as much as they do sorcery. With hands clasped in devotion and rapturous joy upon her brow, a Damsel or Prophetess beseeches her goddess to protect and empower her dutiful followers.
Lore of Undeath
Mystery shrouds the study of Necromancy. To learn this dark art, an aspirant must find a willing tutor and become their apprentice, or acquire forbidden books rich in the secrets of undeath. It is this intrinsic mystery that drives Necromancers to become servants of the Vampire Counts, hoping to learn first-hand from the masters of undeath.
A Wizard with the ‘Lore of Undeath’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below.
Loremaster
Amongst the seers and scholars that reside within the Tower of Hoeth, there are those that practise both the mystical and martial arts as one. Such dedication marks a Loremaster from a mere scholar.
High Elf Lords only. A character with the Loremaster Elven Honour:
• Cannot be mounted.
• Is a Level 1 Wizard and knows one randomly generated spell from one of the following Lores of Magic:
- Battle Magic
- Elementalism
- High Magic
- Illusion
• May be equipped with a Sword of Hoeth (see page 187) for no additional points. If so, they may not take any additional, non-magical weapons.
• Gains the Ithilmar Armour, Lileath’s Blessing and Lore of Saphery special rules.
Mace tail
R S AP Special Rules
Mace tail Combat S+1 -2 -
Notes: A Lammasu may make one additional attack each turn with this weapon.
Resistenza alla Magia
Master Of Battle
The masters of the Knightly Order are bold and ferocious warriors, fearless in the face of even the most terrifying enemies.
If this model joins a unit of Empire Knights, Inner Circle Knights or Demigryph Knights, that unit will gain the Immune to Psychology special rule. Should this model leave a unit it has joined for any reason, that unit loses this special rule.
Master of Mortals
The Champion is worshipped as a god by their mortal followers, who see in them the power of Chaos made manifest.
Unless this character is fleeing, friendly units of Chaos Marauders and Marauder Horsemen gain a +1 modifier to their Leadership characteristic whilst within this character’s Command range (to a maximum of 10).
Master of Mortals
The Champion is worshipped as a god by their mortal followers, who see in them the power of Chaos made manifest.
Unless this character is fleeing, friendly units of Chaos Marauders and Marauder Horsemen gain a +1 modifier to their Leadership characteristic whilst within this character’s Command range (to a maximum of 10).
Master of Mortals
The Champion is worshipped as a god by their mortal followers, who see in them the power of Chaos made manifest.
Unless this character is fleeing, friendly units of Chaos Marauders and Marauder Horsemen gain a +1 modifier to their Leadership characteristic whilst within this character’s Command range (to a maximum of 10).
Master Of Ballistics
Learned veterans of the Empire’s colleges, Engineers quickly assess the preparation of their war machines and guide their crews towards greater accuracy.
Unless this model is fleeing or engaged in combat, once per turn a friendly Empire war machine that is within its Command range can either use this model’s Ballistic Skill characteristic, or re-roll a single Artillery dice.
Strategic Mastery
Hans has honed his craft on countless battlefields across the Old World against all manner of foes, making him amongst the Empire’s foremost commanders.
In scenarios where players roll off to determine who takes the first turn, you may apply a +1 or -1 modifier to the result of your roll.
Sorcerer's Curse
The flesh of a Sorcerer of Hashut hardens and blackens over time, eventually turning to stone.
If this model miscasts a spell, it must immediately make a Toughness test. If this test is failed, it loses a single Wound and gains a +1 modifier to its Toughness characteristic instead of rolling on the Miscast table. If this test is passed, it rolls on the Miscast table as normal.
Manbane
When this character makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness.
Soul-eater
The presence of a Cygor is intensely unsettling to any nearby Wizards, for they know Cygors crave their souls above all else.
Any enemy Wizard that wishes to cast a spell whilst within 12" of one or more Cygors must first make a Leadership test. If this test is failed, the Wizard has lost their nerve and, should they fail to cast the spell (i.e., should their casting result be less than the casting value of the spell), the spell has been miscast and the active player immediately rolls on the Miscast table to see what fate befalls the unfortunate Wizard. If this test is passed, the Wizard can continue with their casting attempt as normal.
Many Grasping Claws
counts as a hand weapon
Many-limbed Fiend
Some Beastman grow additional arms, allowing them to unleash even more carnage upon the battlefield.
This model (but not its mount) has a +1 modifier to its Attacks characteristic. However, this bonus attack must be made using an ordinary hand weapon.
Mark Of Khorne
Warriors marked by Khorne are consumed with a violent rage and the constant need to shed the blood of their foes.
Models with the Mark of Khorne have the Frenzy special rule.
Mark Of Chaos Undivided
Many warriors from the cold North worship the Gods of Chaos as a pantheon, favouring no one deity above the others.
Models with the Mark of Chaos Undivided can re-roll any failed Fear, Panic or Terror test.
Mark Of Chaos Undivided
Beastmen are truly the children of Chaos and, as such, they worship the Gods of Chaos as a pantheon, rarely favouring any one deity above the others.
Models with the Mark of Chaos Undivided can re-roll any failed Fear, Panic or Terror test.
Mark Of Nurgle
Those marked by Nurgle are eternally accompanied by thick clouds of flies, blinding, deafening and choking their enemies.
Any enemy model that directs its attacks against a model with the Mark of Nurgle during the Combat phase must re-roll any rolls To Hit of a natural 6.
Mark Of Slaanesh
Devotees of Slaanesh have experienced sensations beyond comprehension, rendering them insensible to mortal fears.
Models with the Mark of Slaanesh have +1 Initiative during the first round of any combat. Additionally, if the majority of the models in a unit have the Mark of Slaanesh, the unit automatically passes any Panic tests it is required to make.
Mark Of Tzeentch
Those who bear the ever-burning Mark of Tzeentch have a natural capacity to manipulate magic and unbind the weak spells of mere conjurors.
Models with the Mark of Tzeentch have the Flaming Attacks and Magic Resistance (-1) special rules. In addition, if a Wizard with the Mark of Tzeentch has joined a unit with the Mark of Tzeentch that has a Unit Strength of 10 or more, they may apply a +1 modifier to any Casting roll they make. Should they leave the unit for any reason, or should the unit’s Unit Strength fall below 10, this modifier is lost.
Marks Of Chaos
Those who bear the favour of the Dark Gods are marked by them. Their appearance becomes shaped by the signs and stigmata of their patron, proclaiming their loyalty for all to see.
Many models in this army list have the Mark of Chaos Undivided listed among their special rules. Of those that do, some have the option to replace it with the Mark of a specific Chaos god:
• A model cannot have more than one Mark of Chaos.
• All models within a unit must have the same Mark of Chaos.
• A character with the Mark of a specific Chaos god can only join a unit with the same Mark, with the Mark of Chaos Undivided, or with no Mark.
• A character with the Mark of Chaos Undivided can join any unit as normal.
Note that, with the exception of Daemonic Mounts, the benefits granted by a Mark of Chaos apply only to its bearer, not to their mount (should they have one).
Marks Of Chaos
Those who bear the favour of the Dark Gods are marked by them. Their appearance becomes shaped by the signs and stigmata of their patron, proclaiming their loyalty for all to see.
Many models in this army list have the Mark of Chaos Undivided listed among their special rules. Of those that do, some have the option to replace it with the Mark of a specific Chaos god:
• A model cannot have more than one Mark of Chaos.
• All models within a unit must have the same Mark of Chaos.
• A character with the Mark of a specific Chaos god can only join a unit with the same Mark, with the Mark of Chaos Undivided, or with no Mark.
• A character with the Mark of Chaos Undivided can join any unit as normal.
Note that, with the exception of Daemonic Mounts, the benefits granted by a Mark of Chaos apply only to its bearer, not to their mount (should they have one).
Marks Of Chaos
Those who bear the favour of the Dark Gods are marked by them. Their appearance becomes shaped by the signs and stigmata of their patron, proclaiming their loyalty for all to see.
Many models in this army list have the Mark of Chaos Undivided listed among their special rules. Of those that do, some have the option to replace it with the Mark of a specific Chaos god:
• A model cannot have more than one Mark of Chaos.
• All models within a unit must have the same Mark of Chaos.
• A character with the Mark of a specific Chaos god can only join a unit with the same Mark, with the Mark of Chaos Undivided, or with no Mark.
• A character with the Mark of Chaos Undivided can join any unit as normal.
Note that, with the exception of Daemonic Mounts, the benefits granted by a Mark of Chaos apply only to its bearer, not to their mount (should they have one).
Wolf Hammer
R S AP Special Rules
Wolf hammer Combat S+1 -2 Requires Two Hands
Notes: If the wielder of a wolf hammer uses it during a turn in which they made a charge move of 3" or more, they have a +2 modifier to their Strength characteristic, rather than the usual +1.
Martial Pride
Over time, the Blood Knights have become a macabre parody of the noble knights they once were, toying with their foes mercilessly in one-sided duels to the death.
Every model in a unit of Blood Knights can issue and accept challenges in the same manner as a character. However, a unit with this special rule cannot refuse a challenge – if a challenge is issued and a model belonging to this unit could accept it, a model belonging to the unit must accept it.
Martial Prowess
Elven soldiers spend many hours perfecting their battlefield drill, masterfully wielding their long spears with a skill and grace absent from the ranks of their enemies.
A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
Martial Prowess
Elven soldiers spend many hours perfecting their battlefield drill, masterfully wielding their long spears with a skill and grace absent from the ranks of their enemies.
A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
Martial Prowess
Eternal Guard spend many hours mastering the art of the Asrai spear, wielding their weapons with a skill and grace absent from the ranks of their enemies.
A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
Masses
Master Of The Black Arts
The Winds of Magic bend easily to the will of this Vampire, so matchless is their magical prowess.
This Vampiric Power may only be taken by a Vampire Count that is a Level 2 Wizard, or by a Vampire Thrall that is a Level 1 Wizard. This Vampire increases their Level of Wizardry by 1.
Masterful Outriders
The horsemen of a Royal Host are well practised at fighting beside their lord’s chariots.
• 0-1 unit of Skeleton Horse Archers per 1,000 points may have the Chariot Runners special rule for free.
Mawseeker
Those tough enough to survive the pilgrimage to the Great Maw often return with part of themselves eaten away.
Models whose troop type is ‘infantry’ only. This character has a +1 modifier to their Toughness characteristic. However, this character is also subject to the Stupidity special rule.
Skulking Menace
Hiding within Goblin ranks, out of sight of the enemy, Nasty Skulkers await their chance to strike.
Nasty Skulkers are not placed on the battlefield at the start of the game. Instead, make a note of which Goblin Mobs include Nasty Skulkers, and of how many they include. These units are referred to as ‘concealing’ units. At the start of its first round of combat, during Step 1.1 of the Choose Combat & Fight sub-phase, a concealing unit must reveal its Nasty Skulkers – they cannot be revealed at any other time. Position each revealed Nasty Skulker as you would a character that has joined the unit. Once placed, Nasty Skulkers cannot leave their concealing unit. If a concealing unit is destroyed or flees the battlefield before its Nasty Skulkers are revealed, they are removed as casualties.
Skulking Menace
Hiding within Goblin ranks, out of sight of the enemy, Nasty Skulkers await their chance to strike.
Nasty Skulkers are not placed on the battlefield at the start of the game. Instead, make a note of which Goblin Mobs include Nasty Skulkers, and of how many they include. These units are referred to as ‘concealing’ units. At the start of its first round of combat, during Step 1.1 of the Choose Combat & Fight sub-phase, a concealing unit must reveal its Nasty Skulkers – they cannot be revealed at any other time. Position each revealed Nasty Skulker as you would a character that has joined the unit. Once placed, Nasty Skulkers cannot leave their concealing unit. If a concealing unit is destroyed or flees the battlefield before its Nasty Skulkers are revealed, they are removed as casualties.
Skulking Menace
Hiding within Goblin ranks, out of sight of the enemy, Nasty Skulkers await their chance to strike.
Nasty Skulkers are not placed on the battlefield at the start of the game. Instead, make a note of which Goblin Mobs include Nasty Skulkers, and of how many they include. These units are referred to as ‘concealing’ units. At the start of its first round of combat, during Step 1.1 of the Choose Combat & Fight sub-phase, a concealing unit must reveal its Nasty Skulkers – they cannot be revealed at any other time. Position each revealed Nasty Skulker as you would a character that has joined the unit. Once placed, Nasty Skulkers cannot leave their concealing unit. If a concealing unit is destroyed or flees the battlefield before its Nasty Skulkers are revealed, they are removed as casualties.
Mercenaries
Sorcerous Miasma
Sorcerous black clouds curl about the Lammasu, protecting it from spells and befouling the magical weapons of its enemies, preventing them from striking the beast to full effect.
During the Combat phase, any enemy model that uses a magic weapon to attack a character mounted on a Lammasu counts as being armed with a simple hand weapon instead.
Monster Handlers
Monstrous Tusks
Weapon R S AP Special Rules
Monstrous tusks Combat S -1 Armour Bane (1)
Moonfire Shot
Glowing eerily with pale light, the touch of these arrows brings searing agony. An Asrai longbow with Moonfire Shot has the Flaming Attacks and Magical Attacks special rules.
Morning Star
Venomous bites and stings
counts as hand weapons
Mortar
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.
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.
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.
Motley Crew
Motley Crew*
Motley Crew*
Motley Crew*
Mountaineater
Those able to scale the tallest peaks ritually consume part of the mountain to mark their conquest.
Models whose troop type is ‘infantry’ only. This character cannot be wounded by a roll To Wound of 2, regardless of the Strength of the attack.
Mounted Host
In the frigid wastelands at the top of the world, cohorts of mounted warriors thunder across the frozen earth in constant search of worthy adversaries.
All characters within a Heralds of Darkness army must be mounted or have the Fly (X) special rule.
Mournfang Charge
Driven by the momentum of the charge, the monstrous tusks of a Mournfang pierce through armour with ease to gore the enemy deeply.
Impact Hits caused by a model with this special rule have the Armour Bane (1) special rule and an Armour Piercing characteristic of -1.
Move Through Cover
Movimento Casuale
Moving Through A Fanatic
Although dangerous, any unit may move through a Fanatic.
Should a unit ever end its move ‘on top’ of a Fanatic, move the Fanatic by the shortest route possible until it can be placed on the battlefield with its base not touching the bases of any models.
Moving Through A Fanatic
Although dangerous, any unit may move through a Fanatic.
Should a unit ever end its move ‘on top’ of a Fanatic, move the Fanatic by the shortest route possible until it can be placed on the battlefield with its base not touching the bases of any models.
Moving Through A Fanatic
Although dangerous, any unit may move through a Fanatic.
Should a unit ever end its move ‘on top’ of a Fanatic, move the Fanatic by the shortest route possible until it can be placed on the battlefield with its base not touching the bases of any models.
Poisonous Slime
The Champion’s flesh is saturated with a toxic slime that seeps from their skin, poisoning anything it touches.
This character (but not their mount) has the Poisoned Attacks special rule.
Poisonous Slime
The Champion’s flesh is saturated with a toxic slime that seeps from their skin, poisoning anything it touches.
This character (but not their mount) has the Poisoned Attacks special rule.
Poisonous Slime
The Champion’s flesh is saturated with a toxic slime that seeps from their skin, poisoning anything it touches.
This character (but not their mount) has the Poisoned Attacks special rule.
Shieldwall
Murderous
Trained in the arts of murder from a young age, devotees of Khaine are deadly killers able to strike mortal wounds upon even the most resilient of foes.
When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Wound of a natural 1.
Note that this special rule only applies to a single, non-magical 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.
Soporific Musk
Fiends of Slaanesh exude a pervasive and oily musk that, when inhaled, numbs the mind and slows the limbs of all who venture too close.
Enemy models engaged in combat with a model with this special rule cannot use the Strike First special rule. Enemy models that do not have the Strike First special rule become subject to the Strike Last special rule instead.
