Regole speciali

Close Combat Weapon

Alabarda

Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.

Grande Arma

Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks

Arma a Una Mano

All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry

Coppia d'Armi

The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.

Bastard Sword

Close Combat Weapon
Hand Weapon. Attacks made with a Bastard Sword gain +1 Strength and, in the First Round of Combat, +1 Armour Penetration.

Bastard Sword

Close Combat Weapon
Hand Weapon. Attacks made with a Bastard Sword gain +1 Strength and, in the First Round of Combat, +1 Armour Penetration.

Bastard Sword

Close Combat Weapon
Hand Weapon. Attacks made with a Bastard Sword gain +1 Strength and, in the First Round of Combat, +1 Armour Penetration.

Bastard Sword

Close Combat Weapon
Hand Weapon. Attacks made with a Bastard Sword gain +1 Strength and, in the First Round of Combat, +1 Armour Penetration.

Blades of Darag

Close Combat Weapon
Two-Handed. While using this weapon, the model part gains +1 Attack Value, and attacks made with this weapon become Magical Attacks. For each non-Attribute Spell with duration One Turn targeting at least one model in the model part’s unit, attacks made with this weapon gain +1 Strength, for as long as the spell’s effects are applied. The combined Strength modifiers of the model part and of attacks made with this weapon cannot exceed +2. This weapon cannot be enchanted.

Blades of Darag

Close Combat Weapon
Paired Weapons.
Attacks. For each non-Attribute Spell with duration One Turn targeting at least one model in the model part’s unit, attacks made with this weapon gain +1 Strength, for as long as the spell’s effects are applied. The combined Strength modifiers of the model part and of attacks made with this weapon cannot exceed +2. This weapon cannot be enchanted.

Bloodpox Blades

Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks

Bloodpox Blades

Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks

Bloodpox Blades

Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks

Bloodpox Blades

Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks

Cavalry Pick

Close Combat Weapon
Attacks made with this weapon gain +2 Armour Penetration.

Cavalry Pick

Close Combat Weapon
Attacks made with this weapon gain +2 Armour Penetration.

Colossal Kopesh

Close Combat Weapon.
Attacks made with this weapon gain +2 Strength, +2 Armour Penetration, and Multiple Wounds (D3, against Towering Presence).

Colossal Kopesh

Close Combat Weapon.
Attacks made with this weapon gain +2 Strength, +2 Armour Penetration, and Multiple Wounds (D3, against Towering Presence).

Exotic Poisons

Attack Attribute – Close Combat
The attack wounds automatically on a successful natural to-hit roll of ‘5’ or ‘6’, unless the target has Immune (Poison Attacks).

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration

Giant Club

Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Giant Club

Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration

Giant Club

Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Giant Club

Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Guardian Patu

Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 0.

Guardian Patu

Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 0.

Guardian Patu

Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 0.

Infernal Weapon

Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Infernal Weapon

Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Iron Fist

Close Combat Weapon
The wielder gains +1 Armour, +1 Attack Value, and Parry, unless using another weapon. This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.

Iron Fist

Close Combat Weapon
The wielder gains +1 Armour, +1 Attack Value, and Parry, unless using another weapon. This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.

Katana

Two-Handed. Attacks made with this weapon gain +1 Offensive Skill, +1 Strength and ignore Parry.

Lancia Pesante

Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.

Picca

Lancia Leggera

Large Flail

Close Combat Weapon.
Hand Weapon. Attacks made with this weapon ignore Parry. In addition, the wielder gains +1 Attack
Value for each enemy model in base contact with it.

Large Flail

Close Combat Weapon.
Hand Weapon. Attacks made with this weapon ignore Parry. In addition, the wielder gains +1 Attack
Value for each enemy model in base contact with it.

Large Flail

Close Combat Weapon.
Hand Weapon. Attacks made with this weapon ignore Parry. In addition, the wielder gains +1 Attack
Value for each enemy model in base contact with it.

Large Flail

Close Combat Weapon.
Hand Weapon. Attacks made with this weapon ignore Parry. In addition, the wielder gains +1 Attack
Value for each enemy model in base contact with it.

Makhar Lance

Close Combat Weapon
Lance. Attacks made with a Makhar Lance gain Fight in Extra Rank and Two-Handed.

Makhar Lance

Close Combat Weapon
Lance. Attacks made with a Makhar Lance gain Fight in Extra Rank and Two-Handed.

Plague Flail

Close Combat Weapon.
Halberd. The wielder gains Devastating Charge (Lethal Strike). In addition, the wielder and enemy units in base contact with one or more models using a Plague Flail suffer -1 Defensive Skill.

Scales of Destiny

Close Combat Weapon.
The wielder suffers −1 Attack Value and −1 Armour and can cast the following spells as Bound Spells with Power Level (4/8):
• Fate’s Judgement (Divination)
• Ice and Fire (Cosmology)

Scales of Destiny

Close Combat Weapon.
The wielder suffers −1 Attack Value and −1 Armour and can cast the following spells as Bound Spells with Power Level (4/8):
• Fate’s Judgement (Divination)
• Ice and Fire (Cosmology)

Sylvan Blades

Close Combat Weapon
Paired Weapons. Attacks made with Sylvan Blades gain +1 Armour Penetration.

Sylvan Blades

Close Combat Weapon
Paired Weapons. Attacks made with Sylvan Blades gain +1 Armour Penetration.

Sylvan Lance

Close Combat Weapon
Light Lance. Attacks made with a Sylvan Lance gain +1 Armour Penetration.

Sylvan Lance

Close Combat Weapon
Light Lance. Attacks made with a Sylvan Lance gain +1 Armour Penetration.

Talon Scythes

Close Combat Weapon.
Attacks made with Talon Scythes ignore Parry and, if allocated towards Standard or Large Infantry, gain a +1 to-hit modifier.

Talon Scythes

Close Combat Weapon.
Attacks made with Talon Scythes ignore Parry and, if allocated towards Standard or Large Infantry, gain a +1 to-hit modifier.

Testudo

Close Combat Weapon.
Two-Handed. Attacks made with this weapon gain +1 Strength. The wielder gains Parry and can use a Shield simultaneously with the Testudo.

Tooth and Claw

Two-Handed. Attacks made with this weapon gain Lightning Reflexes and Lethal Strike. This weapon cannot be enchanted.

Tooth and Claw

Two-Handed. Attacks made with this weapon gain Lightning Reflexes and Lethal Strike. This weapon cannot be enchanted.

Tooth and Claw

Two-Handed. Attacks made with this weapon gain Lightning Reflexes and Lethal Strike. This weapon cannot be enchanted.

Tooth and Claw

Two-Handed. Attacks made with this weapon gain Lightning Reflexes and Lethal Strike. This weapon cannot be enchanted.

Tribal Warspear

Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence). Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains Not a Leader and War Platform with the following exception: it can only join units that include at least one Tamyir Vassals model

Tribal Warspear

Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains Not a Leader and War Platform with the following exception: it can only join units that include at least one Barbarians model.

Tribal Warspear

Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains War Platform and Not a Leader with the following exception: it can only join units that include at least one Barbarians model.

Tribal Warspear

Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence). Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains Not a Leader and War Platform with the following exception: it can only join units that include at least one Tamyir Vassals model

Tribal Warspear

Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains Not a Leader and War Platform with the following exception: it can only join units that include at least one Barbarians model.

Tribal Warspear

Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains War Platform and Not a Leader with the following exception: it can only join units that include at least one Barbarians model.

Uprooted Tree

Close Combat Weapon.
Attacks made with this weapon hit automatically and have their Strength set to 5 and their Armour Penetration set to 0.

Uprooted Tree

Close Combat Weapon.
Attacks made with this weapon hit automatically and have their Strength set to 5 and their Armour Penetration set to 0.

Whirling Chains of Doom

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.

Whirling Chains of Doom

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.

Wrecking Ball

Close Combat Weapon.
The wielder gains Fearless, Random Movement (3D6″), Shambolic, and Grind Attacks (D6+X), where X is equal to the Attack Value modifier the model gains from Rage. The wielder cannot perform any Close Combat Attacks.

Wrecking Ball

Close Combat Weapon.
The wielder gains Fearless, Random Movement (3D6″), Shambolic, and Grind Attacks (D6+X), where X is equal to the Attack Value modifier the model gains from Rage. The wielder cannot perform any Close Combat Attacks.

Pistol

Pistola

Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire

Shooting Weapon

Balestra

Range 30" Shots 1 Strength 4 Armour Penetration 1 Unwieldy

Repeater Crossbow

Shooting Weapon
Range 18″, Shots 2, Str 3, AP 0. When shooting from Short Range, the weapon gains +1 Armour Penetration

Repeater Crossbow

Shooting Weapon
Range 18″, Shots 2, Str 3, AP 0. When shooting from Short Range, the weapon gains +1 Armour Penetration

Repeater Handbow

Shooting Weapon
Range 12″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.

Repeater Handbow

Shooting Weapon
Range 12″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.

Repeater Handbow

Shooting Weapon
Range 12″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.

Aspen Bow

Shooting Weapon
Range 24″, Shots 1, Str 3, AP 0, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.

Aspen Bow

Shooting Weapon
Range 24″, Shots 1, Str 3, AP 0, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.

Barbed Net Thrower

Shooting Weapon.
Range 18″, Shots 4, Str 4, AP 2, Multiple Wounds (2), Quick to Fire, Reload!. Units that suffer one or more hits from this weapon suffer −1 Agility and lose Swiftstride. The effects last until the start of the next friendly Player Turn.

Barbed Net Thrower

Shooting Weapon.
Range 18″, Shots 4, Str 4, AP 2, Multiple Wounds (2), Quick to Fire, Reload!. Units that suffer one or more hits from this weapon suffer −1 Agility and lose Swiftstride. The effects last until the start of the next friendly Player Turn.

Beer Barrel

Shooting Weapon.
The model gains Looted Booze. Once per game, the weapon may be used as a Shooting Weapon with the following profile:
Range 8″, Shots 1, Str 4, AP 0, Area Attack (3×3), Reload!, hits automatically. After being used as a Shooting Weapon, the model loses Looted Booze.

Beer Barrel

Shooting Weapon.
The model gains Looted Booze. Once per game, the weapon may be used as a Shooting Weapon with the following profile:
Range 8″, Shots 1, Str 4, AP 0, Area Attack (3×3), Reload!, hits automatically. After being used as a Shooting Weapon, the model loses Looted Booze.

Blowpipe

Range 12″, Shots 2, Str 2, AP 0, Poison Attacks, Quick to Fire.

Blowpipe

Range 12″, Shots 2, Str 2, AP 0, Poison Attacks, Quick to Fire.

Blowpipe

Range 12″, Shots 2, Str 2, AP 0, Poison Attacks, Quick to Fire.

Blowpipe

Range 12″, Shots 2, Str 2, AP 0, Poison Attacks, Quick to Fire.

Blunderbuss

Range 12″, Shots 1, Str 5, AP 3, Accurate, March and Shoot, Quick to Fire. Does not suffer the negative to-hit
modifier from a Stand and Shoot Charge Reaction.

Blunderbuss

Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 12″, Shots 1, Str 5, AP 3, Accurate, March and Shoot, Quick to Fire. Does not suffer the negative to-hit modifier from a Stand and Shoot Charge Reaction.

Blunderbuss

Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 12″, Shots 1, Str 5, AP 3, Accurate, March and Shoot, Quick to Fire. Does not suffer the negative to-hit modifier from a Stand and Shoot Charge Reaction.

Blunderbuss

Range 12″, Shots 1, Str 5, AP 3, Accurate, March and Shoot, Quick to Fire. Does not suffer the negative to-hit
modifier from a Stand and Shoot Charge Reaction.

Brace of Ogre Pistols

Shooting Weapon
Range 24″, Shots 2, Str 4, AP 2, Quick to Fire. Counts as Paired Weapons in close combat.

Brace of Ogre Pistols

Shooting Weapon
Range 24″, Shots 2, Str 4, AP 2, Quick to Fire. Counts as Paired Weapons in close combat.

Brace of Pistols

Shooting Weapon
Range 12″, Shots 2, Str 4, AP 2, Quick to Fire. Counts as Paired Weapons in close combat.

Brace of Pistols

Shooting Weapon
Range 12″, Shots 2, Str 4, AP 2, Quick to Fire. Counts as Paired Weapons in close combat.

Dark Fire

Shooting Weapon
Range 18″, Shots 2, Str 4, AP 0.
Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire

Dark Fire

Shooting Weapon
Range 18″, Shots 2, Str 4, AP 0.
Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire

Darkstone Generator

Shooting Weapon.
Range 12″, Shots D6+1, Strength D6+1, Armour Penetration 3, March and Shoot, Mishap (Roll for number of Shots), Reload!.
The attacks hit automatically.
Trial and Terror: The weapon instead targets and automatically hits all units within 6″ (including units not inside the Front Arc/Line of Sight, and units Engaged in Combat) except the shooting unit itself (remember that models that are Engaged in Combat cannot perform Shooting Attacks). Roll once for the number of shots and apply this value to all targeted units, then roll for the Strength of the hits for each targeted unit individually.
These shots are not randomized using the rules for Callous.

Darkstone Generator

Shooting Weapon.
Range 12″, Shots D6+1, Strength D6+1, Armour Penetration 3, March and Shoot, Mishap (Roll for number of Shots), Reload!.
The attacks hit automatically.
Trial and Terror: The weapon instead targets and automatically hits all units within 6″ (including units not inside the Front Arc/Line of Sight, and units Engaged in Combat) except the shooting unit itself (remember that models that are Engaged in Combat cannot perform Shooting Attacks). Roll once for the number of shots and apply this value to all targeted units, then roll for the Strength of the hits for each targeted unit individually.
These shots are not randomized using the rules for Callous.

Darkstone Generator

Shooting Weapon.
Range 12″, Shots D6+1, Strength D6+1, Armour Penetration 3, March and Shoot, Mishap (Roll for number of Shots), Reload!.
The attacks hit automatically.
Trial and Terror: The weapon instead targets and automatically hits all units within 6″ (including units not inside the Front Arc/Line of Sight, and units Engaged in Combat) except the shooting unit itself (remember that models that are Engaged in Combat cannot perform Shooting Attacks). Roll once for the number of shots and apply this value to all targeted units, then roll for the Strength of the hits for each targeted unit individually.
These shots are not randomized using the rules for Callous.

Darkstone Generator

Shooting Weapon.
Range 12″, Shots D6+1, Strength D6+1, Armour Penetration 3, March and Shoot, Mishap (Roll for number of Shots), Reload!.
The attacks hit automatically.
Trial and Terror: The weapon instead targets and automatically hits all units within 6″ (including units not inside the Front Arc/Line of Sight, and units Engaged in Combat) except the shooting unit itself (remember that models that are Engaged in Combat cannot perform Shooting Attacks). Roll once for the number of shots and apply this value to all targeted units, then roll for the Strength of the hits for each targeted unit individually.
These shots are not randomized using the rules for Callous.

Deepfire Grenades

Shooting Weapon.
Range 8″, Shots 2, Str 6, AP 2, Accurate, Flaming Attacks, Quick to Fire, Volley Fire. When shooting at an enemy unit Engaged in Combat, hits are distributed onto a randomly chosen friendly unit Engaged with the original target on a roll of 5+ instead of 4+.

Deepfire Grenades

Shooting Weapon.
Range 8″, Shots 2, Str 6, AP 2, Accurate, Flaming Attacks, Quick to Fire, Volley Fire. When shooting at an enemy unit Engaged in Combat, hits are distributed onto a randomly chosen friendly unit Engaged with the original target on a roll of 5+ instead of 4+.

Deepfire Grenades

Shooting Weapon.
Range 8″, Shots 2, Str 6, AP 2, Accurate, Flaming Attacks, Quick to Fire, Volley Fire. When shooting at an enemy unit Engaged in Combat, hits are distributed onto a randomly chosen friendly unit Engaged with the original target on a roll of 5+ instead of 4+.

Deepfire Grenades

Shooting Weapon.
Range 8″, Shots 2, Str 6, AP 2, Accurate, Flaming Attacks, Quick to Fire, Volley Fire. When shooting at an enemy unit Engaged in Combat, hits are distributed onto a randomly chosen friendly unit Engaged with the original target on a roll of 5+ instead of 4+.

Energy Bolts

Shooting Weapon.
Range 24″, Shots 1, Str 5, AP 0, Reload!, Volley Fire.

Energy Bolts

Shooting Weapon.
Range 24″, Shots 1, Str 5, AP 0, Reload!, Volley Fire.

Flintlock Axe

Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).

Flintlock Axe

Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).

Flintlock Axe

Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).

Flintlock Axe

Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).

Forge Gun

Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, always hits on 2+.

Forge Gun

Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, always hits on 2+.

Forge Repeater

Shooting Weapon
Range 18″, Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire

Forge Repeater

Shooting Weapon
Range 18″, Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire

Grande arco dell'aspide

Shooting Weapon.
Range 36", Shots 1, Str 5, AP 2, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.

Grande arco dell'aspide

Shooting Weapon.
Range 36", Shots 1, Str 5, AP 2, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.

Great Aspen Bow

Shooting Weapon
Range 36″, Shots 1, Str 5, AP 2, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.

Great Aspen Bow

Shooting Weapon
Range 36″, Shots 1, Str 5, AP 2, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.

Guild-Crafted Handgun

Shooting Weapon
Range 24″, Shots 1, Str 4, AP 2, Accurate, Unwieldy.

Guild-Crafted Handgun

Shooting Weapon
Range 24″, Shots 1, Str 4, AP 2, Accurate, Unwieldy.

Hand Cannon

Shooting Weapon.
Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.

Hand Cannon

Shooting Weapon.
Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.

Harpoon Launcher

Shooting Weapon.
Range 18", Shots 3, Str 6, AP 3, Accurate, Quick to Fire, Reload!.
Units that suffer one or more hits from this weapon lose Swiftstride (and cannot gain it in any way) until the start of the next friendly Player Turn

Hunting Spear

Shooting Weapon
Range 12″, Shots 1, Str as user +1, AP as user +1, Multiple Wounds (D3, against Gigantic), Quick to Fire.

Hunting Spear

Shooting Weapon
Range 12″, Shots 1, Str as user +1, AP as user +1, Multiple Wounds (D3, against Gigantic), Quick to Fire.

Impaling Roots

Shooting Weapon
Range 12″, Shots D6+1, Str 4, AP 1, March and Shoot, Quick to Fire, ignores to-hit modifiers from Cover. If its target is in contact with a Forest, the Strength is set to 5 and Armour Penetration to 2.

Impaling Roots

Shooting Weapon
Range 12″, Shots D6+1, Str 4, AP 1, March and Shoot, Quick to Fire, ignores to-hit modifiers from Cover. If its target is in contact with a Forest, the Strength is set to 5 and Armour Penetration to 2.

Jezail

Shooting Weapon
0–18 Models/Army.
Range 36″, Shots 1, Str 5, AP 3, Accurate, Mishap (To-hit roll), Unwieldy.
The user loses Quick to Fire if it had it (and cannot gain it in any way).
Trial and Terror: The weapon’s range is set to 24″ and it gains Multiple Wounds (2) and Reload!.

Jezail

Shooting Weapon
0–18 Models/Army.
Range 36″, Shots 1, Str 5, AP 3, Accurate, Mishap (To-hit roll), Unwieldy.
The user loses Quick to Fire if it had it (and cannot gain it in any way).
Trial and Terror: The weapon’s range is set to 24″ and it gains Multiple Wounds (2) and Reload!.

Jezail

Shooting Weapon
0–18 Models/Army.
Range 36″, Shots 1, Str 5, AP 3, Accurate, Mishap (To-hit roll), Unwieldy.
The user loses Quick to Fire if it had it (and cannot gain it in any way).
Trial and Terror: The weapon’s range is set to 24″ and it gains Multiple Wounds (2) and Reload!.

Jezail

Shooting Weapon
0–18 Models/Army.
Range 36″, Shots 1, Str 5, AP 3, Accurate, Mishap (To-hit roll), Unwieldy.
The user loses Quick to Fire if it had it (and cannot gain it in any way).
Trial and Terror: The weapon’s range is set to 24″ and it gains Multiple Wounds (2) and Reload!.

Long Rifle

Shooting Weapon.
Range 48", Shots 1, Str 5, AP 3, Multiple Wounds (2, against Standard), Unwieldy

Long Rifle

Shooting Weapon
Range 48″, Shots 1, Str 5, AP 3, Multiple Wounds (2, against Standard), Unwieldy.

Long Rifle

Shooting Weapon
Range 48″, Shots 1, Str 5, AP 3, Multiple Wounds (2, against Standard), Unwieldy.

Magnetic Short Bow

Range 18″, Shots 1, Str 3, AP 1, Volley Fire, Lodestone.

Magnetic Short Bow

Range 18″, Shots 1, Str 3, AP 1, Volley Fire, Lodestone.

Magnetic Short Bow

Range 18″, Shots 1, Str 3, AP 1, Volley Fire, Lodestone.

Magnetic Short Bow

Range 18″, Shots 1, Str 3, AP 1, Volley Fire, Lodestone.

Marking Bolas

Range 12″, Shots 1, Str 4, AP 1, Quick to Fire, Marking Lure.

Marking Bolas

Range 12″, Shots 1, Str 4, AP 1, Quick to Fire, Marking Lure.

Marking Bolas

Range 12″, Shots 1, Str 4, AP 1, Quick to Fire, Marking Lure.

Marking Bolas

Range 12″, Shots 1, Str 4, AP 1, Quick to Fire, Marking Lure.

Ogre Crossbow

Shooting Weapon
Range 30″, Shots 1, Str 2 [5], AP 1 [3], Area Attack (1×5).

Ogre Crossbow

Shooting Weapon
Range 30″, Shots 1, Str 2 [5], AP 1 [3], Area Attack (1×5).

Petrifying Gaze

Shooting Weapon.
Range 12″, Shots D6+1, Str 2, AP 10, Quick to Fire.
When rolling to wound with this attack, use the Agility of the model that the hit is distributed onto instead of its Resilience. For Multipart Models, use the highest Agility value.

Petrifying Gaze

Shooting Weapon.
Range 12″, Shots D6+1, Str 2, AP 10, Quick to Fire.
When rolling to wound with this attack, use the Agility of the model that the hit is distributed onto instead of its Resilience. For Multipart Models, use the highest Agility value.

Poisoned Javelin

Range 12″, Shots 1, Str as user, AP as user, Poison Attacks, Quick to Fire.

Poisoned Javelin

Range 12″, Shots 1, Str as user, AP as user, Poison Attacks, Quick to Fire.

Poisoned Javelin

Range 12″, Shots 1, Str as user, AP as user, Poison Attacks, Quick to Fire.

Poisoned Javelin

Range 12″, Shots 1, Str as user, AP as user, Poison Attacks, Quick to Fire.

Recurse Bow

Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.

Recurse Bow

Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.

Recurve Bow

Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.

Recurve Bow

Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.

Repeater Gun

Shooting Weapon
Range 24″, Shots 3, Str 4, AP 2, Unwieldy.

Repeater Gun

Shooting Weapon
Range 24″, Shots 3, Str 4, AP 2, Unwieldy.

Repeater Pistol

Shooting Weapon
Range 12″, Shots 3, Str 4, AP 2, Quick to Fire. If the model is also equipped with a Pistol or a Brace of Pistols, this weapon gains Shots 4.

Repeater Pistol

Shooting Weapon
Range 12″, Shots 3, Str 4, AP 2, Quick to Fire. If the model is also equipped with a Pistol or a Brace of Pistols, this weapon gains Shots 4.

Rotary Gun

Shooting Weapon
0–12 Models/Army.
Range 18″, Shots D6, Str 4, AP 2, Mishap (Roll for number of Shots).
Trial and Terror: The weapon’s range is set to 12″, its Shots are set to D6×2, and it gains Reload!.

Rotary Gun

Shooting Weapon
0–12 Models/Army.
Range 18″, Shots D6, Str 4, AP 2, Mishap (Roll for number of Shots).
Trial and Terror: The weapon’s range is set to 12″, its Shots are set to D6×2, and it gains Reload!.

Rotary Gun

Shooting Weapon
0–12 Models/Army.
Range 18″, Shots D6, Str 4, AP 2, Mishap (Roll for number of Shots).
Trial and Terror: The weapon’s range is set to 12″, its Shots are set to D6×2, and it gains Reload!.

Rotary Gun

Shooting Weapon
0–12 Models/Army.
Range 18″, Shots D6, Str 4, AP 2, Mishap (Roll for number of Shots).
Trial and Terror: The weapon’s range is set to 12″, its Shots are set to D6×2, and it gains Reload!.

Shuriken

Range 12″, Shots: 2, Strength as user, Armour Penetration as user, Quick to Fire.

Sling

Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0. The attack gains +1 Strength when shooting from Short Range.

Sling

Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0. The attack gains +1 Strength when shooting from Short Range.

Sling

Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0. The attack gains +1 Strength when shooting from Short Range.

Sling

Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0. The attack gains +1 Strength when shooting from Short Range.

Sylvan Longbow

Shooting Weapon
0-55 Models with Sylvan Longbow per Army.
Longbow. Attacks made with a Sylvan Longbow gain Armour Penetration 1 and Quick to Fire. Also, when shooting from Short Range, their Strength is set to 4.

Sylvan Longbow

Shooting Weapon
0-55 Models with Sylvan Longbow per Army.
Longbow. Attacks made with a Sylvan Longbow gain Armour Penetration 1 and Quick to Fire. Also, when shooting from Short Range, their Strength is set to 4.

Wyrm-Slayer Rocket

Shooting Weapon.
Range 24″, Shots 1, Str 6, AP 3, Flaming Attacks, Multiple Wounds (D3), Reload!.

Wyrm-Slayer Rocket

Shooting Weapon.
Range 24″, Shots 1, Str 6, AP 3, Flaming Attacks, Multiple Wounds (D3), Reload!.

Artillery Weapon

Aether Battery

Artillery Weapon.
Volley Gun. Range 18″, Shots 2D6×2, Str 4, AP 1.
Before rolling for the number of shots, the owner may choose to discard 1–3 Veil Tokens from their Veil Token pool. If so, the number of shots is increased by 3 per discarded Veil Token.

Aether Battery

Artillery Weapon.
Volley Gun. Range 18″, Shots 2D6×2, Str 4, AP 1.
Before rolling for the number of shots, the owner may choose to discard 1–3 Veil Tokens from their Veil Token pool. If so, the number of shots is increased by 3 per discarded Veil Token.

Daeb Bolt Thrower

Artillery Weapon.
Range 24″, Shots 8, Str 5, AP 2. Note that the model can move and shoot

Daeb Bolt Thrower

Artillery Weapon.
Range 24″, Shots 8, Str 5, AP 2. Note that the model can move and shoot

Ballista

Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].

Ballista

Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].

Canister Launcher

Artillery Weapon
0–9 Models/Army.
Catapult (1x3). Range 24″, Mishap (Misfire), Toxic Attacks. The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 18″. Replace Catapult (2×2) with Catapult (3×3).

Canister Launcher

Artillery Weapon
0–9 Models/Army.
Catapult (2×2). Range 24″, Mishap (Misfire), Toxic Attacks. The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 18″. Replace Catapult (2×2) with Catapult (3×3).

Canister Launcher

Artillery Weapon
0–9 Models/Army.
Catapult (1x3). Range 24″, Mishap (Misfire), Toxic Attacks. The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 18″. Replace Catapult (2×2) with Catapult (3×3).

Canister Launcher

Artillery Weapon
0–9 Models/Army.
Catapult (1x3). Range 24″, Mishap (Misfire), Toxic Attacks. The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 18″. Replace Catapult (2×2) with Catapult (3×3).

Cannon

Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 72″, Shots 1, Str 4 [10], AP 0 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 4, AP 4

Cannon

Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 72″, Shots 1, Str 4 [10], AP 0 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 4, AP 4

Catapulta

Artillery Weapon Catapult (4x4):
Range 12-60", Shots 1, Str 3[7], AP 0[4], [Multiple Wounds (D3, Clipped Wings)].

Charnel Catapult

Artillery Weapon.
This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways:
• Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]
• Catapult (6×6), Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Tests, a unit suffering one or more Health Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.

Charnel Catapult

Artillery Weapon.
This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways:
• Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]
• Catapult (6×6), Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Tests, a unit suffering one or more Health Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.

Deepfire Thrower

Artillery Weapon
0–9 Models/Army.
Flamethrower. Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, Mishap (Misfire). The user gains Flammable.
The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 12″ and its Strength is set to 4

Deepfire Thrower

Artillery Weapon
0–9 Models/Army.
Flamethrower. Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, Mishap (Misfire). The user gains Flammable.
The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 12″ and its Strength is set to 4

Deepfire Thrower

Artillery Weapon
0–9 Models/Army.
Flamethrower. Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, Mishap (Misfire). The user gains Flammable.
The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 12″ and its Strength is set to 4

Deepfire Thrower

Artillery Weapon
0–9 Models/Army.
Flamethrower. Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, Mishap (Misfire). The user gains Flammable.
The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 12″ and its Strength is set to 4

Dwarf Ballista

Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].

Dwarf Ballista

Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].

Dwarf Cannon

Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 60″, Shots 1, Str 4 [10], AP 0 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 4, AP 4

Dwarf Cannon

Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 60″, Shots 1, Str 4 [10], AP 0 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 4, AP 4

Dwarf Catapult

Universal Rule.
Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]. The model’s Height is changed to Large.

Dwarf Catapult

Universal Rule.
Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]. The model’s Height is changed to Large.

Elven Bolt Thrower

Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)]
• Range 48″, Shots 6, Str 4, AP 2

Elven Bolt Thrower

Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)]
• Range 48″, Shots 6, Str 4, AP 2

Fire Arrow

Artillery Weapon.
Cannon. Range 48″, Shots 1, Str 3 [7], AP 0 [10], Area Attack (1×5) [Multiple Wounds (D3)], Flaming Attacks.

Fist of the Makhar

Artillery Weapon.
Catapult (4×4), Range 12–48″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3)], Quick to Fire

Fist of the Makhar

Artillery Weapon.
Catapult (4×4), Range 12–48″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3)], Quick to Fire

Flame Cannon

Artillery Weapon.
Flamethrower, Range 24″, Shots 1, Str 4 {5}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}.

Flame Cannon

Artillery Weapon.
Flamethrower, Range 24″, Shots 1, Str 4 {5}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}.

Giant Aspen Bow

Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
This Artillery Weapon always hits on a roll equal to or greater than its Aim

Giant Aspen Bow

Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
This Artillery Weapon always hits on a roll equal to or greater than its Aim

Giant Recurve Bow

Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)], Quick to Fire.

Giant Recurve Bow

Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)], Quick to Fire.

Giant Repeater

Artillery Weapon.
Volley Gun. Range 24″, Shots 3D6×2, Str 4, AP 4.

Giant Repeater

Artillery Weapon.
Volley Gun. Range 24″, Shots 3D6×2, Str 4, AP 4.

Git Launcher

Artillery Weapon.
Catapult, Range 12–60″, Shots 1, Str 5, AP 4.
This weapon follows the rules for Catapult Artillery Weapons with the following exceptions: if the weapon hits (including with a Partial Hit), instead of causing a hit with Area Attack, the attack causes D3+1 hits with the weapon’s profile. In case of a Partial Hit, neither the number of hits nor their Strength and Armour Penetration are reduced.

Git Launcher

Artillery Weapon.
Catapult, Range 12–60″, Shots 1, Str 5, AP 4.
This weapon follows the rules for Catapult Artillery Weapons with the following exceptions: if the weapon hits (including with a Partial Hit), instead of causing a hit with Area Attack, the attack causes D3+1 hits with the weapon’s profile. In case of a Partial Hit, neither the number of hits nor their Strength and Armour Penetration are reduced.

Imperial Rocketeer

Artillery Weapon.
Catapult (1×1), Range 15–48″, Shots 3, Str 5, AP 3, Multiple Wounds (D3).
This weapon treats all results on the Misfire Table as Malfunction (each shot can cause a Misfire).

Imperial Rocketeer

Artillery Weapon.
Catapult (1×1), Range 15–48″, Shots 3, Str 5, AP 3, Multiple Wounds (D3).
This weapon treats all results on the Misfire Table as Malfunction (each shot can cause a Misfire).

Mortar

Artillery Weapon.
Catapult (6×6), Range 12–48″, Shots 1, Str 3 [6], AP 1 [4], [Multiple Wounds (D3)].

Mortar

Artillery Weapon.
Catapult (6×6), Range 12–48″, Shots 1, Str 3 [6], AP 1 [4], [Multiple Wounds (D3)].

Naphtha Thrower

Artillery Weapon
0–2 Models/Army.
Flamethrower. Range 12″, Shots 1, Str 4 {5}, AP 1 {2}, Flaming Attacks, March and Shoot, {Multiple Wounds (D3)}. The hits from an Explosion! Misfire Effect gain Flaming Attacks.

Naphtha Thrower

Artillery Weapon
0–2 Models/Army.
Flamethrower. Range 12″, Shots 1, Str 4 {5}, AP 1 {2}, Flaming Attacks, March and Shoot, {Multiple Wounds (D3)}. The hits from an Explosion! Misfire Effect gain Flaming Attacks.

Organ Gun

Artillery Weapon.
Volley Gun, Range 30″, Shots 2D6×2, Str 5, AP 3.

Organ Gun

Artillery Weapon.
Volley Gun, Range 30″, Shots 2D6×2, Str 5, AP 3.

Pet Salamander

Flamethrower. Range 18″, Shots 1, Str 3 {4}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}. Whenever a Misfire is rolled, instead of rolling on the Misfire Table, the model suffers D3 hits that wound automatically with no saves of any kind allowed.

Pet Salamander

Flamethrower. Range 18″, Shots 1, Str 3 {4}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}. Whenever a Misfire is rolled, instead of rolling on the Misfire Table, the model suffers D3 hits that wound automatically with no saves of any kind allowed.

Pet Salamander

Flamethrower. Range 18″, Shots 1, Str 3 {4}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}. Whenever a Misfire is rolled, instead of rolling on the Misfire Table, the model suffers D3 hits that wound automatically with no saves of any kind allowed.

Pet Salamander

Flamethrower. Range 18″, Shots 1, Str 3 {4}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}. Whenever a Misfire is rolled, instead of rolling on the Misfire Table, the model suffers D3 hits that wound automatically with no saves of any kind allowed.

Rakachit Mauss Rifle

Artillery Weapon.
Cannon. Range 48″, Shots 1, Str 5 [7], AP 2 [4], Area Attack (1×5), Mishap (To-hit roll), [Multiple
Wounds (D3)].
Trial and Terror: The weapon’s range is set to 24″, and it gains Accurate and [Multiple Wounds (D6)].

Rakachit Mauss Rifle

Artillery Weapon.
Cannon. Range 48″, Shots 1, Str 5 [7], AP 2 [4], Area Attack (1×5), Mishap (To-hit roll), [Multiple
Wounds (D3)].
Trial and Terror: The weapon’s range is set to 24″, and it gains Accurate and [Multiple Wounds (D6)].

Rakachit Mauss Rifle

Artillery Weapon.
Cannon. Range 48″, Shots 1, Str 5 [7], AP 2 [4], Area Attack (1×5), Mishap (To-hit roll), [Multiple
Wounds (D3)].
Trial and Terror: The weapon’s range is set to 24″, and it gains Accurate and [Multiple Wounds (D6)].

Rakachit Mauss Rifle

Artillery Weapon.
Cannon. Range 48″, Shots 1, Str 5 [7], AP 2 [4], Area Attack (1×5), Mishap (To-hit roll), [Multiple
Wounds (D3)].
Trial and Terror: The weapon’s range is set to 24″, and it gains Accurate and [Multiple Wounds (D6)].

Rocket Battery

Artillery Weapon
0–2 Models/Army.
Range 18″, Shots 4, Str 6, AP 3, Multiple Wounds (D3), Quick to Fire.
When rolling to hit, if two or more dice rolled a natural ‘1’, all hits are ignored and the weapon Misfires. For each ‘1’ rolled after the second, the roll on the Misfire Table suffers a −2 modifier.

Rocket Battery

Artillery Weapon
0–2 Models/Army.
Range 18″, Shots 4, Str 6, AP 3, Multiple Wounds (D3), Quick to Fire.
When rolling to hit, if two or more dice rolled a natural ‘1’, all hits are ignored and the weapon Misfires. For each ‘1’ rolled after the second, the roll on the Misfire Table suffers a −2 modifier.

Sapling Bow

Artillery Weapon.
Range 30″, Shots 1, Str 3 [6], AP 3 [10], Area Attack (1×5), Quick to Fire.

Sapling Bow

Artillery Weapon.
Range 30″, Shots 1, Str 3 [6], AP 3 [10], Area Attack (1×5), Quick to Fire.

Scorpion

Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)].

Scorpion

Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)].

Scorpion

Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)].

Scorpion

Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)].

Scratapult

Artillery Weapon.
Catapult (5×5), Range 12–48″, Shots 1, Str 3, AP 1, Lethal Strike.
A Scratapult that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.

Scratapult

Artillery Weapon.
Catapult (5×5), Range 12–48″, Shots 1, Str 3, AP 1, Lethal Strike.
A Scratapult that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.

Shoreguardian Bow

Artillery Weapon.
Range 24″, Shots 4, Str 5, AP 3.

Shoreguardian Bow

Artillery Weapon.
Range 24″, Shots 4, Str 5, AP 3.

Skorchit Ordnance

Artillery Weapon.
Catapult (4×4). Range 12–48″, Shots 1, Str 4, AP 0, Flaming Attacks, Mishap (Misfire).
The model gains Flammable.
Trial and Terror: The weapon’s range is set to 12–30″. Replace Catapult (4×4) with Catapult (6×6).

Skorchit Ordnance

Artillery Weapon.
Catapult (4×4). Range 12–48″, Shots 1, Str 4, AP 0, Flaming Attacks, Mishap (Misfire).
The model gains Flammable.
Trial and Terror: The weapon’s range is set to 12–30″. Replace Catapult (4×4) with Catapult (6×6).

Skorchit Ordnance

Artillery Weapon.
Catapult (4×4). Range 12–48″, Shots 1, Str 4, AP 0, Flaming Attacks, Mishap (Misfire).
The model gains Flammable.
Trial and Terror: The weapon’s range is set to 12–30″. Replace Catapult (4×4) with Catapult (6×6).

Skorchit Ordnance

Artillery Weapon.
Catapult (4×4). Range 12–48″, Shots 1, Str 4, AP 0, Flaming Attacks, Mishap (Misfire).
The model gains Flammable.
Trial and Terror: The weapon’s range is set to 12–30″. Replace Catapult (4×4) with Catapult (6×6).

Sky Reaper

Artillery Weapon.
Range 24″, Shots 4, Str 5, AP 3, Quick to Fire.

Sky Reaper

Artillery Weapon.
Range 24″, Shots 4, Str 5, AP 3, Quick to Fire.

Splatterer

Artillery Weapon.
Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)].

Splatterer

Artillery Weapon.
Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)].

Steam Cannon

Artillery Weapon.
Cannon, Range 36″, Shots 1, Str 3 [7], AP 0 [6], Area Attack (1×5), [Multiple Wounds (D3, Clipped Wings)].

Steam Cannon

Artillery Weapon.
Cannon, Range 36″, Shots 1, Str 3 [7], AP 0 [6], Area Attack (1×5), [Multiple Wounds (D3, Clipped Wings)].

Thunder Cannon

Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 48″, Shots 1, Str 5 [10], AP 2 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped
Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 5, AP 4
A Thunder Cannon that only Pivots (and moves no further) during its owner’s Movement Phase ignores the
to-hit modifier from Moving and Shooting in the next Shooting Phase.