Muscular Monstrosity
The Beastman has been blessed by the Gods of Chaos, and its torso bulges with huge muscles.
This model (but not its mount) has a +1 modifier to its Strength characteristic.
Mutated Hides
Counts as Heavy armour
Rampant Mutation
Damned by their dark masters, the bodies of the Forsaken constantly writhe and mutate, their limbs forever reshaping into strange new forms.
When this unit’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, roll on the table below to determine which mutation it is currently afflicted with:
Rampant Mutation Table
D6 Result
1-2 Venomous Fangs: With jaws distended, the Forsaken sink venomous fangs into their foes. Until the end of this Combat phase, the unit gains the Poisoned Attacks special rule.
3-4 Razor Talons: With talons like the blades of daggers, the Forsaken slash at their enemies. Until the end of this Combat phase, all of the unit’s attacks have an Armour Piercing characteristic of -2.
5-6 Decapitating Claws: With gigantic, snapping claws, the Forsaken dismember the enemy. Until the end of this Combat phase, the unit gains the Killing Blow special rule.
Rampant Mutation
Damned by their dark masters, the bodies of the Forsaken constantly writhe and mutate, their limbs forever reshaping into strange new forms.
When this unit’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, roll on the table below to determine which mutation it is currently afflicted with:
Rampant Mutation Table
D6 Result
1-2 Venomous Fangs: With jaws distended, the Forsaken sink venomous fangs into their foes. Until the end of this Combat phase, the unit gains the Poisoned Attacks special rule.
3-4 Razor Talons: With talons like the blades of daggers, the Forsaken slash at their enemies. Until the end of this Combat phase, all of the unit’s attacks have an Armour Piercing characteristic of -2.
5-6 Decapitating Claws: With gigantic, snapping claws, the Forsaken dismember the enemy. Until the end of this Combat phase, the unit gains the Killing Blow special rule.
Rampant Mutation
Damned by their dark masters, the bodies of the Forsaken constantly writhe and mutate, their limbs forever reshaping into strange new forms.
When this unit’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, roll on the table below to determine which mutation it is currently afflicted with:
Rampant Mutation Table
D6 Result
1-2 Venomous Fangs: With jaws distended, the Forsaken sink venomous fangs into their foes. Until the end of this Combat phase, the unit gains the Poisoned Attacks special rule.
3-4 Razor Talons: With talons like the blades of daggers, the Forsaken slash at their enemies. Until the end of this Combat phase, all of the unit’s attacks have an Armour Piercing characteristic of -2.
5-6 Decapitating Claws: With gigantic, snapping claws, the Forsaken dismember the enemy. Until the end of this Combat phase, the unit gains the Killing Blow special rule.
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.
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.
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.
Nasty Skulker
Nasty Skulker
Nasty Skulker
Naval Discipline
The citizens of Lothern are justifiably proud of the discipline of the Sea Guard regiments. These skilled warriors drill for many hours, perfecting the art of firing a volley of shots even as they redress their ranks to receive the enemy’s charge.
A unit of Lothern Sea Guard may use this special rule when it makes a Stand & Shoot charge reaction. A unit that does so can make a Stand & Shoot charge reaction regardless of how close the charging unit is. Once this shooting has been resolved, the charged unit may make a free redress the ranks manoeuvre, after which it will Hold and await the charging unit.
Units that are fleeing, that are already engaged in combat when charged, or that have been joined by a character that does not have this special rule cannot use this special rule.
Suffer Not…
Many Witch Hunters stalk the Old World, guided by the teachings of their church and their personal biases to seek out the multifarious enemies of Man and deliver them unto justice.
Each Witch Hunter in your army must have one of the following ‘specialisms’, chosen when writing your muster list. This specialism indicates which of the many enemies of humanity the Witch Hunter is tasked with hunting. You must tell your opponent which specialism each Witch Hunter in your army has when deploying your army:
• The Witch: The Witch Hunter and any unit they have joined gains the Hatred (enemy Wizards) and Magic Resistance (-2) special rules.
• The Revenant: The Witch Hunter and any unit they have joined gains the Hatred (Undead models) and Flaming Attacks special rules.
• The Mutant: The Witch Hunter and any unit they have joined gains the Hatred (Warriors of Chaos & Beasts of Chaos) and Magic Resistance (-1) special rules.
• The Daemon: The Witch Hunter and any unit they have joined gains the Hatred (Daemonic models) and Magical Attacks special rules.
Necromantic Undead
The Undead legions of the Vampire Counts march under the command of powerful Necromancers.
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.
Nehekharan Phalanx
The warriors of ancient Nehekhara are implacable foes and, with their tall shields locked together, present an all but immovable barrier to the enemy’s advance.
A unit with this special rule that is arrayed in a Close Order formation, and that is equipped with and chooses to use shields, may choose not to Give Ground should it lose a round of combat.
However, if the winning side significantly outnumbers the losing side, it will overwhelm the loser. If the Unit Strength of the winning side is more than twice that of the losing side, this unit cannot use this special rule and must Give Ground as normal.
Nehekharan Phalanx
The warriors of ancient Nehekhara are implacable foes and, with their tall shields locked together, present an all but immovable barrier to the enemy’s advance.
A unit with this special rule that is arrayed in a Close Order formation, and that is equipped with and chooses to use shields, may choose not to Give Ground should it lose a round of combat.
However, if the winning side significantly outnumbers the losing side, it will overwhelm the loser. If the Unit Strength of the winning side is more than twice that of the losing side, this unit cannot use this special rule and must Give Ground as normal.
Nehekharan Phalanx
The warriors of ancient Nehekhara are implacable foes and, with their tall shields locked together, present an all but immovable barrier to the enemy’s advance.
A unit with this special rule that is arrayed in a Close Order formation, and that is equipped with and chooses to use shields, may choose not to Give Ground should it lose a round of combat.
However, if the winning side significantly outnumbers the losing side, it will overwhelm the loser. If the Unit Strength of the winning side is more than twice that of the losing side, this unit cannot use this special rule and must Give Ground as normal.
Netters
In dark underground tunnels, Night Goblins throw nets to entangle their prey.
When this unit’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, it may attempt to ‘entangle’ one enemy unit it is engaged with. Roll a D6. On a roll of 1, the unit has entangled itself. On a roll of 2+, the enemy unit is entangled. Until the end of the Combat phase, an entangled unit suffers a -1 modifier to its Strength characteristic (to a minimum of 1).
Note that this modifier is not cumulative.
Netters
In dark underground tunnels, Night Goblins throw nets to entangle their prey.
When this unit’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, it may attempt to ‘entangle’ one enemy unit it is engaged with. Roll a D6. On a roll of 1, the unit has entangled itself. On a roll of 2+, the enemy unit is entangled. Until the end of the Combat phase, an entangled unit suffers a -1 modifier to its Strength characteristic (to a minimum of 1).
Note that this modifier is not cumulative.
Netters
In dark underground tunnels, Night Goblins throw nets to entangle their prey.
When this unit’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, it may attempt to ‘entangle’ one enemy unit it is engaged with. Roll a D6. On a roll of 1, the unit has entangled itself. On a roll of 2+, the enemy unit is entangled. Until the end of the Combat phase, an entangled unit suffers a -1 modifier to its Strength characteristic (to a minimum of 1).
Note that this modifier is not cumulative.
Noxious Breath
R S AP Special Rules
Noxious breath N/A 4 N/A Breath Weapon
Notes: Until your next Start of Turn sub-phase, every model in a unit that suffers one or more unsaved wounds from this weapon suffers a -1 modifier to its Weapon Skill characteristic (to a minimum of 1). No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Nuln State Troops
The City-state of Nuln boasts a large standing army, well-equipped with halberds and handguns.
Regiments of Nuln State Troops and Nuln Veteran State troops are made as follows, using the profiles for State Troops and Veteran State Troops in the Empire of Man army list (see page 57 of Forces of Fantasy), accompanied by detachments of State Missile Troops (see page 58 of Forces of Fantasy):
• A regiment of Nuln State Troops consists of a regimental unit of State Troops, accompanied by 1-2 detachments of State Missile Troops and/or Swordsmen.
• A regiment of Nuln Veteran State Troops consists of a regimental unit of Veteran State Troops, accompanied by 1-2 detachments of State Missile Troops and/or Swordsmen.
• Each unit of State Troops or Veteran State Troops must be equipped with halberds.
• Each detachment of State Missile Troops must be equipped with handguns.
• A detachment of Swordsmen consists of State Troops equipped with hand weapons and shields.
• Unlike regular detachments, detachments in a regiment of Nuln State Troops may upgrade one model to a Sergeant (champion) for free.
Numbing Chill
The Mountains of Mourn are deathly cold, and the terrible chill of the high peaks clings eternally to the hide of the creatures that dwell there.
Whilst in base contact with this model, enemy models suffer a -1 modifier to their Weapon Skill and Initiative characteristics, to a minimum of 1.
Oaken Fists
R S AP Special Rules
Oaken fists Combat S -2 -
Oathstone
By standing atop a dressed stone inscribed with powerful runes and ancestral oaths of vengeance, a Lord increases the resolve of their followers and ensures that no foe can escape their wrath.
Challenges issued by a character with an Oathstone cannot be refused. In addition, a character with an Oathstone and any unit they have joined automatically passes any Panic tests they are required to make, but cannot choose to Flee as a charge reaction.
Obsidian Blades
Lizardmen favour weapons studded with shards of razor sharp volcanic glass that cut through flesh and armour with ease.
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, non-magical 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.
Ogre Charge
Ogres barge into combat using their great lumbering mass as a eapon, harnessing their tremendous momentum to crush anything they collide with.
The Armour Piercing characteristic of any Impact Hits caused by a model with this special rule (but not its mount) is improved by the current Rank Bonus of its unit (or, in the case of characters, the current Rank Bonus of any unit they have joined).
Ogre Pistol
Ogres often carry large barrelled pistols made by modifying handguns used by Men and Dwarfs to fit their massive fists. Although seldom well-maintained, such weapons delight their proud owners with the volume of their report.
R S AP Special Rules
Ogre pistol 24" 4 -1 Armour Bane (1), Quick Shot
Ogre Pistol
R S AP Special Rules
Ogre pistol 24" 4 -1 Armour Bane (1), Quick Shot
Oi! Dis Way!
To put it kindly, Trolls are remarkably unencumbered by intellect.
However, when someone with an authoritative voice gives them simple instructions, they are incredibly effective shock troops, capable of tearing a man limb from limb.
Unless the character is fleeing, friendly Troll Mobs within a Troll Horde army that are within the Command range of an Orc Shaman, Goblin Shaman or Troll Hag can use the Leadership characteristic of that character instead of their own.
Open Order
The Quickening Storm
Bathed in invigorating lightning, Dragon Ogres are warded against the effects of hostile magic.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile or a Magical Vortex spell. In addition, if a model with this special rule, or the unit it belongs to, suffers one or more hits from Storm Call (see page 104), it becomes ‘Quickened’. A Quickened model has a +1 modifier to both its Initiative and Attacks characteristics. This Quickening lasts until your next Start of Turn sub-phase.
from Beastmen Brayherds
The Quickening Storm
Bathed in invigorating lightning, Dragon Ogres are warded against the effects of hostile magic.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile or a Magical Vortex spell. In addition, if a model with this special rule, or the unit it belongs to, suffers one or more hits from Storm Call (see page 104), it becomes ‘Quickened’. A Quickened model has a +1 modifier to both its Initiative and Attacks characteristics. This Quickening lasts until your next Start of Turn sub-phase.
from Beastmen Brayherds
The Quickening Storm
Bathed in invigorating lightning, Dragon Ogres are warded against the effects of hostile magic.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile or a Magical Vortex spell. In addition, if a model with this special rule, or the unit it belongs to, suffers one or more hits from Storm Call (see page 104), it becomes ‘Quickened’. A Quickened model has a +1 modifier to both its Initiative and Attacks characteristics. This Quickening lasts until your next Start of Turn sub-phase.
from Beastmen Brayherds
The Quickening Storm
Bathed in invigorating lightning, Dragon Ogres are warded against the effects of hostile magic.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile or a Magical Vortex spell. In addition, if a model with this special rule, or the unit it belongs to, suffers one or more hits from Storm Call (see page 104), it becomes ‘Quickened’. A Quickened model has a +1 modifier to both its Initiative and Attacks characteristics. This Quickening lasts until your next Start of Turn sub-phase.
Order Of The Blazing Sun
The Knights of the Blazing Sun are vigilant students of war who strive for perfection on the battlefield.
Models belonging to the Order of the Blazing Sun:
• Gain the Evasive and Flaming attacks special rule.
In addition, a Grand Master, Chapter Master or unit of Inner Circle Knights belonging to the Order of the Blazing Sun:
• May claim an additional bonus of +1 combat result point when calculating its combat result during a turn in which it charges. This bonus is not cumulative.
Order Of The Fiery Heart
These fanatical knights work closely with the Cult of Sigmar, earning a reputation as the shield of the Sigmarite faithful.
Models belonging to the Order of the Fiery Heart:
• Can only be joined by a Grand Master or Chapter Master belonging to the Order of the Fiery Heart, a Lector of Sigmar or a Priest of Sigmar.
• Gain the Hatred (enemy Wizards, Orcs & Goblins) special rule.
• Have +1 Initiative during the first round of any combat.
In addition, a Grand Master, Chapter Master or unit of Inner Circle Knights belonging to the Order of the Fiery Heart:
• May re-roll any rolls To Hit or To Wound of a natural 1 made during the Combat phase.
Order Of The Knights Of Morr
Clad in jet-black armour, these dour warriors strive to protect the living from the ever-present threat of the undead.
Models belonging to the Order of the Knights of Morr:
• Gain the Hatred (Undead models) special rule.
• Have a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
In addition, a Grand Master, Chapter Master or unit of Inner Circle Knights belonging to the Order of the Knights of Morr:
• Gains the Fear and Magical Attacks special rules.
Order Of The Knights Panther
Dedicated to the eradication of Chaos and its corrupt followers, these gallant warriors are amongst the most powerful of the Knightly Orders.
Models belonging to the Order of the Knights Panther:
• Must be armed with lances (note that models able to purchase magic weapons may do so as normal).
• May re-roll a single dice that rolls a natural 1 when making a Charge roll, before discarding any dice that are required to be discarded.
• Gain the Hatred (Warriors of Chaos, Beastmen Brayherds & Daemonic models) special rule.
In addition, a Grand Master, Chapter Master or unit of Inner
Circle Knights belonging to the Order of the Knights Panther:
• Gains the Magic Resistance (-1) special rule.
Order Of The White Wolf
The Knights of the White Wolf swing their infamous wolf hammers
with primal savagery, shattering shields and skulls with each blow.
Models belonging to the Order of the White Wolf:
• Must be equipped with either great weapons or halberds,
which they may replace with wolf hammers (see page 39)
for free (note that models able to purchase magic weapons
may do so as normal).
• Gain the Furious Charge special rule.
In addition, a Grand Master, Chapter Master or unit of Inner
Circle Knights belonging to the Order of the White Wolf:
• Has a 5+ Ward save against any wounds suffered that
were caused by an attack that has the Flaming Attacks
special rule.
Paired Great Khopeshes
R S AP Special Rules
Paired great khopeshes Combat S -2 Killing Blow, Requires Two Hands
Paired Great Khopeshes
R S AP Special Rules
Paired great khopeshes Combat S -2 Killing Blow, Requires Two Hands
Paired Great Khopeshes
R S AP Special Rules
Paired great khopeshes Combat S -2 Killing Blow, Requires Two Hands
Pavise
A pavise is a large, heavy shield, anchored to the ground by iron spikes.
A pavise gives its wielder a 4+ armour value against attacks made by enemy models that lie within the wielder’s front arc. However, a pavise offers no protection to its wielder against attacks made by enemy models that lie within the wielder’s flank or rear arcs.
Peasantry
The low-born peasants of Bretonnia habitually look to their knightly betters for leadership.
If a unit with this special rule is within 6" of a friendly model that has the Knight’s Vow, the Questing Vow or the Grail Vow, and if that model is not fleeing, this unit can use that model’s Leadership characteristic instead of its own. In addition, a standard carried by a unit with this special rule cannot be counted as a trophy of war. A character with this special rule can only join a unit that also has this special rule.
Peasantry
The low-born peasants of Bretonnia habitually look to their knightly betters for leadership.
If a unit with this special rule is within 6" of a friendly model that has the Knight’s Vow, the Questing Vow or the Grail Vow, and if that model is not fleeing, this unit can use that model’s Leadership characteristic instead of its own. In addition, a standard carried by a unit with this special rule cannot be counted as a trophy of war. A character with this special rule can only join a unit that also has this special rule.
Peasantry
The low-born peasants of Bretonnia habitually look to their knightly betters for leadership.
If a unit with this special rule is within 6" of a friendly model that has the Knight’s Vow, the Questing Vow or the Grail Vow, and if that model is not fleeing, this unit can use that model’s Leadership characteristic instead of its own. In addition, a standard carried by a unit with this special rule cannot be counted as a trophy of war. A character with this special rule can only join a unit that also has this special rule.
Slug-skin
This grotesque gift of the Chaos gods causes the recipient’s skin to constantly ooze with a vile, foul smelling slime.
Any enemy model that directs its attacks against this model or any unit it has joined during the Combat phase suffers a -1 modifier to its rolls To Hit.
Scaly Skin
counts as Heavy armour
Peerless Raider
Frydaal has raided the coastlines of the Empire and Kislev for many seasons and is second to none when it comes to orchestrating lightning-fast strikes along the Old World’s northern shores.
0-1 unit of Chaos Marauders or Marauder Horsemen in the same muster list as Frydaal may have the Ambushers special rule for free. In addition, if Frydaal is your General, you may apply a +1 or -1 modifier to the result when rolling to determine if she or any unit of Chaos Marauders, Marauder Horsemen, Marauder Tribe Huscarls or Marauder Tribe Berserkers with the Ambushers special rule that is currently held in reserve arrives this turn as reinforcements or is delayed.
Warpaint
Some superstitious Orcs adorn their bodies with charms and warpaint to protect them from harm. Such is their faith in these measures that they actually seem to work!
Warpaint gives its wearer a 6+ Ward save against any wounds suffered. However, a model with this special rule can never wear armour of any sort (though they may carry a shield).
Uncanny Senses
The Dark Gods gift some Beastman with acute senses, additional eyes or even extra heads, granting them unnaturally fast reactions.
This model (but not its mount) has a +1 modifier to its Initiative characteristic.
Pestilential Breath
R S AP Special Rules
Pestilential breath N/A 2 -3 Breath Weapon
Petrified Flesh
counts as full plate armour
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).
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).
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).
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).
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).
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).
Piercing Claws
The Daemons of Slaanesh strike at their foes with wicked claws, slicing through the sturdiest armour with ease to sever limbs and claim souls for their thirsting master.
R S AP Special Rules
Piercing claws Combat S -1 Armour Bane (2), Extra Attacks (1), Requires Two Hands
Pigeon Bombs
Many Engineers experiment with the idea that homing pigeons can be trained to deliver bombs to the enemy, but most such research ends with a feathery blast and a burning loft.
Instead of shooting normally during the Shooting phase, a model equipped with pigeon bombs may release one. Choose an enemy unit that is within 24" of the model and roll on the Pigeon Bomb table below:
Pigeon Bomb Table
D6 Result
1 Bird Brain: Confused by the tumult of battle, the pigeon returns to its handler. Centre a small (3") blast template over the model that released the pigeon bomb. Any model whose base lies underneath the template risks being hit and suffering a Strength 4 hit with an AP of -1.
2-3 Fly Away Home: Perhaps wisely, the pigeon sets off towards the distant horizon. The bomb has no effect.
4-5 Dud: The pigeon drops its package over its target, but the bomb fails to detonate, instead falling earthwards at tremendous speed. The target unit suffers a single Strength 5 hit with an AP of -2.
6 Perfect Delivery: The pigeon delivers its package. Place a small (3") blast template so that its central hole is directly over the centre of the target unit. Any model whose base lies underneath the template risks being hit and suffering a single Strength 4 hit with an AP of -1.
Pistola
Repeater Pistol
Plague Censer
R S AP Special Rules
Plague censer Combat S+2 -1 Poisoned Attacks, Requires Two Hands
Notes: A plague censer’s Strength modifier applies only during the first round of combat. In addition, during the Combat phase, a model armed with a plague censer may re-roll any rolls To Wound of a natural 1.
Plague Proboscis
+1 Initiative
Stable Firing Platform
Atop the slow moving bulk of a War Wagon, the crew can shoot in all directions, taking careful aim behind its heavily armoured flanks before each shot.
To reflect the stability of a War Wagon, any missile weapons carried by the crew can be used in the Shooting phase even if the War Wagon marched this turn.
Trueflight Arrow
These enchanted arrows seek out their targets with unerring accuracy. An Asrai longbow with Trueflight Arrows has the Ignores Cover and Quick Shot special rules.
Poisoned Wind
Poisoned Wind is one of the most infamous weapons of the Skaven, who first deployed it during bitter tunnel fighting against the Dwarfs of the Worlds Edge Mountains.
When a model using a weapon with this special rule makes a roll To Wound, a roll of 6+ is always a success, even if the target’s Toughness is so high that the weapon would not normally be able to wound it. Finally, no armour save is permitted against wounds caused by a weapon with this special rule (Ward and Regeneration saves can be attempted as normal).
Note that models wielding weapons that have this special rule are immune to this special rule.
Poisoned Wind Globes
R S AP Special Rules
Poisoned Wind globes 9" 2 - Move & Shoot, Poisoned Wind, Quick Shot
Notes: If the roll To Hit is successful, a Poisoned Wind globe causes D3 hits to the target enemy unit, rather than the usual one. However, if a natural 1 is rolled when making a roll To Hit with this weapon, immediately roll another D6. On a roll of 1, D3 hits are caused on the shooting unit.
Poisoned Wind Mortar
This muzzle-loaded weapon lobs the infamous Poisoned Wind globes of Clan Skryre a much greater distance than the feeble arms of any mere Skaven could.
R S AP Special Rules
PoisonedWind mortar 6-24" 2 (4) - Bombardment, Cumbersome, Move or Shoot, Poisoned Wind
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Black Powder Misfire table.
Poisonous tail
R S AP Special Rules
Poisonous tail Combat S - Poisoned Attacks, Strike First
Note: In combat, this model may make one of its attacks each turn with this weapon.
Polearm
R S AP Special Rules
Single-handed Combat S - Fight in Extra Rank
Double-handed Combat S+1 -1 Requires Two Hands
Notes: A polearm has two profiles. You must choose which the unit will use at the start of the first round of a combat (i.e., the first round fought following a charge). A model wielding a polearm cannot make a supporting attack during a turn in which it charged.
Polearm
R S AP Special Rules
Single-handed Combat S - Fight in Extra Rank
Double-handed Combat S+1 -1 Requires Two Hands
Notes: A polearm has two profiles. You must choose which the unit will use at the start of the first round of a combat (i.e., the first round fought following a charge). A model wielding a polearm cannot make a supporting attack during a turn in which it charged.
Polearm
R S AP Special Rules
Single-handed Combat S - Fight in Extra Rank
Double-handed Combat S+1 -1 Requires Two Hands
Notes: A polearm has two profiles. You must choose which the unit will use at the start of the first round of a combat (i.e., the first round fought following a charge). A model wielding a polearm cannot make a supporting attack during a turn in which it charged.
Polearm
R S AP Special Rules
Single-handed Combat S - Fight in Extra Rank
Double-handed Combat S+1 -1 Requires Two Hands
Notes: A polearm has two profiles. You must choose which the unit will use at the start of the first round of a combat (i.e., the first round fought following a charge). A model wielding a polearm cannot make a supporting attack during a turn in which it charged.
Prayer Of The Damned
Driven even further into despair by the doom-laden words of the Prayer of the Damned, Flagellant warbands shrug off even the most grievous of wounds.
During the Command sub-phase of their turn, this character may attempt to chant the Prayer of the Damned 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:
• A 6+ Ward save against any wounds suffered.
• A 5+ Ward save against any wounds suffered that were caused in combat by an enemy with the Fear or Terror special rules.
Prayers Of Sigmar
The solemn hymns and chanted prayers of Sigmar’s Warrior Priests do more than simply strengthen the faith of believers; through them, Sigmar’s power is made manifest.
During the Command sub-phase of their turn, this character may attempt to invoke Sigmar’s blessings by chanting a single Prayer from the list below and making a Leadership test (using their own Leadership). If this test is passed, the Prayer takes immediate effect:
• Hammer Of Sigmar: Until your next Start of Turn sub-phase, this model, its mount and a single friendly unit that is within its Command range when this Prayer is chanted* may re-roll any rolls To Hit or To Wound of a natural 1 made during the Combat phase.
• Shield Of Faith: Until your next Start of Turn sub-phase, this model and a single friendly unit that is within its Command range when this Prayer is chanted* has a 5+ Ward save against any wounds suffered during the Shooting phase.
• Soulfire: A single enemy unit this model is engaged in combat with immediately suffers D6 Strength 3 hits, each with an AP of -2. These hits have the Flaming Attacks and Magical Attacks special rules.
*Note that if more than one friendly unit is within this model’s Command range when this Prayer is chanted, you must tell your opponent which unit is affected.
Note also that the effects of these Prayers on friendly units are not cumulative. In other words, a friendly unit cannot be affected by the same Prayer more than once during the same turn.
Prayers Of Ulric
The ferocious Priests of Ulric beseech the god of battle, wolves and winter to witness the deeds of his brave followers, and to reward their courage and prowess with his blessings.
During the Command sub-phase of their turn, this character may attempt to invoke Ulric’s blessings by chanting a single Prayer from the list below and making a Leadership test (using their own Leadership). If this test is passed, the Prayer takes immediate effect:
• Battle Howl: Until your next Start of Turn sub-phase, when this model and a single friendly unit that is within its Command range when this Prayer is chanted* makes a Charge roll, you may apply a +D3 modifier to the result. This Prayer may only affect models whose troop type is ‘infantry’ or ‘cavalry’.
• Winter’s Chill: Until your next Start of Turn sub-phase, any enemy model that directs its attacks against this model, its mount or any unit it has joined during the Combat phase must re-roll any rolls To Hit of a natural 6.
• Wrath Of Winter: Until your next Start of Turn sub-phase, this model, its mount and any unit it has joined gains the Multiple Wounds (2) special rule.
*Note that, if more than one friendly unit is within this model’s Command range when this Prayer is chanted, you must tell your opponent which unit is affected.
Note also that the effects of these Prayers on friendly units are not cumulative. In other words, a friendly unit cannot be affected by the same Prayer more than once during the same turn.
Primal Fury
Primeval Roar
The wailing cry of a Troglodon stirs the savagery within all Lizardmen and proves they have the Old Ones’ favour.
Once per game, during the Command sub-phase of their turn, this model may attempt to unleash the primeval savagery of the Lizardmen by making a Leadership test (using its own Leadership). If this test is passed, until the end of that turn all friendly Lizardmen units within 7" of this model gain the Furious Charge special rule.
Steam Power
Whilst a Steam Tank is capable of great speed, the fires that heat its boiler require constant stoking. Should the stamina of the crew falter, its thunderous pace can be reduced to a crawl.
A Steam Tank cannot march. Instead, you may make a ‘Steam Power’ roll and add the result to the model’s Movement characteristic. To make a Steam Power roll, roll two D6 and discard the lowest result. The highest result is the result of the Steam Power roll. If both dice roll the same result, discard either.
Protect Da Boss
The Trolls that accompany Ogdruz will dutifully shield him from harm.
This model cannot be targeted by enemy shooting or by enemy spells whilst it is within 3" of a friendly Troll Mob, unless this model is the closest target.
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.
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.
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.
Pure Of Heart
Though Ulthuan’s Golden Age is a distant memory, there are still a few nobles that embody all that is glorious about the High Elves, their presence reminding others of the heroic past of their race.
Unless this character is fleeing, all friendly units within their Command range can use their Leadership characteristic instead of their own. In addition, this character and any unit it has joined automatically passes any Panic test it is required to make.
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).
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).
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).
Venomous Tail
R S AP Special Rules
Venomous tail Combat S - Poisoned Attacks, Strike First
Note: In combat, this model must make one of its attacks each turn with this weapon.
Venomous tail
R S AP Special Rules
Venomous tail Combat S - Poisoned Attacks, Strike First
Note: In combat, this model must make one of its attacks each turn with this weapon.
Quick Shot
Rabbia
Strangleroots
R S AP Special Rules
Strangleroots 12" S -1 Multiple Shots (D6+1)
Rancid Maw
R S AP Special Rules
Rancid maw Combat S -2 Armour Bane (1), Multiple Wounds (2)
Note: In combat, this model must make one of its attacks each turn with this weapon.
Random Attacks
Ranger’s Glaive
R S AP Special Rules
Ranger’s glaive Combat S+2 -2 Requires Two Hands
Ratling Gun
A relatively modern invention, the multi-barrelled Ratling Gun spews a tremendous amount of lead shot, capable of quickly reducing enemy ranks to a bloody pulp and a red mist.
R S AP Special Rules
Ratling Gun 18" 4 -1 Armour Bane (1), Multi-Barrelled, Quick Shot
Notes: This weapon shoots like an organ gun, using the ‘Multi-Barrelled’ special rule and the Black Powder Misfire table.
Ravager Harpoon
R S AP Special Rules
Ravager harpoon 24" 6 -3 Cumbersome, Multiple Wounds (D3), Ponderous
Notes: During the Shooting phase, one of the Beastmaster Crew may fire this weapon instead of their repeater crossbow.
Ravenous Hunger
When a Gorger latches onto the scent of its prey, it becomes an unstoppable juggernaut intent on nothing other than feasting on a banquet of flesh and blood.
When a Gorger declares a charge, it may re-roll its Charge roll.
Razor Barbs
R S AP Special Rules
Razor barbs 18" 4 -1 Move & Shoot, Multiple Shots (D3),
Quick Shot
Reclaimed Glory
Those banished from Bretonnia know that it is through deeds, not prayers, that the Lady may look favourably upon them once again.
A Bretonnian Exiles army cannot pray for the Blessings of the Lady at the beginning of the game. However, should a unit with the Blessings of the Lady special rule make an overrun move or make contact with a fleeing enemy unit during a charge or pursuit move, that unit will immediately gain the benefits of the Blessings of the Lady special rule as if it had prayed at the start of the game. Additionally, should a character with the Blessings of the Lady special rule kill an enemy character in a challenge, they (and any unit they have joined) will immediately gain the benefits of the Blessings of the Lady special rule.
However, should the benefits of the Blessing of the Lady special rule be lost during a game, they cannot be regained again in this way.
Warp gaze
R S AP Special Rules
Warp gaze 48" 6 -3 Cumbersome, Multiple Wounds (2), Through & Through
Stony Stare
Where the creature’s gaze falls, its enemies turn painfully to stone.
At the start of each Combat phase, enemy models in base contact with this model must make an Initiative test. If this test is failed, they suffer D3 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal)
Regeneration
Regimental Unit
Spawn of Tzeentch
The flesh of a Firewym of Tzeentch constantly ripples and shifts with the power of change. Skin blisters into eyes, maws open on distended limbs and flames lick from screaming orifices.
Spawn of Tzeentch have the Flaming Attacks and Magical Attacks special rules.
Spawn of Khorne
Often referred to as Bloodbeasts of Khorne, the Spawn of the Lord of Skulls bristle with spikes of bone and blades of living metal, their many limbs ending in wicked cleaver-blades.
Spawn of Khorne have the Killing Blow special rule.
Spawn of Nurgle
Sometimes called Rotbeasts, the Spawn of Nurgle are hideous creatures, their bloated flesh covered with suppurating sores, their writhing limbs oozing toxic pus and slime.