Thunder Cannon

Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 48″, Shots 1, Str 5 [10], AP 2 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped
Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 5, AP 4
A Thunder Cannon that only Pivots (and moves no further) during its owner’s Movement Phase ignores the
to-hit modifier from Moving and Shooting in the next Shooting Phase.

Titan Mortar

Artillery Weapon
0–2 Models/Army.
Catapult (4×4). Range 6–18″, Shots 1, Str 4 [8], AP 1 [5], [Multiple Wounds (D3, Clipped Wings)], Quick to Fire

Titan Mortar

Artillery Weapon
0–2 Models/Army.
Catapult (4×4). Range 6–18″, Shots 1, Str 4 [8], AP 1 [5], [Multiple Wounds (D3, Clipped Wings)], Quick to Fire

Trebuchet

Artillery Weapon.
Catapult (3×8), Range 18–72″, Shots 1, Str 4, AP 1. The model’s Height is changed to Large.

Trebuchet

Artillery Weapon.
Catapult (3×8), Range 18–72″, Shots 1, Str 4, AP 1. The model’s Height is changed to Large.

Trebuchet

Artillery Weapon.
Catapult (3×8), Range 18–72″, Shots 1, Str 4, AP 1. The model’s Height is changed to Large.

Trebuchet

Artillery Weapon.
Catapult (3×8), Range 18–72″, Shots 1, Str 4, AP 1. The model’s Height is changed to Large.

Vassal Slingshot

Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Bolt Thrower: Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
• Oil Flask Thrower: Range 36″, Shots 3, Str 1, AP 0. The target unit gains one Incendiary marker for every successful hit.

Vassal Slingshot

Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Bolt Thrower: Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
• Oil Flask Thrower: Range 36″, Shots 3, Str 1, AP 0. The target unit gains one Incendiary marker for every successful hit.

Volley Gun

Artillery Weapon.
Volley Gun, Range 24″, Shots 3D6×2, Str 5, AP 3.

Volley Gun

Artillery Weapon.
Volley Gun, Range 24″, Shots 3D6×2, Str 5, AP 3.

Web Launcher

Artillery Weapon.
Catapult (4×4), Range 6–36″, Shots 1, Str 3, AP 0.
All models in a unit that is hit by one or more Web Launchers are considered Stuck until the end of the next Player Turn. Stuck models suffer −D3† Agility. In addition, they treat Dangerous Terrain (1) as Dangerous Terrain (2), and all Terrain (including Open Terrain) that normally would not be Dangerous Terrain for them as Dangerous Terrain (1).
†Roll a single D3 directly when hitting with the weapon and apply the result to all models in the unit.

Web Launcher

Artillery Weapon.
Catapult (4×4), Range 6–36″, Shots 1, Str 3, AP 0.
All models in a unit that is hit by one or more Web Launchers are considered Stuck until the end of the next Player Turn. Stuck models suffer −D3† Agility. In addition, they treat Dangerous Terrain (1) as Dangerous Terrain (2), and all Terrain (including Open Terrain) that normally would not be Dangerous Terrain for them as Dangerous Terrain (1).
†Roll a single D3 directly when hitting with the weapon and apply the result to all models in the unit.

Melee Weapon

Randello gigante

Melee Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Randello gigante

Melee Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Light-lance

Lancia Leggera

Armour Equipment

Horo Cloak

The bearer gains +1 Resilience against Ranged Attacks. This has no effect on Flaming Attacks or Toxic Attacks.

Kraken’s Hide

Armour Equipment
If on foot, the wearer gains +1 Armour

Kraken’s Hide

Armour Equipment
If on foot, the wearer gains +1 Armour

Sode

The wearer gains +1 Armour.

Bow

Arco

Giant Recurve Bow

Artillery Weapon
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].

Giant Recurve Bow

Artillery Weapon
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].

Grande arco dell'aspide

Shooting Weapon.
Range 36", Shots 1, Str 5, AP 2, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.

Grande arco dell'aspide

Shooting Weapon.
Range 36", Shots 1, Str 5, AP 2, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.

Recurse Bow

Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.

Recurse Bow

Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.

Recurve Bow

Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.

Recurve Bow

Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.

Great Weapon

Grande Arma

Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks

Heavy Armour

Armatura Pesante

armatura +2

Dragonforged Armour

Armour Equipment
Heavy Armour. The wearer gains Aegis (2+, against Flaming Attacks) and Aegis (6+), and automatically fails all
Fortitude Saves.

Dragonforged Armour

Armour Equipment
Heavy Armour. The wearer gains Aegis (2+, against Flaming Attacks) and Aegis (6+), and automatically fails all
Fortitude Saves.

Halberd

Alabarda

Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.

Plague Flail

Close Combat Weapon.
Halberd. The wielder gains Devastating Charge (Lethal Strike). In addition, the wielder and enemy units in base contact with one or more models using a Plague Flail suffer -1 Defensive Skill.

Hand Weapon

Arma a Una Mano

All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry

Bastard Sword

Close Combat Weapon
Hand Weapon. Attacks made with a Bastard Sword gain +1 Strength and, in the First Round of Combat, +1 Armour Penetration.

Bastard Sword

Close Combat Weapon
Hand Weapon. Attacks made with a Bastard Sword gain +1 Strength and, in the First Round of Combat, +1 Armour Penetration.

Bastard Sword

Close Combat Weapon
Hand Weapon. Attacks made with a Bastard Sword gain +1 Strength and, in the First Round of Combat, +1 Armour Penetration.

Bastard Sword

Close Combat Weapon
Hand Weapon. Attacks made with a Bastard Sword gain +1 Strength and, in the First Round of Combat, +1 Armour Penetration.

Large Flail

Close Combat Weapon.
Hand Weapon. Attacks made with this weapon ignore Parry. In addition, the wielder gains +1 Attack
Value for each enemy model in base contact with it.

Large Flail

Close Combat Weapon.
Hand Weapon. Attacks made with this weapon ignore Parry. In addition, the wielder gains +1 Attack
Value for each enemy model in base contact with it.

Large Flail

Close Combat Weapon.
Hand Weapon. Attacks made with this weapon ignore Parry. In addition, the wielder gains +1 Attack
Value for each enemy model in base contact with it.

Large Flail

Close Combat Weapon.
Hand Weapon. Attacks made with this weapon ignore Parry. In addition, the wielder gains +1 Attack
Value for each enemy model in base contact with it.

Light Armour

Armatura Leggera

armatura +1

Berserker’s Bear Pelt

Personal Protection
Light Armour. The bearer gains Swiftstride and Unstable.
In addition, at the start of any of your Player Turns, all models with Berserker’s Bear Pelt in a unit may choose to lose their Shield and gain +1 Strength, Battle Focus, Fearless, Frenzy, and Lightning Reflexes. The effects last for the remainder of the game.

Berserker’s Bear Pelt

Personal Protection
Light Armour. The bearer gains Swiftstride and Unstable.
In addition, at the start of any of your Player Turns, all models with Berserker’s Bear Pelt in a unit may choose to lose their Shield and gain +1 Strength, Battle Focus, Fearless, Frenzy, and Lightning Reflexes. The effects last for the remainder of the game.

Berserker’s Bear Pelt

Personal Protection
Light Armour. The bearer gains Swiftstride and Unstable.
In addition, at the start of any of your Player Turns, all models with Berserker’s Bear Pelt in a unit may choose to lose their Shield and gain +1 Strength, Battle Focus, Fearless, Frenzy, and Lightning Reflexes. The effects last for the remainder of the game.

Lance

Lancia Pesante

Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.

Makhar Lance

Close Combat Weapon
Lance. Attacks made with a Makhar Lance gain Fight in Extra Rank and Two-Handed.

Makhar Lance

Close Combat Weapon
Lance. Attacks made with a Makhar Lance gain Fight in Extra Rank and Two-Handed.

Longbow

Arco Lungo

Portée 30", tir 1, Force 3, PA 0, Tir précis , Tir rapide

Plate Armour

Abyssal Armour

Armour Equipment.
Plate Armour. For each Veil Token in the owner’s Veil Token pool, hits against the wearer suffer −1 Armour Penetration, up to a maximum of −3.

Abyssal Armour

Armour Equipment.
Plate Armour. For each Veil Token in the owner’s Veil Token pool, hits against the wearer suffer −1 Armour Penetration, up to a maximum of −3.

Armatura a Piastre

armatura +3

Hell-Forged Armour

Armour Equipment.
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer’s model gains Aegis (5+, against Toxic Attacks).

Hell-Forged Armour

Armour Equipment
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks)

Hell-Forged Armour

Armour Equipment
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks)

Hell-Forged Armour

Armour Equipment.
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer’s model gains Aegis (5+, against Toxic Attacks).

Infernal Armour

Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).

Infernal Armour

Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).

Infernal Armour

Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).

Infernal Armour

Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).

Paired Weapons

Coppia d'Armi

The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.

Blades of Darag

Close Combat Weapon
Paired Weapons.
Attacks. For each non-Attribute Spell with duration One Turn targeting at least one model in the model part’s unit, attacks made with this weapon gain +1 Strength, for as long as the spell’s effects are applied. The combined Strength modifiers of the model part and of attacks made with this weapon cannot exceed +2. This weapon cannot be enchanted.

Bloodpox Blades

Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks

Bloodpox Blades

Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks

Bloodpox Blades

Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks

Bloodpox Blades

Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks

Sylvan Blades

Close Combat Weapon
Paired Weapons. Attacks made with Sylvan Blades gain +1 Armour Penetration.

Sylvan Blades

Close Combat Weapon
Paired Weapons. Attacks made with Sylvan Blades gain +1 Armour Penetration.

Shield

Scudo

+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.

Spiked Shield

Armour Equipment
Models on foot only.
Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.

Spiked Shield

Armour Equipment
Models on foot only.
Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.

Spiked Shield

Armour Equipment
Models on foot only.
Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.

Spiked Shield

Armour Equipment
Models on foot only.
Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.

Spiked Shield

Armour Equipment
Models on foot only.
Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.

Spear

Picca

Suit of Armour

Abyssal Armour

Armour Equipment.
Plate Armour. For each Veil Token in the owner’s Veil Token pool, hits against the wearer suffer −1 Armour Penetration, up to a maximum of −3.

Abyssal Armour

Armour Equipment.
Plate Armour. For each Veil Token in the owner’s Veil Token pool, hits against the wearer suffer −1 Armour Penetration, up to a maximum of −3.

Armatura a Piastre

armatura +3

Armatura Leggera

armatura +1

Armatura Pesante

armatura +2

Berserker’s Bear Pelt

Personal Protection
Light Armour. The bearer gains Swiftstride and Unstable.
In addition, at the start of any of your Player Turns, all models with Berserker’s Bear Pelt in a unit may choose to lose their Shield and gain +1 Strength, Battle Focus, Fearless, Frenzy, and Lightning Reflexes. The effects last for the remainder of the game.

Berserker’s Bear Pelt

Personal Protection
Light Armour. The bearer gains Swiftstride and Unstable.
In addition, at the start of any of your Player Turns, all models with Berserker’s Bear Pelt in a unit may choose to lose their Shield and gain +1 Strength, Battle Focus, Fearless, Frenzy, and Lightning Reflexes. The effects last for the remainder of the game.

Berserker’s Bear Pelt

Personal Protection
Light Armour. The bearer gains Swiftstride and Unstable.
In addition, at the start of any of your Player Turns, all models with Berserker’s Bear Pelt in a unit may choose to lose their Shield and gain +1 Strength, Battle Focus, Fearless, Frenzy, and Lightning Reflexes. The effects last for the remainder of the game.

Dragonforged Armour

Armour Equipment
Heavy Armour. The wearer gains Aegis (2+, against Flaming Attacks) and Aegis (6+), and automatically fails all
Fortitude Saves.

Dragonforged Armour

Armour Equipment
Heavy Armour. The wearer gains Aegis (2+, against Flaming Attacks) and Aegis (6+), and automatically fails all
Fortitude Saves.

Hell-Forged Armour

Armour Equipment.
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks).

Hell-Forged Armour

Armour Equipment.
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer’s model gains Aegis (5+, against Toxic Attacks).

Hell-Forged Armour

Armour Equipment.
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks).

Hell-Forged Armour

Armour Equipment
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks)

Hell-Forged Armour

Armour Equipment.
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer’s model gains Aegis (5+, against Toxic Attacks).

Hell-Forged Armour

Armour Equipment.
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks).

Hell-Forged Armour

Armour Equipment
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks)

Infernal Armour

Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).

Infernal Armour

Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).

Infernal Armour

Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).

Infernal Armour

Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).

Lion’s Fur

Armour Equipment
If on foot, the wearer gains +1 Armour, which is improved to +2 Armour against Shooting Attacks.

Lion’s Fur

Armour Equipment
If on foot, the wearer gains +1 Armour, which is improved to +2 Armour against Shooting Attacks.

Beast Axe

Beast Axe

Close Combat Weapon
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 0. The wielder gains +2 Defensive Skill unless wielding another weapon.
This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.

Guiding Manifestations

Guiding Aura of Despair

Guiding Brimstone Secretions

Guiding Bronze Backbone

Guiding Broodmother

Guiding Centipede Legs

Guiding Digestive Vomit

Guiding Divining Snout

Guiding Horns of Hubris

Guiding Hot Blood

Guiding Incendiary Ichor

Guiding Kaleidoscopic Flesh

Guiding Living Shield

Guiding Mirrored Scales

Guiding Piercing Spike

Guiding Red Haze

Guiding Roaming Hands

Guiding Segmented Shell

Guiding Smothering Coils

Guiding Unhinging Jaw

Guiding Venom Sacs

Guiding Whipcrack Tail

Manifestations

Aura of Despair

Brimstone Secretions

Bronze Backbone

Broodmother

Centipede Legs

Chilling Yawn

Chitinous Scales

Dark Hide

Digestive Vomit

Divining Snout

Greenfire Eyes

Hammer Hand

Horns of Hubris

Hot Blood

Incendiary Ichor

Iron Husk

Kaleidoscopic Flesh

Living Shield

Mark of the Eternal Champion

Mesmerising Plumage

Mirrored Scales

Piercing Spike

Red Haze

Roaming Hands

Segmented Shell

Smothering Coils

Sorcerous Antennae

Stiff Upper Lip

Unhinging Jaw

Unnatural Roots

Venom Sacs

Whipcrack Tail

Battle Runes

Battle Rune

Rune of Gleaming

Rune of Oaths

Rune of Reckoning

Rune of Resilience

Rune of Resolve

Rune of Revocation

Honours for Mages

Asfad Scholar

Order of the Fiery Heart

Honours

Fleet Officer

High Warden of the Flame

Master of Canreig Tower

Queen’s Cavalier

Queen’s Companion

Royal Huntsman

Flintlock Axe

Flintlock Axe

Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).

Infernal Armour

Infernal Armour

Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).

Infernal Weapon

Infernal Weapon

Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Heroic Traits

Bannerman

Castellan

Cleric

Minstrel

Quin

The model is a Wizard Adept that chooses Witchcraft as its Path of Magic. Counts as two Heroic Traits

Knightly Principles

Excellence

Duels issued by the model must (if possible) be accepted by an enemy Character, unless a Champion accepts first. In addition, while fighting a Duel, the model part's Close Combat Attacks gain +2 Armour Penetration. Attack Attribute. One of a Kind

Faith

In the Melee Phase, if the model's unit is the target of an Orison while Engaged in Combat, add one Orison Token to the owner's Orison Token pool. In addition, Ordo Minister becomes 0-3 per Army. Universal Rule. One of a Kind

Forbearance

The model gains Distracting. This instance of Distracting cannot be used in the First Round of Combat. Personal Protection. One of a Kind

Generosity

The model gains Commanding Presence that only friendly models with Ordeal may benefit from. In addition, Knight Banneret becomes 0-3 per Army. Universal Rule. One of a Kind

Honour

While Located in the Charged unit's Front Arc, the model gains Devastating Charge (+2' Adv). While Engaged with an enemy unit's Front Facing, the model part gains Devastating Charge (+2 Att). Attack Attribute. One of a Kind

Justice

Whenever another model in the model's unit suffers an unsaved wound due to an enemy Melee Attack, the model part must perform a single Close Combat Attack at Initiative Step 0. If this is not possible, the effect is ignored. The number of these bonus attacks that the model part performs can never be higher than 3 per Round of Combat. Attack Attribute. One of a Kind

Valour

The model gains Fearless and the model's part Close Combat Attacks gain Multiple Wounds (2, against Fear). Attack Attribute. One of a Kind

Magnetic Short Bow

Magnetic Short Bow

Range 18″, Shots 1, Str 3, AP 1, Volley Fire, Lodestone.

Arcane Mastery

Abjuration Mastery

Astrological Mastery

Conjuration Mastery

Eidetic Mastery

Forbidden Mastery

Mind−shifting Mastery

Telepathic Mastery

Howdah Devices

Carved Wisdom

Engine of The Ancients (3+)

Lodestone Shield

Magnetic Great Bow (3+)

Monolith of Vitalism

Suncatcher Crystal

Venomous Fortress

Big Names

Cult Leader

The range of the bearer's Commanding Presence or Rally Around the Flag is always 18'. General or Battle Standard Bearer only

Firebrand

Gut Roarer

The bearer gains Channel (1) and Fear. Shamans only

Headhunter

Hoardmaster

The bearer gains Weapon Master, Plate Armour, Great Weapon, Halberd, Iron Fist, and Paired Weapons. The bearer cannot take Weapon Enchantments. Great Khans and Khans only

Rottenjaw

Spinesplitter

Trolleater

Wildheart

The bearer loses Not a Leader and must be the General. Its Special Item allowance is increased to 150 pts. Another Mammoth Hunter in the army may be the Battle Standard Bearer for 50 pts; this Battle Standard Bearer gains Scrapling Lookout while joined to Yeti units. The Core limit is reduced to Min. 20%.� The army may not include any Great Khans, Khans, Bruisers, Mercenary Veterans, Bombardiers, or Thunder Cannons. Mammoth Hunters become 0-4 Units/Army. Mammoth Hunters only. One of a Kind

Brace of Ogre Pistols

Brace of Ogre Pistols

Shooting Weapon
Range 24″, Shots 2, Str 4, AP 2, Quick to Fire. Counts as Paired Weapons in close combat.

Iron fist

Iron Fist

Close Combat Weapon
The wielder gains +1 Armour, +1 Attack Value, and Parry, unless using another weapon. This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.

Ogre Crossbow

Ogre Crossbow

Shooting Weapon
Range 30″, Shots 1, Str 2 [5], AP 1 [3], Area Attack (1×5).

Aspects of Nature

Entangling Vines

Oaken Crown

Scarred Bark

Toxic Spores

Kindreds

Blade Dancer

The model gains Aegis (6+), Dances of Cenyrn (see Blade Dancer unit), and Fearless. The model's unit gains Swiftstride. The model may only join or be joined by other Blade Dancer Kindred Characters and units of Blade Dancers. It cannot use any Shooting Weapons nor benefit from Armour (neither mundane nor enchanted). Models on foot only

Forest Guardian

The model gains +1 Attack Value and +1 Armour. Models on foot only

Pathfinder

The model gains Master Archer and Scout. The Shots of a Sylvan Longbow wielded by the model are set to 3. If wielded by a Forest Prince, its Shots are set to 4 instead. Models on foot only. Cannot be taken by the Battle Standard Bearer

Shapeshifter

The model's Advance Rate is set to 6' and its March Rate is set to 18'. It gains +1 Attack Value, +1 Resilience, Fear, Hard Target (1), Swiftstride, and Vanguard. The model may never join units or be joined by other Characters. Models on foot only

Wild Hunter

The model gains +1 Attack Value, -2 Defensive Skill, Battle Focus, Devastating Charge (+1 Att, Fear), Fearless, Frenzy, and Light Troops. Models mounted on Elven Horse or Great Elk only

Sylvan Blades

Sylvan Blades

Close Combat Weapon
Paired Weapons. Attacks made with Sylvan Blades gain +1 Armour Penetration.

Sylvan Longbow

Sylvan Longbow

Shooting Weapon
0-55 Models with Sylvan Longbow per Army.
Longbow. Attacks made with a Sylvan Longbow gain Armour Penetration 1 and Quick to Fire. Also, when shooting from Short Range, their Strength is set to 4.

Gifts of the Dark Gods

Daemonic Wings

Dark Prelate

Entropic Aura

Weapon Enchantments and Armour Enchantments carried by the bearer, models in the bearer's unit, and models in units that are in base contact with the bearer are ignored. Standard and Large models only

Idol of Spite

Luck of the Dark Gods

Ancestral Blood Powers

Brotherhood of The Dragon

Lahmia

Nosferatu

Strigoi

Von Karnstein

Greater Blood Powers

Arcane Knowledge

Commandment

Crimson Rage

Ghoul Lord

Storm Caller

Lesser Blood Powers

Bestial Bulk

Eternal Duellist

Flying Horror

Mesmerising Gaze

Monster Hunter

Mysteries of The Night

Supreme Lich

Unbreakable Will

Aura of Despair

Brimstone Secretions

Bronze Backbone

Broodmother

Centipede Legs

Charged Tendrils

Chilling Yawn

Chitinous Scales

Cloven Hooves

Dark Hide

Dextrous Tentacles

Digestive Vomit

Divining Snout

Grasping Proboscis

Greenfire Eyes

Hammer Hand

Horns of Hubris

Hot Blood

Incendiary Ichor

Iron Husk

Kaleidoscopic Flesh

Living Shield

Mark of the Eternal Champion

Mesmerising Plumage

Mirrored Scales

Piercing Spike

Red Haze

Roaming Hands

Segmented Shell

Smothering Coils

Sorcerous Antennae

Stiff Upper Lip

Unhinging Jaw

Unnatural Roots

Venom Sacs

Whipcrack Tail

Withering Vapour

Guiding Manifestations

Guiding Brass Horns

Guiding Bronze Backbone

Guiding Broodmother

Guiding Chitinous Plates

Guiding Chitinous Plates

Guiding Digestive Vomit

Guiding Divining Snout

Guiding Explosive Organs

Guiding Grasping Proboscis

Guiding Horns of Hubris

Guiding Incendiary Ichor

Guiding Mirrored Scales

Guiding Needle Teeth

Guiding Piercing Spike

Guiding Red Haze

Guiding Segmented Shell

Guiding Sledgehammer Hand

Guiding Smothering Coils

Guiding Troll's Blood

Guiding Unearthly Larynx

Guiding Unhinging Jaw

Guiding Venom Sacs

Guiding Whipcrack Tail

Manifestations

Aura of Despair

Brass Horns

Brimstone Secretions

Bronze Backbone

Broodmother

Centipede Legs

Charged Tendrils

Chilling Yawn

Chitinous Plates

Chitinous Scales

Cloven Hooves

Clutching Claws

Coins for Eyes

Covetous Camouflage

Dark Hide

Dextrous Tentacles

Digestive Vomit

Divining Snout

Expanding Bulk

Explosive Organs

Grasping Proboscis

Greenfire Eyes

Hammerhand

Horns of Hubris

Hot Blood

Incendiary Ichor

Iron Husk

Kaleidoscopic Flesh

Lance of Lethargy

Living Shield

Mark of the Eternal Champion

Mesmerising Plumage

Mirrored Scales

Needle Teeth

Piercing Spike

Power Stance

Red Haze

Roaming Hands

Segmented Shell

Sigils Of Supremacy

Sledgehammer Hand

Smothering Coils

Soporific Secretions

Sorcerous Antennae

Stiff Upper Lip

Troll's Blood

Unearthly Larynx

Unhinging Jaw

Unnatural Roots

Venom Sacs

Whipcrack Tail

Withering Vapour

Heroic Traits

Bannerman

Castellan

Cleric

Minstrel

Quin

The model is a Wizard Adept that chooses Witchcraft as its Path of Magic. Counts as two Heroic Traits

Knightly Principles

Excellence

Duels issued by the model must (if possible) be accepted by an enemy Character, unless a Champion accepts first. In addition, while fighting a Duel, the model part's Close Combat Attacks gain +2 Armour Penetration. Attack Attribute. One of a Kind

Faith

In the Melee Phase, if the model's unit is the target of an Orison while Engaged in Combat, add one Orison Token to the owner's Orison Token pool. In addition, Ordo Minister becomes 0-3 per Army. Universal Rule. One of a Kind

Forbearance

The model gains Distracting. This instance of Distracting cannot be used in the First Round of Combat. Personal Protection. One of a Kind

Generosity

The model gains Commanding Presence that only friendly models with Ordeal may benefit from. In addition, Knight Banneret becomes 0-3 per Army. Universal Rule. One of a Kind

Honour

While Located in the Charged unit's Front Arc, the model gains Devastating Charge (+2' Adv). While Engaged with an enemy unit's Front Facing, the model part gains Devastating Charge (+2 Att). Attack Attribute. One of a Kind

Justice

Whenever another model in the model's unit suffers an unsaved wound due to an enemy Melee Attack, the model part must perform a single Close Combat Attack at Initiative Step 0. If this is not possible, the effect is ignored. The number of these bonus attacks that the model part performs can never be higher than 3 per Round of Combat. Attack Attribute. One of a Kind

Valour

The model gains Fearless and the model's part Close Combat Attacks gain Multiple Wounds (2, against Fear). Attack Attribute. One of a Kind

Gifts of the Dark Gods

Daemonic Wings

Dark Prelate

Entropic Aura

Weapon Enchantments and Armour Enchantments carried by the bearer, models in the bearer's unit, and models in units that are in base contact with the bearer are ignored. Standard and Large models only

Idol of Spite

Luck of the Dark Gods

Ancestral Blood Powers

Brotherhood of The Dragon Bloodline

Lahmia Bloodline

Nosferatu Bloodline

Strigoi Bloodline

Von Karnstein Bloodline

Greater Blood Powers

Arcane Knowledge

Commandment

Crimson Rage

Ghoul Lord

Storm Caller

Lesser Blood Powers

Bestial Bulk

Eternal Duellist

Flying Horror

Mesmerising Gaze

Monster Hunter

Mysteries of The Night

Supreme Lich

Unbreakable Will

Aspects of Nature

Entangling Vines

Oaken Crown

Scarred Bark

Toxic Spores

Kindreds

Blade Dancer

The model gains Aegis (6+), Dances of Cenyrn (see Blade Dancer unit), and Fearless. The model's unit gains Swiftstride. The model may only join or be joined by other Blade Dancer Kindred Characters and units of Blade Dancers. It cannot use any Shooting Weapons nor benefit from Armour (neither mundane nor enchanted). Models on foot only

Forest Guardian

The model gains +1 Attack Value and +1 Armour. Models on foot only

Pathfinder

The model gains Master Archer and Scout. The Shots of a Sylvan Longbow wielded by the model are set to 3. If wielded by a Forest Prince, its Shots are set to 4 instead. Models on foot only. Cannot be taken by the Battle Standard Bearer

Shapeshifter

The model's Advance Rate is set to 6' and its March Rate is set to 18'. It gains +1 Attack Value, +1 Resilience, Fear, Hard Target (1), Swiftstride, and Vanguard. The model may never join units or be joined by other Characters. Models on foot only

Wild Hunter

The model gains +1 Attack Value, -2 Defensive Skill, Battle Focus, Devastating Charge (+1 Att, Fear), Fearless, Frenzy, and Light Troops. Models mounted on Elven Horse or Great Elk only

Sylvan Blades

Sylvan Blades

Close Combat Weapon
Paired Weapons. Attacks made with Sylvan Blades gain +1 Armour Penetration.

Sylvan Longbow

Sylvan Longbow

Shooting Weapon
0-55 Models with Sylvan Longbow per Army.
Longbow. Attacks made with a Sylvan Longbow gain Armour Penetration 1 and Quick to Fire. Also, when shooting from Short Range, their Strength is set to 4.

Magnetic Short Bow

Magnetic Short Bow

Range 18″, Shots 1, Str 3, AP 1, Volley Fire, Lodestone.

Arcane Mastery

Eidetic Mastery

Eternal Mastery

Forbidden Mastery

Mind−shifting Mastery

Telepathic Mastery

Veil Mastery

Howdah Devices

Carved Wisdom

Engine of The Ancients (3+)

Lodestone Shield

Magnetic Great Bow (3+)

Monolith of Vitalism

Suncatcher Crystal

Venomous Fortress

Big Names

Cult Leader

The range of the bearer's Commanding Presence or Rally Around the Flag is always 18'. General or Battle Standard Bearer only

Firebrand

Gut Roarer

The bearer gains Channel (1) and Fear. Shamans only

Headhunter

Hoardmaster

The bearer gains Weapon Master, Plate Armour, Great Weapon, Halberd, Iron Fist, and Paired Weapons. The bearer cannot take Weapon Enchantments. Great Khans and Khans only

Rottenjaw

Spinesplitter

Trolleater

Wildheart

The bearer loses Not a Leader and must be the General. Its Special Item allowance is increased to 150 pts. Another Mammoth Hunter in the army may be the Battle Standard Bearer for 50 pts; this Battle Standard Bearer gains Scrapling Lookout while joined to Yeti units. The Core limit is reduced to Min. 20%.� The army may not include any Great Khans, Khans, Bruisers, Mercenary Veterans, Bombardiers, or Thunder Cannons. Mammoth Hunters become 0-4 Units/Army. Mammoth Hunters only. One of a Kind

Brace of Ogre Pistols

Brace of Ogre Pistols

Shooting Weapon
Range 24″, Shots 2, Str 4, AP 2, Quick to Fire. Counts as Paired Weapons in close combat.

Iron fist

Iron Fist

Close Combat Weapon
The wielder gains +1 Armour, +1 Attack Value, and Parry, unless using another weapon. This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.

Ogre Crossbow

Ogre Crossbow

Shooting Weapon
Range 30″, Shots 1, Str 2 [5], AP 1 [3], Area Attack (1×5).

Flintlock Axe

Flintlock Axe

Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).

Infernal Armour

Infernal Armour

Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).

Infernal Weapon

Infernal Weapon

Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Honours for Mages

Asfad Scholar

Order of the Fiery Heart

Honours

Fleet Officer

High Warden of the Flame

Master of Canreig Tower

Queen’s Cavalier

Queen’s Companion

Royal Huntsman

Guiding Manifestations

Guiding Aura of Despair

Guiding Brimstone Secretions

Guiding Bronze Backbone

Guiding Broodmother

Guiding Centipede Legs

Guiding Digestive Vomit

Guiding Divining Snout

Guiding Horns of Hubris

Guiding Hot Blood

Guiding Incendiary Ichor

Guiding Kaleidoscopic Flesh

Guiding Living Shield

Guiding Mirrored Scales

Guiding Piercing Spike

Guiding Red Haze

Guiding Roaming Hands

Guiding Segmented Shell

Guiding Smothering Coils

Guiding Unhinging Jaw

Guiding Venom Sacs

Guiding Whipcrack Tail

Manifestations

Aura of Despair

Brimstone Secretions

Bronze Backbone

Broodmother

Centipede Legs

Chilling Yawn

Chitinous Scales

Dark Hide

Digestive Vomit

Divining Snout

Greenfire Eyes

Hammer Hand

Horns of Hubris

Hot Blood

Incendiary Ichor

Iron Husk

Kaleidoscopic Flesh

Living Shield

Mark of the Eternal Champion

Mesmerising Plumage

Mirrored Scales

Piercing Spike

Red Haze

Roaming Hands

Segmented Shell

Smothering Coils

Sorcerous Antennae

Stiff Upper Lip

Unhinging Jaw

Unnatural Roots

Venom Sacs

Whipcrack Tail

Battle Runes

Battle Rune

Rune of Gleaming

Rune of Oaths

Rune of Reckoning

Rune of Resilience

Rune of Resolve

Rune of Revocation

Beast Axe

Beast Axe

Close Combat Weapon
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 0. The wielder gains +2 Defensive Skill unless wielding another weapon.
This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.

Mon Of The Clan

Mon of The Ashiwara Clan

Mon of The Daimatsu Clan

Models with this Mon gain Distracting in the first Round of each Combat. Infantry only.

Mon of the Horumi Clan

Mon of the Shinsei Clan

Mon of the Taneka Clan

Model parts with this Mon and with Kenjutsu (X) gain Devastating Charge (Kenjutsu (2)). Additionally, Units with all of their models with this Mon must reroll any natural rolls of ‘1’ when rolling for Charge Range. Warhorse Model Parts with this Mon gain Vanguard. Cannot be taken by Infantry models.

Katana

Katana

Two-Handed. Attacks made with this weapon gain +1 Offensive Skill, +1 Strength and ignore Parry.

Sode

Sode

The wearer gains +1 Armour.

Aura of Despair

Brimstone Secretions

Bronze Backbone

Broodmother

Centipede Legs

Charged Tendrils

Chilling Yawn

Chitinous Scales

Cloven Hooves

Dark Hide

Dextrous Tentacles

Digestive Vomit

Divining Snout

Grasping Proboscis

Greenfire Eyes

Hammer Hand

Horns of Hubris

Hot Blood

Incendiary Ichor

Iron Husk

Kaleidoscopic Flesh

Living Shield

Mark of the Eternal Champion

Mesmerising Plumage

Mirrored Scales

Piercing Spike

Red Haze

Roaming Hands

Segmented Shell

Smothering Coils

Sorcerous Antennae

Stiff Upper Lip

Unhinging Jaw

Unnatural Roots

Venom Sacs

Whipcrack Tail

Withering Vapour

Magnetic Short Bow

Magnetic Short Bow

Range 18″, Shots 1, Str 3, AP 1, Volley Fire, Lodestone.

Arcane Mastery

Eidetic Mastery

Eternal Mastery

Forbidden Mastery

Invasive Mastery

Once per friendly Magic Phase, the model may attempt to cast a single non-Hereditary Learned Spell that was successfully cast by an enemy Wizard during the preceding Magic Phase.

Mind−shifting Mastery

Veil Mastery

Howdah Devices

Carved Wisdom

Engine of The Ancients (3+)

Lodestone Shield

Magnetic Great Bow (3+)

Monolith of Vitalism

Suncatcher Crystal

Venomous Fortress

Heroic Traits

Bannerman

Castellan

Cleric

Minstrel

Quin

The model is a Wizard Adept that chooses Witchcraft as its Path of Magic. Counts as two Heroic Traits

Knightly Principles

Excellence

Duels issued by the model must (if possible) be accepted by an enemy Character, unless a Champion accepts first. In addition, while fighting a Duel, the model part's Close Combat Attacks gain +2 Armour Penetration. Attack Attribute. One of a Kind

Faith

In the Melee Phase, if the model's unit is the target of an Orison while Engaged in Combat, add one Orison Token to the owner's Orison Token pool. In addition, Ordo Minister becomes 0-3 per Army. Universal Rule. One of a Kind

Forbearance

The model gains Distracting. This instance of Distracting cannot be used in the First Round of Combat. Personal Protection. One of a Kind

Generosity

The model gains Commanding Presence that only friendly models with Ordeal may benefit from. In addition, Knight Banneret becomes 0-3 per Army. Universal Rule. One of a Kind

Honour

While Located in the Charged unit's Front Arc, the model gains Devastating Charge (+2' Adv). While Engaged with an enemy unit's Front Facing, the model part gains Devastating Charge (+2 Att). Attack Attribute. One of a Kind

Justice

Whenever another model in the model's unit suffers an unsaved wound due to an enemy Melee Attack, the model part must perform a single Close Combat Attack at Initiative Step 0. If this is not possible, the effect is ignored. The number of these bonus attacks that the model part performs can never be higher than 3 per Round of Combat. Attack Attribute. One of a Kind

Valour

The model gains Fearless and the model's part Close Combat Attacks gain Multiple Wounds (2, against Fear). Attack Attribute. One of a Kind

Guiding Manifestations

Guiding Brass Horns

Guiding Bronze Backbone

Guiding Broodmother

Guiding Chitinous Plates

Guiding Chitinous Plates

Guiding Digestive Vomit

Guiding Divining Snout

Guiding Explosive Organs

Guiding Grasping Proboscis

Guiding Horns of Hubris

Guiding Incendiary Ichor

Guiding Mirrored Scales

Guiding Needle Teeth

Guiding Piercing Spike

Guiding Red Haze

Guiding Segmented Shell

Guiding Sledgehammer Hand

Guiding Smothering Coils

Guiding Troll's Blood

Guiding Unearthly Larynx

Guiding Unhinging Jaw

Guiding Venom Sacs

Guiding Whipcrack Tail

Manifestations

Aura of Despair

Brass Horns

Brimstone Secretions

Bronze Backbone

Broodmother

Centipede Legs

Charged Tendrils

Chilling Yawn

Chitinous Plates

Chitinous Scales

Cloven Hooves

Clutching Claws

Coins for Eyes

Covetous Camouflage

Dark Hide

Dextrous Tentacles

Digestive Vomit

Divining Snout

Expanding Bulk

Explosive Organs

Grasping Proboscis

Greenfire Eyes

Hammerhand

Horns of Hubris

Hot Blood

Incendiary Ichor

Iron Husk

Kaleidoscopic Flesh

Lance of Lethargy

Living Shield

Mark of the Eternal Champion

Mesmerising Plumage

Mirrored Scales

Needle Teeth

Piercing Spike

Power Stance

Red Haze

Roaming Hands

Segmented Shell

Sigils Of Supremacy

Sledgehammer Hand

Smothering Coils

Soporific Secretions

Sorcerous Antennae

Stiff Upper Lip

Troll's Blood

Unearthly Larynx

Unhinging Jaw

Unnatural Roots

Venom Sacs

Whipcrack Tail

Withering Vapour

Heroic Traits

Bannerman

Castellan

Cleric

Minstrel

Quin

The model is a Wizard Adept that chooses Witchcraft as its Path of Magic. Counts as two Heroic Traits

Knightly Principles

Excellence

Duels issued by the model must (if possible) be accepted by an enemy Character, unless a Champion accepts first. In addition, while fighting a Duel, the model part's Close Combat Attacks gain +2 Armour Penetration. Attack Attribute. One of a Kind

Faith

In the Melee Phase, if the model's unit is the target of an Orison while Engaged in Combat, add one Orison Token to the owner's Orison Token pool. In addition, Ordo Minister becomes 0-3 per Army. Universal Rule. One of a Kind

Forbearance

The model gains Distracting. This instance of Distracting cannot be used in the First Round of Combat. Personal Protection. One of a Kind

Generosity

The model gains Commanding Presence that only friendly models with Ordeal may benefit from. In addition, Knight Banneret becomes 0-3 per Army. Universal Rule. One of a Kind

Honour

While Located in the Charged unit's Front Arc, the model gains Devastating Charge (+2' Adv). While Engaged with an enemy unit's Front Facing, the model part gains Devastating Charge (+2 Att). Attack Attribute. One of a Kind

Justice

Whenever another model in the model's unit suffers an unsaved wound due to an enemy Melee Attack, the model part must perform a single Close Combat Attack at Initiative Step 0. If this is not possible, the effect is ignored. The number of these bonus attacks that the model part performs can never be higher than 3 per Round of Combat. Attack Attribute. One of a Kind

Valour

The model gains Fearless and the model's part Close Combat Attacks gain Multiple Wounds (2, against Fear). Attack Attribute. One of a Kind

Repeater Handbow

Repeater Handbow

Shooting Weapon
Range 12 ″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.

Magnetic Short Bow

Magnetic Short Bow

Range 18″, Shots 1, Str 3, AP 1, Volley Fire, Lodestone.

Arcane Mastery

Eidetic Mastery

Eternal Mastery

Forbidden Mastery

Invasive Mastery

Once per friendly Magic Phase, the model may attempt to cast a single non-Hereditary Learned Spell that was successfully cast by an enemy Wizard during the preceding Magic Phase.