Spawn of Nurgle have the Poisoned Attacks special rule.
Spawn of Slaanesh
The Spawn of Slaanesh are hulking mounds of flesh that constantly warp and mutate as they try to settle on a form pleasing to the eye of the Dark Prince.
Spawn of Slaanesh have the Strike First special rule.
Relentless Warriors
Be it religious fanaticism or just a desperate need to shed the blood of their enemies, these unhinged brawlers can shrug off wounds that would lay low even the hardiest warriors.
A model with this special rule has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Repeater Bolt Thrower
Repeater crossbow
Reserve Move
Resolute
Chaos Dwarfs are grim and determined warriors that abandon a position with great reluctance.
Models with this special rule suffer a -1 modifier to the result of any Flee roll or Pursuit roll they make (to a minimum of 1).
Note that this modifier does not apply to mounted characters.
Resolute
Dwarfs are grim and determined warriors that abandon a position with great reluctance.
Models with this special rule suffer a -1 modifier to the result of any Flee roll or Pursuit roll they make (to a minimum of 1).
Resurrecting the Fallen
In a Tomb Kings of Khemri army, it is possible to heal a unit by recovering lost Wounds, and to resurrect fallen warriors. Wounds recovered in this way follow a strict order:
• First, any characters that have joined the unit are healed. A character that has been reduced to zero Wounds and removed from play cannot be resurrected.
• Second, models with more than one Wound on their profile are healed.
• Next, the unit champion is resurrected, displacing rank-and-file models as required, followed by the standard bearer and musician.
• Finally, rank-and-file models are resurrected.
Note that, in the case of multiple Wound models, each model must be fully healed, recovering all of its lost Wounds, before another can be healed or resurrected.
Note also that at least one model must remain in order for a unit to be healed. In other words, a unit that has been reduced to zero Wounds and removed from play cannot be resurrected.
Resurrected models are added to the front rank until it reaches the minimum required to claim a Rank Bonus, after which additional models can be added to the front or rear rank. If the unit already has more than one rank, models can only be added to the rear rank. A unit cannot be taken beyond its starting size.
Resurrecting the Fallen
In a Tomb Kings of Khemri army, it is possible to heal a unit by recovering lost Wounds, and to resurrect fallen warriors. Wounds recovered in this way follow a strict order:
• First, any characters that have joined the unit are healed. A character that has been reduced to zero Wounds and removed from play cannot be resurrected.
• Second, models with more than one Wound on their profile are healed.
• Next, the unit champion is resurrected, displacing rank-and-file models as required, followed by the standard bearer and musician.
• Finally, rank-and-file models are resurrected.
Note that, in the case of multiple Wound models, each model must be fully healed, recovering all of its lost Wounds, before another can be healed or resurrected.
Note also that at least one model must remain in order for a unit to be healed. In other words, a unit that has been reduced to zero Wounds and removed from play cannot be resurrected.
Resurrected models are added to the front rank until it reaches the minimum required to claim a Rank Bonus, after which additional models can be added to the front or rear rank. If the unit already has more than one rank, models can only be added to the rear rank. A unit cannot be taken beyond its starting size.
Resurrecting the Fallen
In a Tomb Kings of Khemri army, it is possible to heal a unit by recovering lost Wounds, and to resurrect fallen warriors. Wounds recovered in this way follow a strict order:
• First, any characters that have joined the unit are healed. A character that has been reduced to zero Wounds and removed from play cannot be resurrected.
• Second, models with more than one Wound on their profile are healed.
• Next, the unit champion is resurrected, displacing rank-and-file models as required, followed by the standard bearer and musician.
• Finally, rank-and-file models are resurrected.
Note that, in the case of multiple Wound models, each model must be fully healed, recovering all of its lost Wounds, before another can be healed or resurrected.
Note also that at least one model must remain in order for a unit to be healed. In other words, a unit that has been reduced to zero Wounds and removed from play cannot be resurrected.
Resurrected models are added to the front rank until it reaches the minimum required to claim a Rank Bonus, after which additional models can be added to the front or rear rank. If the unit already has more than one rank, models can only be added to the rear rank. A unit cannot be taken beyond its starting size.
Resurrecting The Fallen
In a Vampire Counts army, it is possible to heal a unit by recovering lost Wounds, and to resurrect fallen warriors. Wounds recovered in this way follow a strict order:
• First, any characters that have joined the unit are healed. A character that has been reduced to zero Wounds and removed from play cannot be resurrected.
• Second, models with more than one Wound on their profile are healed.
• Next, the unit champion is resurrected, displacing rank-and-file models as required, followed by the standard bearer and musician.
• Finally, rank-and-file models are resurrected.
Note that, in the case of multiple Wound models, each model must be fully healed, recovering all of its lost Wounds, before another can be healed or resurrected.
Note also that at least one model must remain in order for a unit to be healed. In other words, a unit that has been reduced
to zero Wounds and removed from play cannot be resurrected.
Resurrected models are added to the front rank until it reaches the minimum required to claim a Rank Bonus, after which additional models can be added to the front or rear rank. If the unit already has more than one rank, models can only be added to the rear rank. A unit cannot be taken beyond its starting size.
Retinue Of The Saints
Wherever the Grail Knights travel, they gather a following of fanatical worshippers whose only purpose in life is to bask in the reflected glory of such mighty individuals.
Your army may include up to one Grail Reliquae for every character or unit with the Grail Vow it includes.
Retinue Of The Saints
Wherever the Grail Knights travel, they gather a following of fanatical worshippers whose only purpose in life is to bask in the reflected glory of such mighty individuals.
Your army may include up to one Grail Reliquae for every character or unit with the Grail Vow it includes.
Retinue Of The Saints
Wherever the Grail Knights travel, they gather a following of fanatical worshippers whose only purpose in life is to bask in the reflected glory of such mighty individuals.
Your army may include up to one Grail Reliquae for every character or unit with the Grail Vow it includes.
Shadow Stalker
Like all denizens of Nagarythe, Shadow Stalkers are outcasts. Many choose to travel far beyond the borders of Ulthuan, fighting unseen wars in the eternal defence of their homeland.
A character with the Shadow Stalker Elven Honour:
• Cannot be mounted.
• May be equipped with a bow of Avelorn (see page 187) for no additional points. If so, they may not take any additional, non-magical weapons.
• Cannot have heavy armour or full plate armour.
• Gains the Ambushers, Evasive, Fire & Flee, Move through Cover and Scouts special rules.
Stampede
When Bull Centaurs charge, the ground itself trembles and the enemy is crushed beneath their brazen hooves.
Impact Hits caused by a model with this special rule have an Armour Piercing characteristic of -2.
Rune of the Beast Ascendant
The Beastman’s horns have twisted into the semblance of a potent daemonic rune. This promise of ascendency to the ranks of Daemonhood fills its followers with courage.
Beastman Chieftains only. Unless this character is fleeing, friendly Bestigor, Gor and Ungor Herds gain a +1 modifier to their Leadership characteristic whilst within this character’s Command range (to a maximum of 10).
Runes Of Protection
Ironbreakers venture into the dark beneath the world protected from the terrors it hides by run encrusted suits of gromril armour.
This unit has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Rune Lore
Dwarf runesmiths are masters of crafting potent runes that entrap raw magic, harnessing its power to be unleashed upon command.
At the very heart of their craft lies the ability to resist and confound the petty conjurings of mere Wizards.
A model with this special rule may be nominated to attempt a Wizardly Dispel, as if it were a Wizard. For the purposes of Wizardly Dispel attempts:
An Anvil of Doom counts as a level 3 Wizard
A Runelord counts as a Level 2 Wizard
A Runesmith counts as a Level 1 Wizard
Rune of Khaine
This character has the Extra Attacks (+D3) special rule.
Runes Of Warding
The armour of an Irondrake protects its wearer from the flames of battle as well as it does from the heat of their drakeguns.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
Trampling Hooves
R S AP Special Rules
Trampling hooves Combat S -1 Flaming Attacks
Skeletal Hoove
counts as hand weapons
Skeletal Hoove
counts as hand weapons
Skeletal Hoove
counts as hand weapons
Safe From Harm
Rat Ogres are big, tough creatures and their Packmasters will instinctively shelter behind their enduring bulk.
When an enemy unit shoots at a unit of Rat Ogres that also contains one or more Packmasters, the enemy player must roll a D6 for each successful roll To Hit before making any rolls To Wound. On a roll of 1-4, the hit is inflicted upon a Rat Ogre. In combat, enemy models must allocate their attacks against a model they are in base contact with (or against the closest model if they are within the fighting rank but not in base contact) before rolling To Hit.
Scarab Prince
Apophas’ spirit resides in a swarm of scarabs which, should his spirit ever be banished back to the Underworld, will drown those who brought about the prince’s end.
Should Prince Apophas lose his last Wound, before his model is removed from play, all enemy units within 2D6" of him suffer 2D6 Strength 2 hits with an AP of -1.
Scarab Prince
Apophas’ spirit resides in a swarm of scarabs which, should his spirit ever be banished back to the Underworld, will drown those who brought about the prince’s end.
Should Prince Apophas lose his last Wound, before his model is removed from play, all enemy units within 2D6" of him suffer 2D6 Strength 2 hits with an AP of -1.
Scarab Prince
Apophas’ spirit resides in a swarm of scarabs which, should his spirit ever be banished back to the Underworld, will drown those who brought about the prince’s end.
Should Prince Apophas lose his last Wound, before his model is removed from play, all enemy units within 2D6" of him suffer 2D6 Strength 2 hits with an AP of -1.
Scintillating Sorcery
Spellcasting fills Pink Horrors with joy, and they emit especial merriment as eldritch energy screeches from their upraised hands.
A unit of Pink Horrors knows one of the spells that corresponds to their Daemonic Alignment, as listed on page 34 (chosen by their controlling player before armies are deployed). The unit may cast this spell as a Bound spell, with a Power Level equal to the unit’s current Rank Bonus.
Scraplauncher Catapult
Despite its appearance, a Scraplauncher catapult is a devastating engine of destruction that launches bundles of broken weapons and shards of scrap-metal into the tightly packed ranks of the enemy.
R S AP Special Rules
Scraplauncher 12-48" 3 (4) - (-2) Bombardment, Cumbersome, Multiple Wounds (2)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Scraplauncher Misfire table. The Multiple Wounds (2) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
Scraplauncher Catapult Misfire Table
D6 Result
1 Kerr-unch! The Scraplauncher comes apart in a shower of metal and wood. The
model is destroyed and immediately removed from play.
2-3 Snap! With an ear-splitting crack, the arm of the catapult snaps cleanly in two.
The model cannot shoot with this weapon for the remainder of the game.
4-6 Splang! The Scraplauncher sprays debris in all directions, but mainly straight up.
The model does not shoot this turn and cannot shoot with this weapon during the next round
Scrying Pool
The Coven Thrones bear great enchanted bowls full of fresh blood, within which the Vampire’s handmaidens can scry the future.
Even if engaged in combat, this model can cast the following Bound spell, with a Power Level of 2:
Type: Enchantment
Casting Value: 9+
Range: Self
Effect: Until your next Start of Turn sub-phase, this model may re-roll any rolls To Hit of a natural 1.
Scurry Away
Wherever possible, Skaven prefer to run from danger rather than face it head-on.
Models with this special rule have a +1 modifier to the result of any Flee roll they make.
Scurrying
Scurrying Masses
Although not brave by nature, Skaven find courage and discipline in large numbers.
Whilst within 3" of a friendly unit, this model gains a positive (+) modifier to its Leadership characteristic equal to that unit’s current Rank Bonus, up to a maximum of Leadership 10.
Sea Dragon Cloak
The pelt of a Sea Dragon is worn by Dark Elf pirates and corsairs, both as a mark of their rank and as armour against the missiles of the foe.
A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks.
Sea-Born Raiders
The Wolves of the Sea often deploy scouts further up the coast to range inland ahead of the main force of raiders. These scouts descend upon their prey, attacking from multiple sides.
Units of Chaos Marauders and Marauder Horsemen within a Wolves of the Sea army may have the Ambushers special rule for +1 point per model. Aspiring Champions whose troop type is ‘infantry’ or ‘cavalry’ within a Wolves of the Sea army may have the Ambushers special rule for +10 points per model.
Sepulchral Animus
Drawing from the powerful magics that animate the great undead constructs of Nehekhara, the Priests of the Mortuary Cult can strengthen their spells and incantations.
Before making a Casting roll, any Liche Priest within a Mortuary Cult army may draw upon the magical animus of any nearby undead constructs. To do so, nominate a friendly unit that has the Nehekharan Undead special rule, that is within the Liche Priest’s Command range and whose troop type is ‘swarms’, ‘monstrous infantry’, ‘monstrous cavalry’, ‘monstrous creature’ or ‘behemoth’. The nominated unit immediately loses 1-3 Wounds, as chosen by the controlling player. The Liche Priest may then modify their Casting roll by adding the number of Wounds lost by the nominated unit to the result.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1
Serrated Maw
R S AP Special Rules
Serrated maw Combat S - Armour Bane (2), Multiple Wounds (2)
Notes: In combat, this model must make one of its attacks each turn with this weapon.
Serrated Maws
R S AP Special Rules
Serrated maws Combat S - Armour Bane (1), Multiple Wounds (2)
Notes: In combat, this model must make each attack granted by the Extra Attacks (+remaining Wounds) special rule with this weapon.
Settra Does Not Kneel!
Settra views all people as his subjects and all lands as his to conquer; anyone that would challenge his rule is swiftly and brutally punished.
Settra must always accept a challenge unless Nekaph, Emissary of Settra is engaged in the same combat. In which case, Nekaph must accept the challenge on Settra’s behalf.
Settra Does Not Kneel!
Settra views all people as his subjects and all lands as his to conquer; anyone that would challenge his rule is swiftly and brutally punished.
Settra must always accept a challenge unless Nekaph, Emissary of Settra is engaged in the same combat. In which case, Nekaph must accept the challenge on Settra’s behalf.
Settra Does Not Kneel!
Settra views all people as his subjects and all lands as his to conquer; anyone that would challenge his rule is swiftly and brutally punished.
Settra must always accept a challenge unless Nekaph, Emissary of Settra is engaged in the same combat. In which case, Nekaph must accept the challenge on Settra’s behalf.
Settra The Great
Settra is the most powerful and respected leader in Nehekhara’s long history and his command over its mighty legions is unequalled.
If your army includes Settra, he must be the army’s General and must be chosen to be the army’s Hierophant, even if he does not have the highest Level of Wizardry in your army. In addition, Settra has a Command Range of 18".
Settra The Great
Settra is the most powerful and respected leader in Nehekhara’s long history and his command over its mighty legions is unequalled.
If your army includes Settra, he must be the army’s General and must be chosen to be the army’s Hierophant, even if he does not have the highest Level of Wizardry in your army. In addition, Settra has a Command Range of 18".
Settra The Great
Settra is the most powerful and respected leader in Nehekhara’s long history and his command over its mighty legions is unequalled.
If your army includes Settra, he must be the army’s General and must be chosen to be the army’s Hierophant, even if he does not have the highest Level of Wizardry in your army. In addition, Settra has a Command Range of 18".
Settra’s Champion
In ancient Nehekhara, Nekaph would stand in Settra’s place should anyone be foolish enough to challenge the king to single combat or call his honour into question.
Nekaph must always issue and accept challenges (if possible). However, challenges issued by Nekaph cannot be refused. In addition, whilst engaged in a challenge, Nekaph strikes a Killing Blow if he rolls a natural 5 or 6 when making a roll To Wound, rather than the usual 6.
Settra’s Champion
In ancient Nehekhara, Nekaph would stand in Settra’s place should anyone be foolish enough to challenge the king to single combat or call his honour into question.
Nekaph must always issue and accept challenges (if possible). However, challenges issued by Nekaph cannot be refused. In addition, whilst engaged in a challenge, Nekaph strikes a Killing Blow if he rolls a natural 5 or 6 when making a roll To Wound, rather than the usual 6.