Mind−shifting Mastery

Veil Mastery

Howdah Devices

Carved Wisdom

Engine of The Ancients (3+)

Lodestone Shield

Magnetic Great Bow (3+)

Monolith of Vitalism

Suncatcher Crystal

Venomous Fortress

Global

Phalanx

While the model's unit is in Line Formation, the model must reroll natural to-wound rolls of '1' with its Close Combat Attacks.

A Tutto Vapore!

Durante un Movimento di Marcia, il modello può effettuare solo una singola Rotazione o Conversione. Se il modello è in Carica, deve Inseguire o Sfondare se possibile. Se il modello non è in Carica, esso passa sempre i Test di Disciplina per trattenersi e la sua Distanza di Inseguimento è sempre 0".

A Tutto Vapore!

Durante un Movimento di Marcia, il modello può effettuare solo una singola Rotazione o Conversione. Se il modello è in Carica, deve Inseguire o Sfondare se possibile. Se il modello non è in Carica, esso passa sempre i Test di Disciplina per trattenersi e la sua Distanza di Inseguimento è sempre 0".

Ricarica!

Tu Verrai Con Me!

Per poter usare questo Attributo d'Attacco, l'unità deve essere larga almeno quanto è profonda all'inizio del Round di Combattimento. Gli Attacchi da Corpo a Corpo portati da un modello con questo Attributo d'Attacco non possono mai ferire peggio che al 4+. Inoltre, quando un modello con questo Attributo d'Attacco è rimosso come perdita durante la Fase di Mischia a causa di Attacchi da Mischia nemici, deve, immediatamente prima di essere rimosso, effettuare un singolo Attacco da Corpo a Corpo con le seguenti regole e restrizioni: • L'attacco è risolto sempre con Forza 5 e Penetrazione Armatura 2. • Il proprietario deve scegliere una delle seguenti opzioni: 1. L'attacco è allocato al modello che ha causato la perdita. 2. L'attacco è allocato contro un modello R&F nell'unità del modello che ha causato la perdita. Il colpo è distribuito sull'unità. In entrambi i casi, il modello con Tu Verrai Con Me! è considerato a contatto di base con il modello attaccato ed i modelli contano come se fossero ingaggiati nello stesso Lato delle loro rispettive unità. • Questo Attributo d'Attacco non può essere usato per perdite causate da Colpi d'Impatto.

Tu Verrai Con Me!

Per poter usare questo Attributo d'Attacco, l'unità deve essere larga almeno quanto è profonda all'inizio del Round di Combattimento. Gli Attacchi da Corpo a Corpo portati da un modello con questo Attributo d'Attacco non possono mai ferire peggio che al 4+. Inoltre, quando un modello con questo Attributo d'Attacco è rimosso come perdita durante la Fase di Mischia a causa di Attacchi da Mischia nemici, deve, immediatamente prima di essere rimosso, effettuare un singolo Attacco da Corpo a Corpo con le seguenti regole e restrizioni: • L'attacco è risolto sempre con Forza 5 e Penetrazione Armatura 2. • Il proprietario deve scegliere una delle seguenti opzioni: 1. L'attacco è allocato al modello che ha causato la perdita. 2. L'attacco è allocato contro un modello R&F nell'unità del modello che ha causato la perdita. Il colpo è distribuito sull'unità. In entrambi i casi, il modello con Tu Verrai Con Me! è considerato a contatto di base con il modello attaccato ed i modelli contano come se fossero ingaggiati nello stesso Lato delle loro rispettive unità. • Questo Attributo d'Attacco non può essere usato per perdite causate da Colpi d'Impatto.

Clearing Spirits

The model gains Hard Target (1), Light Troops, and Skirmisher.

Clearing Spirits

The model gains Hard Target (1), Light Troops, and Skirmisher.

Capocaccia

Il modello ottiene Piattaforma da Guerra e Esclusivo (Branco di Raptor, Cavalcaraptor). I modelli R&F nella sua unità ottengono Furia e Impassibile. Le Bestie di Altezza Normale e le parti di modello senza Imbrigliato nell'unità del modello ottengono Estasi della Battaglia.

Capocaccia

Il modello ottiene Piattaforma da Guerra e Esclusivo (Branco di Raptor, Cavalcaraptor). I modelli R&F nella sua unità ottengono Furia e Impassibile. Le Bestie di Altezza Normale e le parti di modello senza Imbrigliato nell'unità del modello ottengono Estasi della Battaglia.

Capocaccia

Il modello ottiene Piattaforma da Guerra e Esclusivo (Branco di Raptor, Cavalcaraptor). I modelli R&F nella sua unità ottengono Furia e Impassibile. Le Bestie di Altezza Normale e le parti di modello senza Imbrigliato nell'unità del modello ottengono Estasi della Battaglia.

Capocaccia

Il modello ottiene Piattaforma da Guerra e Esclusivo (Branco di Raptor, Cavalcaraptor). I modelli R&F nella sua unità ottengono Furia e Impassibile. Le Bestie di Altezza Normale e le parti di modello senza Imbrigliato nell'unità del modello ottengono Estasi della Battaglia.

A Shepherd and its Flock

The model cannot join a unit that contains another model with this rule.

A Shepherd and its Flock

The model cannot join a unit that contains another model with this rule.

Abbraccio Vulcanico

Gli attacchi effettuati dalla parte di modello, inclusi gli Attacchi speciali, diventano Attacchi Infuocati e Attacchi Magici. Inoltre, la parte di modello ottiene Attacchi Stritolanti (X), dove X è pari al valore tra parentesi. questi Attacchi stritolanti sono risolti con Penetrazione armatura 10 e feriscono sempre con un tiro pari o superiore a 7 meno l'Armatura del modello su cui è stato distribuito il colpoquot;. Un risultato di '6' naturale ferisce sempre e un risultato di '1' naturale fallisce sempre.

Abbraccio Vulcanico

Gli attacchi effettuati dalla parte di modello, inclusi gli Attacchi speciali, diventano Attacchi Infuocati e Attacchi Magici. Inoltre, la parte di modello ottiene Attacchi Stritolanti (X), dove X è pari al valore tra parentesi. questi Attacchi stritolanti sono risolti con Penetrazione armatura 10 e feriscono sempre con un tiro pari o superiore a 7 meno l'Armatura del modello su cui è stato distribuito il colpoquot;. Un risultato di '6' naturale ferisce sempre e un risultato di '1' naturale fallisce sempre.

Abjuration Mastery

Distrarre

Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.

Ricochet

Models with Ricochet cannot Charge enemy units and can move through all units (friend and foe) as if they were Open Terrain. If its move is ended in contact with another unit, or within 1" of a unit that it has moved through, its move distance is extended; keep moving the model in the same direction (still moving through other units) until it can be placed 1" away from all other units. If, after an extended move, the model would end up within 1" of Impassable Terrain or in contact with the Board Edge, immediately remove the model as a casualty. If there is no legal position where it follows the Unit Spacing rule when backtracking the model's move (based on the rules for Random Movement), immediately remove the model as a casualty. If a unit's Unit Boundary is contacted by a Ricochet model's initial move (i.e. excluding an extension of the move distance needed to clear units), this unit suffers X hits, where X corresponds to the value given in brackets (after completing the move). For this purpose, all units Engaged in the same Combat are treated as a single unit. The owner of the model with Ricochet distributes the hits between all units Engaged in this Combat as evenly as possible (after this, follow the normal rules for distributing hits to models within each unit). Enemy units cannot Charge models with Ricochet. Units (friend and foe) ignore models with Ricochet regarding the Unit Spacing rule for all movement (including Ambush). In addition, they can move onto and through models with Ricochet. However, if a unit moves into contact with a Ricochet model, it immediately (before completing the move) suffers X+D6 hits, and the model with Ricochet is removed as a casualty. This is not triggered by moves that can move through units normally (e.g. Flying Movement), unless the move is ended in contact (note that units can move into contact with multiple Ricochet models simultaneously). Hits are resolved with the Strength and Armour Penetration of the model with Ricochet.

Ricochet

Models with Ricochet cannot Charge enemy units and can move through all units (friend and foe) as if they were Open Terrain. If its move is ended in contact with another unit, or within 1" of a unit that it has moved through, its move distance is extended; keep moving the model in the same direction (still moving through other units) until it can be placed 1" away from all other units. If, after an extended move, the model would end up within 1" of Impassable Terrain or in contact with the Board Edge, immediately remove the model as a casualty. If there is no legal position where it follows the Unit Spacing rule when backtracking the model's move (based on the rules for Random Movement), immediately remove the model as a casualty. If a unit's Unit Boundary is contacted by a Ricochet model's initial move (i.e. excluding an extension of the move distance needed to clear units), this unit suffers X hits, where X corresponds to the value given in brackets (after completing the move). For this purpose, all units Engaged in the same Combat are treated as a single unit. The owner of the model with Ricochet distributes the hits between all units Engaged in this Combat as evenly as possible (after this, follow the normal rules for distributing hits to models within each unit). Enemy units cannot Charge models with Ricochet. Units (friend and foe) ignore models with Ricochet regarding the Unit Spacing rule for all movement (including Ambush). In addition, they can move onto and through models with Ricochet. However, if a unit moves into contact with a Ricochet model, it immediately (before completing the move) suffers X+D6 hits, and the model with Ricochet is removed as a casualty. This is not triggered by moves that can move through units normally (e.g. Flying Movement), unless the move is ended in contact (note that units can move into contact with multiple Ricochet models simultaneously). Hits are resolved with the Strength and Armour Penetration of the model with Ricochet.

Fate Largo

At step 3 of the Round of Combat Sequence, any Character placed in the first rank and not in base contact
with an enemy model may move into contact with an
enemy model. This enemy model must be in base contact with the Character’s unit, and it must be attacking
the Character’s unit in its Front Facing. To perform a
Make Way move, the Character switches position with
another model (or models) in its unit; these models
cannot be Characters. Characters with Mismatching
Bases can never perform a Make Way move.

Abyssal Armour

Armour Equipment.
Plate Armour. For each Veil Token in the owner’s Veil Token pool, hits against the wearer suffer −1 Armour Penetration, up to a maximum of −3.

Abyssal Armour

Armour Equipment.
Plate Armour. For each Veil Token in the owner’s Veil Token pool, hits against the wearer suffer −1 Armour Penetration, up to a maximum of −3.

Abyssal Armour

Armour Equipment.
Plate Armour. For each Veil Token in the owner’s Veil Token pool, hits against the wearer suffer −1 Armour Penetration, up to a maximum of −3.

Abyssal Conduit

Universal Rule.
One model in the unit that is not a Champion or Musician becomes a Standard Bearer with Channel(1) and Daemonic Summon.

Abyssal Conduit

Universal Rule.
One model in the unit that is not a Champion or Musician becomes a Standard Bearer with Channel(1) and Daemonic Summon.

Academy Trained

Units with more than half of their models with Academy Training are considered Academy Trained.
While within 8" of one or more other non-Fleeing, friendly Academy Trained units, Academy Trained units: • Gain Devastating Charge (+1" Adv) when declaring their first Charge in any Charge Phase. The effect lasts until the end of the Charge Phase.
Characters without Academy Training that Charge out of the unit are not affected.
• Count as having one additional Full Rank for the purpose of Steadfast and Disrupted if they have at least one Full Rank.

Academy Trained

Units with more than half of their models with Academy Training are considered Academy Trained.
While within 8" of one or more other non-Fleeing, friendly Academy Trained units, Academy Trained units: • Gain Devastating Charge (+1" Adv) when declaring their first Charge in any Charge Phase. The effect lasts until the end of the Charge Phase.
Characters without Academy Training that Charge out of the unit are not affected.
• Count as having one additional Full Rank for the purpose of Steadfast and Disrupted if they have at least one Full Rank.

Accurato

Veil Stalker

The model follows the rules for Ambush with the following exception: When its unit enters the Battlefield, the owner may choose to apply the rules for Special Ambush (within 6" of an enemy model with Channel).

Veil Stalker

The model follows the rules for Ambush with the following exception: When its unit enters the Battlefield, the owner may choose to apply the rules for Special Ambush (within 6" of an enemy model with Channel).

Enigma del Lamassu

Questo modello è un Mago Adepto che seleziona due incantesimi a scelta da Parola del Ferro (Alchemia), Alito di Corruzione (Occultismo), Spade Fiammeggianti (Piromanzia), Fascino Ingannevole (Stregoneria), e Maledizione di Nezibkesh (Incantesimo Ereditario). Questa regola prevale sulle normali regole di Selezione degli Incantesimi associate all'essere un Mago Adepto. Prima della Selezione degli Incantesimi (all'inizio del passo 7 della Sequenza Pre-Partita), l'avversario deve scegliere Potere o Saggezza. • Se sceglie Potere, il Lamassu ottiene Canalizzare (1) fino alla fine della partita. • Se sceglie Saggezza, il modello conosce un altro incantesimo, che seleziona dall'elenco degli incantesimi indicati qui sopra.

Enigma del Lamassu

Questo modello è un Mago Adepto che seleziona due incantesimi a scelta da Parola del Ferro (Alchemia), Alito di Corruzione (Occultismo), Spade Fiammeggianti (Piromanzia), Fascino Ingannevole (Stregoneria), e Maledizione di Nezibkesh (Incantesimo Ereditario). Questa regola prevale sulle normali regole di Selezione degli Incantesimi associate all'essere un Mago Adepto. Prima della Selezione degli Incantesimi (all'inizio del passo 7 della Sequenza Pre-Partita), l'avversario deve scegliere Potere o Saggezza. • Se sceglie Potere, il Lamassu ottiene Canalizzare (1) fino alla fine della partita. • Se sceglie Saggezza, il modello conosce un altro incantesimo, che seleziona dall'elenco degli incantesimi indicati qui sopra.

Acid Blood

For each Fortitude Save the model fails against enemy Melee Attacks, the model immediately inflicts 1 hit with Toxic Attacks on the model that caused the wound, before any casualties are removed, distributed onto the model's Health Pool.

Acid Blood

For each Fortitude Save the model fails against enemy Melee Attacks, the model immediately inflicts 1 hit with Toxic Attacks on the model that caused the wound, before any casualties are removed, distributed onto the model's Health Pool.

Acid Blood

Special Attack.
For each Fortitude Save the model fails against Melee Attacks, the model immediately inflicts 1 hit with Toxic Attacks against the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool.

Acid Blood

Special Attack.
For each Fortitude Save the model fails against Melee Attacks, the model immediately inflicts 1 hit with Toxic Attacks against the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool.

Acid Blood

Special Attack.
For each Fortitude Save the model fails against enemy Melee Attacks, the model immediately inflicts 1 hit with Toxic Attacks on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool.

Acid Thrower

Artillery Weapon.
Catapult (3×3). Range 6–36′′, Shots 1, Toxic Attacks.

Blessed Steel

The model part gains +2 Agility. Close Combat Attacks made by the model part gain +1 Strength and +1 Armour Penetration.

Blessed Steel

The model part gains +2 Agility. Close Combat Attacks made by the model part gain +1 Strength and +1 Armour Penetration.

Additional learned spell

Additional Limbs

Universal Rule.
The model’s March Rate is set to 20″ and its Armour is set to 3.

Additional Limbs

The model's March Rate is set to 20" and its Armour is set to 3.

Additional Limbs

Universal Rule.
The model’s March Rate is set to 20″ and its Armour is set to 3.

Additional Limbs

Universal Rule.
The model’s March Rate is set to 20″ and its Armour is set to 3.

Additional Limbs

Universal Rule.
The model’s March Rate is set to 20″ and its Armour is set to 3.

Additional Limbs

The model's March Rate is set to 20" and its Armour is set to 3.

Additional Limbs

The model's March Rate is set to 20" and its Armour is set to 3.

Additional Limbs

Universal Rule.
The model’s March Rate is set to 20″ and its Armour is set to 3.

Additional Limbs

The model's March Rate is set to 20" and its Armour is set to 3.

Mago Adepto

- Knows 2 spells.
- Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army.
The Wizard gains Channel (1) and selects its spells as described in Spell Selection.

Eagle Standard

While a non-Fleeing unit with one or more Eagle Standards is within range of a friendly model's Commanding Presence, the unit gains Rally Around the Flag, whose range is always 8". Discipline Tests taken by units while within range of one or more instances of Rally Around the Flag from a friendly Eagle Standard are subject to Minimised Roll.

Eagle Standard

While a non-Fleeing unit with one or more Eagle Standards is within range of a friendly model's Commanding Presence, the unit gains Rally Around the Flag, whose range is always 8". Discipline Tests taken by units while within range of one or more instances of Rally Around the Flag from a friendly Eagle Standard are subject to Minimised Roll.

Eagle Standard

While a non-Fleeing unit with one or more Eagle Standards is within range of a friendly model's Commanding Presence, the unit gains Rally Around the Flag, whose range is always 8". Discipline Tests taken by units while within range of one or more instances of Rally Around the Flag from a friendly Eagle Standard are subject to Minimised Roll.

Eagle Standard

While a non-Fleeing unit with one or more Eagle Standards is within range of a friendly model's Commanding Presence, the unit gains Rally Around the Flag, whose range is always 8". Discipline Tests taken by units while within range of one or more instances of Rally Around the Flag from a friendly Eagle Standard are subject to Minimised Roll.

Dormiente

Il modello segue le regole per Agguato con le seguenti eccezioni: • Immediatamente dopo il passo 2 della Sequenza della Fase di Movimento del proprietario (incluso il Turno del Giocatore 1 del proprietario), per ciascuna delle Bestie dei Rovi amica, il proprietario può decidere se entrerà o meno sul Campo di Battaglia (non sono richiesti tiri di dado). • Quando il modello entra nel Campo di battaglia, deve essere posizionato completamente dentro qualsiasi Elemento di Terreno Foresta invece di avere il Retro a contatto con il Bordo del Tavolo. Se il modello non può essere posizionato, non può entrare nel Campo di Battaglia in questo turno.

Dormiente

Il modello segue le regole per Agguato con le seguenti eccezioni: • Immediatamente dopo il passo 2 della Sequenza della Fase di Movimento del proprietario (incluso il Turno del Giocatore 1 del proprietario), per ciascuna delle Bestie dei Rovi amica, il proprietario può decidere se entrerà o meno sul Campo di Battaglia (non sono richiesti tiri di dado). • Quando il modello entra nel Campo di battaglia, deve essere posizionato completamente dentro qualsiasi Elemento di Terreno Foresta invece di avere il Retro a contatto con il Bordo del Tavolo. Se il modello non può essere posizionato, non può entrare nel Campo di Battaglia in questo turno.

Advancing Gloom

Enemy units within 8" of{ one or more Sea-Fog Leviathans suffer -1 to hit for Shooting Attacks. In addition, the duration of Shrouded by Mist is extended until the end of the second Game Turn.

Egida

Aegis

Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.

Aegis

Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier.

Aerial Assault

Special Attack.
Units consisting entirely of models with Aerial Assault may perform a Sweeping Attack. The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 1 for each model in the unit.

Aerial Assault

Special Attack.
Units consisting entirely of models with Aerial Assault may perform a Sweeping Attack. The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 1 for each model in the unit.

Aerial Assault

Special Attack.
Units consisting entirely of models with Aerial Assault may perform a Sweeping Attack. The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 1 for each model in the unit.

Aerial Assault

Special Attack.
Units consisting entirely of models with Aerial Assault may perform a Sweeping Attack. The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 1 for each model in the unit.

Aerial Assault

Special Attack.
Units consisting entirely of models with Aerial Assault may perform a Sweeping Attack. The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 1 for each model in the unit.

Aerial Assault

Special Attack.
Units consisting entirely of models with Aerial Assault may perform a Sweeping Attack. The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 1 for each model in the unit.

Aerial Assault

Special Attack.
Units consisting entirely of models with Aerial Assault may perform a Sweeping Attack. The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 1 for each model in the unit.

Aerial Assault

Special Attack.
Units consisting entirely of models with Aerial Assault may perform a Sweeping Attack. The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 1 for each model in the unit.

Aether Battery

Artillery Weapon.
Volley Gun. Range 18″, Shots 2D6×2, Str 4, AP 1.
Before rolling for the number of shots, the owner may choose to discard 1–3 Veil Tokens from their Veil Token pool. If so, the number of shots is increased by 3 per discarded Veil Token.

Aether Battery

Artillery Weapon.
Volley Gun. Range 18″, Shots 2D6×2, Str 4, AP 1.
Before rolling for the number of shots, the owner may choose to discard 1–3 Veil Tokens from their Veil Token pool. If so, the number of shots is increased by +3 per discarded Veil Token.

Aether Battery

Artillery Weapon.
Volley Gun. Range 18″, Shots 2D6×2, Str 4, AP 1.
Before rolling for the number of shots, the owner may choose to discard 1–3 Veil Tokens from their Veil Token pool. If so, the number of shots is increased by 3 per discarded Veil Token.

Aether Battery

Artillery Weapon.
Volley Gun. Range 18″, Shots 2D6×2, Str 4, AP 1.
Before rolling for the number of shots, the owner may choose to discard 1–3 Veil Tokens from their Veil Token pool. If so, the number of shots is increased by +3 per discarded Veil Token.

Aether Battery

Artillery Weapon.
Volley Gun. Range 18″, Shots 2D6×2, Str 4, AP 1.
Before rolling for the number of shots, the owner may choose to discard 1–3 Veil Tokens from their Veil Token pool. If so, the number of shots is increased by 3 per discarded Veil Token.

Tightening Grasp

The model gains Grind Attacks (X), and can make Grind Attacks as Supporting Attacks, ignoring the maximum number of Supporting Attacks. When the model is not Engaged in Combat, X is set to 1. At the start of each Round of Combat that the model's unit is fighting, except for the First Round of Combat, X is increased by 1 (e.g. Grind Attacks (1) becomes Grind Attacks (2)).

Tightening Grasp

The model gains Grind Attacks (X), and can make Grind Attacks as Supporting Attacks, ignoring the maximum number of Supporting Attacks. When the model is not Engaged in Combat, X is set to 1. At the start of each Round of Combat that the model's unit is fighting, except for the First Round of Combat, X is increased by 1 (e.g. Grind Attacks (1) becomes Grind Attacks (2)).

Agguato

Agguato Speciale

Memoria Ancestrale

Un Generale con Memoria Ancestrale influenza il numero di Rancori portati da un esercito delle Roccaforti dei Nani (vedi Antichi Rancori sopra).

Memoria Ancestrale

Un Generale con Memoria Ancestrale influenza il numero di Rancori portati da un esercito delle Roccaforti dei Nani (vedi Antichi Rancori sopra).

Wings

The model's March Rate is set to 16" and it gains Fly (8", 16") and Light Troops.

Wings

The model's March Rate is set to 16" and it gains Fly (8", 16") and Light Troops.

Al Riparo!

Alabarda

Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.

Skorchit Alchemist

Standard Height R&F models in the model's unit gain Lightning Reflexes.

Skorchit Alchemist

Standard Height R&F models in the model's unit gain Lightning Reflexes.

Skorchit Alchemist

Standard Height R&F models in the model's unit gain Lightning Reflexes.

Skorchit Alchemist

Standard Height R&F models in the model's unit gain Lightning Reflexes.

Alcool Depredato

Un solo uso. Può essere attivato all'inizio di ogni Turno del Giocatore. Ogni modello con Beone nell'unità del portatore passa da Sobrio a Ubriaco.

Alcool Depredato

Un solo uso. Può essere attivato all'inizio di ogni Turno del Giocatore. Ogni modello con Beone nell'unità del portatore passa da Sobrio a Ubriaco.

Alfiere

Alfiere da Battaglia

Ho visto di Peggio

Le unità amiche entro 6" da un'unità di Barbegrigie non in Fuga possono ritirare i Tiri di Panico falliti.

Ho visto di Peggio

Le unità amiche entro 6" da un'unità di Barbegrigie non in Fuga possono ritirare i Tiri di Panico falliti.

Antichi Alleati

La somma dei valori Antichi Alleati indicati tra parentesi di tutti i modelli dell'armata è limitata a 1 per 1500 Punti dell'esercito, arrotondando per eccesso.

Antichi Alleati

La somma dei valori Antichi Alleati indicati tra parentesi di tutti i modelli dell'armata è limitata a 1 per 1500 Punti dell'esercito, arrotondando per eccesso.

Alto

Running Amok!!

When a unit with Running Amok!! moves using Random Movement, it must move in a random direction instead of the chosen direction.

Running Amok!!

When a unit with Running Amok!! moves using Random Movement, it must move in a random direction instead of the chosen direction.

Rango Frontale

Power 'Shroom

Each instance of Power 'Shroom is One use Only. Declare usage immediately before the model rolls to cast a non-Bound Spell. Any Dispelling Attempt made against this Casting Attempt suffers a -D3 Dispelling Modifier. Roll this dice directly when using the Power 'Shroom. If a natural '1' is rolled for this D3, the model using the Power 'Shroom suffers 1 hit with Toxic Attacks. Only a single instance of Power 'Shroom can be used per Casting Attempt. This is an exception to the Casting and Dispelling Modifier rule (i.e. it is allowed to modify the dispelling roll by more than -2).

Power 'Shroom

Each instance of Power 'Shroom is One use Only. Declare usage immediately before the model rolls to cast a non-Bound Spell. Any Dispelling Attempt made against this Casting Attempt suffers a -D3 Dispelling Modifier. Roll this dice directly when using the Power 'Shroom. If a natural '1' is rolled for this D3, the model using the Power 'Shroom suffers 1 hit with Toxic Attacks. Only a single instance of Power 'Shroom can be used per Casting Attempt. This is an exception to the Casting and Dispelling Modifier rule (i.e. it is allowed to modify the dispelling roll by more than -2).

Ancestral Altar

Universal Rule.
The model may cast Ancestral Aid (Evocation) as a Bound Spell with Power Level (4/8).

Ancient Grudge

Dwarven Holds armies have a number of Grudges which confer a bonus when attacking specific enemies. The total number of Grudges held by a Dwarven Holds army is calculated in the following manner:
• One Grudge for a General with Ancestral Memory on the Army List
• One Grudge for each King on the Army List
• Two Grudges for each War Throne on the Army List
Right before the battle (during step 7 of the Deployment Phase Sequence), you must choose a single unit from the opponent’s Army List for each Grudge in your army (this may also be a Character). The models of this unit are considered “marked”. All models in the Dwarven Holds army gain Hatred against marked models, and against models joined to units with more than half of their models marked.

Ancient Grudge

Dwarven Holds armies have a number of Grudges which confer a bonus when attacking specific enemies. The total number of Grudges held by a Dwarven Holds army is calculated in the following manner:
• One Grudge for a General with Ancestral Memory on the Army List
• One Grudge for each King on the Army List
• Two Grudges for each War Throne on the Army List
Right before the battle (during step 7 of the Deployment Phase Sequence), you must choose a single unit from the opponent’s Army List for each Grudge in your army (this may also be a Character). The models of this unit are considered “marked”. All models in the Dwarven Holds army gain Hatred against marked models, and against models joined to units with more than half of their models marked.

Imbrigliato

Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.

Strike from the Shadows

• • • •

Strike from the Shadows

• • • •

Paura

Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.

Animal Master

The model gains Commanding Presence, but only units of Sabretooth Tigers may benefit from it.

Animal Master

The model gains Commanding Presence, but only units of Sabretooth Tigers may benefit from it.

Ingombrante

Avert your Gaze

Enemy units within 6" of one or more models with Avert Your Gaze suffer -2 Discipline when taking Combat Reform tests.

Avert your Gaze

Enemy units within 6" of one or more models with Avert Your Gaze suffer -2 Discipline when taking Combat Reform tests.

Predatore Alfa

Il modello ottiene Carica Devastante (+2" Adv) ai fini delle Cariche controlo unità composte interamente da modelli con Presenza Torreggiante.

Predatore Alfa

Il modello ottiene Carica Devastante (+2" Adv) ai fini delle Cariche controlo unità composte interamente da modelli con Presenza Torreggiante.

Predatore Alfa

Il modello ottiene Carica Devastante (+2" Adv) ai fini delle Cariche controlo unità composte interamente da modelli con Presenza Torreggiante.

Predatore Alfa

Il modello ottiene Carica Devastante (+2" Adv) ai fini delle Cariche controlo unità composte interamente da modelli con Presenza Torreggiante.

Spaccaroccia

Il numero degli Attacchi Stritolanti del Telaio è incrementato di 2D3.

Spaccaroccia

Il numero degli Attacchi Stritolanti del Telaio è incrementato di 2D3.

Apostate Automaton

Universal Rule.
The model gains +1 Resilience, Crush Attack, and its Armour is set to 3.

Apostate Automaton

Universal Rule.
The model gains +1 Resilience, Crush Attack, and its Armour is set to 3.

Apostle of Plague

While within 12" of the model, friendly units gain Minimised (Discipline Tests).

Mount Support

The model part ignores Harnessed for the purpose of Supporting Attacks.

Mount Support

The model part ignores Harnessed for the purpose of Supporting Attacks.

Mount Support

The model part ignores Harnessed for the purpose of Supporting Attacks.

Mount Support

The model part ignores Harnessed for the purpose of Supporting Attacks.

Supporto Aggiuntivo

Richiamo di Caccia

Se l'esercito include un modello con Chiamata alla Caccia, il proprietario può: • Tirare per far entrare le unità con uno o più modelli con Tattiche del Branco in Agguato, iniziando dal Turno del Giocatore 1 del proprietario (sebbene alla fine dello step 2 della Sequenza della Fase di Movimento), a meno che il proprietario ottenga il primo Turno del Giocatore. • Ripetere i tiri Agguato con risultato di 1-2 per le unità con uno o più modelli con Tattiche del Branco. La Chiamata alla Caccia ha effetto anche se il portatore è in Agguato e non è ancora arrivato sul Campo di Battaglia.

Richiamo di Caccia

Se l'esercito include un modello con Chiamata alla Caccia, il proprietario può: • Tirare per far entrare le unità con uno o più modelli con Tattiche del Branco in Agguato, iniziando dal Turno del Giocatore 1 del proprietario (sebbene alla fine dello step 2 della Sequenza della Fase di Movimento), a meno che il proprietario ottenga il primo Turno del Giocatore. • Ripetere i tiri Agguato con risultato di 1-2 per le unità con uno o più modelli con Tattiche del Branco. La Chiamata alla Caccia ha effetto anche se il portatore è in Agguato e non è ancora arrivato sul Campo di Battaglia.

Unholy Appetite

After a Round of Combat in which at least one attack with Unholy Appetite caused an unsaved wound, all attacks with Unholy Appetite from models in the same unit must reroll failed to-hit rolls until the end of the next Player Turn.

Unholy Appetite

After a Round of Combat in which at least one attack with Unholy Appetite caused an unsaved wound, all attacks with Unholy Appetite from models in the same unit must reroll failed to-hit rolls until the end of the next Player Turn.

Mago Apprendista

- Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.

Pursuit Mode

The roll for the distance moved with Random Movement in the Movement Phase is subject to Maximised Roll (consider only the used 3 dice for the purpose of Shambolic).

Pursuit Mode

The roll for the distance moved with Random Movement in the Movement Phase is subject to Maximised Roll (consider only the used 3 dice for the purpose of Shambolic).

Unburnt

Successful to-wound rolls of attacks that are Flaming Attacks made against the model must be rerolled. In addition, the model considers all units consisting entirely of models without Unburnt as Insignificant.

Unburnt

Successful to-wound rolls of attacks that are Flaming Attacks made against the model must be rerolled. In addition, the model considers all units consisting entirely of models without Unburnt as Insignificant.

Balestra

Range 30" Shots 1 Strength 4 Armour Penetration 1 Unwieldy

Repeater Crossbow

Shooting Weapon
Range 18″, Shots 2, Str 3, AP 0. When shooting from Short Range, the weapon gains +1 Armour Penetration

Repeater Crossbow

Shooting Weapon
Range 18″, Shots 2, Str 3, AP 0. When shooting from Short Range, the weapon gains +1 Armour Penetration

Repeater Handbow

Shooting Weapon
Range 12″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.

Repeater Handbow

Shooting Weapon
Range 12″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.

Repeater Handbow

Shooting Weapon
Range 12″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.

Arco

Arco Lungo

Portée 30", tir 1, Force 3, PA 0, Tir précis , Tir rapide

Archibugio

Range 24″, Shots 1, Str 4, AP 2, Unwieldy

Arcane Knowledge

Arcane Knowledge

Arcane Shield

Friendly units within 6" of the model gain Distracting. The model can cast Perception of Strength (Cosmology) as a Bound Spell with Power Level (4/8).

Arcane Shield

Friendly units within 6" of the model gain Distracting. The model can cast Perception of Strength (Cosmology) as a Bound Spell with Power Level (4/8).

Sacred Ark

Friendly Wizards add +6" to the range of their non-Bound Spells for each Ark of Ages they are within 12" of. Spells of type Aura only gain +3" range.

Sacred Ark

Friendly Wizards add +6" to the range of their non-Bound Spells for each Ark of Ages they are within 12" of. Spells of type Aura only gain +3" range.

Archery Commander

Universal Rule.
Units in Line Formation joined by the model never count as having moved for the purpose of Volley Fire.

Archery Commander

Universal Rule.
The model’s unit gains Quick to Fire.

Archery Commander

Universal Rule.
Units in Line Formation joined by the model never count as having moved for the purpose of Volley Fire.

Archery Commander

Universal Rule.
The model’s unit gains Quick to Fire.

Archery Drills

During a Player Turn in which the model has not moved, if the model's unit has at least one Full Rank, the model gains two instances of Shoot in Extra Rank.

Archery Drills

During a Player Turn in which the model has not moved, if the model's unit has at least one Full Rank, the model gains two instances of Shoot in Extra Rank.

Archery Drills

During a Player Turn in which the model has not moved, if the model's unit has at least one Full Rank, the model gains two instances of Shoot in Extra Rank.

Archery Drills

During a Player Turn in which the model has not moved, if the model's unit has at least one Full Rank, the model gains two instances of Shoot in Extra Rank.

Estasi della Battaglia

If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.

Attacco ad Area

Grande Arma

Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks

Arma a Raffica

Arma a Una Mano

All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry

Armatura a Piastre

armatura +3

Armatura Leggera

armatura +1

Armatura Pesante

armatura +2

Armi da Lancio

Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire

Coppia d'Armi

The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.

Heavy Weapon

The model may not use its Shooting Weapon if the model performed a March Move in this Player Turn.

Heavy Weapon

The model may not use its Shooting Weapon if the model performed a March Move in this Player Turn.

Heavy Weapon

The model may not use its Shooting Weapon if the model performed a March Move in this Player Turn.

Heavy Weapon

The model may not use its Shooting Weapon if the model performed a March Move in this Player Turn.

Armed to the Teeth

The model gains Weapon Master and Light Armour. At the start of each Round of Combat that the model is fighting, if the model is within 12" of one or more other friendlymodelsthatareequippedwithGreatWeapon,PairedWeapons,and/orShield,themodelgainsthecorresponding equipment until the end of the Round of Combat.

Armed to the Teeth

The model gains Weapon Master and Light Armour. At the start of each Round of Combat that the model is fighting, if the model is within 12" of one or more other friendlymodelsthatareequippedwithGreatWeapon,PairedWeapons,and/orShield,themodelgainsthecorresponding equipment until the end of the Round of Combat.

Armed to the Teeth

The model gains Weapon Master and Light Armour. At the start of each Round of Combat that the model is fighting, if the model is within 12" of one or more other friendlymodelsthatareequippedwithGreatWeapon,PairedWeapons,and/orShield,themodelgainsthecorresponding equipment until the end of the Round of Combat.

Armed to the Teeth

The model gains Weapon Master and Light Armour. At the start of each Round of Combat that the model is fighting, if the model is within 12" of one or more other friendlymodelsthatareequippedwithGreatWeapon,PairedWeapons,and/orShield,themodelgainsthecorresponding equipment until the end of the Round of Combat.

Hell-Forged Armour

Plate Armour. The wearer's model gains Aegis (5+, against Toxic Attacks).

Hell-Forged Armour

Plate Armour. The wearer's model gains Aegis (5+, against Toxic Attacks).

Hell-Forged Armour

Plate Armour. The wearer's model gains Aegis (5+, against Toxic Attacks).

Veil Walker

When a model with Veil Walker casts a non-Bound Spell, you may discard a single Veil Token when declaring the target(s) of the spell and activate one of the following effects: • Secret of Flesh: Failed to-wound rolls from this spell that occur during a Magic Phase must be rerolled. • Secret of Separation: The spell's range is increased by 6". Aura spells only gain +3" range. Spells with type Caster are unaffected. • Secret of Substance: Successful Armour Saves against wounds caused by this spell's effect must be rerolled.

Veil Walker

When a model with Veil Walker casts a non-Bound Spell, you may discard a single Veil Token when declaring the target(s) of the spell and activate one of the following effects: • Secret of Flesh: Failed to-wound rolls from this spell that occur during a Magic Phase must be rerolled. • Secret of Separation: The spell's range is increased by 6". Aura spells only gain +3" range. Spells with type Caster are unaffected. • Secret of Substance: Successful Armour Saves against wounds caused by this spell's effect must be rerolled.

Forest Walker

The model gains Strider (Forest). If a unit comprised entirely of models with Forest Walker starts a Round of Combat with more than half of its models with the centre of their bases inside a Forest, then all model parts without Harnessed must reroll to-wound rolls of '1' with their Close Combat Attacks for the duration of that Round of Combat.

Forest Walker

The model gains Strider (Forest). If a unit comprised entirely of models with Forest Walker starts a Round of Combat with more than half of its models with the centre of their bases inside a Forest, then all model parts without Harnessed must reroll to-wound rolls of '1' with their Close Combat Attacks for the duration of that Round of Combat.

Artistry of Death

The attack gains +1 to wound. Attacks with Artistry of Death lose Ruthless Efficiency if they had it.

Artistry of Death

The attack gains +1 to wound. Attacks with Artistry of Death lose Ruthless Efficiency if they had it.

Artistry of Death

The attack gains +1 to wound. Attacks with Artistry of Death lose Ruthless Efficiency if they had it.

Art of War

Universal Rule.
While using a mundane weapon, the model is subject to the following rules corresponding to its weapon:
• Great Weapon: Attacks made with a Great Weapon gain +1 to wound.
• Halberd: The model gains Distracting.
• Tooth and Claw: The model gains +1 Attack Value for each enemy model in base contact with it (including the model it is fighting a Duel with if applicable), up to a maximum of +3.

Art of War

Universal Rule.
While using a mundane weapon, the model is subject to the following rules corresponding to its weapon:
• Great Weapon: Attacks made with a Great Weapon gain +1 to wound.
• Halberd: The model gains Distracting.
• Tooth and Claw: The model gains +1 Attack Value for each enemy model in base contact with it (including the model it is fighting a Duel with if applicable), up to a maximum of +3.

Art of War

Universal Rule.
While using a mundane weapon, the model is subject to the following rules corresponding to its weapon:
• Great Weapon: Attacks made with a Great Weapon gain +1 to wound.
• Halberd: The model gains Distracting.
• Tooth and Claw: The model gains +1 Attack Value for each enemy model in base contact with it (including the model it is fighting a Duel with if applicable), up to a maximum of +3.

Art of War

Universal Rule.
While using a mundane weapon, the model is subject to the following rules corresponding to its weapon:
• Great Weapon: Attacks made with a Great Weapon gain +1 to wound.
• Halberd: The model gains Distracting.
• Tooth and Claw: The model gains +1 Attack Value for each enemy model in base contact with it (including the model it is fighting a Duel with if applicable), up to a maximum of +3.

Artistry of Death

The attack gains +1 to wound. Attacks with Artistry of Death lose Ruthless Efficiency if they had it.

Ashes to Ashes

At the end of any phase in which the Master is removed as a casualty, every unit in the army with one or more models with Ashes to Ashes must pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed. These Health Point losses are allotted following the rules for Unstable, except that they can never be allotted to models that do not have Ashes to Ashes. The number of Health Points lost is reduced by 1 if the unit is within range of Rally Around the Flag. At the end of the Player Turn in which the Master was removed as a casualty, a new Master may be selected. In order to do so, nominate a friendly Wizard Character that either has Vampiric or has chosen Evocation. This Character becomes the new Master. At the start of each friendly Player Turn after the army's Master has been removed as a casualty and no new Master has been selected, every unit with Ashes to Ashes must once again pass a Discipline Test or lose Health Points as described above.

Ashes to Ashes

At the end of any phase in which the Master is removed as a casualty, every unit in the army with one or more models with Ashes to Ashes must pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed. These Health Point losses are allotted following the rules for Unstable, except that they can never be allotted to models that do not have Ashes to Ashes. The number of Health Points lost is reduced by 1 if the unit is within range of Rally Around the Flag. At the end of the Player Turn in which the Master was removed as a casualty, a new Master may be selected. In order to do so, nominate a friendly Wizard Character that either has Vampiric or has chosen Evocation. This Character becomes the new Master. At the start of each friendly Player Turn after the army's Master has been removed as a casualty and no new Master has been selected, every unit with Ashes to Ashes must once again pass a Discipline Test or lose Health Points as described above.

Asfad Scholar

Asfad Scholar

Suffocation

Si l'attaque est allouée à une figurine qui a la même taille que l'attaquant, elle gagne +1 pour toucher et +1 pour blesser.

Suffocation

Si l'attaque est allouée à une figurine qui a la même taille que l'attaquant, elle gagne +1 pour toucher et +1 pour blesser.

Profeta di Ashuruk

A prescindere dal Sentiero scelto, il modello conosce Fuoco Alchemico (Alchemia) e Vampata (Piromanzia). Dopo aver lanciato con successo un incantesimo da: • Alchimia, il modello può lanciare Vampata (Piromanzia) invece di Fuoco Alchemico come Incantesimo Attributo. • Piromanzia, il modello può lanciare Fuoco Alchemico (Alchemia) invece di Vampata come Incantesimo Attributo. • Occultismo senza eseguire Il Sacrificio, il modello può lanciare Fuoco Alchemico o Vampata come Incantesimo Attributo. Il modello ha accesso alle seguenti opzioni.

Profeta di Ashuruk

A prescindere dal Sentiero scelto, il modello conosce Fuoco Alchemico (Alchemia) e Vampata (Piromanzia). Dopo aver lanciato con successo un incantesimo da: • Alchimia, il modello può lanciare Vampata (Piromanzia) invece di Fuoco Alchemico come Incantesimo Attributo. • Piromanzia, il modello può lanciare Fuoco Alchemico (Alchemia) invece di Vampata come Incantesimo Attributo. • Occultismo senza eseguire Il Sacrificio, il modello può lanciare Fuoco Alchemico o Vampata come Incantesimo Attributo. Il modello ha accesso alle seguenti opzioni.

Åsklander Battle Fever

Infantry models in units with at least 10 models gain either:
• Fight in Extra Rank if using a Close Combat Weapon with Two-Handed
• +1 Armour if using a Shield
This cannot be used while the model’s unit is engaged in its Flank or Rear Facing

Åsklander Battle Fever

Infantry models in units with at least 10 models gain either:
• Fight in Extra Rank if using a Close Combat Weapon with Two-Handed
• +1 Armour if using a Shield
This cannot be used while the model’s unit is engaged in its Flank or Rear Facing

åsklander Battle Fever

: Universal Rule.
Infantry models in units with at least 10 models gain either:
• Fight in Extra Rank if using a Close Combat Weapon with Two-Handed
• +1 Armour if using a Shield
This cannot be used while the model’s unit is en- gaged in its Flank or Rear Facing.

Åsklander Battle Fever

Infantry models in units with at least 10 models gain either:
• Fight in Extra Rank if using a Close Combat Weapon with Two-Handed
• +1 Armour if using a Shield
This cannot be used while the model’s unit is engaged in its Flank or Rear Facing

Aspen Bow

Shooting Weapon
Range 24″, Shots 1, Str 3, AP 0, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.

Aspen Bow

Shooting Weapon
Range 24″, Shots 1, Str 3, AP 0, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.

Astrological Mastery

Attacco Distruttivo

Scagliare Macigni

Catapulta (4×4). Git- tata 6-36", Colpi 1, For 3 [7], Pen 0 [4], Attacchi Divini, Attacchi Magici, [[b]Ferite Multiple (D3, Ali Tarpate)[/b]]. Un Ciclope che Ruota (e non si muove ulteriormente) durante la Fase di Movimento del proprietario ignora il modificatore per colpire di Muovere e Tirare nella successiva Fase di Tiro.

Scagliare Macigni

Catapulta (4×4). Git- tata 6-36", Colpi 1, For 3 [7], Pen 0 [4], Attacchi Divini, Attacchi Magici, [[b]Ferite Multiple (D3, Ali Tarpate)[/b]]. Un Ciclope che Ruota (e non si muove ulteriormente) durante la Fase di Movimento del proprietario ignora il modificatore per colpire di Muovere e Tirare nella successiva Fase di Tiro.

Attacco a Soffio

Attacchi Divini

Successful Aegis saves taken against the attack must be rerolled.

Attacchi Venefici

If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.

Attacchi Infuocati

The attack doesn't have any special effect. However, it interacts with other rules, such as Flammable and Regeneration.

Attacchi Magici

The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).

Attacchi Stritolanti

A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.

Attacchi Tossici

Trincerare

Subito prima dell'inizio della battaglia (durante il passo 7 della Sequenza della Fase di Schieramento), il modello può Trincerare una singola Macchina da Guerra amica. Tale Macchina da Guerra conta come in Copertura Pesante. Questa istanza di Copertura Pesante è persa permanentemente se la Macchina da Guerra effettua un'Avanzata, Movimento di Marcia o Movimento Casuale.

Trincerare

Subito prima dell'inizio della battaglia (durante il passo 7 della Sequenza della Fase di Schieramento), il modello può Trincerare una singola Macchina da Guerra amica. Tale Macchina da Guerra conta come in Copertura Pesante. Questa istanza di Copertura Pesante è persa permanentemente se la Macchina da Guerra effettua un'Avanzata, Movimento di Marcia o Movimento Casuale.

Attacchi di Calpestamento

Scorta

Sweeping Attack

This attack may be used by units containing models with Sweeping Attack.
When the unit Advance Moves or March Moves, you may nominate a single unengaged enemy unit that the unit with Sweeping Attack moved through or over during this move (meaning their bases were overlapping, even partially).
The whole unit makes the Sweeping Attack against the nominated enemy unit, which is resolved when the March or Advance Move is completed. Follow the description in the unit profile.
These attacks hit automatically and count as ranged Special Attacks. Each Sweeping
Attack can only be performed once per Player Turn.

Penetrante

Colpo infiammato

Attack Attribute - Shooting.
All hits caused by Field Artillery's Shooting Attacks gain Flaming Attacks and Magical Attacks.

Oi it bites!

Units with models with Oi it bites! cannot be joined by Characters.

Oi it bites!

Units with models with Oi it bites! cannot be joined by Characters.

Back to Work!

The Scrapling Foreman is a Champion that loses First Among Equals and has the same model rules as the other R&F models in its unit. It is not forced to choose the same Close Combat Weapon in close combat as the other R&F models in its unit, and it gains Rally Around the Flag, but only Scraplings, Scrapling Trappers, and Scratapults may benefit from it.

Back to Work!

The Scrapling Foreman is a Champion that loses First Among Equals and has the same model rules as the other R&F models in its unit. It is not forced to choose the same Close Combat Weapon in close combat as the other R&F models in its unit, and it gains Rally Around the Flag, but only Scraplings, Scrapling Trappers, and Scratapults may benefit from it.

Daring

Units with more than half of their models with Daring cannot voluntarily declare Flee as a Charge Reaction and must reroll failed Panic Tests.

Daring

Units with more than half of their models with Daring cannot voluntarily declare Flee as a Charge Reaction and must reroll failed Panic Tests.

Colpi d'Impatto

At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.

Aura di Follia

Le unità entro 6" da uno o più modelli con Aura di Follia subiscono -1 Disciplina.

Aura di Follia

Le unità entro 6" da uno o più modelli con Aura di Follia subiscono -1 Disciplina.

Aura of Undeath

During its Shooting Phase, the model part can make a Shooting Attack that targets all enemy units within 12" of the model (including those Engaged in Combat and outside Front Arc and/or Line of Sight). This attack can be used even if the Altar is Engaged in Combat. The targets suffer D6 hits with a Strength equal to the current Game Turn number and Armour Penetration 2.

Aura of Undeath

During its Shooting Phase, the model part can make a Shooting Attack that targets all enemy units within 12" of the model (including those Engaged in Combat and outside Front Arc and/or Line of Sight). This attack can be used even if the Altar is Engaged in Combat. The targets suffer D6 hits with a Strength equal to the current Game Turn number and Armour Penetration 2.

Aura di Comando

Freezing Aura

The model can cast Chilling Howl (Shamanism) as a Bound Spell with Power Level (4/8). Enemy units within 9" of one or more Frost Mammoths suffer -3 Agility. The roll for Flee Distance of enemy units that Break from Combat while in base contact with one or more Frost Mammoths is subject to Minimised Roll.

Freezing Aura

The model can cast Chilling Howl (Shamanism) as a Bound Spell with Power Level (4/8). Enemy units within 9" of one or more Frost Mammoths suffer -3 Agility. The roll for Flee Distance of enemy units that Break from Combat while in base contact with one or more Frost Mammoths is subject to Minimised Roll.

Necromantic Aura

All friendly units within 6" of one or more models with Necromantic Aura reduce the number of Health Point losses caused by Ashes to Ashes and Unstable by 1.

Necromantic Aura

All friendly units within 6" of one or more models with Necromantic Aura reduce the number of Health Point losses caused by Ashes to Ashes and Unstable by 1.

Aura of Despair

Aura of Despair

Aura of Despair

Aura of Despair

Aura of Despair

Aura of Despair

Legion Charioteers

The model loses Light Troops and gains Scoring. Its Charioteers gain Devastating Charge (+1 Str, Fight in Extra Rank).

Legion Charioteers

The model loses Light Troops and gains Scoring. Its Charioteers gain Devastating Charge (+1 Str, Fight in Extra Rank).

Extraordinary Specimen

The Manticore gains Stomp Attacks (D3) and Towering Presence, and its base size is changed to 50×100 mm.

Extraordinary Specimen

The Manticore gains Stomp Attacks (D3) and Towering Presence, and its base size is changed to 50×100 mm.

Spider Mother Shrine

The model gains Aegis (5+, against Ranged Attacks) and knows one additional Learned Spell.

Spider Mother Shrine

The model gains Aegis (5+, against Ranged Attacks) and knows one additional Learned Spell.

Autonomous

Undead units consisting entirely of models with Autonomous may perform March Moves as normal, even when outside the range of Commanding Presence of any friendly models. The unit must still pass a Discipline Test in order to do so if within 8" of non-Fleeing enemy units.

Autonomous

Undead units consisting entirely of models with Autonomous may perform March Moves as normal, even when outside the range of Commanding Presence of any friendly models. The unit must still pass a Discipline Test in order to do so if within 8" of non-Fleeing enemy units.

Autonomous

Undead units consisting entirely of models with Autonomous may perform March Moves as normal even when outside the range of friendly models’ Commanding Presence. The unit must still pass a Discipline Test in order to do so if within 8″ of non-Fleeing enemy units.

Autonomous

Undead units consisting entirely of models with Autonomous may perform March Moves as normal even when outside the range of friendly models’ Commanding Presence. The unit must still pass a Discipline Test in order to do so if within 8″ of non-Fleeing enemy units.

Living Avalanche

The model's Impact Hits gain +1 Strength and +1 Armour Penetration.

Living Avalanche

The model's Impact Hits gain +1 Strength and +1 Armour Penetration.

Avanguardia

After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.

Avatar of Acratos

The model gains Lightning Reflexes and adds +2 to its side's Combat Score in combats which it is Engaged in when Combat Scores are calculated.

Avatar of Acratos

The model gains Lightning Reflexes and adds +2 to its side's Combat Score in combats which it is Engaged in when Combat Scores are calculated.

Avatar of Acratos

The model gains Lightning Reflexes and adds +2 to its side's Combat Score in combats which it is Engaged in when Combat Scores are calculated.

Avatar of Acratos

The model gains Lightning Reflexes and adds +2 to its side's Combat Score in combats which it is Engaged in when Combat Scores are calculated.

Avatar of Udius

The model gains Fortitude (4+, against non-Magical Melee Attacks).

Avatar of Udius

The model gains Fortitude (4+, against non-Magical Melee Attacks).

Avatar of Udius

The model gains Fortitude (4+, against non-Magical Melee Attacks).

Avatar of Udius

The model gains Fortitude (4+, against non-Magical Melee Attacks).

Avatar of Favana

The model gains Multiple Wounds (D3) and Swift- stride.

Avatar of Favana

The model gains Multiple Wounds (D3) and Swift- stride.

Avatar of Favana

The model gains Multiple Wounds (D3) and Swift- stride.

Avatar of Favana

The model gains Multiple Wounds (D3) and Swift- stride.

Avert your Gaze

Universal Rule.
Enemy units within 6″ of one or more models with Avert Your Gaze suffer −2 Discipline when taking Combat Reform tests

Avowed Armsmen

The model gains Ordeal and Spear .

Avowed Armsmen

The model gains Ordeal and Spear .

Avowed Armsmen

The model gains Ordeal and Spear .

Avowed Armsmen

The model gains Ordeal and Spear .

Avrasi Formations

• •

Avrasi Formations

• •

Avrasi Formations

• •

Avrasi Formations

• •

Awaken

The model can Raise Health Points above a unit's starting size for the units stated within brackets. However, units cannot be increased beyond twice their starting size or beyond the maximum unit size written in their unit entry. A unit's starting size is the size of the unit as written on the Army List or the size of the unit when it is Summoned.

Awaken

The model can Raise Health Points above a unit's starting size for the units stated within brackets. However, units cannot be increased beyond twice their starting size or beyond the maximum unit size written in their unit entry. A unit's starting size is the size of the unit as written on the Army List or the size of the unit when it is Summoned.

Back to the Burrows

Once per game, at the end of the owner's Movement Phase, the model's unit may be removed from the Battlefield and placed in Tunnel Reserve. Before the unit is removed, it loses Scoring until it returns to the Battlefield. This can only be done if the model's unit is not Engaged or Shaken and has 50 or fewer Health Points.

Back to the Burrows

Once per game, at the end of the owner's Movement Phase, the model's unit may be removed from the Battlefield and placed in Tunnel Reserve. Before the unit is removed, it loses Scoring until it returns to the Battlefield. This can only be done if the model's unit is not Engaged or Shaken and has 50 or fewer Health Points.

Back to the Burrows

Once per game, at the end of the owner's Movement Phase, the model's unit may be removed from the Battlefield and placed in Tunnel Reserve. Before the unit is removed, it loses Scoring until it returns to the Battlefield. This can only be done if the model's unit is not Engaged or Shaken and has 50 or fewer Health Points.

Back to the Burrows

Once per game, at the end of the owner's Movement Phase, the model's unit may be removed from the Battlefield and placed in Tunnel Reserve. Before the unit is removed, it loses Scoring until it returns to the Battlefield. This can only be done if the model's unit is not Engaged or Shaken and has 50 or fewer Health Points.

Battle-Scarred

Each unit of Mercenary Veterans may be given up to two of the upgrades listed below (the upgrades must be written on the Army List). The models gain: • Accurate • Devastating Charge (+1 Str, +1 AP) • Lethal Strike • Magic Resistance (2) • Plate Armour • Poison Attacks • Swiftstride • Vanguard Each upgrade may only be taken by a single unit of Mercenary Veterans in your army.

Battle-Scarred

Each unit of Mercenary Veterans may be given up to two of the upgrades listed below (the upgrades must be written on the Army List). The models gain: • Accurate • Devastating Charge (+1 Str, +1 AP) • Lethal Strike • Magic Resistance (2) • Plate Armour • Poison Attacks • Swiftstride • Vanguard Each upgrade may only be taken by a single unit of Mercenary Veterans in your army.

Calcarupi Baleig

Il modello ottiene Bersaglio Difficile (1), Truppe Leggere, e Schermagliatore. L'unità perde Presidiante.

Calcarupi Baleig

Il modello ottiene Bersaglio Difficile (1), Truppe Leggere, e Schermagliatore. L'unità perde Presidiante.

Daeb Bolt Thrower

Artillery Weapon.
Range 24″, Shots 8, Str 5, AP 2. Note that the model can move and shoot

Daeb Bolt Thrower

Artillery Weapon.
Range 24″, Shots 8, Str 5, AP 2. Note that the model can move and shoot

Ballista

Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].

Ballista

Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].

Ballista

Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].

Ballista

Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].

Bannerman

Bannerman

Bannerman

Bannerman

Barbed Net Thrower

Shooting Weapon.
Range 18″, Shots 4, Str 4, AP 2, Multiple Wounds (2), Quick to Fire, Reload!. Units that suffer one or more hits from this weapon suffer −1 Agility and lose Swiftstride. The effects last until the start of the next friendly Player Turn.

Barbed Net Thrower

Shooting Weapon.
Range 18″, Shots 4, Str 4, AP 2, Multiple Wounds (2), Quick to Fire, Reload!. Units that suffer one or more hits from this weapon suffer −1 Agility and lose Swiftstride. The effects last until the start of the next friendly Player Turn.

Barbed Nets

At the start of each Round of Combat that the model's unit is fighting, each unit with one or more models with Barbed Nets must choose one enemy unit in base contact and roll a D6. On 2+, the chosen unit is Netted. Units Netted one or more times suffer -1 Strength and -1 Armour Penetration until the end of the Round of Combat.

Barrow Giant

Universal Rule.
The model gains a Halberd and Multiple Wounds (2, against Standard)

Barrow Giant

Universal Rule.
The model gains a Halberd and Multiple Wounds (2, against Standard)

Bastard Sword

Close Combat Weapon
Hand Weapon. Attacks made with a Bastard Sword gain +1 Strength and, in the First Round of Combat, +1 Armour Penetration.

Bastard Sword

Close Combat Weapon
Hand Weapon. Attacks made with a Bastard Sword gain +1 Strength and, in the First Round of Combat, +1 Armour Penetration.

Bastard Sword

Close Combat Weapon
Hand Weapon. Attacks made with a Bastard Sword gain +1 Strength and, in the First Round of Combat, +1 Armour Penetration.

Bastard Sword

Close Combat Weapon
Hand Weapon. Attacks made with a Bastard Sword gain +1 Strength and, in the First Round of Combat, +1 Armour Penetration.

Battle Fever

Units with more than half of their models with Battle Fever must reroll failed Panic and Break Tests.

Battle Fever

Battle Fever

Units with more than half of their models with Battle Fever must reroll failed Panic and Break Tests.

Battle Fever

Battle Oracle

The model gains Distracting, Wizard Adept, and must choose Divination as its Path of Magic. Models using Blades of Darag in the model's unit gain Distracting.

Battle Oracle

The model gains Distracting, Wizard Adept, and must choose Divination as its Path of Magic. Models using Blades of Darag in the model's unit gain Distracting.

Battle Rune

Battle Rune

Tree Singing

Each model with Tree Singing may discard 1 Veil Token once per friendly Magic Phase, immediately after Siphon the Veil. If so, choose a Forest Terrain Feature within 24" of the model with Tree Singing that is not in contact with any unit. Move this Forest in a straight line up to 6". This movement stops immediately before moving into contact with any units or any Terrain Features other than Open Terrain. Each Forest may only be moved with Tree Singing once per Magic Phase.

Tree Singing

Each model with Tree Singing may discard 1 Veil Token once per friendly Magic Phase, immediately after Siphon the Veil. If so, choose a Forest Terrain Feature within 24" of the model with Tree Singing that is not in contact with any unit. Move this Forest in a straight line up to 6". This movement stops immediately before moving into contact with any units or any Terrain Features other than Open Terrain. Each Forest may only be moved with Tree Singing once per Magic Phase.

Beacon of the Dark Gods

Universal Rule.
Instead of selecting spells as normal, the Wizard must select one of the following spells during Spell Selection:
• Whispers of the Veil (Evocation)
• The Grave Calls (Occultism)
• Hellfire (Hereditary Spell)

Beacon of the Dark Gods

Universal Rule.
Instead of selecting spells as normal, the Wizard must select one of the following spells during Spell Selection:
• Whispers of the Veil (Evocation)
• The Grave Calls (Occultism)
• Hellfire (Hereditary Spell)

Beast Axe

Close Combat Weapon
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 0. The wielder gains +2 Defensive Skill unless wielding another weapon.
This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.

Beast Axe

Close Combat Weapon
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 0. The wielder gains +2 Defensive Skill unless wielding another weapon.
This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.

Beast Breaker

The model gains Shield, and units containing one or more models with Beast Breaker gain Cannot be Stomped. At the start of each friendly Player Turn, for each unit that contains one or more models with Beast Breaker, choose another friendly unit within 8" of that unit. Model parts with Harnessed in the chosen units gain Devastating Charge (Battle Focus) until the end of the next Player Turn.

Beast Breaker

The model gains Shield, and units containing one or more models with Beast Breaker gain Cannot be Stomped. At the start of each friendly Player Turn, for each unit that contains one or more models with Beast Breaker, choose another friendly unit within 8" of that unit. Model parts with Harnessed in the chosen units gain Devastating Charge (Battle Focus) until the end of the next Player Turn.

Beast Hunters

When using a Bow, the Shooting Attack gains Lethal Strike (against Beast) and Shots 2.

Beast Hunters

When using a Bow, the Shooting Attack gains Lethal Strike (against Beast) and Shots 2.

Beast Taker

Universal.
Close Combat Attacks and Shooting Attacks from Short Range made by the rider gain Lethal Strike (against Beasts and Cavalry).

Beast Taker

Close Combat Attacks and Shooting Attacks from Short Range made by the model part gain Lethal Strike (against Beast, Cavalry).

Beast Taker

Close Combat Attacks and Shooting Attacks from Short Range made by the model part gain Lethal Strike (against Beast, Cavalry).

Beast Taker

Universal.
Close Combat Attacks and Shooting Attacks from Short Range made by the rider gain Lethal Strike (against Beasts and Cavalry).

Beastie Whisperer

Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one R&F model with Creepy-Crawlies, the model's mount gains Creepy-Crawlies.

Beastie Whisperer

Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one R&F model with Creepy-Crawlies, the model's mount gains Creepy-Crawlies.

Beastie Whisperer

Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one R&F model with Creepy-Crawlies, the model's mount gains Creepy-Crawlies.

Beastie Whisperer

Immediately before choosing a unit to join using the Hidden rule, the model may gain a Beastie mount without any upgrade for free. If the model joins a unit with at least one R&F model with Creepy-Crawlies, the model's mount gains Creepy-Crawlies.

Insignificante

Beer Barrel

Shooting Weapon.
The model gains Looted Booze. Once per game, the weapon may be used as a Shooting Weapon with the following profile:
Range 8″, Shots 1, Str 4, AP 0, Area Attack (3×3), Reload!, hits automatically. After being used as a Shooting Weapon, the model loses Looted Booze.

Beer Barrel

Shooting Weapon.
The model gains Looted Booze. Once per game, the weapon may be used as a Shooting Weapon with the following profile:
Range 8″, Shots 1, Str 4, AP 0, Area Attack (3×3), Reload!, hits automatically. After being used as a Shooting Weapon, the model loses Looted Booze.

Orders

A Character with Orders may give a single Order to a Parent or Support Unit within 8". A General with Orders may instead give a single Order to a friendly Parent or Support Unit within the range of its Commanding Presence. Orders are given at the start of each friendly Player Turn, and their effects last until the end of the next Player Turn. A unit cannot receive the same Order more than once during the same Player Turn. Only models of Standard Height are affected. The available Orders are listed below: Brace For Impact! The target gains Fight in Extra Rank. On The Double! The target gains +1" Advance Rate and +4" March Rate. Ready! Aim! Fire! The target gains Accurate. Steady, Men! Discipline Tests taken by the target are subject to Minimised Roll. A unit that receives this Order and passes a Rally Test doesn't become Shaken, and the Reform that is made after Rallying doesn't prevent the unit from moving and/or shooting (but it still counts as having moved for shooting purposes). d

Orders

A Character with Orders may give a single Order to a Parent or Support Unit within 8". A General with Orders may instead give a single Order to a friendly Parent or Support Unit within the range of its Commanding Presence. Orders are given at the start of each friendly Player Turn, and their effects last until the end of the next Player Turn. A unit cannot receive the same Order more than once during the same Player Turn. Only models of Standard Height are affected. The available Orders are listed below: Brace For Impact! The target gains Fight in Extra Rank. On The Double! The target gains +1" Advance Rate and +4" March Rate. Ready! Aim! Fire! The target gains Accurate. Steady, Men! Discipline Tests taken by the target are subject to Minimised Roll. A unit that receives this Order and passes a Rally Test doesn't become Shaken, and the Reform that is made after Rallying doesn't prevent the unit from moving and/or shooting (but it still counts as having moved for shooting purposes). d

Belly Flop

Special Attack.
When declaring a Charge, the model may declare to perform a Belly Flop in the First Round of Combat. If so,
this Special Attack must be made against the Charged unit at the model’s Agility.
• The Charged unit suffers 1 hit with Str 5, AP 2, and Area Attack (3×4).
• The model’s Defensive Skill is set to 1, it cannot perform any other Special Attacks nor Close Combat
Attacks, and it becomes Shaken.
The effects last until the end of the Round of Combat.

Belly Flop

Special Attack.
When declaring a Charge, the model may declare to perform a Belly Flop in the First Round of Combat. If so,
this Special Attack must be made against the Charged unit at the model’s Agility.
• The Charged unit suffers 1 hit with Str 5, AP 2, and Area Attack (3×4).
• The model’s Defensive Skill is set to 1, it cannot perform any other Special Attacks nor Close Combat
Attacks, and it becomes Shaken.
The effects last until the end of the Round of Combat.

Beloved

Universal Rule.
While the model is joined to a unit with at least one
Full Rank, it gains Stand Behind.

Beloved

Universal Rule.
While the model is joined to a unit with at least one
Full Rank, it gains Stand Behind.

Beloved

Universal Rule.
While the model is joined to a unit with at least one
Full Rank, it gains Stand Behind.

Beloved

Universal Rule.
While the model is joined to a unit with at least one
Full Rank, it gains Stand Behind.

Beloved Mascots

Models without Beloved Mascots but with Goblin Cunning or Brood Rivalry gain Hatred against enemy units in base contact with one or more friendly models with Beloved Mascots.

Beloved Mascots

Models without Beloved Mascots but with Goblin Cunning or Brood Rivalry gain Hatred against enemy units in base contact with one or more friendly models with Beloved Mascots.

Beloved Mascots

Models without Beloved Mascots but with Goblin Cunning or Brood Rivalry gain Hatred against enemy units in base contact with one or more friendly models with Beloved Mascots.

Beloved Mascots

Models without Beloved Mascots but with Goblin Cunning or Brood Rivalry gain Hatred against enemy units in base contact with one or more friendly models with Beloved Mascots.

Blessings

The model's unit gains Hatred. Model parts with Harnessed are not affected. The model can cast the following three Bound Spells with Power Level (4/8), Type: Caster's Unit and Augment, and Duration: One Turn. Ullor's Blessing The target gains Aegis (5+, against Melee Attacks). Sunna's Blessing The target gains Flaming Attacks. All enemy units in base contact with one or more targets of this spell when the spell is cast suffer D6 hits with Strength 4, Armour Penetration 1, Flaming Attacks, and Magical Attacks. Volund's Blessing The target's failed to-wound rolls with Melee Attacks must be rerolled.

Blessings

The model's unit gains Hatred. Model parts with Harnessed are not affected. The model can cast the following three Bound Spells with Power Level (4/8), Type: Caster's Unit and Augment, and Duration: One Turn. Ullor's Blessing The target gains Aegis (5+, against Melee Attacks). Sunna's Blessing The target gains Flaming Attacks. All enemy units in base contact with one or more targets of this spell when the spell is cast suffer D6 hits with Strength 4, Armour Penetration 1, Flaming Attacks, and Magical Attacks. Volund's Blessing The target's failed to-wound rolls with Melee Attacks must be rerolled.

Bersaglio Difficile

Berserker’s Bear Pelt

Personal Protection
Light Armour. The bearer gains Swiftstride and Unstable.
In addition, at the start of any of your Player Turns, all models with Berserker’s Bear Pelt in a unit may choose to lose their Shield and gain +1 Strength, Battle Focus, Fearless, Frenzy, and Lightning Reflexes. The effects last for the remainder of the game.

Berserker’s Bear Pelt

Personal Protection
Light Armour. The bearer gains Swiftstride and Unstable.
In addition, at the start of any of your Player Turns, all models with Berserker’s Bear Pelt in a unit may choose to lose their Shield and gain +1 Strength, Battle Focus, Fearless, Frenzy, and Lightning Reflexes. The effects last for the remainder of the game.

Berserker’s Bear Pelt

Personal Protection
Light Armour. The bearer gains Swiftstride and Unstable.
In addition, at the start of any of your Player Turns, all models with Berserker’s Bear Pelt in a unit may choose to lose their Shield and gain +1 Strength, Battle Focus, Fearless, Frenzy, and Lightning Reflexes. The effects last for the remainder of the game.

Piattaforma da Fuoco

Il modello può usare il suo Attacco Distruttivo solo contro unità nemiche Ingaggiate sul suo Fronte. Tutti i modelli nella stessa unità del modello sono considerati in Copertura Leggera. Inoltre, essi possono tracciare una Linea di Vista come se fossero Enormi, da qualsiasi punto del Fronte del Bastione Infernale quando utilizzano armi da tiro o lanciano incantesimi. In questo caso, finché l'unità possiede almeno un Rango Completo: • Fino a 20 modelli possono effettuare attacchi da tiro. Questi modelli possono tirare a prescindere dal rango in cui sono collocati. • Misura la loro gittata dal Bastione Infernale.

Piattaforma da Fuoco

Il modello può usare il suo Attacco Distruttivo solo contro unità nemiche Ingaggiate sul suo Fronte. Tutti i modelli nella stessa unità del modello sono considerati in Copertura Leggera. Inoltre, essi possono tracciare una Linea di Vista come se fossero Enormi, da qualsiasi punto del Fronte del Bastione Infernale quando utilizzano armi da tiro o lanciano incantesimi. In questo caso, finché l'unità possiede almeno un Rango Completo: • Fino a 20 modelli possono effettuare attacchi da tiro. Questi modelli possono tirare a prescindere dal rango in cui sono collocati. • Misura la loro gittata dal Bastione Infernale.

Ensouled Statue

The model gains Undead and Dust to Dust. If more than half of the models in a unit have Ensouled Statue, reduce the number of Health Points lost by this unit due to Dust to Dust and Unstable by 1.

Ensouled Statue

The model gains Undead and Dust to Dust. If more than half of the models in a unit have Ensouled Statue, reduce the number of Health Points lost by this unit due to Dust to Dust and Unstable by 1.

Underworld Beast

The model gains Random Movement (3D6") and its Attack Value is set to 4D3. It loses Harnessed and the Pitmaster model part, and its base size is changed to 60×100 mm.

Underworld Beast

The model gains Random Movement (3D6") and its Attack Value is set to 4D3. It loses Harnessed and the Pitmaster model part, and its base size is changed to 60×100 mm.

Underworld Beast

The model gains Random Movement (3D6") and its Attack Value is set to 4D3. It loses Harnessed and the Pitmaster model part, and its base size is changed to 60×100 mm.

Underworld Beast

The model gains Random Movement (3D6") and its Attack Value is set to 4D3. It loses Harnessed and the Pitmaster model part, and its base size is changed to 60×100 mm.

Bestial Bulk

Bestial Bulk

Legendary Beasts

The sum of the Legendary Beasts values stated in brackets of all models in the army is restricted to 1 per 750 Army Points, rounding fractions up.

Legendary Beasts

The sum of the Legendary Beasts values stated in brackets of all models in the army is restricted to 1 per 750 Army Points, rounding fractions up.

Muovere o Tirare

The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during
the current Player Turn.

Big Brother

Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Big Brother

Big Brother

Big Brother

Big Brother

Big Brother

Big Brother

Big Brother

Universal Rule.
The model’s Health Points are set to 7, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Big Brother

Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Big Brother

Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Big Brother

Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Big Brother

Big Brother

Big Brother

Big Brother

Big Brother

Big Brother

Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Big Brother

Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Big Brother

Big Brother

Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Big Brother

Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Fratellone

I Punti Vita del modello sono fissati a 8 e le dimensioni della sua base diventano 75×100 mm. Applica Tiro Massimizzato al tiro per determinare il numero di colpi dei suoi Attacchi di Calpestamento.

Big Brother

Big Brother

Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Big Brother

The model's Health Points are set to 8, and its base size is changed to 75×100 mm. The model gains Maximised (Stomp Attacks).

Big Brother

Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Big Brother

The model's Health Points are set to 8, and its base size is changed to 75×100 mm. The model gains Maximised (Stomp Attacks).

Big Brother

The model's Health Points are set to 8, and its base size is changed to 75×100 mm. The model gains Maximised (Stomp Attacks).

Big Brother

Fratellone

I Punti Vita del modello sono fissati a 8 e le dimensioni della sua base diventano 75×100 mm. Applica Tiro Massimizzato al tiro per determinare il numero di colpi dei suoi Attacchi di Calpestamento.

Big Brother

Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Big Brother

Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Big Brother

Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Big Brother

Big Brother

Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Big Brother

Big Brother

Big Brother

Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Big Brother

Big Brother

Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Big Brother

Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Big Brother

The model's Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Big Brother

Big Brother

Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Big Brother

Universal Rule.
The model’s Health Points are set to 7, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Big Brother

Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Big Brother

Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Big Brother

Big Brother

The model's Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Big Brother

Big Brother

Big Brother

Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Big Brother

The model's Health Points are set to 8, and its base size is changed to 75×100 mm. The model gains Maximised (Stomp Attacks).

Big Brother

Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Big Brother

Big Brother

The model's Health Points are set to 8, and its base size is changed to 75×100 mm. The model gains Maximised (Stomp Attacks).

Big Fan of Sunna

Universal Rule.
The model gains Battle Focus, Fearless, and Fanatical (see Flagellants unit).

Big Fan of Sunna

Universal Rule.
The model gains Battle Focus, Fearless, and Fanatical (see Flagellants unit).

Big Sneaker

Universal Rule.
The model gains Multiple Wounds (2, against Character) and Poison Attacks. In addition, while within 6″ of any other Large or Gigantic unit or any Terrain Feature other than Open Terrain, the model gains Hard Target (1).

Big Sneaker

Universal Rule.
The model gains Multiple Wounds (2, against Character) and Poison Attacks. In addition, while within 6″ of any other Large or Gigantic unit or any Terrain Feature other than Open Terrain, the model gains Hard Target (1).

Big Sneaker

Universal Rule.
The model gains Multiple Wounds (2, against Character) and Poison Attacks. In addition, while within 6″ of any other Large or Gigantic unit or any Terrain Feature other than Open Terrain, the model gains Hard Target (1).

Big Sneaker

Universal Rule.
The model gains Multiple Wounds (2, against Character) and Poison Attacks. In addition, while within 6″ of any other Large or Gigantic unit or any Terrain Feature other than Open Terrain, the model gains Hard Target (1).

Big Wing

The Wyvern gains Stomp Attacks (D3) and Towering Presence , and its base size is changed to 75×100 mm.

Big Wing

The Wyvern gains Devastating Charge (+1 Str, +1 AP), and its base size is changed to 75×100 mm.

Big Wing

The Wyvern gains Stomp Attacks (D3) and Towering Presence , and its base size is changed to 75×100 mm.

Big Wing

The Wyvern gains Devastating Charge (+1 Str, +1 AP), and its base size is changed to 75×100 mm.

Big Wing

The Wyvern gains Stomp Attacks (D3) and Towering Presence , and its base size is changed to 75×100 mm.

Big Wing

The Wyvern gains Stomp Attacks (D3) and Towering Presence , and its base size is changed to 75×100 mm.

Effigy of Dread

The model gains , Fear, Fearless, and Unbreakable. Its Health Points are set to 6 and and its Advance Rate and March Rate are always set to 0". The model cannot declare any Charges nor perform any Advance Moves, March Moves, Magical Moves, Pursuit Moves, nor Random Movement. In addition, friendly units within 18" of the model gain Fear. Enemy units within 18" of the model cannot benefit from Rally Around the Flag for Fear Tests.

Effigy of Dread

The model gains , Fear, Fearless, and Unbreakable. Its Health Points are set to 6 and and its Advance Rate and March Rate are always set to 0". The model cannot declare any Charges nor perform any Advance Moves, March Moves, Magical Moves, Pursuit Moves, nor Random Movement. In addition, friendly units within 18" of the model gain Fear. Enemy units within 18" of the model cannot benefit from Rally Around the Flag for Fear Tests.

Blade Dancer

The model gains Aegis (6+), Dances of Cenyrn (see Blade Dancer unit), and Fearless. The model's unit gains Swiftstride. The model may only join or be joined by other Blade Dancer Kindred Characters and units of Blade Dancers. It cannot use any Shooting Weapons nor benefit from Armour (neither mundane nor enchanted). Models on foot only

Blade Dancer

The model gains Aegis (6+), Dances of Cenyrn (see Blade Dancer unit), and Fearless. The model's unit gains Swiftstride. The model may only join or be joined by other Blade Dancer Kindred Characters and units of Blade Dancers. It cannot use any Shooting Weapons nor benefit from Armour (neither mundane nor enchanted). Models on foot only

Blades of Darag

Close Combat Weapon
Paired Weapons.
Attacks. For each non-Attribute Spell with duration One Turn targeting at least one model in the model part’s unit, attacks made with this weapon gain +1 Strength, for as long as the spell’s effects are applied. The combined Strength modifiers of the model part and of attacks made with this weapon cannot exceed +2. This weapon cannot be enchanted.

Blades of Darag

Close Combat Weapon
Two-Handed. While using this weapon, the model part gains +1 Attack Value, and attacks made with this weapon become Magical Attacks. For each non-Attribute Spell with duration One Turn targeting at least one model in the model part’s unit, attacks made with this weapon gain +1 Strength, for as long as the spell’s effects are applied. The combined Strength modifiers of the model part and of attacks made with this weapon cannot exceed +2. This weapon cannot be enchanted.

Blessing of the Crescent Moon

Universal Rule.
All models in a unit containing one or more models with this rule gain +1 Agility.

Blessings of the Kami

Universal Rule.
Friendly units in 8″ gain Aegis (5+, against Ranged Attacks).

Ferite Multiple

Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.

Stupid

At the start of each friendly Player Turn, each unengaged non-Fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn, with the following exception: in the Movement Phase, directly after Rallying Fleeing units, the unit must perform and Advance Move of D6″ as fare directly forwards as possible.