Settra’s Champion
In ancient Nehekhara, Nekaph would stand in Settra’s place should anyone be foolish enough to challenge the king to single combat or call his honour into question.
Nekaph must always issue and accept challenges (if possible). However, challenges issued by Nekaph cannot be refused. In addition, whilst engaged in a challenge, Nekaph strikes a Killing Blow if he rolls a natural 5 or 6 when making a roll To Wound, rather than the usual 6.
Sharp Stuff
counts as hand weapons and throwing weapons
Wake Of Fire
When a Flamespyre Phoenix is enraged, its plumage explodes into a magical flame, causing the creature to leave a trail of angry fire in its wake.
This model may perform a ‘Wake of Fire’ attack against a single enemy unit that is not engaged in combat. To do so, this model must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this model’s movement is complete, the enemy unit suffers D6 Strength 4 hits, each with an AP of -1 and with the Flaming Attacks special rule.
Skeletal Hoove
counts as hand weapon
Skirmish Screen
In battle, Skinks swarm around the legs of Kroxigor. When the enemy draws near, the Kroxigor charge through the Skinks, who instinctively know to get out of their way.
A unit with this special rule can draw a line of sight over or through friendly units of Skink Skirmishers and can move through friendly units of Skink Skirmishers that are in Skirmish formation. If this unit’s move would result in it ending up ‘on top’ of a friendly Skink Skirmisher, simply nudge that model aside, by the smallest amount possible, to make space for this unit. Whilst in Skirmish formation units of Skink Skirmishers can treat friendly models with this special rule that are within 1" of one or more of the unit’s models as a part of the unit for the purposes of unit coherency.
Skirmishers
Slashing Talons
R S AP Special Rules
Slashing talons Combat S -1 -
Slashing Talons
R S AP Special Rules
Slashing talons Combat S -3 Multiple Wounds (D3)
Notes: The Multiple Wounds (D3) special rule only applies against enemy models whose troop type is ‘monster’.
Slavering Charge
Fighting as a ferocious pack, charging Dire Wolves quickly overpower their enemies.
During a turn in which it charged, this model has a +1 modifier to its Strength characteristic.
Slayer
To persist for long as a Slayer, a warrior must be exceptionally skilled and ferocious.
When this model makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness.
Slayer Of Daemons
In their quest to meet a mighty doom, some Slayers seek out daemonic creatures. Those that fail to find a foe able to best them in combat invariably become skilled in the grim work of banishing such fiends.
When this character makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness. In addition, each unsaved wound inflicted by this character against an enemy model with the Warp-spawned special rule, or whose troop type is ‘behemoth’, has the Multiple Wounds (D3) special rule.
Slayer Of Dragons
Those Slayers that hunt the mightiest of wyrms must learn quickly how best to slay such creatures in battle, lest their eventual doom be considered unworthy.
When this character makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness. In addition, each unsaved wound inflicted by this character against an enemy model whose troop type is ‘behemoth’ has the Multiple Wounds (D3) special rule.
Slime Trail
In their wake, Beasts of Nurgle leave prolific trails of thick slime through which those that follow slip and slide most precariously.
Enemy units cannot claim any bonus combat result points for being engaged within this nit’s flank or rear arc.
Slings
Slithering Serpents
During the Command sub-phase of its turn, every enemy unit within D6" of this model suffers 2D6 Strength 2 hits, each with an AP of -.
Solar Engine
A Bastiladon equipped with a Solar Engine gains the following special rules:
- Solar Radiance
- Beam of Chotec
Solar Radiance
Whilst within 6" of one or more Solar Engines, friendly units with the Cold Blooded special rule have a +1 modifier to their Initiative characteristic.
Soporific Breath
R S AP Special Rules
Soporific breath N/A 2 N/A Breath Weapon
Notes: No armour save is permitted against wounds caused by soporific breath (Ward and Regeneration saves can be attempted as normal).
Sorcerous Void
Closing its eyes and breathing deeply, the Slann Mage-Priest calms the Winds of Magic, causing enemy spells to falter and fail.
This character gains the Magic Resistance (-D3) special rule. Roll the D3 before armies are deployed.
Wizard
Sorrow’s End
This enchanted axe has brought about the end of all manner of monsters, both man and beast alike.
R S AP Special Rules
Sorrow’s End Combat S+1 -1 Magical Attacks, Monster Slayer, Multiple Wounds (2)
Sorrow’s End
This enchanted axe has brought about the end of all manner of monsters, both man and beast alike.
R S AP Special Rules
Sorrow’s End Combat S+1 -1 Magical Attacks, Monster Slayer, Multiple Wounds (2)
Sorrow’s End
This enchanted axe has brought about the end of all manner of monsters, both man and beast alike.
R S AP Special Rules
Sorrow’s End Combat S+1 -1 Magical Attacks, Monster Slayer, Multiple Wounds (2)
Swamp Breath
R S AP Special Rules
N/A 3 -2 Breath Weapon
Notes: Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
Soul Of Stone
Both the mind and body of the Slann Mage-Priest is hardened against the ill effects of magic.
When rolling on the Miscast table, this character can modify the result by -1 (to a minimum of 2), or by +1 (to a maximum of 12).
Spawn Of Sotek
During the Command sub-phase of its turn, roll a D6. On a roll of 4+, a single Jungle Swarm within 6" of this model regains D3 lost Wounds.
Spectral Coach
Compelled by the undying spirit of its accursed passenger, a Black Coach shifts constantly between the world of the living and the realm of the dead.
A Black Coach is not wholly corporeal. To represent this, a Black Coach may become ‘Incorporeal’ during the Command sub-phase of its turn, and will remain Incorporeal until your next Start of Turn sub-phase. Whilst Incorporeal, a Black Coach:
• Loses the Impact Hits (D6+2) special rule.
• Gains the Ethereal and Fly (10) special rules.
Spectral Reapers
Galloping above the battlefield upon spectral steeds, Hexwraiths lean low in their saddles to reap the souls of the living.
A unit with this special rule may perform a ‘Spectral Reapers’ attack against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers a single Strength 4 hit, with no armour save permitted (Ward and Regeneration saves can be attempted as normal), and with the Flaming Attacks and Magical Attacks special rules, for each model in this unit that moved over it.
Spectral Scythe
R S AP Special Rules
Spectral scythe Combat S N/A Magical Attacks
Notes: No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Spirit of Galrauch
Though Galrauch fell to the powers of Chaos long ago, the indomitable spirit of the ancient Dragon still lingers deep within his warped body, desperately fighting to regain control for even the briefest moments.
During the Start of Turn sub-phase of each of your turns, make a Leadership test for Galrauch. If the test is passed, Galrauch is controlled as normal. If the test is failed, Galrauch’s spirit rebels from within. Whilst Galrauch’s spirit is rebelling:
- His Level of Wizardry is reduced to 1 and he can only cast one spell per turn.
- He becomes subject to the Random Movement (2D6) special rule.
- If he is engaged in combat, he must direct D3 of his attacks against himself (rounding any fractions down). Any wounds that Galrauch causes against himself are added to the enemy’s combat result score.
Squigs Go Wild
A herd of Cave Squigs is held together by the weakest glue – the best efforts of a few Night Goblins.
Once that glue breaks and control of a herd is lost, the Cave Squigs will bounce towards freedom.
Should a Squig Herd ever Break and flee from combat, the Cave Squigs will go wild. If the Squig Herd contains five or more Cave Squigs, every unit (friend or foe) within 2D6" of it suffers D3 Strength 5 hits, each with an AP of -1. For every additional five Cave Squigs the Squig Herd contains, apply a +1 modifier to the D3. Once these hits have been resolved, treat the unit as having been completely destroyed in combat and remove it from play.
Squigs Go Wild
A herd of Cave Squigs is held together by the weakest glue – the best efforts of a few Night Goblins.
Once that glue breaks and control of a herd is lost, the Cave Squigs will bounce towards freedom.
Should a Squig Herd ever Break and flee from combat, the Cave Squigs will go wild. If the Squig Herd contains five or more Cave Squigs, every unit (friend or foe) within 2D6" of it suffers D3 Strength 5 hits, each with an AP of -1. For every additional five Cave Squigs the Squig Herd contains, apply a +1 modifier to the D3. Once these hits have been resolved, treat the unit as having been completely destroyed in combat and remove it from play.
Squigs Go Wild
A herd of Cave Squigs is held together by the weakest glue – the best efforts of a few Night Goblins.
Once that glue breaks and control of a herd is lost, the Cave Squigs will bounce towards freedom.
Should a Squig Herd ever Break and flee from combat, the Cave Squigs will go wild. If the Squig Herd contains five or more Cave Squigs, every unit (friend or foe) within 2D6" of it suffers D3 Strength 5 hits, each with an AP of -1. For every additional five Cave Squigs the Squig Herd contains, apply a +1 modifier to the D3. Once these hits have been resolved, treat the unit as having been completely destroyed in combat and remove it from play.
Staff of Tzeentch
counts as great weapon
Steadfast Discipline
Only the most disciplined were chosen to serve in the ranks of a Royal Host, maintaining a near-constant rate of bow fire whilst advancing towards the enemy.
A unit with this special rule can Volley Fire during a turn in which it moved, or whilst performing a Stand & Shoot charge reaction.
Steam Carriage
Steeds Of Darkness
The mutated steeds of the Knights of Chaos are swift and powerful war-mounts, standing as a warped mockery of the thoroughbreds of fair Bretonnia.
When a unit in this army whose troop type is ‘cavalry’ or ‘chariot’ makes a Charge, Flee or Pursuit roll, it may re-roll any dice that roll a natural 1, before discarding any dice that are required to be discarded.
Stone Shaper
Schooled by the priests of the Mortuary Cult in crafting the potent symbols of animation, it is the duty of an Arch Necrotect to maintain the animus of Nehekhara’s legions of undead constructs.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may nominate a single friendly Necrolith Colossus, Necrosphinx, unit of Ushabti or unit of Venerable Ushabti that is within their Command range. Until the end of this turn, the nominated unit improves the armour value of its Regeneration save by 1.
Stone Shaper
Schooled by the priests of the Mortuary Cult in crafting the potent symbols of animation, it is the duty of an Arch Necrotect to maintain the animus of Nehekhara’s legions of undead constructs.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may nominate a single friendly Necrolith Colossus, Necrosphinx, unit of Ushabti or unit of Venerable Ushabti that is within their Command range. Until the end of this turn, the nominated unit improves the armour value of its Regeneration save by 1.
Stone Shaper
Schooled by the priests of the Mortuary Cult in crafting the potent symbols of animation, it is the duty of an Arch Necrotect to maintain the animus of Nehekhara’s legions of undead constructs.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may nominate a single friendly Necrolith Colossus, Necrosphinx, unit of Ushabti or unit of Venerable Ushabti that is within their Command range. Until the end of this turn, the nominated unit improves the armour value of its Regeneration save by 1.
Stone Skeleton
A Stonehorn is akin to a living fossil, its massive skeleton having hardened to rock.
This model is less vulnerable to the Multiple Wounds (X) special rule. If it suffers an unsaved wound from an attack with this special rule, reduce the number of Wounds lost by 1, to a minimum of 1.
Stone thrower
Stony Stare
Where the creature’s gaze falls, its enemies turn painfully to stone.
At the start of each Combat phase, enemy models in base contact with this model must make an Initiative test. If this test is failed, they suffer D3 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
Stony Stare
Where the creature’s gaze falls, its enemies turn painfully to stone.
At the start of each Combat phase, enemy models in base contact with this model must make an Initiative test. If this test is failed, they suffer D3 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
Storm Call
The oldest Dragon Ogres are able to summon storms and call lightning down from the heavens.
This model can cast the following Bound spell, with a Power Level of 1.
This model can cast this Bound spell even if it is engaged in combat:
Type: Magic Missile
Casting Value: 7+
Range: Self
Effect: If this Bound spell is cast, all units within 6" of this model (friend or foe), including units engaged in combat and this model, suffer D3 Strength 4 hits, each with an AP of -1.
Storm’s Wrath
R S AP Special Rules
Storm’s Wrath Combat S+2 -1 Extra Attacks (D3), Magical Attacks, Requires Two Hands
Notes: Storm’s Wrath’s Strength modifier applies only during the first round of combat.
Stupidity
Supernatural Horror
This Vampire is hideous to look upon, having long since forsaken the trappings of nobility and beauty and embraced the beast within.
This Vampire gains the Terror special rule.
Temperamental
The inner workings of a Steam Tank are extremely experimental, temperamental and dangerous, and the crew must constantly monitor the gurgling and hissing from boiler and pipes, and heed the clouds of vapour that accumulate around them. A moment of inattention can lead to irreparable damage and, in extreme cases, boiled crew!
If a natural 1 is rolled on either of the dice when the Steam Tank makes a Steam Power roll or a Charge roll, the pressure has reached dangerous levels and, if not quickly released, will cause irreparable damage. Choose one of the following:
• Bang! The crew ignores the building pressure which, inevitably, finds its own release. The Steam Tank loses a single Wound.
• Phweee! Amidst billowing clouds of steam and with an ear splitting whistle, the pressure is released, rendering the Steam Tank immobile. The Steam Tank halts immediately and cannot move again for the remainder of this turn.
However, if a natural 1 is rolled on both of the dice, the pressure is too great to be released safely. The Steam Tank loses a single Wound and halts immediately. It cannot move again for the remainder of this turn.
Suspicious
Swarming Mass
As the swarm of scarabs in which Apophas’ accursed soul resides rises up from the dust of the desert, his gleaming skull opens its fleshless jaw wide, unleashing an all consuming cloud of flesh eating beetles upon his enemies.
R S AP Special Rules
N/A 2 - Breath Weapon
Notes: When making a roll To Wound with this weapon, a roll of 4+ is always a success, regardless of the target’s Toughness.
Swarming Mass
As the swarm of scarabs in which Apophas’ accursed soul resides rises up from the dust of the desert, his gleaming skull opens its fleshless jaw wide, unleashing an all consuming cloud of flesh eating beetles upon his enemies.
R S AP Special Rules
N/A 2 - Breath Weapon
Notes: When making a roll To Wound with this weapon, a roll of 4+ is always a success, regardless of the target’s Toughness.
Swarming Mass
As the swarm of scarabs in which Apophas’ accursed soul resides rises up from the dust of the desert, his gleaming skull opens its fleshless jaw wide, unleashing an all consuming cloud of flesh eating beetles upon his enemies.
R S AP Special Rules
N/A 2 - Breath Weapon
Notes: When making a roll To Wound with this weapon, a roll of 4+ is always a success, regardless of the target’s Toughness.
Symbol Of Might
The War Altar of Sigmar is an imposing structure. From atop its mighty pulpit, the prayers of a Warrior Priest resonate across the battlefield.
The Command range of a Lector of Sigmar mounted on the War Altar is increased from 8" to 12".
Note that, if this model is your General, it has a Command range of 18" as normal.
Talismanic Tattoos
Some Asrai decorate themselves with swirling tattoos, the mystical meanings of which protect the wearer from harm.
Talismanic Tattoos give their wearer a 6+ Ward save against any wounds suffered.
Targeting Weapon Teams
If it is within 3" of its parent unit, and if that unit contains five or more models (and is not itself fleeing), a Weapon Team cannot be targeted by enemy shooting or by enemy spells, unless the Weapon Team is the closest target.
Witness To Destiny
Cursed with the knowledge of their own demise, the Phoenix Guard are able to effortlessly avoid the mundane weapons of the enemy with a disturbing ease.
This unit has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Tentacles
counts as a hand weapon
Writhing tentacles
R S AP Special Rules
Writhing tentacles Combat S -1 Armour Bane (1)
The Blessed Blade of Ptra
R S AP Special Rules
Combat S -3 Flaming Attacks, Magical Attacks, Requires Two Hands
Notes: Any enemy model that suffers one or more unsaved wounds from the Blessed Blade of Ptra suffers a -1 modifier to its rolls To Hit, both when shooting and in combat, for the remainder of the game.