Stupid

At the start of each friendly Player Turn, each unengaged non-Fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn, with the following exception: in the Movement Phase, directly after Rallying Fleeing units, the unit must perform and Advance Move of D6″ as fare directly forwards as possible.

Offerta di Sangue

Un'unità che include almeno un Personaggio con Offerta di Sangue può ritirare i Test di Panico falliti, infliggendo una ferita senza tiri salvezza di nessun tipo ad un Personaggio con Offerta di Sangue all'interno dell'unità.

Offerta di Sangue

Un'unità che include almeno un Personaggio con Offerta di Sangue può ritirare i Test di Panico falliti, infliggendo una ferita senza tiri salvezza di nessun tipo ad un Personaggio con Offerta di Sangue all'interno dell'unità.

Bloodfur Praetorians

The model gains Bodyguard (Vermin Senator that is the General) and Great Weapon, and loses Halberd. The model does not count towards the army's model cap of max. 120 Blackfur Veterans.

Bloodfur Praetorians

The model gains Bodyguard (Vermin Senator that is the General) and Great Weapon, and loses Halberd. The model does not count towards the army's model cap of max. 120 Blackfur Veterans.

Bloodfur Praetorians

The model gains Bodyguard (Vermin Senator that is the General) and Great Weapon, and loses Halberd. The model does not count towards the army's model cap of max. 120 Blackfur Veterans.

Bloodfur Praetorians

The model gains Bodyguard (Vermin Senator that is the General) and Great Weapon, and loses Halberd. The model does not count towards the army's model cap of max. 120 Blackfur Veterans.

Bloodpox Blades

Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks

Bloodpox Blades

Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks

Bloodpox Blades

Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks

Bloodpox Blades

Close Combat Weapon
Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks

Bloodpox Blades

Paired Weapons. Attacks made with Bloodpox Blades become Poison Attacks.

Blowpipe

Range 12″, Shots 2, Str 2, AP 0, Poison Attacks, Quick to Fire.

Blowpipe

Range 12″, Shots 2, Str 2, AP 0, Poison Attacks, Quick to Fire.

Blowpipe

Range 12″, Shots 2, Str 2, AP 0, Poison Attacks, Quick to Fire.

Blowpipe

Range 12″, Shots 2, Str 2, AP 0, Poison Attacks, Quick to Fire.

Blunderbuss

Range 12″, Shots 1, Str 5, AP 3, Accurate, March and Shoot, Quick to Fire. Does not suffer the negative to-hit
modifier from a Stand and Shoot Charge Reaction.

Blunderbuss

Range 12″, Shots 1, Str 5, AP 3, Accurate, March and Shoot, Quick to Fire. Does not suffer the negative to-hit
modifier from a Stand and Shoot Charge Reaction.

Blunderbuss

Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 12″, Shots 1, Str 5, AP 3, Accurate, March and Shoot, Quick to Fire. Does not suffer the negative to-hit modifier from a Stand and Shoot Charge Reaction.

Blunderbuss

Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 12″, Shots 1, Str 5, AP 3, Accurate, March and Shoot, Quick to Fire. Does not suffer the negative to-hit modifier from a Stand and Shoot Charge Reaction.

Scent of Blood

The model gains Fearless and Frenzy while Engaged in Combat. In addition, the model gains Devastating Charge (+1" Adv) for Charges against units that have at least one Health Pool that contains fewer Health Points than it did when the unit was deployed or otherwise entered the Battlefield for the first time.

Scent of Blood

The model gains Fearless and Frenzy while Engaged in Combat. In addition, the model gains Devastating Charge (+1" Adv) for Charges against units that have at least one Health Pool that contains fewer Health Points than it did when the unit was deployed or otherwise entered the Battlefield for the first time.

Guardia del Corpo

When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.

Boiling Oil

Attack Attribute – Shooting.
If one or more simultaneous attacks with Boiling Oil hit, after resolving these attacks, the target unit gains one
Boiling Oil marker. If a unit with one or more Boiling Oil markers is targeted by Shooting Attacks with Iron Rain,
the shooting models are considered to be Located in the target’s Rear Arc for the purpose of Iron Rain (not for
the purpose of other rules like Area Attack). Remove all markers from a unit when it suffers one or more Health
Point losses from attacks with Iron Rain or at the end of the Shooting Phase, whichever comes first.

Boiling Oil

Attack Attribute – Shooting.
If one or more simultaneous attacks with Boiling Oil hit, after resolving these attacks, the target unit gains one
Boiling Oil marker. If a unit with one or more Boiling Oil markers is targeted by Shooting Attacks with Iron Rain,
the shooting models are considered to be Located in the target’s Rear Arc for the purpose of Iron Rain (not for
the purpose of other rules like Area Attack). Remove all markers from a unit when it suffers one or more Health
Point losses from attacks with Iron Rain or at the end of the Shooting Phase, whichever comes first.

Hunting Bolas

The roll for Flee Distance of enemy units that Break from Combat while in base contact with one or more models with Hunting Bolas is subject to Minimised Roll.

Hunting Bolas

The roll for Flee Distance of enemy units that Break from Combat while in base contact with one or more models with Hunting Bolas is subject to Minimised Roll.

Bombe a Frammentazione

Attacco di Passaggio. L'unità nemica subisce D6×2 colpi con Forza 3 e Penetrazione Armatura 1. Se ottieni un risultato naturale di '6' per i numero di colpi, dopo che l'attacco è stato risolto, l'Attacco di Passaggio non può più essere utilizzato per il resto della partita.

Bombe a Frammentazione

Attacco di Passaggio. L'unità nemica subisce D6×2 colpi con Forza 3 e Penetrazione Armatura 1. Se ottieni un risultato naturale di '6' per i numero di colpi, dopo che l'attacco è stato risolto, l'Attacco di Passaggio non può più essere utilizzato per il resto della partita.

Bouncers

The model may only join units of Gnasher Dashers and other Characters on Cave Gnasher (ignore the restrictions in Oi it bites!).

Bouncers

The model may only join units of Gnasher Dashers and other Characters on Cave Gnasher (ignore the restrictions in Oi it bites!).

Bone Break Dancer

Universal Rule.
At the start of each Round of Combat, choose one of the dances listed below and apply its effects until the end of the Round of Combat. The model cannot choose this dance again until after one of the following has happened:
• The model is no longer Engaged in Combat.
• The model has chosen a different dance.

Belly Dancing
+2 Offensive Skill and +2 Defensive Skill.

Jump!
+1 Armour Penetration and Lethal Strike.

Tap Dancing
Stomp Attacks (D6+2).

The Twist
Enemy units in base contact do not receive any Rank Bonus to their Combat Score.

Bone Break Dancer

Universal Rule.
At the start of each Round of Combat, choose one of the dances listed below and apply its effects until the end of the Round of Combat. The model cannot choose this dance again until after one of the following has happened:
• The model is no longer Engaged in Combat.
• The model has chosen a different dance.

Belly Dancing
+2 Offensive Skill and +2 Defensive Skill.

Jump!
+1 Armour Penetration and Lethal Strike.

Tap Dancing
Stomp Attacks (D6+2).

The Twist
Enemy units in base contact do not receive any Rank Bonus to their Combat Score.

Bone Chariot

Universal Rule.
The model part gains Harnessed, Impact Hits (D6), Swiftstride, and the model gains the following additional model parts:
Offensive Att Off Str AP Agi Model Rules
Charioteer Crew (2) 2 3 3 0 2 Aspen Bow (5+), Halberd

Bone Chariot

Universal Rule.
The model part gains Harnessed, Impact Hits (D6), Swiftstride, and the model gains the following additional model parts:
Offensive Att Off Str AP Agi Model Rules
Charioteer Crew (2) 2 3 3 0 2 Aspen Bow (5+), Halberd

Born to Fight

The model part's Close Combat Attacks gain +1 Strength and +1 Armour Penetration during a Round of Combat: • If it is the First Round of Combat. • Or if the model part's unit is Steadfast while not suffering from Disrupted Ranks at the start of the Round of Combat.

Born to Fight

The model part's Close Combat Attacks gain +1 Strength and +1 Armour Penetration during a Round of Combat: • If it is the First Round of Combat. • Or if the model part's unit is Steadfast while not suffering from Disrupted Ranks at the start of the Round of Combat.

Born to Fight

The model part's Close Combat Attacks gain +1 Strength and +1 Armour Penetration during a Round of Combat: • If it is the First Round of Combat. • Or if the model part's unit is Steadfast while not suffering from Disrupted Ranks at the start of the Round of Combat.

Born to Fight

The model part's Close Combat Attacks gain +1 Strength and +1 Armour Penetration during a Round of Combat: • If it is the First Round of Combat. • Or if the model part's unit is Steadfast while not suffering from Disrupted Ranks at the start of the Round of Combat.

Born to Fight

The model part's Close Combat Attacks gain +1 Strength and +1 Armour Penetration during a Round of Combat: • If it is the First Round of Combat. • Or if the model part's unit is Steadfast while not suffering from Disrupted Ranks at the start of the Round of Combat.

Born to Fight

The model part's Close Combat Attacks gain +1 Strength and +1 Armour Penetration during a Round of Combat: • If it is the First Round of Combat. • Or if the model part's unit is Steadfast while not suffering from Disrupted Ranks at the start of the Round of Combat.

Borne into Battle

The model must be deployed in, and can only join, a unit that includes at least one model from one of the unit entries stated in brackets (X). The model can never voluntarily leave its unit.

Borne into Battle

The model must be deployed in, and can only join, a unit that includes at least one model from one of the unit entries stated in brackets (X). The model can never voluntarily leave its unit.

Borne into Battle

The model must be deployed in, and can only join, a unit that includes at least one model from one of the unit entries stated in brackets (X). The model can never voluntarily leave its unit.

Borne into Battle

The model must be deployed in, and can only join, a unit that includes at least one model from one of the unit entries stated in brackets (X). The model can never voluntarily leave its unit.

Ubriacone

L'unità può ottenere uno dei due differenti gruppi di effetti a seconda di come si presenta sul Campo di Battaglia: Sobria o Ubriaca. Alla fine del passo 8 della Sequenza Pre-Partita (dopo la Selezione degli Incantesimi), il giocatore deve determinare se un'unità Ubriacone è Sobria o Ubriaca. I Personaggi Ubriachi non possono aggregarsi a unità contenenti modelli Sobri e viceversa (i modelli senza Beone non sono considerati né Ubriachi né Sobri).

Ubriacone

L'unità può ottenere uno dei due differenti gruppi di effetti a seconda di come si presenta sul Campo di Battaglia: Sobria o Ubriaca. Alla fine del passo 8 della Sequenza Pre-Partita (dopo la Selezione degli Incantesimi), il giocatore deve determinare se un'unità Ubriacone è Sobria o Ubriaca. I Personaggi Ubriachi non possono aggregarsi a unità contenenti modelli Sobri e viceversa (i modelli senza Beone non sono considerati né Ubriachi né Sobri).

Scudo

+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.

Unliving Shield

Enemy models cannot allocate Close Combat Attacks towards a Necromancer as long as they can allocate attacks towards a model with Unliving Shield in the same unit as the Necromancer. This rule cannot be used if there are also models with Vampiric in the same unit as the Necromancer.

Unliving Shield

Enemy models cannot allocate Close Combat Attacks towards a Necromancer as long as they can allocate attacks towards a model with Unliving Shield in the same unit as the Necromancer. This rule cannot be used if there are also models with Vampiric in the same unit as the Necromancer.

Bouncers

The model gains Exclusive (Cave Gnasher, Gnasher Dashers) (ignoretherestrictionsinOiitbites!).

Bouncers

The model gains Exclusive (Cave Gnasher, Gnasher Dashers) (ignoretherestrictionsinOiitbites!).

Bouncers

The model gains Exclusive (Cave Gnasher, Gnasher Dashers) (ignoretherestrictionsinOiitbites!).

Bouncers

The model gains Exclusive (Cave Gnasher, Gnasher Dashers) (ignoretherestrictionsinOiitbites!).

Bound in Death

R&F models in this unit must be fewer than 3 before hits can be distributed onto Characters with the same Type and Height as this unit.

Bound in Death

R&F models in this unit must be fewer than 3 before hits can be distributed onto Characters with the same Type and Height as this unit.

Bound to the Land

Universal Rule.
The model gains Ambush. In addition, when declaring if the model will Ambush (during step 8 of the Pre-Game Sequence), you must declare that the model Ambushes from a Field or Water Terrain Feature instead of the Board Edge. If so, follow the rules for Ambush but replace all instances of “Board Edge” in the rules for Ambush with “edge of any Field or Water Terrain”

Bound to the Land

Universal Rule.
The model gains Ambush. In addition, when declaring if the model will Ambush (during step 8 of the Pre-Game Sequence), you must declare that the model Ambushes from a Field or Water Terrain Feature instead of the Board Edge. If so, follow the rules for Ambush but replace all instances of “Board Edge” in the rules for Ambush with “edge of any Field or Water Terrain”

Bound to the Land

Universal Rule.
The model gains Ambush. In addition, when declaring if the model will Ambush (during step 8 of the Pre-Game Sequence), you must declare that the model Ambushes from a Field or Water Terrain Feature instead of the Board Edge. If so, follow the rules for Ambush but replace all instances of “Board Edge” in the rules for Ambush with “edge of any Field or Water Terrain”

Bound to the Land

Universal Rule.
The model gains Ambush. In addition, when declaring if the model will Ambush (during step 8 of the Pre-Game Sequence), you must declare that the model Ambushes from a Field or Water Terrain Feature instead of the Board Edge. If so, follow the rules for Ambush but replace all instances of “Board Edge” in the rules for Ambush with “edge of any Field or Water Terrain”

Brace of Ogre Pistols

Shooting Weapon
Range 24″, Shots 2, Str 4, AP 2, Quick to Fire. Counts as Paired Weapons in close combat.

Brace of Ogre Pistols

Shooting Weapon
Range 24″, Shots 2, Str 4, AP 2, Quick to Fire. Counts as Paired Weapons in close combat.

Brace Of Ogre Pistols

Shooting Weapon
Range 24′′, Shots 2, Strength 4, Armour Penetration 2, Quick to Fire. Counts as Paired Weapons in Close Combat.

Brace Of Pistols

Range 12′′, Shots 2, Strength 4, Armour Penetration 2, Quick to Fire. Counts as Paired Weapons in Close Combat.

Brace of Pistols

Shooting Weapon
Range 12″, Shots 2, Str 4, AP 2, Quick to Fire. Counts as Paired Weapons in close combat.

Brace of Pistols

Shooting Weapon
Range 12″, Shots 2, Str 4, AP 2, Quick to Fire. Counts as Paired Weapons in close combat.

Dying Embers

After using the Breath Attack, the model loses a Health Point with no saves of any kind allowed.

Dying Embers

After using the Breath Attack, the model loses a Health Point with no saves of any kind allowed.

Branco

I modelli R&F in unità che contengano due o più modelli con Branco ottengono Determinato e Impassibile.

Branco

I modelli R&F in unità che contengano due o più modelli con Branco ottengono Determinato e Impassibile.

Branco

I modelli R&F in unità che contengano due o più modelli con Branco ottengono Determinato e Impassibile.

Branco

I modelli R&F in unità che contengano due o più modelli con Branco ottengono Determinato e Impassibile.

Brass Horns

Brass Horns

Falla nella Fornace

Invece di tirare sulla Tabella delle Avarie come di norma, applica le seguenti Avarie: • 2 o meno: Il modello non può usare la sua Arma d'Artiglieria fino alla fine della partita. Inoltre, gli Attacchi stritolanti del modello diventano Attacchi Infuocati e Attacchi Magici. • 3+: Il modello perde 1 Punto Vita senza tiri protezione di alcun tipo.

Falla nella Fornace

Invece di tirare sulla Tabella delle Avarie come di norma, applica le seguenti Avarie: • 2 o meno: Il modello non può usare la sua Arma d'Artiglieria fino alla fine della partita. Inoltre, gli Attacchi stritolanti del modello diventano Attacchi Infuocati e Attacchi Magici. • 3+: Il modello perde 1 Punto Vita senza tiri protezione di alcun tipo.

Infiammabile

Bridge Troll

The model gains Distracting and Strider (Water Terrain).

Bridge Troll

The model gains Distracting and Strider (Water Terrain).

Bridge Troll

The model gains Distracting and Strider (Water Terrain).

Bridge Troll

The model gains Distracting and Strider (Water Terrain).

Bridge Troll

The model gains Distracting and Strider (Water Terrain).

Bridge Troll

The model gains Distracting and Strider (Water Terrain).

Brimstone Secretions

Brimstone Secretions

Brimstone Secretions

Brimstone Secretions

Brimstone Secretions

Brimstone Secretions

Mountain Breaker

Charge Range rolls in the Charge Phase of Charges against units that consist entirely of models with Towering Presence are subject to Maximised Roll. In addition, the model's Impact Hits gain Multiple Wounds (D3, against Towering Presence).

Mountain Breaker

Charge Range rolls in the Charge Phase of Charges against units that consist entirely of models with Towering Presence are subject to Maximised Roll. In addition, the model's Impact Hits gain Multiple Wounds (D3, against Towering Presence).

Bronze Backbone

Bronze Backbone

Bronze Backbone

Bronze Backbone

Bronze Backbone

Bronze Backbone

Brood Alpha

Units with Brood Alpha must buy a Champion upgrade if available. Champions with Brood Alpha gain +1 Health Point up to a maximum of 4 and +1 Attack Value, their Discipline is set to 7, and they gain a Great Weapon. In case of Multipart Models, the Attack Value modifier only affects a single model part without Harnessed or Inanimate. Champions with Brood Alpha can choose different Close Combat Weapons than other R&F models in their unit.

Brood Alpha

Units with Brood Alpha must buy a Champion upgrade if available. Champions with Brood Alpha gain +1 Health Point up to a maximum of 4 and +1 Attack Value, their Discipline is set to 7, and they gain a Great Weapon. In case of Multipart Models, the Attack Value modifier only affects a single model part without Harnessed or Inanimate. Champions with Brood Alpha can choose different Close Combat Weapons than other R&F models in their unit.

Brood Alpha

Units with Brood Alpha must buy a Champion upgrade if available. Champions with Brood Alpha gain +1 Health Point up to a maximum of 4 and +1 Attack Value, their Discipline is set to 7, and they gain a Great Weapon. In case of Multipart Models, the Attack Value modifier only affects a single model part without Harnessed or Inanimate. Champions with Brood Alpha can choose different Close Combat Weapons than other R&F models in their unit.

Brood Alpha

Units with Brood Alpha must buy a Champion upgrade if available. Champions with Brood Alpha gain +1 Health Point up to a maximum of 4 and +1 Attack Value, their Discipline is set to 7, and they gain a Great Weapon. In case of Multipart Models, the Attack Value modifier only affects a single model part without Harnessed or Inanimate. Champions with Brood Alpha can choose different Close Combat Weapons than other R&F models in their unit.

Brood Rivalry

Model parts without Harnessed gain +1 Attack Value while both the following conditions are met: • The model's unit contains one or more R&F models. • A model with Brood Rivalry from another friendly unit is Engaged in Combat anywhere on the Battlefield.

Brood Rivalry

Model parts without Harnessed gain +1 Attack Value while both the following conditions are met: • The model's unit contains one or more R&F models. • A model with Brood Rivalry from another friendly unit is Engaged in Combat anywhere on the Battlefield.

Brood Rivalry

Model parts without Harnessed gain +1 Attack Value while both the following conditions are met: • The model's unit contains one or more R&F models. • A model with Brood Rivalry from another friendly unit is Engaged in Combat anywhere on the Battlefield.

Brood Rivalry

Model parts without Harnessed gain +1 Attack Value while both the following conditions are met: • The model's unit contains one or more R&F models. • A model with Brood Rivalry from another friendly unit is Engaged in Combat anywhere on the Battlefield.

Broodmother

Broodmother

Broodmother

Broodmother

Broodmother

Broodmother

Brotherhood of The Dragon

Brotherhood of The Dragon Bloodline

Fratelli di Vendetta

Il modello ottiene Bersaglio Difficile (1), Schermagliatore e Truppe Leggere.

Fratelli di Vendetta

Il modello ottiene Bersaglio Difficile (1), Schermagliatore e Truppe Leggere.

Freezing Mist

Flaming Attacks must reroll successful to-wound rolls against the model. All enemy units in base contact with one or more Jötunns suffer: • -3 Agility • -1 Armour • -1 Armour Penetration

Freezing Aura

Universal Rule.
The model can cast Chilling Howl (Shamanism) as a Bound Spell with Power Level (4/8). Enemy units within 9″ of one or more Jötunns suffer −3 Agility. While in base contact with one or more Jötunns, enemy units that Break from Combat gain Minimised (Flee Distance).

Freezing Aura

Universal Rule.
The model can cast Chilling Howl (Shamanism) as a Bound Spell with Power Level (4/8). Enemy units within 9″ of one or more Jötunns suffer −3 Agility. While in base contact with one or more Jötunns, enemy units that Break from Combat gain Minimised (Flee Distance).

Bubonic Brew

Catapult (6×6). Range 12-60", Shots 1, Str 1, AP 10. Units that suffer one or more Health Point losses from a Shooting Attack made with this weapon count as having the Sacred Plague Dread Rot successfully cast on them.

Squartamostri

Il modello ottiene Ferite Multiple (2, contro Grande, Enorme).

Squartamostri

Il modello ottiene Ferite Multiple (2, contro Grande, Enorme).

It's a Trap!

Each unit of Scrapling Trappers may place a Trap Counter: • Right before the battle (during step 7 of the Deployment Phase Sequence), on a single Terrain Feature other than Open Terrain that the unit was deployed in or was in contact with at any point during its Vanguard move • Once during each friendly Movement Phase, on a single Terrain Feature other than Open Terrain that the unit was in contact with during an Advance Move, March Move, or a Reform in this phase If an enemy unit performs an Advance Move, March Move, Reform, Pivot, Charge Move, Failed Charge Move, Pursuit Move, or Flee Move inside or into contact with a Terrain Feature with one or more Trap Counters, remove all Trap Counters in that particular Terrain Feature. Each model in the unit must take a Dangerous Terrain (1) Test. These tests are not considered to be caused by the Terrain Feature; any Dangerous Terrain Tests that would normally be caused by the Terrain Feature still need to be taken.

It's a Trap!

Each unit of Scrapling Trappers may place a Trap Counter: • Right before the battle (during step 7 of the Deployment Phase Sequence), on a single Terrain Feature other than Open Terrain that the unit was deployed in or was in contact with at any point during its Vanguard move • Once during each friendly Movement Phase, on a single Terrain Feature other than Open Terrain that the unit was in contact with during an Advance Move, March Move, or a Reform in this phase If an enemy unit performs an Advance Move, March Move, Reform, Pivot, Charge Move, Failed Charge Move, Pursuit Move, or Flee Move inside or into contact with a Terrain Feature with one or more Trap Counters, remove all Trap Counters in that particular Terrain Feature. Each model in the unit must take a Dangerous Terrain (1) Test. These tests are not considered to be caused by the Terrain Feature; any Dangerous Terrain Tests that would normally be caused by the Terrain Feature still need to be taken.

Knights of the Court

The model gains Bodyguard (Sainted or General with Courage). In addition, unless Charging out of the unit, Characters joined to units with one or more models with Knights of the Court gain Devastating Charge (+1" Adv).

Knights of the Court

The model gains Bodyguard (Sainted or General with Courage). In addition, unless Charging out of the unit, Characters joined to units with one or more models with Knights of the Court gain Devastating Charge (+1" Adv).

Knights of the Court

The model gains Bodyguard (Sainted or General with Courage). In addition, unless Charging out of the unit, Characters joined to units with one or more models with Knights of the Court gain Devastating Charge (+1" Adv).

Knights of the Court

The model gains Bodyguard (Sainted or General with Courage). In addition, unless Charging out of the unit, Characters joined to units with one or more models with Knights of the Court gain Devastating Charge (+1" Adv).

Cacofonia

Chain Lightning

The model's Grind Attacks are resolved with Strength D6+1 and Armour Penetration 3.

Chain Lightning

The model's Grind Attacks are resolved with Strength D6+1 and Armour Penetration 3.

Chain Lightning

The model's Grind Attacks are resolved with Strength D6+1 and Armour Penetration 3.

Chain Lightning

The model's Grind Attacks are resolved with Strength D6+1 and Armour Penetration 3.

Caelysian Pantheon

The model's Path access is replaced with:

Caelysian Pantheon

The model's Path access is replaced with:

Caelysian Pantheon

The model's Path access is replaced with:

Caelysian Pantheon

The model's Path access is replaced with:

Calibro incrementato

La gittata massima delle Armi d'artiglieria del modello è raddoppiata. Le unità nemiche colpite dall'arma subiscono -1" Avanzata, fino ad un minimo di 3" e -2" Marcia fino ad un minimo di 6". Questi effetti durano fino all'inizio del prossimo Turno del Giocatore amico.

Calibro incrementato

La gittata massima delle Armi d'artiglieria del modello è raddoppiata. Le unità nemiche colpite dall'arma subiscono -1" Avanzata, fino ad un minimo di 3" e -2" Marcia fino ad un minimo di 6". Questi effetti durano fino all'inizio del prossimo Turno del Giocatore amico.

Callous

Health Point losses of the model that are caused by friendly models are ignored for Panic (including units destroyed due to attacks from friendly models). The model may use Shooting Attacks against enemy units Engaged in Combat, with the following rules and restrictions: • Friendly units Engaged in this Combat are ignored for Cover purposes (but not for drawing Line of Sight). • Roll to hit as normal against the intended target. Immediately after determining the number of hits, roll a D6 for each hit. On a roll of 4+, the hit is distributed onto a randomly chosen friendly unit Engaged with the original target. Otherwise, proceed as normal.

Callous

Health Point losses of the model that are caused by friendly models are ignored for Panic (including units destroyed due to attacks from friendly models). The model may use Shooting Attacks against enemy units Engaged in Combat, with the following rules and restrictions: • Friendly units Engaged in this Combat are ignored for Cover purposes (but not for drawing Line of Sight). • Roll to hit as normal against the intended target. Immediately after determining the number of hits, roll a D6 for each hit. On a roll of 4+, the hit is distributed onto a randomly chosen friendly unit Engaged with the original target. Otherwise, proceed as normal.

Callous

Health Point losses of the model that are caused by friendly models are ignored for Panic (including units destroyed due to attacks from friendly models). The model may use Shooting Attacks against enemy units Engaged in Combat, with the following rules and restrictions: • Friendly units Engaged in this Combat are ignored for Cover purposes (but not for drawing Line of Sight). • Roll to hit as normal against the intended target. Immediately after determining the number of hits, roll a D6 for each hit. On a roll of 4+, the hit is distributed onto a randomly chosen friendly unit Engaged with the original target. Otherwise, proceed as normal.

Callous

Health Point losses of the model that are caused by friendly models are ignored for Panic (including units destroyed due to attacks from friendly models). The model may use Shooting Attacks against enemy units Engaged in Combat, with the following rules and restrictions: • Friendly units Engaged in this Combat are ignored for Cover purposes (but not for drawing Line of Sight). • Roll to hit as normal against the intended target. Immediately after determining the number of hits, roll a D6 for each hit. On a roll of 4+, the hit is distributed onto a randomly chosen friendly unit Engaged with the original target. Otherwise, proceed as normal.

Callous

Health Point losses of the model that are caused by friendly models are ignored for Panic (including units destroyed due to attacks from friendly models). The model may use Shooting Attacks against enemy units Engaged in Combat, with the following rules and restrictions: • Friendly units Engaged in this Combat are ignored for Cover purposes (but not for drawing Line of Sight). • Roll to hit as normal against the intended target. Immediately after determining the number of hits, roll a D6 for each hit. On a roll of 4+, the hit is distributed onto a randomly chosen friendly unit Engaged with the original target. Otherwise, proceed as normal.

Camaleonte

The model gains Ambush, Hard Target (1), and Scout.

Camaleonte

The model gains Ambush, Hard Target (1), and Scout.

Camaleonte

The model gains Ambush, Hard Target (1), and Scout.

Camaleonte

The model gains Ambush, Hard Target (1), and Scout.

Whispering Bell

The model knows one additional Learned Spell, and the range of its non-Bound Spells is increased by 3". The model gains Exclusive (Blackfur Veterans, Vermin Legionaries) and Deafening Clamour. R&F models in friendly units within 12" of the Sacred Platform gain Aegis (6+); Gigantic models and Constructs are not affected.

Whispering Bell

The model knows one additional Learned Spell, and the range of its non-Bound Spells is increased by 3". The model gains Exclusive (Blackfur Veterans, Vermin Legionaries) and Deafening Clamour. R&F models in friendly units within 12" of the Sacred Platform gain Aegis (6+); Gigantic models and Constructs are not affected.

Whispering Bell

The model knows one additional Learned Spell, and the range of its non-Bound Spells is increased by 3". The model gains Exclusive (Blackfur Veterans, Vermin Legionaries) and Deafening Clamour. R&F models in friendly units within 12" of the Sacred Platform gain Aegis (6+); Gigantic models and Constructs are not affected.

Whispering Bell

The model knows one additional Learned Spell, and the range of its non-Bound Spells is increased by 3". The model gains Exclusive (Blackfur Veterans, Vermin Legionaries) and Deafening Clamour. R&F models in friendly units within 12" of the Sacred Platform gain Aegis (6+); Gigantic models and Constructs are not affected.

Canale dell'anima

Universal Rule.
If the model is present on the Battlefield at the beginning of a friendly Magic Phase, you don't draw a Flux Card. Instead apply the following:
5 Magic Dice (both players)
4+D3 Veil Tokens (Active Player)

Canale dell'anima

Universal Rule.
If the model is present on the Battlefield at the beginning of a friendly Magic Phase, you don't draw a Flux Card. Instead apply the following:
5 Magic Dice (both players)
4+D3 Veil Tokens (Active Player)

Canalizzare

During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).

Canister Launcher

Artillery Weapon
0–9 Models/Army.
Catapult (1x3). Range 24″, Mishap (Misfire), Toxic Attacks. The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 18″. Replace Catapult (2×2) with Catapult (3×3).

Canister Launcher

Artillery Weapon
0–9 Models/Army.
Catapult (1x3). Range 24″, Mishap (Misfire), Toxic Attacks. The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 18″. Replace Catapult (2×2) with Catapult (3×3).

Canister Launcher

Artillery Weapon
0–9 Models/Army.
Catapult (2×2). Range 24″, Mishap (Misfire), Toxic Attacks. The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 18″. Replace Catapult (2×2) with Catapult (3×3).

Canister Launcher

Artillery Weapon
0–9 Models/Army.
Catapult (1x3). Range 24″, Mishap (Misfire), Toxic Attacks. The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 18″. Replace Catapult (2×2) with Catapult (3×3).

Cannon

Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 72″, Shots 1, Str 4 [10], AP 0 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 4, AP 4

Cannon

Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 72″, Shots 1, Str 4 [10], AP 0 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 4, AP 4

Cannone

Cannon Fodder

Shooting Attacks against enemy units in base contact with one or more models with Cannon Fodder gain +1 to hit.

Cannon Fodder

Shooting Attacks against enemy units in base contact with one or more models with Cannon Fodder gain +1 to hit.

Cannon Fodder

Shooting Attacks against enemy units in base contact with one or more models with Cannon Fodder gain +1 to hit.

Cannon Fodder

Shooting Attacks against enemy units in base contact with one or more models with Cannon Fodder gain +1 to hit.

Non Può Essere Calpestato

Cannot use Stomp Attacks

Cantrips

Universal Rule.
Once per Player Turn, at the start of the Shooting Phase (1) or at the start of the Melee Phase (2), you may discard a Veil Token from your Veil Token pool.
If so, models with Cantrips in the unit gain the corresponding effect:
1. Shooting Phase: Throwing Weapons (5+).
2. Melee Phase: Paired Weapons.
The effects last until the end of the next Charge Phase.

Cantrips

Universal Rule.
Once per Player Turn, at the start of the Shooting Phase (1) or at the start of the Melee Phase (2), you may discard a Veil Token from your Veil Token pool.
If so, models with Cantrips in the unit gain the corresponding effect:
1. Shooting Phase: Throwing Weapons (5+).
2. Melee Phase: Paired Weapons.
The effects last until the end of the next Charge Phase.

Cantrips

Universal Rule.
Once per Player Turn, at the start of the Shooting Phase (1) or at the start of the Melee Phase (2), you may discard a Veil Token from your Veil Token pool.
If so, models with Cantrips in the unit gain the corresponding effect:
1. Shooting Phase: Throwing Weapons (5+).
2. Melee Phase: Paired Weapons.
The effects last until the end of the next Charge Phase.

Lamellar Barding

The bearer's model gains +1 Armour, up to a maximum of Armour 4, and -2" March Rate.

Lamellar Barding

The bearer's model gains +1 Armour, up to a maximum of Armour 4, and -2" March Rate.

Stygian Overseer

Immediately after Siphon the Veil of each friendly Magic Phase, each Stygian Overseer may move a single friendly Tunnel Marker within 24" that is not in contact with any unit. Move this marker in a straight line up to 6", stopping immediately before moving into contact with any units. Each Tunnel Marker may only be moved once per Magic Phase.

Stygian Overseer

Immediately after Siphon the Veil of each friendly Magic Phase, each Stygian Overseer may move a single friendly Tunnel Marker within 24" that is not in contact with any unit. Move this marker in a straight line up to 6", stopping immediately before moving into contact with any units. Each Tunnel Marker may only be moved once per Magic Phase.

Stygian Overseer

Immediately after Siphon the Veil of each friendly Magic Phase, each Stygian Overseer may move a single friendly Tunnel Marker within 24" that is not in contact with any unit. Move this marker in a straight line up to 6", stopping immediately before moving into contact with any units. Each Tunnel Marker may only be moved once per Magic Phase.

Stygian Overseer

Immediately after Siphon the Veil of each friendly Magic Phase, each Stygian Overseer may move a single friendly Tunnel Marker within 24" that is not in contact with any unit. Move this marker in a straight line up to 6", stopping immediately before moving into contact with any units. Each Tunnel Marker may only be moved once per Magic Phase.

Captain's Orders

At step 8 of the Pre-Game Sequence (after Spell Selection), the owner must choose one of the following options and apply its effect to all models with Captain's Orders in the army: • Give no Quarter: The model gains Scoring. • Loot and Pillage: The model gains Light Troops.

Presidiante

Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.

Carica Devastante

Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.

Vigore dalla Carne

Ogniqualvolta un Gortach infligge una ferita non salvata con Colpo Letale (tirando un '6' naturale per ferire con un Attacco da Corpo a Corpo con Colpo Letale), l'attacco ottiene Ferite Multiple (D3) e il Gortach Recupera 1 Punto Vita alla fine del Livello di Iniziativa corrente (a meno che il Gortach non sia stato rimosso come perdita in questo Livello di Iniziativa). Non può essere Recuperato più di 1 Punto Vita per Gortach per fase in tal modo.

Vigore dalla Carne

Ogniqualvolta un Gortach infligge una ferita non salvata con Colpo Letale (tirando un '6' naturale per ferire con un Attacco da Corpo a Corpo con Colpo Letale), l'attacco ottiene Ferite Multiple (D3) e il Gortach Recupera 1 Punto Vita alla fine del Livello di Iniziativa corrente (a meno che il Gortach non sia stato rimosso come perdita in questo Livello di Iniziativa). Non può essere Recuperato più di 1 Punto Vita per Gortach per fase in tal modo.

Carro

The model must roll an additional D6 when taking Dangerous Terrain Tests . A model with Chariot can only be part of a unit consisting entirely of models with Chariot, unless noted otherwise.

Carved Wisdom

Carved Wisdom

Carved Wisdom

Carved Wisdom

Casket of Payrolls

Universal Rule.
The model gains Aegis (4+) and all Discipline Tests taken by friendly models affected by Rally Around the Flag are subject to Minimised Roll. If this model is removed as a casualty, all friendly units must take a Panic Test.

Castellan

Castellan

Castellan

Castellan

Cataphractii

The model gains Lance, Paired Weapons, Heavy Armour, Shield, and Weapon Master.

Cataphractii

The model gains Lance, Paired Weapons, Heavy Armour, Shield, and Weapon Master.

Catapulta

- As a Catapult (4) Artillery Weapon :
Range 12-60", Shots 1, Str 3 [7], AP 0[4], [Multiple Wounds (D3, Clipped Wings)].
This weapon always hits on a roll equal to or greater than its Aim.

Catapulta

Artillery Weapon Catapult (4x4):
Range 12-60", Shots 1, Str 3[7], AP 0[4], [Multiple Wounds (D3, Clipped Wings)].

Writhing Nightmares

Enemy units in base contact with one or more models with Writhing Nightmares suffer -1 Discipline.

Writhing Nightmares

Enemy units in base contact with one or more models with Writhing Nightmares suffer -1 Discipline.

Knightly Orders

The model gains +1 Defensive Skill, and the Knight gains +1 Offensive Skill, +1 Strength, and +1 Armour Penetration. Knightly Orders cannot take Great Weapons.

Knightly Orders

The model gains +1 Defensive Skill, and the Knight gains +1 Offensive Skill, +1 Strength, and +1 Armour Penetration. Knightly Orders cannot take Great Weapons.

Cavalry Cannon

Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 36′′, Shots 1, Str 3 [6], AP 0 [10], Area Attack (1×3), [Multiple Wounds (D3)], Quick to Fire
• Volley Gun, Range 12′′, Shots 2D6, Str 3, AP 2, Quick to Fire

Cavalry Commander

Universal Rule.
The model must take a mount. Cavalry units containing one or more model with this rule gain Devastating Charge (+1″ Adv).

Cavalry Commander

Universal Rule.
The model must take a mount. The model’s unit must reroll any natural rolls of ’1’ when rolling for Charge Range in the Charge Phase.

Cavalry Commander

Universal Rule.
The model must take a mount. Cavalry units containing one or more model with this rule gain Devastating Charge (+1″ Adv).

Cavalry Commander

Universal Rule.
The model must take a mount. The model’s unit must reroll any natural rolls of ’1’ when rolling for Charge Range in the Charge Phase.

Cavalry Pick

Close Combat Weapon
Attacks made with this weapon gain +2 Armour Penetration.

Cavalry Pick

Close Combat Weapon
Attacks made with this weapon gain +2 Armour Penetration.

Cave Goblin

The model gains Insignificant.

Cave Goblin

The model gains Insignificant.

Cave Troll

The model gains Magic Resistance (3), and its Armour is set to 3.

Cave Troll

The models gains +3 Armour and Strider(Ruins).

Cave Troll

The model gains Magic Resistance (3), and its Armour is set to 3.

CaveTroll

Themodelsgains+3ArmourandStrider(Ruins).

CaveTroll

Themodelsgains+3ArmourandStrider(Ruins).

CaveTroll

Themodelsgains+3ArmourandStrider(Ruins).

Celato

Centipede Legs

Centipede Legs

Centipede Legs

Centipede Legs

Centipede Legs

Centipede Legs

Chained Together

Pestilent Pulpit

The model knows one additional Learned Spell, it gains Exclusive (Plague Disciples), and the number of its Impact Hits is increased by D3. The model's unit gains Poison Attacks. Close Combat Attacks that already were Poison Attacks from another source will automatically wound on successful natural to-hit rolls of 5+ instead of 6+.

Pestilent Pulpit

The model knows one additional Learned Spell, it gains Exclusive (Plague Disciples), and the number of its Impact Hits is increased by D3. The model's unit gains Poison Attacks. Close Combat Attacks that already were Poison Attacks from another source will automatically wound on successful natural to-hit rolls of 5+ instead of 6+.

Pestilent Pulpit

The model knows one additional Learned Spell, it gains Exclusive (Plague Disciples), and the number of its Impact Hits is increased by D3. The model's unit gains Poison Attacks. Close Combat Attacks that already were Poison Attacks from another source will automatically wound on successful natural to-hit rolls of 5+ instead of 6+.

Pestilent Pulpit

The model knows one additional Learned Spell, it gains Exclusive (Plague Disciples), and the number of its Impact Hits is increased by D3. The model's unit gains Poison Attacks. Close Combat Attacks that already were Poison Attacks from another source will automatically wound on successful natural to-hit rolls of 5+ instead of 6+.

Champion

Champion of the Green Knight

Universal Rule.
The Fey Rider gains Bastard Sword. The model gains Stubborn and counts as a Champion for the purpose of Issuing and Accepting Duels.

Champion of the Green Knight

Universal Rule.
The Fey Rider gains Bastard Sword. The model gains Stubborn and counts as a Champion for the purpose of Issuing and Accepting Duels.

Champion of the Green Knight

Universal Rule.
The Fey Rider gains Bastard Sword. The model gains Stubborn and counts as a Champion for the purpose of Issuing and Accepting Duels.

Champion of the Green Knight

Universal Rule.
The Fey Rider gains Bastard Sword. The model gains Stubborn and counts as a Champion for the purpose of Issuing and Accepting Duels.

Charged Tendrils

Charged Tendrils

Charged Tendrils

Charged Tendrils

Chariot Host

If the model part's unit has at least one Full Rank, and there is a model in the rank directly behind it (in the same file), its Impact Hits cause an additional hit (normally D3+2 instead of D3+1).

Chariot Host

If the model part's unit has at least one Full Rank, and there is a model in the rank directly behind it (in the same file), its Impact Hits cause an additional hit (normally D3+2 instead of D3+1).

Charnel Catapult

Artillery Weapon.
This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways:
• Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]
• Catapult (6×6), Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Tests, a unit suffering one or more Health Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.

Charnel Catapult

Artillery Weapon.
This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways:
• Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]
• Catapult (6×6), Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Tests, a unit suffering one or more Health Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.

Territorial Hunter

The model gains Ambush. In addition, when declaring if the model will Ambush (during step 8 of the Pre-Game Sequence), you may declare that the model Ambushes from an Impassable Terrain Feature instead of the Board Edge. If so, follow the rules for Ambush but replace all instances of Board Edgequot; in the rules for Ambush with edge of any Impassable Terrainquot;.

Territorial Hunter

The model gains Ambush. In addition, when declaring if the model will Ambush (during step 8 of the Pre-Game Sequence), you may declare that the model Ambushes from an Impassable Terrain Feature instead of the Board Edge. If so, follow the rules for Ambush but replace all instances of Board Edgequot; in the rules for Ambush with edge of any Impassable Terrainquot;.

Heath Hunters

The model loses Devastating Charge (+1 Str, +1 AP) and Scoring, and gains Sylvan Longbow (3+), Feigned Flight, Light Troops, and Vanguard.

Heath Hunters

The model loses Devastating Charge (+1 Str, +1 AP) and Scoring, and gains Sylvan Longbow (3+), Feigned Flight, Light Troops, and Vanguard.

Extended Chassis

The Dark Coach's base size is changed to 50×150 mm, and its Undead Mounts' Attack Value is set to 2.

Extended Chassis

The Dark Coach's base size is changed to 50×150 mm, and its Undead Mounts' Attack Value is set to 2.

Leader of the Pack

The Mammoth Hunter's base size is changed to 50×50 mm. As long the model is joined to a unit of Sabretooth Tigers, the unit (including the Mammoth Hunter) gains Swift Reform and Vanguard, and the Mammoth Hunter counts as being a Standard Beast for the purposes of distributing hits, except for Stomp Attacks.

Leader of the Pack

The Mammoth Hunter's base size is changed to 50×50 mm. As long the model is joined to a unit of Sabretooth Tigers, the unit (including the Mammoth Hunter) gains Swift Reform and Vanguard, and the Mammoth Hunter counts as being a Standard Beast for the purposes of distributing hits, except for Stomp Attacks.

Unholy Conduit

Friendly units within 6" gain Autonomous.

Unholy Conduit

Friendly units within 6" gain Autonomous.

Chiavi della Cittadella

Il modello deve acquistare Incanti d'Arma per almeno due delle sue armi.

Chiavi della Cittadella

Il modello deve acquistare Incanti d'Arma per almeno due delle sue armi.

Chill of the Grave

Enemy units within 6" of one or more models with Chill of the Grave suffer -2 Agility and -2 Defensive Skill.

Chill of the Grave

Enemy units within 6" of one or more models with Chill of the Grave suffer -2 Agility and -2 Defensive Skill.

Chilling Shriek

A model with this Special Attack can use it as 1. a Shooting Attack, and as 2. a Special Attack when Engaged in Combat. 1. Choose a target using the normal rules for Shooting Attacks. The attack has Range 8" and March and Shoot. 2. The attack is made at the model part's Agility. Declare that you are using Chilling Shriek when allocating attacks. If used, the model part cannot perform any Close Combat Attacks. Choose a single unit in base contact as the target. Regardless of whether it is used as a Shooting or Melee Attack, the Chilling Shriek inflicts 1 hit for each Health Point the model with Chilling Shriek currently has. These hits always have Strength 10, Armour Penetration 10, and Magical Attacks. When rolling to wound with this attack, use the enemy's Discipline instead of its Resilience.

Chilling Shriek

A model with this Special Attack can use it as 1. a Shooting Attack, and as 2. a Special Attack when Engaged in Combat. 1. Choose a target using the normal rules for Shooting Attacks. The attack has Range 8" and March and Shoot. 2. The attack is made at the model part's Agility. Declare that you are using Chilling Shriek when allocating attacks. If used, the model part cannot perform any Close Combat Attacks. Choose a single unit in base contact as the target. Regardless of whether it is used as a Shooting or Melee Attack, the Chilling Shriek inflicts 1 hit for each Health Point the model with Chilling Shriek currently has. These hits always have Strength 10, Armour Penetration 10, and Magical Attacks. When rolling to wound with this attack, use the enemy's Discipline instead of its Resilience.

Chilling Yawn

Chilling Yawn

Chilling Yawn

Chilling Yawn

Chilling Yawn

Chilling Yawn

Chitinous Plates

Chitinous Plates

Chitinous Scales

Chitinous Scales

Chitinous Scales

Chitinous Scales

Chitinous Scales

Chitinous Scales

Chitinous Tide

The model can make a number of Supporting Attacks equal to its Attack Value.

Chitinous Tide

The model can make a number of Supporting Attacks equal to its Attack Value.

Chosen of the Snow Childe

Universal Rule.
The Fey Rider gains +1 Attack Value for each enemy model in base contact with it and its attacks ignore Parry.

Chosen of the Snow Childe

Universal Rule.
The Fey Rider gains +1 Attack Value for each enemy model in base contact with it and its attacks ignore Parry.

Chosen of the Snow Childe

Universal Rule.
The Fey Rider gains +1 Attack Value for each enemy model in base contact with it and its attacks ignore Parry.

Chosen of the Snow Childe

Universal Rule.
The Fey Rider gains +1 Attack Value for each enemy model in base contact with it and its attacks ignore Parry.

Clava Gigantesca

Gli attacchi effettuati con questa arma ottengono +1 Forza e +1 Penetrazione Armatura.

Clava Gigantesca

Gli attacchi effettuati con questa arma ottengono +1 Forza e +1 Penetrazione Armatura.

Cleric

Cleric

Cleric

Cleric

Closely Guarded

Universal Rule.
The model can never issue or accept Duels or be chosen as the model that suffers the penalties for refusing a Duel. Unless mounted, apply the following additional rules:
• The model gains Strider and Stand Behind.
• The model must be deployed inside a unit of Tegu Warriors, Tegu Guards, or Elder Caimans and cannot voluntarily leave this unit.

Closely Guarded

Universal Rule.
The model can never issue or accept Duels or be chosen as the model that suffers the penalties for refusing a Duel. Unless mounted, apply the following additional rules:
• The model gains Strider and Stand Behind.
• The model must be deployed inside a unit of Tegu Warriors, Tegu Guards, or Elder Caimans and cannot voluntarily leave this unit.

Closely Guarded

Universal Rule.
The model can never issue or accept Duels or be chosen as the model that suffers the penalties for refusing a Duel. Unless mounted, apply the following additional rules:
• The model gains Strider and Stand Behind.
• The model must be deployed inside a unit of Tegu Warriors, Tegu Guards, or Elder Caimans and cannot voluntarily leave this unit.

Closely Guarded

Universal Rule.
The model can never issue or accept Duels or be chosen as the model that suffers the penalties for refusing a Duel. Unless mounted, apply the following additional rules:
• The model gains Strider and Stand Behind.
• The model must be deployed inside a unit of Tegu Warriors, Tegu Guards, or Elder Caimans and cannot voluntarily leave this unit.

Cloven Hooves

Cloven Hooves

Cloven Hooves

Cloven Hooves

Clutching Claws

Clutching Claws

Coastal Predator

The model gains Strider (Water Terrain). In addition, units gain Devastating Charge (+2" Adv) and Hard Target (1) while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.

Coastal Predator

The model gains Strider (Water Terrain). In addition, units gain Devastating Charge (+2" Adv) and Hard Target (1) while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.

Coastal Predator

The model gains Strider (Water Terrain). In addition, units gain Devastating Charge (+2″ Adv) and Hard
Target (1) while both the following conditions are met:
• More than half of their models have Coastal Predator.
• More than half of their models have the centre of their base inside a Water Terrain Feature.
Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.

Coastal Predator

The model gains Strider (Water Terrain). In addition, units gain Devastating Charge (+2" Adv) and Hard Target (1) while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.

Coastal Predator

The model gains Strider (Water Terrain). In addition, units gain Devastating Charge (+2" Adv) and Hard Target (1) while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.

Coastal Predator

The model gains Strider (Water Terrain). In addition, units gain Devastating Charge (+2" Adv) and Hard Target (1) while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.

Coastal Predator

The model gains Strider (Water Terrain). In addition, units gain Devastating Charge (+2" Adv) and Hard Target (1) while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.

Coastal Predator

The model gains Strider (Water Terrain). In addition, units gain Devastating Charge (+2″ Adv) and Hard
Target (1) while both the following conditions are met:
• More than half of their models have Coastal Predator.
• More than half of their models have the centre of their base inside a Water Terrain Feature.
Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.

Coastal Predator

The model gains Strider (Water Terrain). In addition, while the centre of the model’s base is inside a Water Terrain Feature, the model gains Devastating Charge (+2″ Adv) and Hard Target (1).

Coastal Predator

The model gains Strider (Water Terrain). In addition, units gain Devastating Charge (+2" Adv) and Hard Target (1) while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.

Coastal Predator

The model gains Strider (Water Terrain). In addition, units gain Devastating Charge (+2" Adv) and Hard Target (1) while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.

Coastal Predator

The model gains Strider (Water Terrain). In addition, units gain Devastating Charge (+2" Adv) and Hard Target (1) while both the following conditions are met: • More than half of their models have Coastal Predator. • More than half of their models have the centre of their base inside a Water Terrain Feature. Characters without Coastal Predator that Charge out of a unit do not benefit from Coastal Predator.

Cohort Coordination

While the model's unit is Steadfast and does not suffer from Disrupted Ranks, the model gains Fight in Extra Rank. Check if the conditions are met and apply the effects at the start of each Initiative Step.

Cohort Coordination

While the model's unit is Steadfast and does not suffer from Disrupted Ranks, the model gains Fight in Extra Rank. Check if the conditions are met and apply the effects at the start of each Initiative Step.

Cohort Coordination

While the model's unit is Steadfast and does not suffer from Disrupted Ranks, the model gains Fight in Extra Rank. Check if the conditions are met and apply the effects at the start of each Initiative Step.

Cohort Coordination

While the model's unit is Steadfast and does not suffer from Disrupted Ranks, the model gains Fight in Extra Rank. Check if the conditions are met and apply the effects at the start of each Initiative Step.

Coins for Eyes

Coins for Eyes

Guardian's Wrath

Model parts without Harnessed in the model's unit gain Battle Focus.

Guardian's Wrath

Model parts without Harnessed in the model's unit gain Battle Focus.

Colossal Kopesh

Close Combat Weapon.
Attacks made with this weapon gain +2 Strength, +2 Armour Penetration, and Multiple Wounds (D3, against Towering Presence).

Colossal Kopesh

Close Combat Weapon.
Attacks made with this weapon gain +2 Strength, +2 Armour Penetration, and Multiple Wounds (D3, against Towering Presence).

Colossal Kraken

The model gains +2 Health Points, 2 additional Lashmasters, and its base size is changed to 100×150 mm.

Colossal Kraken

The model gains +2 Health Points, 2 additional Lashmasters, and its base size is changed to 100x150 mm.

Colossal Kraken

The model gains +2 Health Points, 2 additional Lashmasters, and its base size is changed to 100×150 mm.

Colossal Stature

The model counts as Gigantic for the purpose of determining the number of Full Ranks.

Colossal Stature

The model counts as Gigantic for the purpose of determining the number of Full Ranks.

Colossal Stature

Universal Rule.
The model counts as Gigantic for the purpose of determining the number of Full Ranks.

Colossal Stature

Universal Rule.
The model counts as Gigantic for the purpose of determining the number of Full Ranks.

Colpo Infuocato

Gli Attacchi da Tiro del modello diventano Attacchi Infuocati e Attacchi Magici.

Colpo Infuocato

Gli Attacchi da Tiro del modello diventano Attacchi Infuocati e Attacchi Magici.

Colpo Letale

If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.

Combattere su Rango Extra

Combined Strength (x)

At step 8 of the Pre-Game Sequence (after Spell Selection), each unit with Combined Strength may be merged with a unit from one of the unit entries in brackets (X), forming a single unit called a Compound Unit. No unit can be merged with more than one other unit. In this context, the unit with Combined Strength is referred to as Guest Unit and its models as Guest Models, and the unit it is merged with is referred to as Host Unit and its models as Host Models.
Guest Models lose any Champion upgrade and Banner Enchantment until the end of the game, and, while part of a Compound Unit, they gain Fight in Extra Rank.
Guest Models follow the rules for Matching Bases (see Front Rank), with the exception that Infantry Guest Models do not have to be placed as far forwards as possible, while non-Infantry Guest Models must always be placed in the first rank, possibly pushing back other models with Front Rank.
The original units of a Compound Unit are treated separately for the purpose of Victory Points. For all other purposes, each Compound Unit is treated as a single unit. Host and Guest Models in the same unit do not share a common Health Pool even though they all are R&F models of the same unit. Instead, each group has their own Health Pool (lost Health Points are never passed between the Health Pools, and any excess Health Point losses are ignored). Guest Models are not forced to choose the same Close Combat Weapons in close combat as the Host Models in their Compound Unit.
Distributing Hits: For the purpose of distributing hits onto a Compound Unit, Guest Models are considered as Characters with a different Type/Height combination that all share the same Health Pool.
Allocating Attacks: Swirling Melee cannot be used against Compound Units. Otherwise, Close Combat Attacks can be allocated as normal towards different Health Pools in base contact. Alternatively, R&F models that could allocate Close Combat Attacks towards any model in the Compound Unit, and R&F models that could not allocate Close Combat Attacks due to models in Duels, may instead choose to allocate Close Combat Attacks towards one of the following:
• The Health Pool of the non-Champion Host Models.
• The Health Pool of the Guest Models; these Close Combat Attacks suffer −1 to hit unless one or more Guest Models are in base contact with the attacker.

Combined Strength (x)

At step 8 of the Pre-Game Sequence (after Spell Selection), each unit with Combined Strength may be merged with a unit from one of the unit entries in brackets (X), forming a single unit called a Compound Unit. No unit can be merged with more than one other unit. In this context, the unit with Combined Strength is referred to as Guest Unit and its models as Guest Models, and the unit it is merged with is referred to as Host Unit and its models as Host Models.
Guest Models lose any Champion upgrade and Banner Enchantment until the end of the game, and, while part of a Compound Unit, they gain Fight in Extra Rank.
Guest Models follow the rules for Matching Bases (see Front Rank), with the exception that Infantry Guest Models do not have to be placed as far forwards as possible, while non-Infantry Guest Models must always be placed in the first rank, possibly pushing back other models with Front Rank.
The original units of a Compound Unit are treated separately for the purpose of Victory Points. For all other purposes, each Compound Unit is treated as a single unit. Host and Guest Models in the same unit do not share a common Health Pool even though they all are R&F models of the same unit. Instead, each group has their own Health Pool (lost Health Points are never passed between the Health Pools, and any excess Health Point losses are ignored). Guest Models are not forced to choose the same Close Combat Weapons in close combat as the Host Models in their Compound Unit.
Distributing Hits: For the purpose of distributing hits onto a Compound Unit, Guest Models are considered as Characters with a different Type/Height combination that all share the same Health Pool.
Allocating Attacks: Swirling Melee cannot be used against Compound Units. Otherwise, Close Combat Attacks can be allocated as normal towards different Health Pools in base contact. Alternatively, R&F models that could allocate Close Combat Attacks towards any model in the Compound Unit, and R&F models that could not allocate Close Combat Attacks due to models in Duels, may instead choose to allocate Close Combat Attacks towards one of the following:
• The Health Pool of the non-Champion Host Models.
• The Health Pool of the Guest Models; these Close Combat Attacks suffer −1 to hit unless one or more Guest Models are in base contact with the attacker.

Combined Strength (x)

At step 8 of the Pre-Game Sequence (after Spell Selection), each unit with Combined Strength may be merged with a unit from one of the unit entries in brackets (X), forming a single unit called a Compound Unit. No unit can be merged with more than one other unit. In this context, the unit with Combined Strength is referred to as Guest Unit and its models as Guest Models, and the unit it is merged with is referred to as Host Unit and its models as Host Models.
Guest Models lose any Champion upgrade and Banner Enchantment until the end of the game, and, while part of a Compound Unit, they gain Fight in Extra Rank.
Guest Models follow the rules for Matching Bases (see Front Rank), with the exception that Infantry Guest Models do not have to be placed as far forwards as possible, while non-Infantry Guest Models must always be placed in the first rank, possibly pushing back other models with Front Rank.
The original units of a Compound Unit are treated separately for the purpose of Victory Points. For all other purposes, each Compound Unit is treated as a single unit. Host and Guest Models in the same unit do not share a common Health Pool even though they all are R&F models of the same unit. Instead, each group has their own Health Pool (lost Health Points are never passed between the Health Pools, and any excess Health Point losses are ignored). Guest Models are not forced to choose the same Close Combat Weapons in close combat as the Host Models in their Compound Unit.
Distributing Hits: For the purpose of distributing hits onto a Compound Unit, Guest Models are considered as Characters with a different Type/Height combination that all share the same Health Pool.
Allocating Attacks: Swirling Melee cannot be used against Compound Units. Otherwise, Close Combat Attacks can be allocated as normal towards different Health Pools in base contact. Alternatively, R&F models that could allocate Close Combat Attacks towards any model in the Compound Unit, and R&F models that could not allocate Close Combat Attacks due to models in Duels, may instead choose to allocate Close Combat Attacks towards one of the following:
• The Health Pool of the non-Champion Host Models.
• The Health Pool of the Guest Models; these Close Combat Attacks suffer −1 to hit unless one or more Guest Models are in base contact with the attacker.

Combined Strength (x)

At step 8 of the Pre-Game Sequence (after Spell Selection), each unit with Combined Strength may be merged with a unit from one of the unit entries in brackets (X), forming a single unit called a Compound Unit. No unit can be merged with more than one other unit. In this context, the unit with Combined Strength is referred to as Guest Unit and its models as Guest Models, and the unit it is merged with is referred to as Host Unit and its models as Host Models.
Guest Models lose any Champion upgrade and Banner Enchantment until the end of the game, and, while part of a Compound Unit, they gain Fight in Extra Rank.
Guest Models follow the rules for Matching Bases (see Front Rank), with the exception that Infantry Guest Models do not have to be placed as far forwards as possible, while non-Infantry Guest Models must always be placed in the first rank, possibly pushing back other models with Front Rank.
The original units of a Compound Unit are treated separately for the purpose of Victory Points. For all other purposes, each Compound Unit is treated as a single unit. Host and Guest Models in the same unit do not share a common Health Pool even though they all are R&F models of the same unit. Instead, each group has their own Health Pool (lost Health Points are never passed between the Health Pools, and any excess Health Point losses are ignored). Guest Models are not forced to choose the same Close Combat Weapons in close combat as the Host Models in their Compound Unit.
Distributing Hits: For the purpose of distributing hits onto a Compound Unit, Guest Models are considered as Characters with a different Type/Height combination that all share the same Health Pool.
Allocating Attacks: Swirling Melee cannot be used against Compound Units. Otherwise, Close Combat Attacks can be allocated as normal towards different Health Pools in base contact. Alternatively, R&F models that could allocate Close Combat Attacks towards any model in the Compound Unit, and R&F models that could not allocate Close Combat Attacks due to models in Duels, may instead choose to allocate Close Combat Attacks towards one of the following:
• The Health Pool of the non-Champion Host Models.
• The Health Pool of the Guest Models; these Close Combat Attacks suffer −1 to hit unless one or more Guest Models are in base contact with the attacker.

Incendiario

Colloca un Segnalino Incendiario vicino all'unità per ciascuna istanza di Incendiario. Un'unità con uno o più Segnalini Incendiario ottiene Infiammabile. Rimuovi un Segnalino Incendiario: • Non appena l'unità subisce una o più ferite (prima dei tiri protezione) da Attacchi a Distanza che siano Attacchi Infuocati. • Alla fine di un Round di Combattimento in cui l'unità subisce una o più ferite (prima di effettuare i tiri protezione) da Attacchi da Mischia che siano Attacchi Infuocati. Un Personaggio che lascia un'unità influenzata da Incendiario non ne è più influenzato, a meno che il Personaggio non fosse un'unità composta da un modello singolo quando ha ottenuto Incendiario. In tal caso, il Personaggio mantiene questi Segnalini Incendiario.

Incendiario

Colloca un Segnalino Incendiario vicino all'unità per ciascuna istanza di Incendiario. Un'unità con uno o più Segnalini Incendiario ottiene Infiammabile. Rimuovi un Segnalino Incendiario: • Non appena l'unità subisce una o più ferite (prima dei tiri protezione) da Attacchi a Distanza che siano Attacchi Infuocati. • Alla fine di un Round di Combattimento in cui l'unità subisce una o più ferite (prima di effettuare i tiri protezione) da Attacchi da Mischia che siano Attacchi Infuocati. Un Personaggio che lascia un'unità influenzata da Incendiario non ne è più influenzato, a meno che il Personaggio non fosse un'unità composta da un modello singolo quando ha ottenuto Incendiario. In tal caso, il Personaggio mantiene questi Segnalini Incendiario.

Commandment

Commandment

Common Goblin

The model gains Insignificant.

Common Goblin

The model gains Insignificant.

Common Orc

The model part gains Born to Fight.

Common Orc

The model part gains Born to Fight.

Communal Bond

Universal Rule.
The unit gains Swift Reform, Maximised (Discipline Test) and cannot benefit from Inspiring Presence.

Communal Bond

Units with more than half of their models with Communal Bond are subject to the following rules:
• They gain Swift Reform.
• Their Discipline Tests are subject to Minimised Roll while within range of a friendly model’s Commanding Presence.
• R&F models with Scoring and R&F models in Compound Units gain Commanding Presence with the following rules and restrictions: its range is set to 8″, and the models may choose to set their Discipline to the highest Discipline value available in the unit for the purpose of this instance of Commanding Presence.

Communal Bond

Units with more than half of their models with Communal Bond are subject to the following rules:
• They gain Swift Reform.
• Their Discipline Tests are subject to Minimised Roll while within range of a friendly model’s Commanding Presence.
• R&F models with Scoring and R&F models in Compound Units gain Commanding Presence with the following rules and restrictions: its range is set to 8″, and the models may choose to set their Discipline to the highest Discipline value available in the unit for the purpose of this instance of Commanding Presence.

Communal Bond

Units with more than half of their models with Communal Bond are subject to the following rules:
• They gain Swift Reform.
• Their Discipline Tests are subject to Minimised Roll while within range of a friendly model’s Commanding Presence.
• R&F models with Scoring and R&F models in Compound Units gain Commanding Presence with the following rules and restrictions: its range is set to 8″, and the models may choose to set their Discipline to the highest Discipline value available in the unit for the purpose of this instance of Commanding Presence.

Communal Bond

Units with more than half of their models with Communal Bond are subject to the following rules:
• They gain Swift Reform.
• Their Discipline Tests are subject to Minimised Roll while within range of a friendly model’s Commanding Presence.
• R&F models with Scoring and R&F models in Compound Units gain Commanding Presence with the following rules and restrictions: its range is set to 8″, and the models may choose to set their Discipline to the highest Discipline value available in the unit for the purpose of this instance of Commanding Presence.

Conclave di Maghi

The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept.
This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave.
This overrides the Spell Selection rules connected to being a Wizard Adept.

Conjuration Mastery

Know Thyself

At the start of the Initiative Step in which the model's Close Combat Attacks will be performed, choose one model part from each enemy model in base contact and add their Attack Value Characteristics, excluding any modifiers, to the Attack Value of Kuulima's Deceiver. At the end of each Round of Combat, the model's Attack Value is set to 1.

Know Thyself

At the start of the Initiative Step in which the model's Close Combat Attacks will be performed, choose one model part from each enemy model in base contact and add their Attack Value Characteristics, excluding any modifiers, to the Attack Value of Kuulima's Deceiver. At the end of each Round of Combat, the model's Attack Value is set to 1.

Containment Field

Personal Protection.
Attacks made by enemy units in base contact with one or more models with Containment Field suffer −1 to wound if they are Special Attacks and/or Magical Attacks.

Containment Field

Personal Protection.
Attacks made by enemy units in base contact with one or more models with Containment Field suffer −1 to wound if they are Special Attacks and/or Magical Attacks.

Containment Field

Personal Protection.
Attacks made by enemy units in base contact with one or more models with Containment Field suffer −1 to wound if they are Special Attacks and/or Magical Attacks.

Containment Field

Personal Protection.
Attacks made by enemy units in base contact with one or more models with Containment Field suffer −1 to wound if they are Special Attacks and/or Magical Attacks.

Sicarran Smugglers

The unit may start the game in Tunnel Reserve. Ambush rolls of units consisting entirely of models with Sicarran Smugglers may be rerolled. This overrides the restriction of rules and abilities not working while the model is off the board.

Sicarran Smugglers

The unit may start the game in Tunnel Reserve. Ambush rolls of units consisting entirely of models with Sicarran Smugglers may be rerolled. This overrides the restriction of rules and abilities not working while the model is off the board.

Sicarran Smugglers

The unit may start the game in Tunnel Reserve. Ambush rolls of units consisting entirely of models with Sicarran Smugglers may be rerolled. This overrides the restriction of rules and abilities not working while the model is off the board.

Sicarran Smugglers

The unit may start the game in Tunnel Reserve. Ambush rolls of units consisting entirely of models with Sicarran Smugglers may be rerolled. This overrides the restriction of rules and abilities not working while the model is off the board.

Contractor

Universal Rule.
The opponent is awarded an additional +200 Victory Points if the model is removed as a casualty.

Mishap

The model suffers a Mishap when it rolls a natural '1' for the type of roll described in brackets (X). If X is Misfirequot;, the model suffers a Mishap instead of suffering effects from Misfire. A roll resulting in a Mishap can never be rerolled and an attack resulting in a Mishap is always lost. When suffering a Mishap, the model's unit suffers 1 hit that wounds automatically with Armour Penetration 2. If the Trial and Terror shooting mode was used, the model's unit suffers 2 hits that wound automatically with Armour Penetration 2 instead.

Mishap

The model suffers a Mishap when it rolls a natural '1' for the type of roll described in brackets (X). If X is Misfirequot;, the model suffers a Mishap instead of suffering effects from Misfire. A roll resulting in a Mishap can never be rerolled and an attack resulting in a Mishap is always lost. When suffering a Mishap, the model's unit suffers 1 hit that wounds automatically with Armour Penetration 2. If the Trial and Terror shooting mode was used, the model's unit suffers 2 hits that wound automatically with Armour Penetration 2 instead.

Mishap

The model suffers a Mishap when it rolls a natural '1' for the type of roll described in brackets (X). If X is Misfirequot;, the model suffers a Mishap instead of suffering effects from Misfire. A roll resulting in a Mishap can never be rerolled and an attack resulting in a Mishap is always lost. When suffering a Mishap, the model's unit suffers 1 hit that wounds automatically with Armour Penetration 2. If the Trial and Terror shooting mode was used, the model's unit suffers 2 hits that wound automatically with Armour Penetration 2 instead.

Mishap

The model suffers a Mishap when it rolls a natural '1' for the type of roll described in brackets (X). If X is Misfirequot;, the model suffers a Mishap instead of suffering effects from Misfire. A roll resulting in a Mishap can never be rerolled and an attack resulting in a Mishap is always lost. When suffering a Mishap, the model's unit suffers 1 hit that wounds automatically with Armour Penetration 2. If the Trial and Terror shooting mode was used, the model's unit suffers 2 hits that wound automatically with Armour Penetration 2 instead.

Impassibile

If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.

Corno da Caccia

Tutte le unità amiche entro 6" da uno o più modelli con Corno da Caccia ottengono Carica Devastante (+1" Ava).

Corno da Caccia

Tutte le unità amiche entro 6" da uno o più modelli con Corno da Caccia ottengono Carica Devastante (+1" Ava).

Corrosive Spitter

Universal Rule.
The model gains Poison Attacks. In addition, the model gains Breath Attack (Str 2, AP 3) with the following exceptions: Instead of 2D6 hits, the target suffers a number of hits equal to the number of models with Corrosive Spitter in the unit. Only a single model in each unit may use this Breath Attack once per game.

Corrosive Spitter

Universal Rule.
The model gains Poison Attacks. In addition, the model gains Breath Attack (Str 2, AP 3) with the following exceptions: Instead of 2D6 hits, the target suffers a number of hits equal to the number of models with Corrosive Spitter in the unit. Only a single model in each unit may use this Breath Attack once per game.

Corrosive Spitter

Universal Rule.
The model gains Poison Attacks. In addition, the model gains Breath Attack (Str 2, AP 3) with the following exceptions: Instead of 2D6 hits, the target suffers a number of hits equal to the number of models with Corrosive Spitter in the unit. Only a single model in each unit may use this Breath Attack once per game.

Corrosive Spitter

Universal Rule.
The model gains Poison Attacks. In addition, the model gains Breath Attack (Str 2, AP 3) with the following exceptions: Instead of 2D6 hits, the target suffers a number of hits equal to the number of models with Corrosive Spitter in the unit. Only a single model in each unit may use this Breath Attack once per game.

Corsair

The model gains Light Troops, Kraken's Hide, and Paired Weapons. In addition, enemy models that are not immune to the effects of Fear in units in base contact with one or more models with Corsair suffer -1 Discipline.

Corsair

The model gains Light Troops, Kraken's Hide, and Paired Weapons. In addition, enemy models that are not immune to the effects of Fear in units in base contact with one or more models with Corsair suffer -1 Discipline.

Corsair Boarders

The model gains Heavy Armour and Scoring.

Corsair Ravagers

The model gains Extra Support (2), Hard Target (1), Light Troops and Skirmisher. In addition, enemy models that are not immune to the effects of Fear in units in base contact with one or more models with Corsair Ravagers suffer -1 Discipline.

Courage

The model gains Aegis (+1, max. 4+) with the following restriction: The effect can only be used against wounds against which the model cannot take or would automatically fail its any Armour Saves. Units with more than half of their models with Courage ignore friendly units consisting entirely of models with Ordeal for the purpose of Panic Tests.

Courage

The model gains Aegis (+1, max. 4+) with the following restriction: The effect can only be used against wounds against which the model cannot take or would automatically fail its any Armour Saves. Units with more than half of their models with Courage ignore friendly units consisting entirely of models with Ordeal for the purpose of Panic Tests.

Courage

The model gains Aegis (+1, max. 4+) with the following restriction: The effect can only be used against wounds against which the model cannot take or would automatically fail its any Armour Saves. Units with more than half of their models with Courage ignore friendly units consisting entirely of models with Ordeal for the purpose of Panic Tests.

Courage

The model gains Aegis (5+) with the following restriction: The effect can only be used against wounds against which the model cannot take or would automatically fail its Armour Save.

Courage

The model gains Aegis (+1, max. 4+) with the following restriction: The effect can only be used against wounds against which the model cannot take or would automatically fail its any Armour Saves. Units with more than half of their models with Courage ignore friendly units consisting entirely of models with Ordeal for the purpose of Panic Tests.

Falcata Rapida

When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.

Courtier of the Dawn

Universal Rule.
The model gains +3 Attack Value, Fly (8″, 16″), and Gallantry (2). Model parts (friend or foe) with Harnessed Engaged in the same Combat as the model gain +1 to hit.

Courtier of the Dawn

Universal Rule.
The model gains +3 Attack Value, Fly (8″, 16″), and Gallantry (2). Model parts (friend or foe) with Harnessed Engaged in the same Combat as the model gain +1 to hit.

Courtier of the Dawn

Universal Rule.
The model gains +3 Attack Value, Fly (8″, 16″), and Gallantry (2). Model parts (friend or foe) with Harnessed Engaged in the same Combat as the model gain +1 to hit.

Courtier of the Dawn

Universal Rule.
The model gains +3 Attack Value, Fly (8″, 16″), and Gallantry (2). Model parts (friend or foe) with Harnessed Engaged in the same Combat as the model gain +1 to hit.

Courtier of the Dusk

Universal Rule.
The model is a Wizard Adept that must choose Druidism or Witchcraft as its Path of Magic and that cannot select the Hereditary Spell. In addition, the Casting Value of spells that target the model and/or any unit Engaged in the same Combat as the model (friend or foe) is reduced by 1.

Courtier of the Dusk

Universal Rule.
The model is a Wizard Adept that must choose Druidism or Witchcraft as its Path of Magic and that cannot select the Hereditary Spell. In addition, the Casting Value of spells that target the model and/or any unit Engaged in the same Combat as the model (friend or foe) is reduced by 1.

Courtier of the Dusk

Universal Rule.
The model is a Wizard Adept that must choose Druidism or Witchcraft as its Path of Magic and that cannot select the Hereditary Spell. In addition, the Casting Value of spells that target the model and/or any unit Engaged in the same Combat as the model (friend or foe) is reduced by 1.

Courtier of the Dusk

Universal Rule.
The model is a Wizard Adept that must choose Druidism or Witchcraft as its Path of Magic and that cannot select the Hereditary Spell. In addition, the Casting Value of spells that target the model and/or any unit Engaged in the same Combat as the model (friend or foe) is reduced by 1.

Professional Courtesy

The model cannot join units that contain another model from the same unit entry.

Professional Courtesy

The model cannot join units that contain another model from the same unit entry.

Professional Courtesy

The model cannot join units that contain another model from the same unit entry.

Salva di Copertura

Quando un'unità nemica dichiara una Carica contro un'unità con Disciplina Marziale durante la Fase di Carica, una singola unità amica contenente uno o più modelli con Salva di Copertura può eseguire immediatamente una Reazione alla Carica Resistere e Tirare con le seguenti condizioni e restrizioni: • La distanza tra l'unità in Carica e l'unità Caricata deve essere superiore al valore di Avanzata dell'unità in Carica (usando il valore più basso tra i modelli in Carica, se sono presenti più valori). • L'unità con Salva di Copertura deve essere entro 12" dall'unità Caricata. • Solo i modelli con Salva di Copertura possono tirare, ed essi posso tirare solo una volta per Fase di Carica. • L'unità deveeffettuare Resistere e Tirare prima che l'unità Caricata dichiari la sua Reazione alla Carica. Se la Carica non è più possibile dopo questo Resistere e Tirare (es. a causa della distruzione dell'unità in Carica o del fallimento di un Test di Panico), l'unità Caricata non dichiara nessuna Reazione alla Carica • La Reazione alla Carica Resistere e Tirare viene eseguita come se il nemico avesse dichiarato la Carica contro l'unità con Salva di Copertura nella sua attuale posizione (applica le consuete regole per la Reazione alla Carica Resistere e Tirare, ovvero l'unità in Carica deve essere Situata nell'Arco del Fronte dell'unità con Salva di Copertura, l'unità con Salva di Copertura non può essere Scossa o in Fuga, ecc.).

Salva di Copertura

Quando un'unità nemica dichiara una Carica contro un'unità con Disciplina Marziale durante la Fase di Carica, una singola unità amica contenente uno o più modelli con Salva di Copertura può eseguire immediatamente una Reazione alla Carica Resistere e Tirare con le seguenti condizioni e restrizioni: • La distanza tra l'unità in Carica e l'unità Caricata deve essere superiore al valore di Avanzata dell'unità in Carica (usando il valore più basso tra i modelli in Carica, se sono presenti più valori). • L'unità con Salva di Copertura deve essere entro 12" dall'unità Caricata. • Solo i modelli con Salva di Copertura possono tirare, ed essi posso tirare solo una volta per Fase di Carica. • L'unità deveeffettuare Resistere e Tirare prima che l'unità Caricata dichiari la sua Reazione alla Carica. Se la Carica non è più possibile dopo questo Resistere e Tirare (es. a causa della distruzione dell'unità in Carica o del fallimento di un Test di Panico), l'unità Caricata non dichiara nessuna Reazione alla Carica • La Reazione alla Carica Resistere e Tirare viene eseguita come se il nemico avesse dichiarato la Carica contro l'unità con Salva di Copertura nella sua attuale posizione (applica le consuete regole per la Reazione alla Carica Resistere e Tirare, ovvero l'unità in Carica deve essere Situata nell'Arco del Fronte dell'unità con Salva di Copertura, l'unità con Salva di Copertura non può essere Scossa o in Fuga, ecc.).

Covetous Camouflage

Covetous Camouflage

Guardiano del Dirupo

Il modello ottiene Bersaglio Difficile (1), Schermagliatore, Truppe Leggere e perde Presidiante.

Guardiano del Dirupo

Il modello ottiene Bersaglio Difficile (1), Schermagliatore, Truppe Leggere e perde Presidiante.

Creepers

The model gains Hard Target(1), Light Troops, Scout, Skirmisher, and Strider and loses Scoring.

Creepers

The model gains Hard Target(1), Light Troops, Scout, Skirmisher, and Strider and loses Scoring.

Creepers

The model gains Hard Target(1), Light Troops, Scout, Skirmisher, and Strider and loses Scoring.

Creepers

The model gains Hard Target(1), Light Troops, Scout, Skirmisher, and Strider and loses Scoring.

Creepers

The model loses Scoring and gains Hard Target (1), Light Troops, and Skirmisher.

Creepers

The model loses Scoring and gains Hard Target (1), Light Troops, and Skirmisher.

Creepy-Crawlies

The model gains Ghost Step, and model parts with Harnessed gain Poison Attacks.

Creepy-Crawlies

The model gains Ghost Step, and model parts with Harnessed gain Poison Attacks.

Creepy-Crawlies

The model gains Ghost Step, and model parts with Harnessed gain Poison Attacks.

Creepy-Crawlies

The model gains Ghost Step, and model parts with Harnessed gain Poison Attacks.