The Blessed Blade of Ptra
R S AP Special Rules
Combat S -3 Flaming Attacks, Magical Attacks, Requires Two Hands
Notes: Any enemy model that suffers one or more unsaved wounds from the Blessed Blade of Ptra suffers a -1 modifier to its rolls To Hit, both when shooting and in combat, for the remainder of the game.
The Blessed Blade Of Ptra
Blessed by the sun god, the blade of Ptra’s white-hot edge is infused with the heat of the desert sun.
It burns so brightly with divine fire that it blinds those who dare stand before the mighty Settra.
The Blessed Blade Of Ptra
Blessed by the sun god, the blade of Ptra’s white-hot edge is infused with the heat of the desert sun.
It burns so brightly with divine fire that it blinds those who dare stand before the mighty Settra.
The Blessed Blade Of Ptra
Blessed by the sun god, the blade of Ptra’s white-hot edge is infused with the heat of the desert sun.
It burns so brightly with divine fire that it blinds those who dare stand before the mighty Settra.
The Blessed Blade of Ptra
R S AP Special Rules
Combat S -3 Flaming Attacks, Magical Attacks, Requires Two Hands
Notes: Any enemy model that suffers one or more unsaved wounds from the Blessed Blade of Ptra suffers a -1 modifier to its rolls To Hit, both when shooting and in combat, for the remainder of the game.
The Chariot Of The Gods
This mighty chariot is blessed by all of the gods and goddesses of Nehekhara, causing its wheels to blaze with divine flame.
Impact hits caused by the Chariot of the Gods have the Flaming Attacks and Magical Attacks special rules. In addition, when fielded within a Nehekharan Royal Host army, this model may join a unit of Tomb Guard Chariots as if its troop type were ‘light chariot’.
The Chariot Of The Gods
This mighty chariot is blessed by all of the gods and goddesses of Nehekhara, causing its wheels to blaze with divine flame.
Impact hits caused by the Chariot of the Gods have the Flaming Attacks and Magical Attacks special rules. In addition, when fielded within a Nehekharan Royal Host army, this model may join a unit of Tomb Guard Chariots as if its troop type were ‘light chariot’.
The Chariot Of The Gods
This mighty chariot is blessed by all of the gods and goddesses of Nehekhara, causing its wheels to blaze with divine flame.
Impact hits caused by the Chariot of the Gods have the Flaming Attacks and Magical Attacks special rules. In addition, when fielded within a Nehekharan Royal Host army, this model may join a unit of Tomb Guard Chariots as if its troop type were ‘light chariot’.
The Chivalrous Vows
The knights of Bretonnia swear Chivalrous Vows of duty, based upon their station, which are copied into painstakingly illuminated scripts and attached to their panoply of war for all to see. Knights live by these Chivalrous Vows, and the breaking of any aspect is deemed among the worst crimes a knight can commit.
The Chivalrous Vows
The knights of Bretonnia swear Chivalrous Vows of duty, based upon their station, which are copied into painstakingly illuminated scripts and attached to their panoply of war for all to see. Knights live by these Chivalrous Vows, and the breaking of any aspect is deemed among the worst crimes a knight can commit.
The Chivalrous Vows
The knights of Bretonnia swear Chivalrous Vows of duty, based upon their station, which are copied into painstakingly illuminated scripts and attached to their panoply of war for all to see. Knights live by these Chivalrous Vows, and the breaking of any aspect is deemed among the worst crimes a knight can commit.
The Crown Of Nehekhara
Having incorporated the crowns of conquered rivals into his own, Settra’s regal headdress allows him to instil his undying will into all those nearby.
Settra’s My Will Be Done special rule affects all friendly units with the Nehekharan Undead special rule within 6" of him, not just a unit he has joined.
The Crown Of Nehekhara
Having incorporated the crowns of conquered rivals into his own, Settra’s regal headdress allows him to instil his undying will into all those nearby.
Settra’s My Will Be Done special rule affects all friendly units with the Nehekharan Undead special rule within 6" of him, not just a unit he has joined.
The Crown Of Nehekhara
Having incorporated the crowns of conquered rivals into his own, Settra’s regal headdress allows him to instil his undying will into all those nearby.
Settra’s My Will Be Done special rule affects all friendly units with the Nehekharan Undead special rule within 6" of him, not just a unit he has joined.
The Crusader’s Vow
“…To journey far beyond the borders of fair Bretonnia, into the lair of my foe. To take the battle to the enemies of the Lady of the Lake, wherever they might linger. This is my sacred vow…”
The Crusader’s Vow is a Chivalrous Vow, as described on page 108 of Forces of Fantasy. A model with this Chivalrous Vow has the Veteran special rule. In addition, a model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with the Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with the Peasantry special rule.
A unit with this Chivalrous Vow cannot be joined by a character with the Peasantry special rule. A character with this Chivalrous Vow cannot join a unit with the Peasantry special rule.
The Death Of A General
The armies of the Vampire Counts are held together by the necromantic magic of their generals. It is their will that raises the legions of Undeath from the cold earth and summons unclean creatures from the wilds. Without this magical animus, the Undead fall lifeless to the ground and the creatures of the night return to the dark forests.
Every Vampire Counts army is animated and driven onwards by the sorcery of its General. To represent this, the General of a Vampire Counts army must also be a Wizard (be they a Vampire, a Necromancer or a Strigoi Ghoul King). If your army includes only a single Wizard, that Wizard must be your General, even if they are not the character with the highest Leadership in your army.
Should your General be slain, the magical animus of the army starts to dissipate. As soon as your General is removed from play as a casualty, all friendly units with the Necromantic Undead special rule lose the Regeneration (X) special rule.
In addition, at the end of the phase in which your General was removed from play as a casualty, and during each of your Start of Turn sub-phases for the remainder of the game, all friendly units with the Necromantic Undead special rule that are currently on the battlefield must make a Leadership test. If this test is failed, the unit loses a number of Wounds equal to the amount by which it failed the test.
For example, your army’s General is destroyed during your opponent’s Shooting phase. At the end of that phase a unit of Skeleton Warriors (Ld 5) makes a Leadership test and rolls a 7 (failing the test by 2). That unit immediately loses two Wounds. During your next Start of Turn sub-phase, the same unit makes another Leadership test, this time rolling a 6, resulting in the loss of one Wound.
The Dolorous Blade
he Dolorous Blade is a sword of great weight that glows with an eerie light. In battle, the Green Knight wields it with awesome strength and skill.
The Dolorous Blade R S AP Special Rules
Rapid strikes Combat S -1 Extra Attacks (D6), Magical Attacks
Deadly blows Combat S+2 -1 Armour Bane (1), Magical Attacks, Multiple Wounds (2)
Notes: The Dolorous Blade has two profiles. You must choose which the wielder will use at the start of each round of combat
The Dolorous Blade
he Dolorous Blade is a sword of great weight that glows with an eerie light. In battle, the Green Knight wields it with awesome strength and skill.
The Dolorous Blade R S AP Special Rules
Rapid strikes Combat S -1 Extra Attacks (D6), Magical Attacks
Deadly blows Combat S+2 -1 Armour Bane (1), Magical Attacks, Multiple Wounds (2)
Notes: The Dolorous Blade has two profiles. You must choose which the wielder will use at the start of each round of combat
The Dolorous Blade
he Dolorous Blade is a sword of great weight that glows with an eerie light. In battle, the Green Knight wields it with awesome strength and skill.
The Dolorous Blade R S AP Special Rules
Rapid strikes Combat S -1 Extra Attacks (D6), Magical Attacks
Deadly blows Combat S+2 -1 Armour Bane (1), Magical Attacks, Multiple Wounds (2)
Notes: The Dolorous Blade has two profiles. You must choose which the wielder will use at the start of each round of combat
The Exile’s Vow
... Though my time within the lands of the Lady has come to pass, my time serving her has not. By my hand and her mercy, my honour shall be restored, even if it is to be my final quest in this life…”
The Exile’s Vow is a Chivalrous Vow, as described on page 108 of Forces of Fantasy.
A model with this Chivalrous Vow has the Stubborn and Veteran special rules. In addition, a model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with either the Levies or Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with either the Levies or Peasantry special rule.
The Exile’s Vow
... Though my time within the lands of the Lady has come to pass, my time serving her has not. By my hand and her mercy, my honour shall be restored, even if it is to be my final quest in this life…”
The Exile’s Vow is a Chivalrous Vow, as described on page 108 of Forces of Fantasy.
A model with this Chivalrous Vow has the Stubborn and Veteran special rules. In addition, a model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with either the Levies or Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with either the Levies or Peasantry special rule.
The Exile’s Vow
... Though my time within the lands of the Lady has come to pass, my time serving her has not. By my hand and her mercy, my honour shall be restored, even if it is to be my final quest in this life…”
The Exile’s Vow is a Chivalrous Vow, as described on page 108 of Forces of Fantasy.
A model with this Chivalrous Vow has the Stubborn and Veteran special rules. In addition, a model with this Chivalrous Vow does not have to make a Panic test when a friendly unit with either the Levies or Peasantry special rule is destroyed whilst within 6" of it, or when it is fled through by a friendly unit with either the Levies or Peasantry special rule.
The Flail Of Conquered Kings
The skulls of many conquered monarchs have been collected and cast in gold to create this macabre weapon. In Nekaph’s skeletal hands, it continues to aid the Emissary in his grim duty.
R S AP Special Rules
S+2 -2 Magical Attacks, Multiple Wounds (2), Requires Two Hands
Notes: The Flail of Conquered Kings’ Strength modifier applies only during the first round of combat.
The Flail Of Conquered Kings
The skulls of many conquered monarchs have been collected and cast in gold to create this macabre weapon. In Nekaph’s skeletal hands, it continues to aid the Emissary in his grim duty.
R S AP Special Rules
S+2 -2 Magical Attacks, Multiple Wounds (2), Requires Two Hands
Notes: The Flail of Conquered Kings’ Strength modifier applies only during the first round of combat.
The Flail Of Conquered Kings
The skulls of many conquered monarchs have been collected and cast in gold to create this macabre weapon. In Nekaph’s skeletal hands, it continues to aid the Emissary in his grim duty.
R S AP Special Rules
S+2 -2 Magical Attacks, Multiple Wounds (2), Requires Two Hands
Notes: The Flail of Conquered Kings’ Strength modifier applies only during the first round of combat.
The Hunger
Consumed by the red thirst, a Strigoi Ghoul King will feed hungrily upon the hot blood of their foes, replenishing their own strength and vitality.
At the end of any Combat phase in which this character inflicted one or more unsaved wounds, roll a D6. On a roll of 6, this character recovers a single lost Wound. However, so great is this character’s hunger that, whenever they (and any unit they have joined) make a Pursuit roll, they roll only a single D6 (rather than the usual 2D6).
The Knightly Orders
Though they share many traits, the Knightly Orders of the Empire differ wildly in organisation and beliefs.
The General of a Knightly Order Army of Infamy must be a Grand Master or a Chapter Master who must belong to one of the Knightly Orders, as described on page 44. Every other Chapter Master and every unit of Empire Knights, Inner Circle Knights or Demigryph Knights must belong to the same Knightly Order as your General. Additional units may be allowed or restricted, depending upon which Knightly Order your army belongs to
The Language Of The Priests
Many were the monarchs of ancient Nehekhara that endeavoured to learn the secrets of the Mortuary Priests, but few were those that became proficient.
The General of a Nehekharan Royal Host must be a Tomb King or a Tomb Prince. For +35 points, this character may have the Arise! special rule and be a Level 1 Wizard. If so, this character knows spells from the Lore of Necromancy and must also be chosen to be the army’s Hierophant, even if it does not have the highest Level of Wizardry in your army. A Wizard with this special rule may wear armour without penalty.
The Newly Dead
Those that fall in battle may be compelled by necromantic magic to rise again and fight against their former comrades.
When resurrecting the fallen, a unit with this special rule can be taken beyond its starting size.
The Scarab Brooch Of Usirian
Made in the likeness of a skull-carapaced Khepra beetle, this talisman cloaks the wearer in protective energies and the blessing of Usirian, god of the Underworld.
The Scarab Brooch of Usirian grants Settra a 5+ Ward save against any wounds suffered.
The Scarab Brooch Of Usirian
Made in the likeness of a skull-carapaced Khepra beetle, this talisman cloaks the wearer in protective energies and the blessing of Usirian, god of the Underworld.
The Scarab Brooch of Usirian grants Settra a 5+ Ward save against any wounds suffered.
The Scarab Brooch Of Usirian
Made in the likeness of a skull-carapaced Khepra beetle, this talisman cloaks the wearer in protective energies and the blessing of Usirian, god of the Underworld.
The Scarab Brooch of Usirian grants Settra a 5+ Ward save against any wounds suffered.
The Shadow Grows
As the influence of the Dark Gods spreads, their mortal champions seek to swell their forces with like-minded warriors willing to pledge themselves to one of the infernal pantheon.
For each character your army includes that has a Mark of Chaos other than the Mark of Chaos Undivided, it must also include a non-character unit with the same Mark of Chaos, and vice versa. For example, if your army includes two characters with the Mark of Khorne, it must also include two non-character units with the Mark of Khorne.
The Staff Of The Elements
This gnarled wooden staff acts as a conduit for the Winds of Magic, allowing Lady Élisse to better manifest the power of the elements.
If you wish, Lady Élisse may discard two of her randomly generated spells (rather than the usual one) and instead select two signature spells from the Lore of Elementalism and/or the Lore of the Lady.
The Staff Of The Elements
This gnarled wooden staff acts as a conduit for the Winds of Magic, allowing Lady Élisse to better manifest the power of the elements.
If you wish, Lady Élisse may discard two of her randomly generated spells (rather than the usual one) and instead select two signature spells from the Lore of Elementalism and/or the Lore of the Lady.
The Staff Of The Elements
This gnarled wooden staff acts as a conduit for the Winds of Magic, allowing Lady Élisse to better manifest the power of the elements.
If you wish, Lady Élisse may discard two of her randomly generated spells (rather than the usual one) and instead select two signature spells from the Lore of Elementalism and/or the Lore of the Lady.
The Terrors Below
From beneath the shifting and treacherous desert sands, tunnelling undead creatures strike at their enemies, dragging them to a grisly fate before bursting from the surface and into the fray.
Any Tomb Scorpion or unit of Necroserpents may have this special rule for +2 points per model. When a unit with this special rule is placed on the battlefield as a result of using the From Beneath the Sands special rule, it may nominate a single enemy unit that is within 8" of it and whose troop type is ‘regular infantry’ or ‘heavy infantry’. The nominated enemy unit must immediately make a number of Initiative tests equal to the Unit Strength of this unit. For each test that is failed, a single model belonging to the nominated unit is removed from play as a casualty.
The Wyrm Slayer
The exploits of the Wyrm Slayer are not only famous within the lands of Bretonnia, but also amongst its enemies.
Should Sir Cecil Gastonne kill an enemy model whose troop type is ‘monstrous infantry’, ‘monstrous cavalry’, ‘monstrous creature’ or ‘behemoth’ during any Combat phase, he gains the Terror special rule for the remainder of the game.
The Wyrm Slayer
The exploits of the Wyrm Slayer are not only famous within the lands of Bretonnia, but also amongst its enemies.
Should Sir Cecil Gastonne kill an enemy model whose troop type is ‘monstrous infantry’, ‘monstrous cavalry’, ‘monstrous creature’ or ‘behemoth’ during any Combat phase, he gains the Terror special rule for the remainder of the game.
The Wyrm Slayer
The exploits of the Wyrm Slayer are not only famous within the lands of Bretonnia, but also amongst its enemies.
Should Sir Cecil Gastonne kill an enemy model whose troop type is ‘monstrous infantry’, ‘monstrous cavalry’, ‘monstrous creature’ or ‘behemoth’ during any Combat phase, he gains the Terror special rule for the remainder of the game.