Crucible of Slaughter

The model gains Attached, Exclusive (R&F Infantry), Frenzy, Not a Leader, and War Platform, and it loses Channel (3). . In addition, the following elements gain the corresponding rules while in units within 12" of a friendly Crucible of Slaughter: • R&F model parts without Harnessed gain Frenzy and Battle Focus • Temple Militants gain Hatred

Crucible of Slaughter

The model gains Attached, Exclusive (R&F Infantry), Frenzy, Not a Leader, and War Platform, and it loses Channel (3). . In addition, the following elements gain the corresponding rules while in units within 12" of a friendly Crucible of Slaughter: • R&F model parts without Harnessed gain Frenzy and Battle Focus • Temple Militants gain Hatred

Mammoth Stabber

If the unit is Charging and has at least one Full Rank, nominate a single R&F model in the unit at Initiative Step 10. This model gains Impact Hits (D3) until the end of the Round of Combat. These Impact Hits are resolved with Strength 5, Armour Penetration 2, and Multiple Wounds (D3+1, against Towering Presence).

Mammoth Stabber

If the unit is Charging and has at least one Full Rank, nominate a single R&F model in the unit at Initiative Step 10. This model gains Impact Hits (D3) until the end of the Round of Combat. These Impact Hits are resolved with Strength 5, Armour Penetration 2, and Multiple Wounds (D3+1, against Towering Presence).

Crimson Rage

Crimson Rage

Venomous Fangs

Before rolling to hit, nominate one Close Combat Attack from a model part with Venomous Fangs. This attack gains Multiple Wounds (D3+1). If the attack is turned into more than one hit (e.g. a hit with Battle Focus), only a single hit, chosen by the owner, gains the effect.

Venomous Fangs

Before rolling to hit, nominate one Close Combat Attack from a model part with Venomous Fangs. This attack gains Multiple Wounds (D3+1). If the attack is turned into more than one hit (e.g. a hit with Battle Focus), only a single hit, chosen by the owner, gains the effect.

Crucible of Contagion

The bearer's model gains +1 Health Point, and enemy units in base contact with the bearer's model suffer -1 Resilience.

Crude Weapons

Apply the following rules after the First Round of Combat until the model is no longer Engaged in Combat: • The model cannot benefit from Parry. • All its weapons count as Hand Weapons for all rules purposes.

Crude Weapons

Apply the following rules after the First Round of Combat until the model is no longer Engaged in Combat: • The model cannot benefit from Parry. • All its weapons count as Hand Weapons for all rules purposes.

Crude Weapons

Apply the following rules after the First Round of Combat until the model is no longer Engaged in Combat: • The model cannot benefit from Parry. • All its weapons count as Hand Weapons for all rules purposes.

Crude Weapons

Apply the following rules after the First Round of Combat until the model is no longer Engaged in Combat: • The model cannot benefit from Parry. • All its weapons count as Hand Weapons for all rules purposes.

Viaggiatore

The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.

Più Sono Grandi…

Il modello ottiene Carica Devastante (Passo Rapido) ai fini delle Cariche contro unità che contengono almeno un modello Grande od Enorme.

Più Sono Grandi…

Il modello ottiene Carica Devastante (Passo Rapido) ai fini delle Cariche contro unità che contengono almeno un modello Grande od Enorme.

Mountain Hide

When a model with Mountain Hide suffers a wound from an attack with Multiple Wounds (X), halve X, rounding fractions up.

Mountain Hide

When a model with Mountain Hide suffers a wound from an attack with Multiple Wounds (X), halve X, rounding fractions up.

Cult Influence

Universal Rule.
The model loses Insignificant while a Sacred Plat- form with Pestilent Pulpit is part of the model’s unit.

Cult Leader

The range of the bearer's Commanding Presence or Rally Around the Flag is always 18'. General or Battle Standard Bearer only

Cult Leader

The range of the bearer's Commanding Presence or Rally Around the Flag is always 18'. General or Battle Standard Bearer only

Cult of Errahman

Whenever a natural '1' is rolled to hit for an enemy Close Combat Attack allocated towards a model with Cult of Errahman, the model part inflicts 1 hit with Toxic Attacks on the attacking model's unit in the same Initiative Step, before any casualties are removed. R&F models with Cult of Errahman cannot be joined by models without Cult of Errahman.

Cult of Errahman

Whenever a natural '1' is rolled to hit for an enemy Close Combat Attack allocated towards a model with Cult of Errahman, the model part inflicts 1 hit with Toxic Attacks on the attacking model's unit in the same Initiative Step, before any casualties are removed. R&F models with Cult of Errahman cannot be joined by models without Cult of Errahman.

Cult of Errahman

Whenever a natural '1' is rolled to hit for an enemy Close Combat Attack allocated towards a model with Cult of Errahman, the model part inflicts 1 hit with Toxic Attacks on the attacking model's unit in the same Initiative Step, before any casualties are removed. R&F models with Cult of Errahman cannot be joined by models without Cult of Errahman.

Cult of Errahman

Whenever a natural '1' is rolled to hit for an enemy Close Combat Attack allocated towards a model with Cult of Errahman, the model part inflicts 1 hit with Toxic Attacks on the attacking model's unit in the same Initiative Step, before any casualties are removed. R&F models with Cult of Errahman cannot be joined by models without Cult of Errahman.

Cult of Errahman

Whenever a natural '1' is rolled to hit for an enemy Close Combat Attack allocated towards a model with Cult of Errahman, the model part inflicts 1 hit with Toxic Attacks on the attacking model's unit in the same Initiative Step, before any casualties are removed. R&F models with Cult of Errahman cannot be joined by models without Cult of Errahman.

Cut one off…

For each successful Fortitude Save roll of a natural '6', the model disregards another simultaneously suffered wound. If there aren't enough simultaneously suffered wounds to disregard, the model immediately Recovers 1 Health Point instead.

Cut one off…

For each successful Fortitude Save roll of a natural '6', the model disregards another simultaneously suffered wound. If there aren't enough simultaneously suffered wounds to disregard, the model immediately Recovers 1 Health Point instead.

Daemonic Summon

At the end of step 3 of the owner’s Magic Phase (Siphon the Veil) and before Veil Token Limits are applied, each non-Fleeing model with Daemonic Summon may perform a single Daemonic Summon:
1. Choose a unit from the Summoned Daemons Army Category on your Army List.
2. Discard a number of Veil Tokens from your Veil Token pool corresponding to the chosen unit’s Point Cost divided by 200, rounding fractions up. During the owner’s Player Turn 1, only 2 Veil Tokens may be discarded for Daemonic Summon. Otherwise, a maximum of 6 Veil Tokens may be discarded for Daemonic Summon per Player Turn.
3. The chosen unit is deployed in a legal formation fully within 12″ of the model that performs the Daemonic Summon. All models must be placed at least 1″ away from other units and from Impassable Terrain. If the whole unit cannot be deployed, then no models can be deployed.

The unit counts as having moved during the Player Turn it arrives on the Battlefield. Any unit that entered the Battlefield on Game Turn 4 or later loses Scoring. If a unit from the Summoned Daemons Army Category has not entered the Battlefield before the end of the game, the unit counts as destroyed.

Until deployed on the Battlefield, units from the Summoned Daemons Army Category cannot perform any actions at all, and all their Special Items, rules, and abilities don’t work while off the board.

Daemonic Summon

At the end of step 3 of the owner’s Magic Phase (Siphon the Veil) and before Veil Token Limits are applied, each non-Fleeing model with Daemonic Summon may perform a single Daemonic Summon:
1. Choose a unit from the Summoned Daemons Army Category on your Army List.
2. Discard a number of Veil Tokens from your Veil Token pool corresponding to the chosen unit’s Point Cost divided by 200, rounding fractions up. During the owner’s Player Turn 1, only 2 Veil Tokens may be discarded for Daemonic Summon. Otherwise, a maximum of 6 Veil Tokens may be discarded for Daemonic Summon per Player Turn.
3. The chosen unit is deployed in a legal formation fully within 12″ of the model that performs the Daemonic Summon. All models must be placed at least 1″ away from other units and from Impassable Terrain. If the whole unit cannot be deployed, then no models can be deployed.

The unit counts as having moved during the Player Turn it arrives on the Battlefield. Any unit that entered the Battlefield on Game Turn 4 or later loses Scoring. If a unit from the Summoned Daemons Army Category has not entered the Battlefield before the end of the game, the unit counts as destroyed.

Until deployed on the Battlefield, units from the Summoned Daemons Army Category cannot perform any actions at all, and all their Special Items, rules, and abilities don’t work while off the board.

Daemonic Wings

Daemonic Wings

Damnation

The unit cannot be joined by any Characters, and it may never have more ranks than files. When the unit fails a Break Test, it does not perform the extra Close Combat Attacks from Path of the Exiled. Instead replace each model of the unit with a Wretched One model after step 8 of the Round of Combat Sequence (after taking Panic Tests): • The unit with Damnation is considered destroyed and its models are considered to be removed as casualties. • Each Wretched One model is placed in the same position and facing the same direction as the replaced model, even if the replaced model was in base contact with an enemy unit. In this case, the Wretched One model is placed in base contact with the enemy unit too. • The Wretched One models form a new unit. • The Wretched One unit follows the rules for Summoned Units, except that it ignores the Unit Spacing rule when placed on the Battlefield. • The Wretched One unit cannot perform any Combat Reforms during that Round of Combat, however the enemy units can do so as normal. • Note that the following Round of Combat is not considered the First Round of Combat for the Wretched One unit nor the enemy units it is Engaged with.

Damnation

The unit cannot be joined by any Characters, and it may never have more ranks than files. When the unit fails a Break Test, it does not perform the extra Close Combat Attacks from Path of the Exiled. Instead replace each model of the unit with a Wretched One model after step 8 of the Round of Combat Sequence (after taking Panic Tests): • The unit with Damnation is considered destroyed and its models are considered to be removed as casualties. • Each Wretched One model is placed in the same position and facing the same direction as the replaced model, even if the replaced model was in base contact with an enemy unit. In this case, the Wretched One model is placed in base contact with the enemy unit too. • The Wretched One models form a new unit. • The Wretched One unit follows the rules for Summoned Units, except that it ignores the Unit Spacing rule when placed on the Battlefield. • The Wretched One unit cannot perform any Combat Reforms during that Round of Combat, however the enemy units can do so as normal. • Note that the following Round of Combat is not considered the First Round of Combat for the Wretched One unit nor the enemy units it is Engaged with.

Steam Powered

The model may choose not to move despite having Random Movement, and its Pursuit and Overrun Distance in the Melee Phase are always 0". Before moving in the Movement Phase, the model may choose to replace its Random Movement (4D3") with Random Movement (5D3") until the end of the Movement Phase. If so, the Steam Cannon cannot be used during this Player Turn.

Steam Powered

The model may choose not to move despite having Random Movement, and its Pursuit and Overrun Distance in the Melee Phase are always 0". Before moving in the Movement Phase, the model may choose to replace its Random Movement (4D3") with Random Movement (5D3") until the end of the Movement Phase. If so, the Steam Cannon cannot be used during this Player Turn.

Dances of Cenyrn

At the start of each Round of Combat, units consisting entirely of models with this rule must choose one of the dances listed below and apply its effects until the end of the Round of Combat. The unit cannot choose this dance again until after one of the following has happened: • The unit is no longer Engaged in Combat. • The unit has chosen a different dance.

Dances of Cenyrn

At the start of each Round of Combat, units consisting entirely of models with this rule must choose one of the dances listed below and apply its effects until the end of the Round of Combat. The unit cannot choose this dance again until after one of the following has happened: • The unit is no longer Engaged in Combat. • The unit has chosen a different dance.

Dark Conclave

Universal Rule.
Spells cast by the model gain +3″ range for each additional friendly Wizard within 12″ of the Caster. This bonus can never increase the combined modifier beyond +9″, however other sources may.
The model must select 2 spells from: Spear of Infinity (Hereditary Spell), Hand of Heaven (Thaumaturgy), and The Grave Calls (Occultism) during Spell Selection. This overrides the normal Spell Selection rules connected to being a Wizard Adept.
When performing a Daemonic Summon with the model, divide the chosen unit’s Point Cost by 300 (instead of 200), rounding fractions up, for determining the number of discarded Veil Tokens.

Dark Conclave

Universal Rule.
Spells cast by the model gain +3″ range for each additional friendly Wizard within 12″ of the Caster. This bonus can never increase the combined modifier beyond +9″, however other sources may.
The model must select 2 spells from: Spear of Infinity (Hereditary Spell), Hand of Heaven (Thaumaturgy), and The Grave Calls (Occultism) during Spell Selection. This overrides the normal Spell Selection rules connected to being a Wizard Adept.
When performing a Daemonic Summon with the model, divide the chosen unit’s Point Cost by 300 (instead of 200), rounding fractions up, for determining the number of discarded Veil Tokens.

Dark Doorways

• • • • •

Dark Doorways

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Dark Doorways

• • • • •

Dark Doorways

• • • • •

Dark Fire

Dark Fire

Shooting Weapon
Range 18″, Shots 2, Str 4, AP 0.
Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire

Dark Fire

Shooting Weapon
Range 18″, Shots 2, Str 4, AP 0.
Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire

Dark Fire

Shooting Weapon.
Range 18″, Shots 2, Str 4, AP 0.
Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire.

Dark Fire

Shooting Weapon.
Range 18″, Shots 2, Str 4, AP 0.
Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire.

Dark Fire

Dark Hide

Dark Hide

Dark Hide

Dark Hide

Dark Hide

Dark Hide

Dark Prelate

Dark Prelate

Darkstone Generator

Shooting Weapon.
Range 12″, Shots D6+1, Strength D6+1, Armour Penetration 3, March and Shoot, Mishap (Roll for number of Shots), Reload!.
The attacks hit automatically.
Trial and Terror: The weapon instead targets and automatically hits all units within 6″ (including units not inside the Front Arc/Line of Sight, and units Engaged in Combat) except the shooting unit itself (remember that models that are Engaged in Combat cannot perform Shooting Attacks). Roll once for the number of shots and apply this value to all targeted units, then roll for the Strength of the hits for each targeted unit individually.
These shots are not randomized using the rules for Callous.

Darkstone Generator

Shooting Weapon.
Range 12″, Shots D6+1, Strength D6+1, Armour Penetration 3, March and Shoot, Mishap (Roll for number of Shots), Reload!.
The attacks hit automatically.
Trial and Terror: The weapon instead targets and automatically hits all units within 6″ (including units not inside the Front Arc/Line of Sight, and units Engaged in Combat) except the shooting unit itself (remember that models that are Engaged in Combat cannot perform Shooting Attacks). Roll once for the number of shots and apply this value to all targeted units, then roll for the Strength of the hits for each targeted unit individually.
These shots are not randomized using the rules for Callous.

Darkstone Generator

Shooting Weapon.
Range 12″, Shots D6+1, Strength D6+1, Armour Penetration 3, March and Shoot, Mishap (Roll for number of Shots), Reload!.
The attacks hit automatically.
Trial and Terror: The weapon instead targets and automatically hits all units within 6″ (including units not inside the Front Arc/Line of Sight, and units Engaged in Combat) except the shooting unit itself (remember that models that are Engaged in Combat cannot perform Shooting Attacks). Roll once for the number of shots and apply this value to all targeted units, then roll for the Strength of the hits for each targeted unit individually.
These shots are not randomized using the rules for Callous.

Darkstone Generator

Shooting Weapon.
Range 12″, Shots D6+1, Strength D6+1, Armour Penetration 3, March and Shoot, Mishap (Roll for number of Shots), Reload!.
The attacks hit automatically.
Trial and Terror: The weapon instead targets and automatically hits all units within 6″ (including units not inside the Front Arc/Line of Sight, and units Engaged in Combat) except the shooting unit itself (remember that models that are Engaged in Combat cannot perform Shooting Attacks). Roll once for the number of shots and apply this value to all targeted units, then roll for the Strength of the hits for each targeted unit individually.
These shots are not randomized using the rules for Callous.

Darrmu

If the General is a Darrmu, apply the following changes to Army List creation: • Max. 10% of the Army Points may be spent on units with Brood Rivalry. • The Duplication Limits 0-X Units/Armyquot;, 0-X Models/Armyquot;, and 0-X per Armyquot; in the unit profiles of certain units with Goblin Cunning are modified, as indicated by D 0-Xquot;. For example, 0-1 (D 0-2) Units/Armyquot; means that if the General is a Darrmu, the Duplication Limit becomes 0-2 Units/Armyquot;.

Darrmu

If the General is a Darrmu, apply the following changes to Army List creation: • Max. 10% of the Army Points may be spent on units with Brood Rivalry. • The Duplication Limits 0-X Units/Armyquot;, 0-X Models/Armyquot;, and 0-X per Armyquot; in the unit profiles of certain units with Goblin Cunning are modified, as indicated by D 0-Xquot;. For example, 0-1 (D 0-2) Units/Armyquot; means that if the General is a Darrmu, the Duplication Limit becomes 0-2 Units/Armyquot;.

Darrmu

If the General is a Darrmu, apply the following changes to Army List creation: • Max. 10% of the Army Points may be spent on units with Brood Rivalry. • The Duplication Limits 0-X Units/Armyquot;, 0-X Models/Armyquot;, and 0-X per Armyquot; in the unit profiles of certain units with Goblin Cunning are modified, as indicated by D 0-Xquot;. For example, 0-1 (D 0-2) Units/Armyquot; means that if the General is a Darrmu, the Duplication Limit becomes 0-2 Units/Armyquot;.

Darrmu

If the General is a Darrmu, apply the following changes to Army List creation: • Max. 10% of the Army Points may be spent on units with Brood Rivalry. • The Duplication Limits 0-X Units/Armyquot;, 0-X Models/Armyquot;, and 0-X per Armyquot; in the unit profiles of certain units with Goblin Cunning are modified, as indicated by D 0-Xquot;. For example, 0-1 (D 0-2) Units/Armyquot; means that if the General is a Darrmu, the Duplication Limit becomes 0-2 Units/Armyquot;.

Dust to Dust

At the end of any phase in which the Hierophant was removed as a casualty, every unit in the army with Dust to Dust must pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed. These Health Point losses are allotted following the rules for Unstable. The number of Health Points lost is reduced by 1 if the unit is within range of Rally Around the Flag. At the end of the Player Turn in which the Hierophant was removed as a casualty, a new Hierophant may be selected. In order to do so, nominate a friendly Wizard Character. This Character becomes the new Hierophant. At the start of each friendly Player Turn after the army's Hierophant has been removed as a casualty and no new Hierophant has been selected, every unit with Dust to Dust must once again pass a Discipline Test or lose Health Points as described above.

Dust to Dust

At the end of any phase in which the Hierophant was removed as a casualty, every unit in the army with Dust to Dust must pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed. These Health Point losses are allotted following the rules for Unstable. The number of Health Points lost is reduced by 1 if the unit is within range of Rally Around the Flag. At the end of the Player Turn in which the Hierophant was removed as a casualty, a new Hierophant may be selected. In order to do so, nominate a friendly Wizard Character. This Character becomes the new Hierophant. At the start of each friendly Player Turn after the army's Hierophant has been removed as a casualty and no new Hierophant has been selected, every unit with Dust to Dust must once again pass a Discipline Test or lose Health Points as described above.

Deadly Riposte

For each enemy Close Combat Attack allocated towards the model for which a natural '1' is rolled to hit, the Dread Prince must perform a Close Combat Attack at the same Initiative Step that must be allocated towards the model (or Health Pool) that rolled the '1' to hit. If this is not possible, ignore the effect.

Deadly Riposte

For each enemy Close Combat Attack allocated towards the model for which a natural '1' is rolled to hit, the Dread Prince must perform a Close Combat Attack at the same Initiative Step that must be allocated towards the model (or Health Pool) that rolled the '1' to hit. If this is not possible, ignore the effect.

Shambolic

Units with Shambolic models cannot be joined by Characters. When rolling the distance of a Random Movement move with a Shambolic unit, if all the dice show the same result, the unit loses D3 Health Points (with no saves of any kind allowed), and then moves in a random direction instead of the chosen direction. When units with Shambolic touch the Board Edge, stop 1" away from Impassable Terrain, or come into contact with or move inside any Terrain Feature other than Open Terrain or Hills, all models in the unit must take a Dangerous Terrain (2) Test.

Shambolic

Units with Shambolic models cannot be joined by Characters. When rolling the distance of a Random Movement move with a Shambolic unit, if all the dice show the same result, the unit loses D3 Health Points (with no saves of any kind allowed), and then moves in a random direction instead of the chosen direction. When units with Shambolic touch the Board Edge, stop 1" away from Impassable Terrain, or come into contact with or move inside any Terrain Feature other than Open Terrain or Hills, all models in the unit must take a Dangerous Terrain (2) Test.

Deeds not Words

Attack Attribute.
The model part gains Battle Focus and Hatred while joined to one or more R&F models with Makhar Battle Fever.

Deeds Not Words

The model part gains Battle Focus and Hatred while joined to one or more R&F models with Battle Fever.

Deeds not Words

The model part gains Battle Focus and Hatred while joined to one or more R&F models with Battle Fever.

Deeds Not Words

The model part gains Battle Focus and Hatred while joined to one or more R&F models with Battle Fever.

Deeds not Words

Attack Attribute.
The model part gains Battle Focus and Hatred while joined to one or more R&F models with Makhar Battle Fever.

Deeds Not Words

The model part gains Battle Focus and Hatred while joined to one or more R&F models with Battle Fever.

Deeds not Words

The model part gains Battle Focus and Hatred while joined to one or more R&F models with Battle Fever.

Deepfire Grenades

Shooting Weapon.
Range 8″, Shots 2, Str 6, AP 2, Accurate, Flaming Attacks, Quick to Fire, Volley Fire. When shooting at an enemy unit Engaged in Combat, hits are distributed onto a randomly chosen friendly unit Engaged with the original target on a roll of 5+ instead of 4+.

Deepfire Grenades

Shooting Weapon.
Range 8″, Shots 2, Str 6, AP 2, Accurate, Flaming Attacks, Quick to Fire, Volley Fire. When shooting at an enemy unit Engaged in Combat, hits are distributed onto a randomly chosen friendly unit Engaged with the original target on a roll of 5+ instead of 4+.

Deepfire Grenades

Shooting Weapon.
Range 8″, Shots 2, Str 6, AP 2, Accurate, Flaming Attacks, Quick to Fire, Volley Fire. When shooting at an enemy unit Engaged in Combat, hits are distributed onto a randomly chosen friendly unit Engaged with the original target on a roll of 5+ instead of 4+.

Deepfire Grenades

Shooting Weapon.
Range 8″, Shots 2, Str 6, AP 2, Accurate, Flaming Attacks, Quick to Fire, Volley Fire. When shooting at an enemy unit Engaged in Combat, hits are distributed onto a randomly chosen friendly unit Engaged with the original target on a roll of 5+ instead of 4+.

Deepfire Thrower

Artillery Weapon
0–9 Models/Army.
Flamethrower. Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, Mishap (Misfire). The user gains Flammable.
The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 12″ and its Strength is set to 4

Deepfire Thrower

Artillery Weapon
0–9 Models/Army.
Flamethrower. Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, Mishap (Misfire). The user gains Flammable.
The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 12″ and its Strength is set to 4

Deepfire Thrower

Artillery Weapon
0–9 Models/Army.
Flamethrower. Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, Mishap (Misfire). The user gains Flammable.
The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 12″ and its Strength is set to 4

Deepfire Thrower

Artillery Weapon
0–9 Models/Army.
Flamethrower. Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, Mishap (Misfire). The user gains Flammable.
The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 12″ and its Strength is set to 4

Stalwart Defense

Enemy units in base contact with one or more models with Stalwart Defense do not count as Charging for the purpose of Devastating Charge.

Stalwart Defense

Enemy units in base contact with one or more models with Stalwart Defense do not count as Charging for the purpose of Devastating Charge.

Stalwart Defense

Enemy units in base contact with one or more models with Stalwart Defense do not count as Charging for the purpose of Devastating Charge.

Stalwart Defense

Enemy units in base contact with one or more models with Stalwart Defense do not count as Charging for the purpose of Devastating Charge.

Disdain for Plebs

The model cannot be chosen by the opponent as the model that suffers the penalties for refusing a Duel.

Disdain for Plebs

The model cannot be chosen by the opponent as the model that suffers the penalties for refusing a Duel.

Disdain for Plebs

The model cannot be chosen by the opponent as the model that suffers the penalties for refusing a Duel.

Disdain for Plebs

The model cannot be chosen by the opponent as the model that suffers the penalties for refusing a Duel.

Underground Arrival

The model adds one Tunnel Marker to the army. In addition, the model may choose to start the game in Tunnel Reserve. Once per game, at the end of the owner's Movement Phase, the model's unit may be removed from the Battlefield and placed in the Tunnel Reserve. This cannot be done if the model is Engaged or Shaken.

Underground Arrival

The model adds one Tunnel Marker to the army. In addition, the model may choose to start the game in Tunnel Reserve. Once per game, at the end of the owner's Movement Phase, the model's unit may be removed from the Battlefield and placed in the Tunnel Reserve. This cannot be done if the model is Engaged or Shaken.

Underground Arrival

The model adds one Tunnel Marker to the army. In addition, the model may choose to start the game in Tunnel Reserve. Once per game, at the end of the owner's Movement Phase, the model's unit may be removed from the Battlefield and placed in the Tunnel Reserve. This cannot be done if the model is Engaged or Shaken.

Underground Arrival

The model adds one Tunnel Marker to the army. In addition, the model may choose to start the game in Tunnel Reserve. Once per game, at the end of the owner's Movement Phase, the model's unit may be removed from the Battlefield and placed in the Tunnel Reserve. This cannot be done if the model is Engaged or Shaken.

I am the Senate

When friendly units within range of the model's Commanding Presence (including the model itself) lose Health Points due to Unstable, the number of lost Health Points is reduced by the unit's number of Full Ranks, to a maximum of 3.

I am the Senate

When friendly units within range of the model's Commanding Presence (including the model itself) lose Health Points due to Unstable, the number of lost Health Points is reduced by the unit's number of Full Ranks, to a maximum of 3.

I am the Senate

When friendly units within range of the model's Commanding Presence (including the model itself) lose Health Points due to Unstable, the number of lost Health Points is reduced by the unit's number of Full Ranks, to a maximum of 3.

I am the Senate

When friendly units within range of the model's Commanding Presence (including the model itself) lose Health Points due to Unstable, the number of lost Health Points is reduced by the unit's number of Full Ranks, to a maximum of 3.

Divine Right

The model cannot join units with other Characters and other Characters cannot join its unit. The model must issue a Duel whenever possible (this cannot be prevented by issuing a Duel with another friendly model first). This duel must (if possible) be accepted by a Character unless a Champion accepts first. In addition, when fighting a Duel, the model gains Lethal Strike and Multiple Wounds (2).

Divine Right

The model cannot join units with other Characters and other Characters cannot join its unit. The model must issue a Duel whenever possible (this cannot be prevented by issuing a Duel with another friendly model first). This duel must (if possible) be accepted by a Character unless a Champion accepts first. In addition, when fighting a Duel, the model gains Lethal Strike and Multiple Wounds (2).

Tetra Determinazione

Il modello ottiene +1 Numero di Attacchi per ogni modello in contatto di base con esso (incluso il modello con cui sta combattendo un Duello, se applicabile).

Tetra Determinazione

Il modello ottiene +1 Numero di Attacchi per ogni modello in contatto di base con esso (incluso il modello con cui sta combattendo un Duello, se applicabile).

Determinato

A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.

Devour

For each Health Point loss the model causes with Close Combat Attacks against enemy units, roll a D6 at the end of the Initiative Step. For each rolled 4+, the model gains +1 Health Point. When the model has 18 Health Points or more, all units within 9" immediately suffer 2D6 hits with Toxic Attacks, and the model is removed as a casualty.

Devour

For each Health Point loss the model causes with Close Combat Attacks against enemy units, roll a D6 at the end of the Initiative Step. For each rolled 4+, the model gains +1 Health Point. When the model has 18 Health Points or more, all units within 9" immediately suffer 2D6 hits with Toxic Attacks, and the model is removed as a casualty.

Devotees of Tyranny

Universal Rule.
The model gains Fearless and Frenzy while Engaged in Combat. In addition, units consisting entirely of models with Devotees of Tyranny and, if applicable, a Drum Gogyag, may reroll failed Charge Range rolls in the Charge Phase

Devotees of Tyranny

Universal Rule.
The model gains Fearless and Frenzy while Engaged in Combat. In addition, units consisting entirely of models with Devotees of Tyranny and, if applicable, a Drum Gogyag, may reroll failed Charge Range rolls in the Charge Phase

Devour

Personal Protection.
For each Health Point loss the model causes with Close Combat Attacks against enemy units, roll a D6 at the end of the Initiative Step. For each rolled 4+, the model gains +1 Health Point.
When the model has 18 Health Points or more, all units within 9″ immediately suffer 2D6 hits with Toxic Attacks, and the model is removed as a casualty

Dextrous Tentacles

Dextrous Tentacles

Dextrous Tentacles

Dextrous Tentacles

The Dead Arise

0-1 per Army. The model can cast The Dead Arise as a Bound Spell with Power Level (4/8). The Dead Arise: Range 12", Type Ground, Duration Instant. Summon a unit listed in the Awaken (X) Universal Rule of the Caster (declare which before casting) with a number of Health Points corresponding to the Reanimated value of the unit. All models must be placed within the spell's range, with at least one model touching the target point. All upgrades except Command Group Options are allowed. The unit loses Scoring (if it had it).

The Dead Arise

0-1 per Army. The model can cast The Dead Arise as a Bound Spell with Power Level (4/8). The Dead Arise: Range 12", Type Ground, Duration Instant. Summon a unit listed in the Awaken (X) Universal Rule of the Caster (declare which before casting) with a number of Health Points corresponding to the Reanimated value of the unit. All models must be placed within the spell's range, with at least one model touching the target point. All upgrades except Command Group Options are allowed. The unit loses Scoring (if it had it).

Digestive Vomit

Digestive Vomit

Digestive Vomit

Digestive Vomit

Digestive Vomit

Digestive Vomit

Dire Rats

Dire Rats

Dire Rats

Dire Rats

Disciples

Units fully composed of models with Disciples gain Swiftstride for the Charge Range roll if they are Located in the Charged unit's Flank or Rear Arc when rolling their Charge Range in the Charge Phase. In addition, while the model's unit is Engaged with an enemy unit's Flank or Rear Facing, the model's Close Combat Attacks gain +1 to hit and +1 Armour Penetration.

Disciples

Units fully composed of models with Disciples gain Swiftstride for the Charge Range roll if they are Located in the Charged unit's Flank or Rear Arc when rolling their Charge Range in the Charge Phase. In addition, while the model's unit is Engaged with an enemy unit's Flank or Rear Facing, the model's Close Combat Attacks gain +1 to hit and +1 Armour Penetration.

Disciplina Marziale

Se più di metà dei modelli di un'unità possiede Disciplina Marziale, i Test di Disciplina di quell'unità sono soggetti a Tiro Minimizzato, ad eccezione dei Test di Rotta e Panico.

Disciplina Marziale

Se più di metà dei modelli di un'unità possiede Disciplina Marziale, i Test di Disciplina di quell'unità sono soggetti a Tiro Minimizzato, ad eccezione dei Test di Rotta e Panico.

Rapido a Tirare

Divine Light

Enemy Wizards within 36" of one or more Caskets of Phatep suffer a -1 modifier to their casting rolls. When a Casket of Phatep is removed as a casualty, all units within 12" suffer 3D3+3 hits with Strength 1 and Armour Penetration 10.

Divine Light

Enemy Wizards within 36" of one or more Caskets of Phatep suffer a -1 modifier to their casting rolls. When a Casket of Phatep is removed as a casualty, all units within 12" suffer 3D3+3 hits with Strength 1 and Armour Penetration 10.

Divine Right

Universal Rule.
The model cannot join units with other Characters and other Characters cannot join its unit. The model must issue a Duel whenever possible (this cannot be prevented by issuing a Duel with another friendly model first). This duel must(if possible) be accepted by a Character unless a Champion accepts first. In addition, when fighting a Duel, the model gains Lethal Strike and Multiple Wounds (2).

Divining Snout

Divining Snout

Divining Snout

Divining Snout

Divining Snout

Divining Snout

Greater Dominion

At the start of each friendly Player Turn, you may choose one friendly unit within the Commanding Presence range of the model with Greater Dominion. All R&F models in the chosen unit must reroll failed Aegis Save rolls of '1' until the end of the next Player Turn.

Greater Dominion

At the start of each friendly Player Turn, you may choose one friendly unit within the Commanding Presence range of the model with Greater Dominion. All R&F models in the chosen unit must reroll failed Aegis Save rolls of '1' until the end of the next Player Turn.

Dominion

Each Legion of Sin has its own Dominion rule that each Character must take, as specified in the corresponding unit entries.

Dominion of Envy

The model must reroll natural to-hit rolls of ‘1’ against Objects of Envy.

Dominion of Envy

The model's Close Combat Attacks allocated towards models equipped with Close Combat Weapons other than Hand Weapons (regardless if they are using them or not) gain +2 Offensive Skill.

Dominion of Envy

The model's Close Combat Attacks allocated towards models equipped with Close Combat Weapons other than Hand Weapons (regardless if they are using them or not) gain +2 Offensive Skill.

Dominion of Gluttony

The model must reroll natural to-wound rolls of '1' with its Melee Attacks.

Dominion of Gluttony

Dominion of Gluttony

The model must reroll natural to-wound rolls of '1' with its Melee Attacks.

Dominion of Greed

The model gains +2 Defensive Skill while its unit is in base contact with an enemy Scoring Unit.

Dominion of Greed

The model gains +2 Defensive Skill while its unit is in base contact with an enemy Scoring Unit.

Dominion of Greed

Dominion of Lust

Universal Rule
The model gains Strider. In addition, the model’s unit must reroll failed Charge Range rolls in the Charge Phase while located in the Charged unit’s Flank or Rear Arc.

Dominion of Lust

The model gains Stri- der. When rolling their Charge Range in the Charge Phase, units consisting entirely of models with Dominion of Lust must reroll failed Charge Range rolls if they are Located in the Charged unit's Flank or Rear Arc .

Dominion of Lust

The model gains Stri- der. When rolling their Charge Range in the Charge Phase, units consisting entirely of models with Dominion of Lust must reroll failed Charge Range rolls if they are Located in the Charged unit's Flank or Rear Arc .

Dominion of Pride

Units with more than half of their models with this rule may reroll failed Discipline Tests.

Dominion Of Pride

The model may reroll failed Discipline Tests.

Dominion of Pride

Units with more than half of their models with this rule may reroll failed Discipline Tests.

Dominion of Sloth

The model gains Aegis (+1, against Special Attacks).

Dominion of Sloth

The model gains Aegis (+1, against Special Attacks).

Dominion of Sloth

Dominion of Wrath

The model's attacks ignore Parry.

Dominion of Wrath

The model gains Devastating Charge (+1″ Adv).

Dominion of Wrath

The model's attacks ignore Parry.

Doomsday Colossus

Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Doomsday Colossus

Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Dragonforged Armour

Armour Equipment
Heavy Armour. The wearer gains Aegis (2+, against Flaming Attacks) and Aegis (6+), and automatically fails all
Fortitude Saves.

Dragonforged Armour

Armour Equipment
Heavy Armour. The wearer gains Aegis (2+, against Flaming Attacks) and Aegis (6+), and automatically fails all
Fortitude Saves.

Dread Mask

Universal Rule.
The model gains Devastating Charge (Distracting) and can cast Twisted Effigy (Witchcraft) as a Bound Spell with Power level (4/8). In addition, Fear Tests caused by the model and rolls for Flee Distance of enemy units that Break from Combat while in base contact with the model are subject to Maximised Roll.

Dread Mask

Universal Rule.
The model gains Devastating Charge (Distracting) and can cast Twisted Effigy (Witchcraft) as a Bound Spell with Power level (4/8). In addition, Fear Tests caused by the model and rolls for Flee Distance of enemy units that Break from Combat while in base contact with the model are subject to Maximised Roll.

Dread Rot

At the start of each Magic Phase, the target suffers 2D6 hits with Strength 2, Armour Penetration 1, and Lethal Strike.

Duellist

Universal Rule.
Unless another friendly Daimyo does so first, a Kensai must issue or accept Duels whenever possible

Dwarf Ballista

Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].

Dwarf Ballista

Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].

Dwarf Cannon

Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 60″, Shots 1, Str 4 [10], AP 0 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 4, AP 4

Dwarf Cannon

Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 60″, Shots 1, Str 4 [10], AP 0 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 4, AP 4

Dwarf Catapult

Universal Rule.
Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]. The model’s Height is changed to Large.

Dwarf Catapult

Universal Rule.
Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]. The model’s Height is changed to Large.

Esploratore

At step 8 of the Pre-­Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.

Ruthless Efficiency

The attack gains +1 to wound during the First Round of Combat.

Ruthless Efficiency

The attack gains +1 to wound during the First Round of Combat.

Ruthless Efficiency

The attack gains +1 to wound during the First Round of Combat.

Ruthless Efficiency

The attack gains +1 to wound during the First Round of Combat.

Ruthless Efficiency

The attack gains +1 to wound during the First Round of Combat.

Ruthless Efficiency

The attack gains +1 to wound during the First Round of Combat.

Ruthless Efficiency

The attack gains +1 to wound during the First Round of Combat.

Ruthless Efficiency

The attack gains +1 to wound during the First Round of Combat.

Ruthless Efficiency

The attack gains +1 to wound during the First Round of Combat.

Ruthless Efficiency

The attack gains +1 to wound during the First Round of Combat.

Ruthless Efficiency

The attack gains +1 to wound during the First Round of Combat.

Ruthless Efficiency

The attack gains +1 to wound during the First Round of Combat.

Ruthless Efficiency

The attack gains +1 to wound during the First Round of Combat.

Eidetic Mastery

Eidetic Mastery

Eidetic Mastery

Eidetic Mastery

Loner

If on foot, the model can only join units of Yetis and Sabretooth Tigers; ignore the Insignificant rule for joining units. If mounted, it cannot join any unit. A model with Loner cannot join a unit containing any other Characters, and Characters cannot join a unit containing a model with Loner.

Loner

If on foot, the model can only join units of Yetis and Sabretooth Tigers; ignore the Insignificant rule for joining units. If mounted, it cannot join any unit. A model with Loner cannot join a unit containing any other Characters, and Characters cannot join a unit containing a model with Loner.

Muro di Ferro

Il modello ottiene Egida (5+, contro Attacchi da Corpo a Corpo). Questa Protezione Speciale può essere utilizzata solamente contro attacchi portati da nemici Ingaggiati sul Fronte dell'unità del modello.

Muro di Ferro

Il modello ottiene Egida (5+, contro Attacchi da Corpo a Corpo). Questa Protezione Speciale può essere utilizzata solamente contro attacchi portati da nemici Ingaggiati sul Fronte dell'unità del modello.

Eldritch Tome

Universal Rule.
Units with Champion only.
The unit gains Wizard Conclave that knows only Spear of Infinity (Hereditary Spell).

Eldritch Tome

Universal Rule.
Units with Champion only.
The unit gains Wizard Conclave that knows only Spear of Infinity (Hereditary Spell).

Elusive

Universal Rule.
Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.

Elusive

Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.

Elusive

Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.

Elusive

Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.

Elusive

Universal Rule.
Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.

Elusive

Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.

Elven Bolt Thrower

Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)]
• Range 48″, Shots 6, Str 4, AP 2

Elven Bolt Thrower

Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)]
• Range 48″, Shots 6, Str 4, AP 2

Elven Cloak

Armour Equipment
When combined with Light Armour, the wearer gains +1 Armour.