Things-catcher
R S AP Special Rules
Things-catcher Combat S -1 Fight in Extra Rank, Killing Blow, Requires Two Hands
Third Orc crew member
Third Orc crew member
Third Orc crew member
Throwing axe
Thunderous Bludgeon
R S AP Special Rules
Thunderous Bludgeon Combat S -3 Strike Last
Thunderous Charge
The ground trembles and shakes beneath the thunderous charge of a Stonehorn.
Impact Hits caused by this model have an Armour Piercing characteristic of -2.
Timmm-berrr!
Toad Rage
Ripperdactyls are driven into a feeding frenzy by the scent of their favourite food – the Lustrian blot toad. Should one of these ugly amphibians seek refuge amongst the ranks of the enemy, flocks of ravenous Ripperdactyls will quickly descend upon them.
Before the game starts, but after Scouts have been deployed, you may place one Lustrian blot toad marker for each unit of Ripperdactyl Riders in your army (counting only units, not including characters mounted on Ripperdactyls). A single blot toad marker can be placed on any enemy unit on the battlefield, this marker remains throughout the battle.
When engaged in combat with an enemy unit with a blot toad marker, Ripperdactyls (but not their riders) gain the Extra Attacks (1) special rule, and may re-roll any roll To Hit of a natural 1.
Tolling the Bell
The tolling of a Screaming Bell declares the Horned Rat’s supremacy and fills the foe with dread.
A Screaming Bell may be rung during the Command sub-phase of your turn. Roll on the table below to determine the effect this has:
Tolling The Bell Table
2D6 Result
2 Magical Backlash: Every unit (friend or foe) that is within this model’s Command range suffers D3 Strength 4 hits, each with an AP of -2.
3-4 Dissonant Peal: Until your next Start of Turn sub-phase, all enemy units within 18" of this model suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
5-6 Wall of Unholy Sound: Until your next Start of Turn sub-phase, all friendly Skaven units within 18" of this model gain the Fear special rule.
7 Resonant Power: Until the end of this turn, all friendly Skaven Wizards within this model’s Command range may apply a +1 modifier to any Casting roll they make.
8-9 Emboldening Clamour: Until your next Start of Turn sub-phase, all friendly Skaven units within 18" of this model gain the Immune to Psychology special rule.
10-11 Rapturous Ringing: Until your next Start of Turn sub-phase, all friendly Skaven units within 18" of this model gain the Extra Attacks (1) special rule.
12 Sonorous Knell: Any enemy unit that is within 18" of this model, including units that are fleeing or that are engaged in combat, must make a Leadership test. If this test is failed, the unit suffers D6 Strength 4 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Too Horrible To Die
Even in the grips of its death throes, a Hell Pit Abomination writhes with dark vitality.
The first time a Hell Pit Abomination loses its last Wound, roll a D6 before removing the model from play:
• On a roll of 1-3, the beast wheezes its last breath and is removed from play.
• On a roll of 4 or 5, the great corpse shudders and a swarm of rats bursts forth. Place a Rat Swarm of one model within 3" of this model, then remove this model from play.
• On a roll of 6, the Hell Pit Abomination jolts and shudders with unnatural vitality before rising anew. This model immediately recovers D3 Wounds.
Trollhammer Torpedo
R S AP Special Rules
Trollhammer torpedo 24" 8 -3 Dwarf Crafted, Flaming Attacks, Multiple Wounds (D3)
Totem Of Endless Bloodletting
A Blood Throne is a physical manifestation of the Blood God’s favour. In its presence, Daemons of Khorne are driven into a raging bloodlust.
Friendly Daemons of Khorne that are within this model’s Command range and that made a Charge move this turn may re-roll any rolls To Hit of a natural 1 made during the Combat phase.
Transcendent Healing
By force of will alone, the Slann heals the wounds inflicted upon its body.
This character gains the Regeneration (5+) special rule.
Traps & Snares
Endlessly opportunistic, Gnoblar Trappers deploy a wide array of snares and traps wherever they go. This habit can prove quite perilous to any enemy or predator that ventures too close.
Any enemy model that ends its charge move in base contact with a model with this special rule must make a Dangerous Terrain test.
Troll Vomit
R S AP Special Rules
Troll vomit Combat 3 -2 -
Notes: A Chaos Troll that is in base contact with an enemy model may make one additional attack each turn with this weapon. This attack must be made last, after all other attacks have been made (including Stomp Attacks), but hits automatically.
Troll Vomit
R S AP Special Rules
Troll vomit Combat 3 -2 -
Notes: A Troll that is in base contact with an enemy model may make one additional attack each turn with this weapon. This attack must be made last, after all other attacks have been made (including Stomp Attacks), but hits automatically.
Troll Vomit
R S AP Special Rules
Combat 3 -2 -
Notes: A Troll Hag that is in base contact with an enemy model may make one additional attack each turn with this weapon. This attack must be made last, after all other attacks have been made (including Stomp Attacks), but hits automatically.
Troll Vomit
R S AP Special Rules
Troll vomit Combat 3 -2 -
Notes: A Troll that is in base contact with an enemy model may make one additional attack each turn with this weapon. This attack must be made last, after all other attacks have been made (including Stomp Attacks), but hits automatically.
Notes: A Troll Hag that is in base contact with an enemy model may make one additional attack each turn with this weapon. This attack must be made last, after all other attacks have been made (including Stomp Attacks), but hits automatically.
Troll vomit
R: Combat
S: 3
AP: -2
Special Rules: -
Notes: A Chaos Troll that is in base contact with an enemy model may make one additional attack each turn with this weapon. This attack must be made last, after all other attacks have been made (including Stomp Attacks), but hits automatically.
Troll vomit
R: Combat
S: 3
AP: -2
Special Rules: -
Notes: A Chaos Troll that is in base contact with an enemy model may make one additional attack each turn with this weapon. This attack must be made last, after all other attacks have been made (including Stomp Attacks), but hits automatically.
Troll Vomit
R S AP Special Rules
Troll vomit Combat 3 -2 -
Notes: A Troll that is in base contact with an enemy model may make one additional attack each turn with this weapon. This attack must be made last, after all other attacks have been made (including Stomp Attacks), but hits automatically.
Troll vomit
R: Combat
S: 3
AP: -2
Special Rules: -
Notes: A Chaos Troll that is in base contact with an enemy model may make one additional attack each turn with this weapon. This attack must be made last, after all other attacks have been made (including Stomp Attacks), but hits automatically.
Troubadour Of Loec
The deadly dance of a Shadowdancer melds seamlessly with that of the troupe they lead.
A Shadowdancer that joins a unit of Wardancers is considered to have the Dances of Loec special rule for as long as they remain with the unit (see page 131).
Tusks And Horns
counts as a hand weapon
Two Hand Weapons
Two Heads
Through careful and selective breeding, the menageries and zoos of the Empire have been able to produce young Griffons with not one, but two heads.
An Imperial Griffon with Two Heads gains a +1 modifier to its Attacks characteristic.
Two-headed Dragon
The twin maws of the Great Drake breathe death upon their foes; one exhaling dark flames whilst the other emits corrosive gas.
Galrauch may use either Dark Fire of Chaos or Fumes of Contagion during the Shooting phase of its turn. It cannot use both during the same turn.
Uneasy
Untutored Arcanist
Many Outcast Wizards are poorly schooled in the arcane arts. Thus, when their spellcasting falters, great calamity can befall them.
When required to roll on the Miscast table, a Wizard with this special rule must roll an extra D6 and discard the highest result.
Usirian’s Reaper
In a desperate bid to escape his pact with the god of the Underworld, Apophas seeks out those whose souls he believes to be equal to his own, hunting them until their soul has been delivered to Usirian.
After deployment, nominate a single character in your opponent’s Muster List. Apophas may re-roll any failed rolls To Hit or To Wound made against that character. In addition, any hits inflicted by Apophas against the nominated character gain the Magical Attacks special rule.
Usirian’s Reaper
In a desperate bid to escape his pact with the god of the Underworld, Apophas seeks out those whose souls he believes to be equal to his own, hunting them until their soul has been delivered to Usirian.
After deployment, nominate a single character in your opponent’s Muster List. Apophas may re-roll any failed rolls To Hit or To Wound made against that character. In addition, any hits inflicted by Apophas against the nominated character gain the Magical Attacks special rule.
Usirian’s Reaper
In a desperate bid to escape his pact with the god of the Underworld, Apophas seeks out those whose souls he believes to be equal to his own, hunting them until their soul has been delivered to Usirian.
After deployment, nominate a single character in your opponent’s Muster List. Apophas may re-roll any failed rolls To Hit or To Wound made against that character. In addition, any hits inflicted by Apophas against the nominated character gain the Magical Attacks special rule.
Valour Of Ages
Throughout the ages, the High Elves of Ulthuan have stood firm against the multitudinous forces of the ruinous powers. They have faced daemonic legions, hordes of black armoured Chaos warriors, and even their own treacherous kin, sacrificing all to defend their realms.
A unit with this special rule may re-roll any failed Panic test caused by taking heavy casualties or by being fled through by a friendly unit.
Venerable
Longbeards tend to look down their beards at younger Dwarfs. In their turn, younger Dwarfs pay dutiful attention to the words and deeds of their elders, hoping to emulate their courage.
Unless this unit is fleeing, friendly units within 6" of it can re-roll any failed Panic test.
Venom Spray
R S AP Special Rules
Venom spray N/A 3 -1 Breath Weapon
Notes: When a model using this weapon makes a roll To Wound, a roll of 5+ is always a success, regardless of the target’s Toughness.
Venomous Tail
R S AP Special Rules
Venomous tail Combat S - Poisoned Attacks, Strike First
Notes: In combat, this model must make one of its attacks each turn with this weapon
Venomous Tail
R S AP Special Rules
Venomous tail Combat S - Poisoned Attacks, Strike First
Notes: In combat, this model must make one of its attacks each turn with this weapon
Venomous Tail
R S AP Special Rules
Venomous tail Combat S - Poisoned Attacks, Strike First
Notes: In combat, this model must make one of its attacks each turn with this weapon.
Venomous Tail
R S AP Special Rules
Venomous tail Combat S - Poisoned Attacks, Strike First
Notes: In combat, this model must make one of its attacks each turn with this weapon
Venomous Talons
R S AP Special Rules
Venomous talons Combat S -2 Poisoned Attacks
Verminous Valour
Notorious cowards, Skaven leaders often prefer to lead from the back.
A character with this special rule that has joined a unit that has a Unit Strength of 10 or more may voluntarily ‘retire’ to the rear of the unit at any time, moving through the ranks and taking up a position away from the combat. Should they do so, they are no longer within the fighting rank and cannot make any attacks or have attacks directed against them. However, the unit may still use this character’s Leadership.
Virtue Of Heroism
Known as the Slayer of Monsters, Gilles fought and killed many great beasts that stalked the Massif Orcal, mounting their heads on the walls of his fastness.
Unless using a magic weapon, a model with this Virtue gains the Killing Blow and Monster Slayer special rules.
Virtue Of Heroism
Known as the Slayer of Monsters, Gilles fought and killed many great beasts that stalked the Massif Orcal, mounting their heads on the walls of his fastness.
Unless using a magic weapon, a model with this Virtue gains the Killing Blow and Monster Slayer special rules.
Virtue Of Heroism
Known as the Slayer of Monsters, Gilles fought and killed many great beasts that stalked the Massif Orcal, mounting their heads on the walls of his fastness.
Unless using a magic weapon, a model with this Virtue gains the Killing Blow and Monster Slayer special rules.
Virtue Of Confidence
Haughty, proud and skilful, Carleond of Couronne took never a backward step in the face of adversity.
A model with this Virtue must always issue and accept challenges (if possible). During a challenge, this model may re-roll any failed rolls To Hit.
Virtue Of Confidence
Haughty, proud and skilful, Carleond of Couronne took never a backward step in the face of adversity.
A model with this Virtue must always issue and accept challenges (if possible). During a challenge, this model may re-roll any failed rolls To Hit.
Virtue Of Confidence
Haughty, proud and skilful, Carleond of Couronne took never a backward step in the face of adversity.
A model with this Virtue must always issue and accept challenges (if possible). During a challenge, this model may re-roll any failed rolls To Hit.
Virtue Of Discipline
Famed for his discipline, Marcus took to the field of battle undaunted by his enemies.
A model with this Virtue (and its unit) can march whilst within 8" of an enemy unit without first having to make a Leadership test.
Virtue Of Discipline
Famed for his discipline, Marcus took to the field of battle undaunted by his enemies.
A model with this Virtue (and its unit) can march whilst within 8" of an enemy unit without first having to make a Leadership test.
Virtue Of Discipline
Famed for his discipline, Marcus took to the field of battle undaunted by his enemies.
A model with this Virtue (and its unit) can march whilst within 8" of an enemy unit without first having to make a Leadership test.
Virtue Of The Ideal
Unmatched was Landuin, his chivalry above all others. Alas, as great was his skill, so too was his arrogance.
Duke, Baron or Paladin only. A character with this Virtue has a +1 modifier to its Weapon Skill, Initiative, Attacks and Leadership characteristics. However, this character cannot be your army’s General or join a friendly unit.
Virtue Of The Ideal
Unmatched was Landuin, his chivalry above all others. Alas, as great was his skill, so too was his arrogance.
Duke, Baron or Paladin only. A character with this Virtue has a +1 modifier to its Weapon Skill, Initiative, Attacks and Leadership characteristics. However, this character cannot be your army’s General or join a friendly unit.
Virtue Of The Ideal
Unmatched was Landuin, his chivalry above all others. Alas, as great was his skill, so too was his arrogance.
Duke, Baron or Paladin only. A character with this Virtue has a +1 modifier to its Weapon Skill, Initiative, Attacks and Leadership characteristics. However, this character cannot be your army’s General or join a friendly unit.
Virtue Of The Joust
Great was Duke Folgar of Artois’ skill at the tilt. None could withstand the thrust of his lance.
A model with this Virtue may re-roll any failed rolls To Wound made when using a lance.
Virtue Of The Joust
Great was Duke Folgar of Artois’ skill at the tilt. None could withstand the thrust of his lance.
A model with this Virtue may re-roll any failed rolls To Wound made when using a lance.
Virtue Of The Joust
Great was Duke Folgar of Artois’ skill at the tilt. None could withstand the thrust of his lance.
A model with this Virtue may re-roll any failed rolls To Wound made when using a lance.
Virtue Of Noble Disdain
Fredemund held in pure contempt those that would strike at their enemy from afar with a coward’s weapon.
A model with this Virtue may re-roll any failed rolls To Hit made during the first round of combat when engaged with an enemy equipped with any missile weapons.
Virtue Of Noble Disdain
Fredemund held in pure contempt those that would strike at their enemy from afar with a coward’s weapon.
A model with this Virtue may re-roll any failed rolls To Hit made during the first round of combat when engaged with an enemy equipped with any missile weapons.
Virtue Of Noble Disdain
Fredemund held in pure contempt those that would strike at their enemy from afar with a coward’s weapon.
A model with this Virtue may re-roll any failed rolls To Hit made during the first round of combat when engaged with an enemy equipped with any missile weapons.
Virtue Of Purity
Chaste and untainted by base emotions, Duke Rademund was the Lady’s most virtuous champion.
A model with this Virtue always benefits from the Blessings of the Lady special rule and always has a 5+ Ward save, even if this model’s army did not pray at the start of the game.
Virtue Of Purity
Chaste and untainted by base emotions, Duke Rademund was the Lady’s most virtuous champion.
A model with this Virtue always benefits from the Blessings of the Lady special rule and always has a 5+ Ward save, even if this model’s army did not pray at the start of the game.
Virtue Of Purity
Chaste and untainted by base emotions, Duke Rademund was the Lady’s most virtuous champion.
A model with this Virtue always benefits from the Blessings of the Lady special rule and always has a 5+ Ward save, even if this model’s army did not pray at the start of the game.
Virtue Of Empathy
A champion of the people, Martrud fought shoulder to shoulder with the peasants he protected.
Duke, Baron or Paladin only. A character with this Virtue can join a unit with the Peasantry special rule.
Virtue Of Empathy
A champion of the people, Martrud fought shoulder to shoulder with the peasants he protected.
Duke, Baron or Paladin only. A character with this Virtue can join a unit with the Peasantry special rule.
Virtue Of Empathy
A champion of the people, Martrud fought shoulder to shoulder with the peasants he protected.
Duke, Baron or Paladin only. A character with this Virtue can join a unit with the Peasantry special rule.
Virtue Of Stoicism
Awe inspiring are the tales that tell of grim Lambard, standing alone against evil hordes to save his dukedom.
A model with this Virtue (and its unit) may re-roll the 2D6 when making a Break test.
Virtue Of Stoicism
Awe inspiring are the tales that tell of grim Lambard, standing alone against evil hordes to save his dukedom.
A model with this Virtue (and its unit) may re-roll the 2D6 when making a Break test.
Virtue Of Stoicism
Awe inspiring are the tales that tell of grim Lambard, standing alone against evil hordes to save his dukedom.
A model with this Virtue (and its unit) may re-roll the 2D6 when making a Break test.
Virtue Of Audacity
A master of feint and riposte, Agilgar’s skill at turning an enemy’s skill against them was legendary.
A model with this Virtue may re-roll any failed rolls To Hit made against an enemy model with a higher Weapon Skill characteristic than it.
Virtue Of Audacity
A master of feint and riposte, Agilgar’s skill at turning an enemy’s skill against them was legendary.
A model with this Virtue may re-roll any failed rolls To Hit made against an enemy model with a higher Weapon Skill characteristic than it.
Virtue Of Audacity
A master of feint and riposte, Agilgar’s skill at turning an enemy’s skill against them was legendary.
A model with this Virtue may re-roll any failed rolls To Hit made against an enemy model with a higher Weapon Skill characteristic than it.
Virtue Of The Impetuous Knight
In the glory of the charge was Balduin most alive. Though others better controlled their ardour, he was ever in the forefront of battle.
A model with this Virtue gains the Impetuous special rule.
In addition, this model (and its unit) increases its maximum possible charge range by 3". Finally, when this model (and its unit) makes a Charge roll, you may apply a +D3 modifier to the result.
Virtue Of The Impetuous Knight
In the glory of the charge was Balduin most alive. Though others better controlled their ardour, he was ever in the forefront of battle.
A model with this Virtue gains the Impetuous special rule.
In addition, this model (and its unit) increases its maximum possible charge range by 3". Finally, when this model (and its unit) makes a Charge roll, you may apply a +D3 modifier to the result.
Virtue Of The Impetuous Knight
In the glory of the charge was Balduin most alive. Though others better controlled their ardour, he was ever in the forefront of battle.
A model with this Virtue gains the Impetuous special rule.
In addition, this model (and its unit) increases its maximum possible charge range by 3". Finally, when this model (and its unit) makes a Charge roll, you may apply a +D3 modifier to the result.
Virtue Of Duty
Most loyal of Companions, brave Duke Thierulf of Lyonesse did lament most painfully when Gilles did fall… Duke, Baron or Paladin only. Unless the General of their army has been removed from play as a casualty, when calculating its combat result, this character may claim a bonus of +1 combat result point. This character cannot be your army General or join a friendly unit.
Virtue Of Duty
Most loyal of Companions, brave Duke Thierulf of Lyonesse did lament most painfully when Gilles did fall… Duke, Baron or Paladin only. Unless the General of their army has been removed from play as a casualty, when calculating its combat result, this character may claim a bonus of +1 combat result point. This character cannot be your army General or join a friendly unit.
Virtue Of Duty
Most loyal of Companions, brave Duke Thierulf of Lyonesse did lament most painfully when Gilles did fall… Duke, Baron or Paladin only. Unless the General of their army has been removed from play as a casualty, when calculating its combat result, this character may claim a bonus of +1 combat result point. This character cannot be your army General or join a friendly unit.
Virtue Of The Penitent
A penitent hermit-knight, Duke Corduin set aside his vows of solitude when summoned to fight for his king.
Duke, Baron or Paladin only. A character with this Virtue gains the Unbreakable special rule. However, this character cannot join a friendly unit.
Virtue Of The Penitent
A penitent hermit-knight, Duke Corduin set aside his vows of solitude when summoned to fight for his king.
Duke, Baron or Paladin only. A character with this Virtue gains the Unbreakable special rule. However, this character cannot join a friendly unit.
Virtue Of The Penitent
A penitent hermit-knight, Duke Corduin set aside his vows of solitude when summoned to fight for his king.
Duke, Baron or Paladin only. A character with this Virtue gains the Unbreakable special rule. However, this character cannot join a friendly unit.
Virtue Of Knightly Temper
With a heart of stone and resolute temper Beren stood unbowed, each sweep of blade spilling the blood of many.
During a turn in which it charged, a model with this Virtue gains the Extra Attacks (+D3) and Hatred (all enemies) special rules.
Virtue Of Knightly Temper
With a heart of stone and resolute temper Beren stood unbowed, each sweep of blade spilling the blood of many.
During a turn in which it charged, a model with this Virtue gains the Extra Attacks (+D3) and Hatred (all enemies) special rules.
Virtue Of Knightly Temper
With a heart of stone and resolute temper Beren stood unbowed, each sweep of blade spilling the blood of many.
During a turn in which it charged, a model with this Virtue gains the Extra Attacks (+D3) and Hatred (all enemies) special rules.
Veteran
Veteran Outriders
Nuln employs many veteran Outriders, accustomed to firing their weapons from the back of a galloping horse, to guard its borders.
Missile weapons wielded by Outriders included in a City-state of Nuln army are not subject to the Ponderous special rule
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.
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.
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.
Waaagh!
The invigorating power of a good war cry should never be underestimated, and Orcs have the best war cry of them all.
Once per game, during the Command sub-phase of their turn, this character may attempt to invoke the power of the Waaagh! by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character, their mount and any Orc unit they have joined may re-roll any rolls To Hit of a natural 1 and, when calculating its combat result, may claim an additional bonus of +1 combat result point.
Note that, for the purposes of this rule, an Orc unit is considered to be any unit that is made up entirely of Orcs or Black Orcs, mounted or otherwise. Should an Orc unit be joined by a Goblin character, it is no longer considered to be an Orc unit. This special rule is not cumulative.
Waaagh!
The invigorating power of a good war cry should never be underestimated, and Orcs have the best war cry of them all.
Once per game, during the Command sub-phase of their turn, this character may attempt to invoke the power of the Waaagh! by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character, their mount and any Orc unit they have joined may re-roll any rolls To Hit of a natural 1 and, when calculating its combat result, may claim an additional bonus of +1 combat result point.
Note that, for the purposes of this rule, an Orc unit is considered to be any unit that is made up entirely of Orcs or Black Orcs, mounted or otherwise. Should an Orc unit be joined by a Goblin character, it is no longer considered to be an Orc unit. This special rule is not cumulative.
Waaagh!
The invigorating power of a good war cry should never be underestimated, and Orcs have the best war cry of them all.
Once per game, during the Command sub-phase of their turn, this character may attempt to invoke the power of the Waaagh! by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character, their mount and any Orc unit they have joined may re-roll any rolls To Hit of a natural 1 and, when calculating its combat result, may claim an additional bonus of +1 combat result point.
Note that, for the purposes of this rule, an Orc unit is considered to be any unit that is made up entirely of Orcs or Black Orcs, mounted or otherwise. Should an Orc unit be joined by a Goblin character, it is no longer considered to be an Orc unit. This special rule is not cumulative.
Wailing Dirge
The chilling howl of a restless spirit is an omen of death and despair, capable of crippling even the most resilient prey.
During the Shooting phase of its turn, unless it marched during the preceding Movement phase, a model with this special rule may make a ‘Wailing Dirge’ attack. A Wailing Dirge attack may target any enemy unit that is within 8" of this model (including units that are engaged in combat) and that this model can draw a line of sight to, or that this model is engaged in combat with.
The target must make a Leadership test with a -2 modifier to its Leadership characteristic (to a minimum of 2). If this test is failed, the target suffers a number of wounds equal to the amount by which it failed the test, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Note that a Wailing Dirge attack can target an enemy character, regardless of the usual rules for targeting Lone characters
Wandering Deliberations
The wandering mind of the Slann reflects upon the nature of many and varied magical disciplines.
Instead of generating spells normally, this character knows four signature spells, chosen from the following Lores of Magic: Battle Magic, Daemonology, Dark Magic, Elementalism, High Magic, Illusion and Necromancy. The character may discard one of these signature spells in favour of a spell from the Lore of Lustria (see page 21).
Warp Grinder
A Warp Grinder is a powerful tunnelling device, capable of rapidly boring through the earth an leaving a wide tunnel in its wake, through which the Skaven scurry to ambush their enemies.
R S AP Special Rules
Warp Grinder Combat 5 -3 (Ambushers), Killing Blow, Requires Two Hands
Notes: If a Weapon Team is equipped with a Warp Grinder, both it and its parent unit gain the Ambushers special rule
Warp Lightning cannon
R S AP Special Rules
Warp Lightning cannon 8D6" * -3 Cumbersome, Lightning Strike, Move or Shoot
Notes: This weapon does not use its crew’s Ballistic Skill. Instead, it shoots using the ‘Lightning Strike’ special rule. This weapon uses the Warp Lightning Misfire table.
Warp-spawned
Warped Form
With their grim curse in full effect, Skin Wolves can rapidly alter their anatomy whilst on the hunt, allowing them to pursue all manner of prey.
When this unit’s combat is chosen during Step 1.1 of any Choose & Fight combat sub- phase, choose one of the following Transfigurations. Each Transfiguration lasts until your next Start of Turn sub-phase:
• Enlarged Claws: The Armour Piercing characteristics of this unit’s weapons is improved by 1. Additionally, they gain the Armour Bane (2) special rule.
• Barbed Protrusions: The unit gains the Extra Attacks (+1) special rule.
• Toughened Flesh: The unit improves its Toughness characteristic by 1 and its armour value by 2.
Warped Tintinnabulation
When warped bells toll, the dead stir and corpses stagger to their feet.
When a friendly unit that is within 15" of this model recovers a number of lost Wounds due to a character using the Invocation of Nehek special rule, roll a D6. On a roll of 4+, the unit recovers one additional Wound. In addition, friendly units within 15" of this model reduce the number of Wounds lost due to the Unstable special rule by 1.
Note that this is cumulative with the Indomitable (X) special rule (see page 27).
Warpfire Aura
These ancient beings exude an aura of baleful radiation that sunders even the most potent magical wards.
Other models (both friend and foe) are not permitted a Ward save whilst within 3" of this model.
Warpfire Aura
These ancient beings exude an aura of baleful radiation that sunders even the most potent magical wards.
Other models (both friend and foe) are not permitted a Ward save whilst within 3" of this model.
Warpfire Blast
R S AP Special Rules
Warpfire Blast 6"-24" 4 (8) -1 (-3) Bombardment, Cumbersome, Flaming Attacks, Multiple Wounds (D3+1)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule and a 3" blast template. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a 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.
Warpfire Blast
R S AP Special Rules
Warpfire Blast 6"-24" 4 (8) -1 (-3) Bombardment, Cumbersome, Flaming Attacks, Multiple Wounds (D3+1)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule and a 3" blast template. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a 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.
Warpfire Thrower
A Warpfire Thrower unleashes a hellish torrent of powdered warpstone and highly flammable chemicals that can turn an entire formation into a twitching pile of steaming goo.
R S AP Special Rules
Warpfire Thrower 6" 4 -1 Column of Fire, Cumbersome, Flaming Attacks
Notes: This weapon shoots like a fire thrower, using the ‘Column of Fire’ special rule and the Black Powder Misfire table. Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
Warplock Jezzail
R S AP Special Rules
Warplock jezzail 36" 6 -3 Cumbersome, Magical Attacks, Move or Shoot
Notes: If the wielder of a warplock jezzail rolls a natural 1 when making a roll To Hit when shooting this weapon, immediately roll another D6. On a roll of 1, the wielder is removed from play as a casualty.
Warplock Musket
R S AP Special Rules
Warplock musket 24" 5 -2 Magical Attacks, Ponderous
Notes: If the wielder of a warplock musket rolls a natural 1 when making a roll To Hit when shooting this weapon, immediately roll another D6. On a roll of 1, the wielder loses a single Wound.
Warplock Pistol
R S AP Special Rules
Warplock pistol 12" 4 -2 Magical Attacks, Quick Shot
Notes: If the wielder of a warplock pistol rolls a natural 1 when making a roll To Hit when
shooting this weapon, immediately roll another D6. On a roll of 1, the wielder loses a single Wound.
Warpstone Claws
R S AP Special Rules
Warpstone claws Combat S -1 Armour Bane (1), Magical Attacks
Warpstone Tokens
Warpstone Weapons
Warriors’ Duel
The Marauder tribes respect any warrior brave enough to face their enemy in single combat.
Instead of rolling off to determine which player takes the first turn, you may challenge your opponent to a Warrior’s Duel. If your opponent accepts, both players choose a single unit champion with a Wounds characteristic of 1 whose troop type is ‘infantry’ or ‘cavalry’ from within their army to fight in a Warrior’s Duel.
The chosen combatants then fight as if engaged in a challenge, fighting as many rounds of combat as necessary to determine a victor. Once a victor has been determined, that model’s controlling player takes the first turn. If both champions are slain, the players must roll off as normal.
If the challenge is declined, the Wolves of the Sea army counts as having won the roll-off to determine which player takes the first turn.
Note that, should a Bretonnian army accept the challenge, it counts as having prayed for the Blessings of the Lady. Should a Bretonnian army decline the challenge, it cannot pray for the Blessing of the Lady and any units that would usually begin the game with it, such as models with the Grail Vow, automatically lose it.
Weapon Team Leadership
Whilst within 3" of its parent unit, a Weapon Team gains a positive (+) modifier to its Leadership characteristic equal to the parent unit’s current Rank Bonus, up to a maximum of Leadership 10.
Whip
Wicked Claw
R S AP Special Rules
Wicked claws Combat S -2 -
Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
Wight Banner
The enchanted banners of long-dead kings are inscribed with powerful charms.
A Wight Lord 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 27). If a unit is affected by both, use the highest value.
Wilful Beast
Some monsters can never truly be tamed by a rider and, during the heat of battle, can be prone to giving in to their wild and frenzied nature.
During the Start of Turn sub-phase of each of their turns, this model must make a Leadership test (using its own unmodified Leadership). If this test is passed, the rider is able to keep control of their mount. If, however, this test is failed, the rider has lost control and their mount becomes subject to the Frenzy special rule until their next Start of Turn sub-phase.
Note that the rider does not gain a +1 modifier to their Attacks characteristic.
Witchbrew
This character, their mount and any unit they have joined cannot lose the Frenzy special rule.
Writhing Tentacles
R S AP Special Rules
Writhing tentacles Combat S -2 Poisoned Attacks
Zealot
Flagellant warbands welcome those fanatics who preach of the imminent apocalypse into their midst.
A character with this special rule can only join a unit with the Fanatical Zeal special rule.
Zzzzap!
As hordes of rats scamper in treadmills to propel a Doomwheel, warpstone generators spark into life, unleashing lethal bolts of warp lightning across the battlefield.
At the end of every Shooting phase, after all shooting has been resolved, place up to three small (3") blast templates so that their central hole is within 6" of this model. Once placed, each template will scatter D6". Any model (friend or foe) whose base lies underneath a template’s final position risks being hit and suffering a single hit, the Strength of which is determined by rolling an Artillery dice. Each hit has an AP of -2.
If a ‘Misfire’ is rolled when rolling to determine the Strength of a template, this model suffers the brunt of the warp lightning bolt. The template is removed and any models hit by it are left unharmed, but this model loses a single Wound.