Elven Cloak

Armour Equipment
When combined with Light Armour, the wearer gains +1 Armour.

Elven Prince

The model treats all other friendly units as Insignifi- cant. The army may not contain a Contracting Prin- cipal.

Emboldening Boughs

A unit with more than half of its models with Emboldening Boughs gains Stubborn while more than half of the unit's models are inside a Forest with the centre of their bases.

Emboldening Boughs

A unit with more than half of its models with Emboldening Boughs gains Stubborn while more than half of the unit's models are inside a Forest with the centre of their bases.

Special Ambush

Enclave Wizard (x)

The Champion is a Wizard Adept with the following additional rules:
• The model gains +1 Health Point, up to a maximum of 3.
• The model selects a number of spells given in the unit entry from the predetermined spells also given in the unit entry. This overrides the Spell Selection rules for Wizard Adepts.
• If applicable, the model’s base size is changed to the base size stated in brackets (X).

Enclave Wizard (x)

The Champion is a Wizard Adept with the following additional rules:
• The model gains +1 Health Point, up to a maximum of 3.
• The model selects a number of spells given in the unit entry from the predetermined spells also given in the unit entry. This overrides the Spell Selection rules for Wizard Adepts.
• If applicable, the model’s base size is changed to the base size stated in brackets (X).

Enclave Wizard (x)

The Champion is a Wizard Adept with the following additional rules:
• The model gains +1 Health Point, up to a maximum of 3.
• The model selects a number of spells given in the unit entry from the predetermined spells also given in the unit entry. This overrides the Spell Selection rules for Wizard Adepts.
• If applicable, the model’s base size is changed to the base size stated in brackets (X).

Enclave Wizard (x)

The Champion is a Wizard Adept with the following additional rules:
• The model gains +1 Health Point, up to a maximum of 3.
• The model selects a number of spells given in the unit entry from the predetermined spells also given in the unit entry. This overrides the Spell Selection rules for Wizard Adepts.
• If applicable, the model’s base size is changed to the base size stated in brackets (X).

Incudine Runica

Ogni Incudine del potere può seleziona fino a tre diverse Rune da Battaglia.

Incudine Runica

Ogni Incudine del potere può seleziona fino a tre diverse Rune da Battaglia.

Endless Tide

Universal Rule.
The model cannot declare any Charges, and other units cannot declare any Charges against the model. The model and other units ignore each other regarding the Unit Spacing rule for all movement and can touch and move through one another during any movement (note that this includes Ambush and that this means that the model can be placed in base contact with other units when Summoned). The model never blocks Line of Sight (remember that this also affects Cover as it can never contribute to Hard Cover).
When the model touches another unit, the model is immediately removed as a casualty, and the other unit immediately suffers 3D6 hits with Strength 2 and Armour Penetration 1. If several units are touched simultaneously, the Active Player chooses which unit suffers the hits. If the model was removed due to another unit moving into contact with it, that unit suffers an additional 2D6 hits.

Endless Tide

Universal Rule.
The model cannot declare any Charges, and other units cannot declare any Charges against the model. The model and other units ignore each other regarding the Unit Spacing rule for all movement and can touch and move through one another during any movement (note that this includes Ambush and that this means that the model can be placed in base contact with other units when Summoned). The model never blocks Line of Sight (remember that this also affects Cover as it can never contribute to Hard Cover).
When the model touches another unit, the model is immediately removed as a casualty, and the other unit immediately suffers 3D6 hits with Strength 2 and Armour Penetration 1. If several units are touched simultaneously, the Active Player chooses which unit suffers the hits. If the model was removed due to another unit moving into contact with it, that unit suffers an additional 2D6 hits.

Endless Tide

Universal Rule.
The model cannot declare any Charges, and other units cannot declare any Charges against the model. The model and other units ignore each other regarding the Unit Spacing rule for all movement and can touch and move through one another during any movement (note that this includes Ambush and that this means that the model can be placed in base contact with other units when Summoned). The model never blocks Line of Sight (remember that this also affects Cover as it can never contribute to Hard Cover).
When the model touches another unit, the model is immediately removed as a casualty, and the other unit immediately suffers 3D6 hits with Strength 2 and Armour Penetration 1. If several units are touched simultaneously, the Active Player chooses which unit suffers the hits. If the model was removed due to another unit moving into contact with it, that unit suffers an additional 2D6 hits.

Endless Tide

Universal Rule.
The model cannot declare any Charges, and other units cannot declare any Charges against the model. The model and other units ignore each other regarding the Unit Spacing rule for all movement and can touch and move through one another during any movement (note that this includes Ambush and that this means that the model can be placed in base contact with other units when Summoned). The model never blocks Line of Sight (remember that this also affects Cover as it can never contribute to Hard Cover).
When the model touches another unit, the model is immediately removed as a casualty, and the other unit immediately suffers 3D6 hits with Strength 2 and Armour Penetration 1. If several units are touched simultaneously, the Active Player chooses which unit suffers the hits. If the model was removed due to another unit moving into contact with it, that unit suffers an additional 2D6 hits.

Energy Bolts

Shooting Weapon.
Range 24″, Shots 1, Str 5, AP 0, Reload!, Volley Fire.

Energy Bolts

Shooting Weapon.
Range 24″, Shots 1, Str 5, AP 0, Reload!, Volley Fire.

Energy Bolts

Shooting Weapon.
Range 24″, Shots 1, Str 5, AP 0, Reload!, Volley Fire.

Energy Bolts

Shooting Weapon.
Range 24″, Shots 1, Str 5, AP 0, Reload!, Volley Fire.

Energy Bolts

Shooting Weapon.
Range 24″, Shots 1, Str 5, AP 0, Reload!, Volley Fire.

Engine of Damnation

The model's base size is changed to 150×100 mm and its Height is changed to Gigantic. Its Health Points are set to 8 and it loses War Platform.

Engine of Damnation

The model's base size is changed to 150×100 mm and its Height is changed to Gigantic. Its Health Points are set to 8 and it loses War Platform.

Engine of The Ancients (3+)

Engine of The Ancients (3+)

Engine of The Ancients (3+)

Engine of The Ancients (3+)

Ingegnere

Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects:
- Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+).
- You may reroll the roll on the Misfire Table.
- You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.

Ingegneria Runica

Aggiungi +4 ai tiri del modello sulla Tabella delle Avarie.

Engineering Rune

Universal Rule.
Add +4 to any roll on the Misfire Table for the model.

Ingegneria Runica

Aggiungi +4 ai tiri del modello sulla Tabella delle Avarie.

Enlisted Outlaws

Universal Rule.
The model gains Ordeal and loses Fearless and Unstable. When the unit is deployed, choose a single Terrain Feature that the unit is in contact with. The chosen Terrain Feature is no longer Dangerous Terrain for any unit (friend or foe) for the rest of the game (but can become Dangerous Terrain from other sources)

Enlisted Outlaws

Universal Rule.
The model gains Ordeal and loses Fearless and Unstable. When the unit is deployed, choose a single Terrain Feature that the unit is in contact with. The chosen Terrain Feature is no longer Dangerous Terrain for any unit (friend or foe) for the rest of the game (but can become Dangerous Terrain from other sources)

Trial and Terror

Immediately before performing a Shooting Attack with the weapon, the owner may choose to use the Trial and Terror shooting mode. If one model uses the Trial and Terror shooting mode, then all models in its unit must use it. If so, the Shooting Attack gains +1 to wound. The effects last until the end of the phase.

Trial and Terror

Immediately before performing a Shooting Attack with the weapon, the owner may choose to use the Trial and Terror shooting mode. If one model uses the Trial and Terror shooting mode, then all models in its unit must use it. If so, the Shooting Attack gains +1 to wound. The effects last until the end of the phase.

Trial and Terror

Immediately before performing a Shooting Attack with the weapon, the owner may choose to use the Trial and Terror shooting mode. If one model uses the Trial and Terror shooting mode, then all models in its unit must use it. If so, the Shooting Attack gains +1 to wound. The effects last until the end of the phase.

Trial and Terror

Immediately before performing a Shooting Attack with the weapon, the owner may choose to use the Trial and Terror shooting mode. If one model uses the Trial and Terror shooting mode, then all models in its unit must use it. If so, the Shooting Attack gains +1 to wound. The effects last until the end of the phase.

Entangling Vines

Entangling Vines

Marine Training

The model part may use Shooting Attacks from any rank.

Marine Training

The model part may use Shooting Attacks from any rank.

Entropic Aura

Weapon Enchantments and Armour Enchantments carried by the bearer, models in the bearer's unit, and models in units that are in base contact with the bearer are ignored. Standard and Large models only

Entropic Aura

Weapon Enchantments and Armour Enchantments carried by the bearer, models in the bearer's unit, and models in units that are in base contact with the bearer are ignored. Standard and Large models only

Terrore

The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.

First Knight

When the model is joined to a unit of Knightly Orders, the unit gains Fearless, and if the model is the General, the R&F models in the unit also gain Parent Unit.

First Knight

When the model is joined to a unit of Knightly Orders, the unit gains Fearless, and if the model is the General, the R&F models in the unit also gain Parent Unit.

First Raised

Ghoul Champions gain Swift Reform.

First Raised

Ghoul Champions gain Swift Reform.

Vicious Slavers

Universal Rule.
Enemy models that are not immune to the effects of Fear in units in base contact with one or more models with Vicious Slavers suffer -1 Discipline.

Ruthless Slavers

Standard Infantry and Standard Cavalry models in units in base contact with one or more models with Ruthless Slavers suffer -1 Discipline. In addition, these units must take a Fear Test at the start of each Round of Combat. Models that are immune to the effects of Fear are immune to the effects of Ruthless Slavers. Note that Ruthless Slavers does not make the model immune to the effects of Fear.

Ruthless Slavers

Standard Infantry and Standard Cavalry models in units in base contact with one or more models with Ruthless Slavers suffer -1 Discipline. In addition, these units must take a Fear Test at the start of each Round of Combat. Models that are immune to the effects of Fear are immune to the effects of Ruthless Slavers. Note that Ruthless Slavers does not make the model immune to the effects of Fear.

Esclusivo

Royal Guard

The model counts as a R&F model for the purpose of Undying Will. If in the same unit as a Pharaoh or a Nomarch, unless another model does so first: • A Tomb Harbinger must issue a Duel. • A Tomb Harbinger must accept a Duel.

Royal Guard

The model counts as a R&F model for the purpose of Undying Will. If in the same unit as a Pharaoh or a Nomarch, unless another model does so first: • A Tomb Harbinger must issue a Duel. • A Tomb Harbinger must accept a Duel.

Palvese

Il modello ottiene Copertura Leggera contro gli attacchi dei modelli situati nel suo Arco del Fronte e Parata.

Palvese

Il modello ottiene Copertura Leggera contro gli attacchi dei modelli situati nel suo Arco del Fronte e Parata.

Via della Lama

La parte di modello ottiene un modificatore +1 a colpire mentre attacca con una Grande Arma.

Via della Lama

La parte di modello ottiene un modificatore +1 a colpire mentre attacca con una Grande Arma.

Strixian Spirit

The model gains Fly (6", 18") and Light Troops, and its Height is changed to Gigantic.

Strixian Spirit

The model gains Fly (6", 18") and Light Troops, and its Height is changed to Gigantic.

Sylvan Spirit

The model gains Fearless and Magical Attacks. Models with Sylvan Spirit can only join or be joined by models with Sylvan Spirit.

Sylvan Spirit

The model gains Fearless and Magical Attacks. Models with Sylvan Spirit can only join or be joined by models with Sylvan Spirit.

Falling Star

The model's Offensive Skill and Defensive Skill are set to twice the model's current number of Health Points. The model counts as a Character for the purpose of issuing, accepting, and refusing Duels. When the model fights a Duel during a Round of Combat, it gains Stubborn until the end of the Round of Combat.

Falling Star

The model's Offensive Skill and Defensive Skill are set to twice the model's current number of Health Points. The model counts as a Character for the purpose of issuing, accepting, and refusing Duels. When the model fights a Duel during a Round of Combat, it gains Stubborn until the end of the Round of Combat.

Rising Star

Each time attacks made by the model kill an enemy model in a Duel, the model gains a +1 Combat Score modifier for the rest of the game.

Rising Star

Each time attacks made by the model kill an enemy model in a Duel, the model gains a +1 Combat Score modifier for the rest of the game.

Prized Stallion

The model's March Rate is set to 16".

Prized Stallion

The model's March Rate is set to 16".

Eternal Duellist

Eternal Duellist

Eternal Guardian

When the model suffers a wound from an attack with Multiple Wounds (X), halve X, rounding fractions up.

Eternal Guardian

When the model suffers a wound from an attack with Multiple Wounds (X), halve X, rounding fractions up.

Eternal Mastery

Eternal Mastery

Eternal Mastery

Eternals

The model gains Great Weapon, Infernal Armour, and Hatred (against Beast, Cavalry).

Eternals

The model gains Great Weapon, Infernal Armour, and Hatred (against Beast, Cavalry).

Exalted of Envy

Universal Rule.
The model gains One of a Kind and +1 Health Point.
In addition, the model may perform Make Way moves even when it is in base contact with an enemy model.

Exalted of Envy

Universal Rule.
The model gains One of a Kind and +1 Health Point.
In addition, the model may perform Make Way moves even when it is in base contact with an enemy model.

Exalted of Gluttony

Universal Rule.
The model gains One of a Kind and +1 Health Point.
The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.
In addition, replace the rules of Devour with (changes from original version in bold):
For each Health Point loss the model causes with Close Combat Attacks against enemy units, roll a D6 at the end of the Initiative Step. For each rolled 4+, the model gains +1 Health Point. When the model has 20 Health Points or more, all units within 12″ immediately suffer 2D6 hits with Toxic Attacks, and the model is removed as a casualty

Exalted of Gluttony

Universal Rule.
The model gains One of a Kind and +1 Health Point.
The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.
In addition, replace the rules of Devour with (changes from original version in bold):
For each Health Point loss the model causes with Close Combat Attacks against enemy units, roll a D6 at the end of the Initiative Step. For each rolled 4+, the model gains +1 Health Point. When the model has 20 Health Points or more, all units within 12″ immediately suffer 2D6 hits with Toxic Attacks, and the model is removed as a casualty

Exalted of Greed

Universal Rule.
The model gains One of a Kind and +1 Health Point.
In addition, all Weapon Enchantments are ignored for as long as their bearers remain in base contact with the model.

Exalted of Greed

Universal Rule.
The model gains One of a Kind and +1 Health Point.
In addition, all Weapon Enchantments are ignored for as long as their bearers remain in base contact with the model.

Exalted of Lust

Universal Rule.
The model gains One of a Kind, +1 Health Point, Vanguard, and Aegis (+1, against Ranged Attacks).

Exalted of Lust

Universal Rule.
The model gains One of a Kind, +1 Health Point, Vanguard, and Aegis (+1, against Ranged Attacks).

Exalted Of Pride

Universal Rule.
The model gains One of a Kind and +1 Health Point.
The rolls for determining the model’s Attack Value and Offensive Skill are subject to Maximised Roll.

Exalted Of Pride

Universal Rule.
The model gains One of a Kind and +1 Health Point.
The rolls for determining the model’s Attack Value and Offensive Skill are subject to Maximised Roll.

Exalted of Sloth

Universal Rule.
The model gains One of a Kind and +1 Health Point.
In addition, instead of selecting spells, the model knows all spells from its chosen Path. A single Learned Spell may be exchanged for the Hereditary Spell during Spell Selection.

Exalted of Sloth

Universal Rule.
The model gains One of a Kind and +1 Health Point.
In addition, instead of selecting spells, the model knows all spells from its chosen Path. A single Learned Spell may be exchanged for the Hereditary Spell during Spell Selection.

Exalted Of Wrath

Universal Rule.
The model gains One of a Kind and +1 Health Point.
When the model reaches 0 Health Points due to a Health Point loss caused by a Melee Attack, remove it as a casualty only at the end of Initiative Step 0. If so, the model does not benefit from Rage and cannot use Stomp Attacks, and it must allocate its Close Combat Attacks towards the Health Pool of the model that caused the final Health Point loss. If models from more than one Health Pool were involved, the Close Combat Attacks must be allocated as equally as possible towards the involved Health Pools.

Exalted Of Wrath

Universal Rule.
The model gains One of a Kind and +1 Health Point.
When the model reaches 0 Health Points due to a Health Point loss caused by a Melee Attack, remove it as a casualty only at the end of Initiative Step 0. If so, the model does not benefit from Rage and cannot use Stomp Attacks, and it must allocate its Close Combat Attacks towards the Health Pool of the model that caused the final Health Point loss. If models from more than one Health Pool were involved, the Close Combat Attacks must be allocated as equally as possible towards the involved Health Pools.

Excellence

Duels issued by the model must (if possible) be accepted by an enemy Character, unless a Champion accepts first. In addition, while fighting a Duel, the model part's Close Combat Attacks gain +2 Armour Penetration. Attack Attribute. One of a Kind

Excellence

Duels issued by the model must (if possible) be accepted by an enemy Character, unless a Champion accepts first. In addition, while fighting a Duel, the model part's Close Combat Attacks gain +2 Armour Penetration. Attack Attribute. One of a Kind

Excellence

Duels issued by the model must (if possible) be accepted by an enemy Character, unless a Champion accepts first. In addition, while fighting a Duel, the model part's Close Combat Attacks gain +2 Armour Penetration. Attack Attribute. One of a Kind

Excellence

Duels issued by the model must (if possible) be accepted by an enemy Character, unless a Champion accepts first. In addition, while fighting a Duel, the model part's Close Combat Attacks gain +2 Armour Penetration. Attack Attribute. One of a Kind

Exotic Poisons

Attack Attribute – Close Combat
The attack wounds automatically on a successful natural to-hit roll of ‘5’ or ‘6’, unless the target has Immune (Poison Attacks).

Expanding Bulk

Expanding Bulk

Experienced Strategist

Universal Rule.
If this model is the General of the army the Core Category is decreased to “Min. 20%”.

Expert Bowmen

Universal Rule.
The model gains Accurate if it did not move during this Player Turn.

Expert Bowmen

Universal Rule.
The model gains Accurate if it did not move during this Player Turn.

Expert Bowmen

Universal Rule.
The model gains Accurate if it did not move during this Player Turn.

Expert Bowmen

Universal Rule.
The model gains Accurate if it did not move during this Player Turn.

Explosive Organs

Explosive Organs

Eye of Errahman

The bearer and R&F models in the bearer's unit gain Battle Focus. In addition, for each natural to-hit roll of '1' with a Close Combat Attack made by the bearer's unit, the bearer's unit suffers 1 hit with Strength 3 and Armour Penetration 0 in the same Initiative Step. This is considered a Special Attack.

Miasma Incantato

Questo Attributo di Attacco può essere usato soltanto con Coppie d'Armi o Archi Lunghi. Quando un'unità è colpita da attacchi con Miasma Incantato, deve eseguire un test di Resilienza per ogni colpo, usando la Resilienza posseduta dalla frazione maggiore dei modelli nell'unità. In caso di pareggio, usa il valore più alto. Se uno o più Test di Resilienza vengono falliti, tutti i modelli dell'unità sono influenzati da Miasma Incantato fino all'inizio del successivo Turno del Giocatore del Giocatore Attivo. Un modello influenzato da una o più istanze di Miasma Incantato subisce un modificatore di -1 per colpire (sia per gli Attacchi da Tiro sia per gli Attacchi da Corpo a Corpo)

Miasma Incantato

Questo Attributo di Attacco può essere usato soltanto con Coppie d'Armi o Archi Lunghi. Quando un'unità è colpita da attacchi con Miasma Incantato, deve eseguire un test di Resilienza per ogni colpo, usando la Resilienza posseduta dalla frazione maggiore dei modelli nell'unità. In caso di pareggio, usa il valore più alto. Se uno o più Test di Resilienza vengono falliti, tutti i modelli dell'unità sono influenzati da Miasma Incantato fino all'inizio del successivo Turno del Giocatore del Giocatore Attivo. Un modello influenzato da una o più istanze di Miasma Incantato subisce un modificatore di -1 per colpire (sia per gli Attacchi da Tiro sia per gli Attacchi da Corpo a Corpo)

Faith

In the Melee Phase, if the model's unit is the target of an Orison while Engaged in Combat, add one Orison Token to the owner's Orison Token pool. In addition, Ordo Minister becomes 0-3 per Army. Universal Rule. One of a Kind

Faith

In the Melee Phase, if the model's unit is the target of an Orison while Engaged in Combat, add one Orison Token to the owner's Orison Token pool. In addition, Ordo Minister becomes 0-3 per Army. Universal Rule. One of a Kind

Faith

In the Melee Phase, if the model's unit is the target of an Orison while Engaged in Combat, add one Orison Token to the owner's Orison Token pool. In addition, Ordo Minister becomes 0-3 per Army. Universal Rule. One of a Kind

Faith

In the Melee Phase, if the model's unit is the target of an Orison while Engaged in Combat, add one Orison Token to the owner's Orison Token pool. In addition, Ordo Minister becomes 0-3 per Army. Universal Rule. One of a Kind

Falling Star

Universal Rule.
The model’s Offensive Skill and Defensive Skill are set to twice the model’s current number of Health Points.
The model counts as a Character for the purpose of issuing, accepting, and refusing Duels. When the model fights a Duel during a Round of Combat, it gains Stubborn until the end of the Round of Combat.

Falling Star

Universal Rule.
The model’s Offensive Skill and Defensive Skill are set to twice the model’s current number of Health Points.
The model counts as a Character for the purpose of issuing, accepting, and refusing Duels. When the model fights a Duel during a Round of Combat, it gains Stubborn until the end of the Round of Combat.

Falling Star

Universal Rule.
The model’s Offensive Skill and Defensive Skill are set to twice the model’s current number of Health Points.
The model counts as a Character for the purpose of issuing, accepting, and refusing Duels. When the model fights a Duel during a Round of Combat, it gains Stubborn until the end of the Round of Combat.

Fame

Fame

Monstrous Familiar

The model gains Wizard Apprentice. Instead of selecting spells as normal, it must select one of the following spells (during Spell Selection): Glory of Gold (Alchemy), Breath of Corruption (Occultism), or Hellfire (Hereditary Spell).

Monstrous Familiar

The model gains Wizard Apprentice. Instead of selecting spells as normal, it must select one of the following spells (during Spell Selection): Glory of Gold (Alchemy), Breath of Corruption (Occultism), or Hellfire (Hereditary Spell).

Fanatical

When a model with Fanatical is killed by a Melee Attack during any Initiative Step of a Round of Combat it is fighting, remove it as a casualty only at the end of Initiative Step 0.

Fanatical

When a model with Fanatical is killed by a Melee Attack during any Initiative Step of a Round of Combat it is fighting, remove it as a casualty only at the end of Initiative Step 0.

Horde Thresher

Changes to the model's profile: • Its base size is changed to 100×100 mm. • Its Health Points are set to 6. • It gains 1 additional Tiller. • It gains 1 additional Draft Beast. • It gains Colossal Stature. • The Chassis gains Impact Hits (3D3).

Horde Thresher

Changes to the model's profile: • Its base size is changed to 100×100 mm. • Its Health Points are set to 6. • It gains 1 additional Tiller. • It gains 1 additional Draft Beast. • It gains Colossal Stature. • The Chassis gains Impact Hits (3D3).

Legion Thresher

Changes to the model's profile: • Its base size is changed to 100×150 mm. • Its Health Points are set to 8. • It gains 2 additional Tillers. • It gains 2 additional Draft Beasts. • It gains Colossal Stature. • The Chassis gains Impact Hits (4D3).

Legion Thresher

Changes to the model's profile: • Its base size is changed to 100×150 mm. • Its Health Points are set to 8. • It gains 2 additional Tillers. • It gains 2 additional Draft Beasts. • It gains Colossal Stature. • The Chassis gains Impact Hits (4D3).

Favoured Giant

Universal Rule.
The model loses Battle Fever and gains Trophy Rack, Hellforged Armour, Paired Weapons, and counts as a Character for the purpose of issuing, accepting, and refusing Duels.

Favoured Giant

Universal Rule.
The model loses Battle Fever and gains Trophy Rack, Hellforged Armour, Paired Weapons, and counts as a Character for the purpose of issuing, accepting, and refusing Duels.

Fear no Evil

While the model's unit is Steadfast and does not suffer from Disrupted Ranks, it gains Unbreakable and Fearless. In addition, while joined by one or more Characters with Cult of Errahman, Charge Moves and Pursuit Moves of the model's unit gain Swiftstride.

Fear no Evil

While the model's unit is Steadfast and does not suffer from Disrupted Ranks, it gains Unbreakable and Fearless. In addition, while joined by one or more Characters with Cult of Errahman, Charge Moves and Pursuit Moves of the model's unit gain Swiftstride.

Fear no Evil

While the model's unit is Steadfast and does not suffer from Disrupted Ranks, it gains Unbreakable and Fearless. In addition, while joined by one or more Characters with Cult of Errahman, Charge Moves and Pursuit Moves of the model's unit gain Swiftstride.

Fear no Evil

While the model's unit is Steadfast and does not suffer from Disrupted Ranks, it gains Fearless and Unbreakable. In addition, while joined by one or more Characters with Cult of Errahman, Charge, Pursuit, and Overrun Moves of the model's unit gain Swiftstride.

Fear no Evil

While the model's unit is Steadfast and does not suffer from Disrupted Ranks, it gains Unbreakable and Fearless. In addition, while joined by one or more Characters with Cult of Errahman, Charge Moves and Pursuit Moves of the model's unit gain Swiftstride.

Feeding Frenzy

Attack Attribute – Close Combat.
The model part gains Devastating Charge (+D3 Att) until the end of the Combat after successfully Charging a unit marked with Prey Scent.

Feeding Frenzy

Attack Attribute – Close Combat.
The model part gains Devastating Charge (+D3 Att) until the end of the Combat after successfully Charging a unit marked with Prey Scent.

Feeding Frenzy

Attack Attribute – Close Combat.
The model part gains Devastating Charge (+D3 Att) until the end of the Combat after successfully Charging a unit marked with Prey Scent.

Feeding Frenzy

Attack Attribute – Close Combat.
The model part gains Devastating Charge (+D3 Att) until the end of the Combat after successfully Charging a unit marked with Prey Scent.

Fuga Simulata

A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.

Fenice di Fuoco

La parte di modello Fenice ottiene Egida (2+, contro Attacchi Infuocati), Attacchi Infuocati, e Attacchi Stritolanti (D6). Il modello può effettuare un Attacco di Passaggio. L'unità nemica subisce D6 colpi più D3 colpi addizionali per ogni rango oltre il primo. Gli Attacchi Stritolanti e l'Attacco di Passaggio del modello sono risolti con Forza 4, Penetrazione Armatura 1 e Attacchi Infuocati.

Fenice di Fuoco

La parte di modello Fenice ottiene Egida (2+, contro Attacchi Infuocati), Attacchi Infuocati, e Attacchi Stritolanti (D6). Il modello può effettuare un Attacco di Passaggio. L'unità nemica subisce D6 colpi più D3 colpi addizionali per ogni rango oltre il primo. Gli Attacchi Stritolanti e l'Attacco di Passaggio del modello sono risolti con Forza 4, Penetrazione Armatura 1 e Attacchi Infuocati.

Fenice di Ghiaccio

Il modello ottiene Egida (5+), Impassibile, e Sovrannaturale. Le unità nemiche a contatto di base con una o più Fenici di ghiaccio subiscono -2 Agilità, -2 Abilità Offensiva e -2 Abilità Difensiva.

Fenice di Ghiaccio

Il modello ottiene Egida (5+), Impassibile, e Sovrannaturale. Le unità nemiche a contatto di base con una o più Fenici di ghiaccio subiscono -2 Agilità, -2 Abilità Offensiva e -2 Abilità Difensiva.

Feral Orc

The model part gains Battle Focus and Born to Fight. The model gains Aegis (6+), Fearless, and Frenzy.

Feral Orc

The model part gains Battle Focus and Born to Fight. The model gains Aegis (6+), Fearless, and Frenzy.

Feral Warlord

The model part gains Battle Focus, Exclusive (Feral Orc Marauders, Feral Orcs), Frenzy, andLight Armour.

Feral Warlord

The model part gains Battle Focus, Exclusive (Feral Orc Marauders, Feral Orcs), Frenzy, andLight Armour.

Feral Warlord

The model part gains Battle Focus, Exclusive (Feral Orc Marauders, Feral Orcs), Frenzy, andLight Armour.

Feral Warlord

The model part gains Battle Focus, Exclusive (Feral Orc Marauders, Feral Orcs), Frenzy, andLight Armour.

Roccaforte

Un solo uso. Può essere attivato all'inizio di un qualsiasi Round di Combattimento. Applica i seguenti effetti: • Le unità nemiche non posso ottenere i bonus al Risultato di Combattimento derivanti dal combattere sul Fianco o sul Retro dell'unità. • L'unità non può essere Scompaginata • Parata, Muro di Scudi, e Muro di Ferro possono essere utilizzati su ogni Lato. • Ai fini degli Attacchi di Supporto, tutti i Lati sono considerati essere il Lato Frontale (ovvero un modello può portare Attacchi di Supporto anche sui Lati e sul Retro). • L'unità non può Inseguire (né Sfondare). Questi effetti durano finché l'unità non è più Ingaggiata in Combattimento.

Roccaforte

Un solo uso. Può essere attivato all'inizio di un qualsiasi Round di Combattimento. Applica i seguenti effetti: • Le unità nemiche non posso ottenere i bonus al Risultato di Combattimento derivanti dal combattere sul Fianco o sul Retro dell'unità. • L'unità non può essere Scompaginata • Parata, Muro di Scudi, e Muro di Ferro possono essere utilizzati su ogni Lato. • Ai fini degli Attacchi di Supporto, tutti i Lati sono considerati essere il Lato Frontale (ovvero un modello può portare Attacchi di Supporto anche sui Lati e sul Retro). • L'unità non può Inseguire (né Sfondare). Questi effetti durano finché l'unità non è più Ingaggiata in Combattimento.

Fetthis Fleshmaster

Charge Range rolls in the Charge Phase of units consisting entirely of Giant Rats, Fetthis Brutes, Arena Beasts, and models on Praetorian Brute or Triumphal Platform within 12" are subject to Maximised Roll.

Fetthis Fleshmaster

Charge Range rolls in the Charge Phase of units consisting entirely of Giant Rats, Fetthis Brutes, Arena Beasts, and models on Praetorian Brute or Triumphal Platform within 12" are subject to Maximised Roll.

Fetthis Fleshmaster

Charge Range rolls in the Charge Phase of units consisting entirely of Giant Rats, Fetthis Brutes, Arena Beasts, and models on Praetorian Brute or Triumphal Platform within 12" are subject to Maximised Roll.

Fetthis Fleshmaster

Charge Range rolls in the Charge Phase of units consisting entirely of Giant Rats, Fetthis Brutes, Arena Beasts, and models on Praetorian Brute or Triumphal Platform within 12" are subject to Maximised Roll.

Fire on Impact!

A Charging model part with Fire on Impact! using a Pistol, a Brace of Pistols, or a Repeater Pistol always strikes at Initiative Step 10, and the Strength of its Close Combat Attacks is set to 4 and their Armour Penetration is set to 2 (regardless of the user's Agility, Strength, and Armour Penetration).

Fire on Impact!

A Charging model part with Fire on Impact! using a Pistol, a Brace of Pistols, or a Repeater Pistol always strikes at Initiative Step 10, and the Strength of its Close Combat Attacks is set to 4 and their Armour Penetration is set to 2 (regardless of the user's Agility, Strength, and Armour Penetration).

Fiamme della Fucina

La somma dei valori Fiamme della Fucina indicati tra parentesi di tutti i modelli dell'armata è limitata a 1 per 750 Punti dell'esercito, arrotondando per eccesso.

Fiamme della Fucina

La somma dei valori Fiamme della Fucina indicati tra parentesi di tutti i modelli dell'armata è limitata a 1 per 750 Punti dell'esercito, arrotondando per eccesso.

Fey Spirit

The model gains Fearless and Magical Attacks. Models with Fey Spirit can only join or be joined by Damsels or
models with Fey Spirit.

Fey Spirit

The model gains Fearless and Magical Attacks. Models with Fey Spirit can only join or be joined by Damsels or
models with Fey Spirit.

Fey Spirit

The model gains Fearless and Magical Attacks. Models with Fey Spirit can only join or be joined by Damsels or
models with Fey Spirit.

Fey Spirit

The model gains Fearless and Magical Attacks. Models with Fey Spirit can only join or be joined by Damsels or
models with Fey Spirit.

Field and Stone

Universal Rule.
The model gains Bound to the Land (Field), and the Fey Rider gains Large Flail.

Field and Stone

Universal Rule.
The model gains Bound to the Land (Field), and the Fey Rider gains Large Flail.

Field and Stone

Universal Rule.
The model gains Bound to the Land (Field), and the Fey Rider gains Large Flail.

Field and Stone

Universal Rule.
The model gains Bound to the Land (Field), and the Fey Rider gains Large Flail.

Makhar Battle Fever

Units with more than half of their models with Makhar Battle Fever must reroll any natural rolls of '1' when rolling for Charge Range. In addition, the model gains Devastating Charge (Fearless, Hard Target (1)).

Makhar Battle Fever

Units with more than half of their models with Makhar Battle Fever must reroll any natural rolls of '1' when rolling for Charge Range. In addition, the model gains Devastating Charge (Fearless, Hard Target (1)).

Nets

At the start of each Round of Combat that the model's unit is fighting, each unit with one or more models with Nets must choose one enemy unit in base contact and roll a D6. On 2+, the chosen unit is Netted. On a roll of '1', the unit with Nets is Netted. Units Netted one or more times suffer -1 Strength and -1 Armour Penetration until the end of the Round of Combat.

Nets

At the start of each Round of Combat that the model's unit is fighting, each unit with one or more models with Nets must choose one enemy unit in base contact and roll a D6. On 2+, the chosen unit is Netted. On a roll of '1', the unit with Nets is Netted. Units Netted one or more times suffer -1 Strength and -1 Armour Penetration until the end of the Round of Combat.

Sons of the Avalanche

The model part gains Impact Hits (1). If its unit has 2 or more Full Ranks, the model part gains Impact Hits (2). A Character with Sons of the Avalanche instead gains Impact Hits (D3), or Impact Hits (D3+1) if its unit has 2 or more Full Ranks. In addition, the model is immune to the effects of Fear from enemy models.

Sons of the Avalanche

The model part gains Impact Hits (1). If its unit has 2 or more Full Ranks, the model part gains Impact Hits (2). A Character with Sons of the Avalanche instead gains Impact Hits (D3), or Impact Hits (D3+1) if its unit has 2 or more Full Ranks. In addition, the model is immune to the effects of Fear from enemy models.

Fire Arrow

Artillery Weapon.
Cannon. Range 48″, Shots 1, Str 3 [7], AP 0 [10], Area Attack (1×5) [Multiple Wounds (D3)], Flaming Attacks.

Fire Rats

Universal Rule.
The model gains Flaming Attacks and Flammable, and its base size is changed to 25×50mm. Immediately before the model is removed as a casualty as a result of any enemy Melee Attack, it inflicts 1 hit with Str 3, AP 0, and Flaming Attacks on the attacking unit.
This is considered a Special Attack.

Fire Rats

Universal Rule.
The model gains Flaming Attacks and Flammable, and its base size is changed to 25×50mm. Immediately before the model is removed as a casualty as a result of any enemy Melee Attack, it inflicts 1 hit with Str 3, AP 0, and Flaming Attacks on the attacking unit.
This is considered a Special Attack.

Firebomb

Attack Attribute.
Catapult (4×4), Range 12–48″, Shots 1, Str 4, AP0, Flaming Attacks. The model changes its Height to Large.

Firebrand

Firebrand

Firestarter

The Standard Bearer can cast the spell stated in brackets as a Bound Spell with Power Level (5/8).

Firestarter

The Standard Bearer can cast the spell stated in brackets as a Bound Spell with Power Level (5/8).

Firestarter (X)

Universal Rule.
The Standard Bearer can cast the spell stated in brackets as a Bound Spell with Power Level (5/8).

Firestarter (X)

Universal Rule.
The Standard Bearer can cast the spell stated in brackets as a Bound Spell with Power Level (5/8).

Magistrati Teocrati

L'unità del modello e ciascuna unità a contatto di base con essa ottengono Resistenza alla Magia (2), la quale si applica anche agli incantesimi amici. Questo valore di Resistenza alla Magia non può essere incrementato.

Magistrati Teocrati

L'unità del modello e ciascuna unità a contatto di base con essa ottengono Resistenza alla Magia (2), la quale si applica anche agli incantesimi amici. Questo valore di Resistenza alla Magia non può essere incrementato.

Fist of the Makhar

Artillery Weapon.
Catapult (4×4), Range 12–48″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3)], Quick to Fire

Fist of the Makhar

Artillery Weapon.
Catapult (4×4). Range 12-48″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3)].

Fist of the Makhar

Artillery Weapon.
Catapult (4×4). Range 12-48″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3)].

Fist of the Makhar

Artillery Weapon.
Catapult (4×4), Range 12–48″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3)], Quick to Fire

Flame Cannon

Artillery Weapon.
Flamethrower, Range 24′′, Shots 1, Str 4 [5], AP 1 [2] [Multiple Wounds (D3)], Flaming Attacks.

Flame Cannon

Artillery Weapon.
Flamethrower, Range 24″, Shots 1, Str 4 {5}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}.

Flame Cannon

Artillery Weapon.
Flamethrower, Range 24″, Shots 1, Str 4 {5}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}.

Lanciafiamme

Giare d'Olio

Se uno o più attacchi simultanei con Giare d'Olio colpiscono, l'unità bersaglio degli attacchi ottiene un Segnalino Incendiario dopo aver risolto questi attacchi.

Giare d'Olio

Se uno o più attacchi simultanei con Giare d'Olio colpiscono, l'unità bersaglio degli attacchi ottiene un Segnalino Incendiario dopo aver risolto questi attacchi.

Strali di Luna

Questo Attributo di Attacco può essere usato soltanto con Archi o Archi Lunghi non Incantati. Gli attacchi diventano Attacchi Infuocati e Attacchi Magici, inoltre la loro Forza è fissata a 4 la loro Penetrazione Armatura è fissata a 1.

Strali di Luna

Questo Attributo di Attacco può essere usato soltanto con Archi o Archi Lunghi non Incantati. Gli attacchi diventano Attacchi Infuocati e Attacchi Magici, inoltre la loro Forza è fissata a 4 la loro Penetrazione Armatura è fissata a 1.

Fleet Officer

Fleet Officer

Volo

The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.

Flintlock Axe

Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).

Flintlock Axe

Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).

Flintlock Axe

Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).

Flintlock Axe

Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).

Mummy's Curse

When the model with Mummy's Curse is removed as a casualty, it immediately inflicts 1 hit with Strength 6 and Armour Penetration 10 on the model that caused the final Health Point loss. This is considered a Ranged Attack. If more than one model was part of the action which brought the downfall of the model with Mummy's Curse, randomise which of those models suffers the hit.

Mummy's Curse

When the model with Mummy's Curse is removed as a casualty, it immediately inflicts 1 hit with Strength 6 and Armour Penetration 10 on the model that caused the final Health Point loss. This is considered a Ranged Attack. If more than one model was part of the action which brought the downfall of the model with Mummy's Curse, randomise which of those models suffers the hit.

Storm of Wings

Enemy units in base contact with one or more models with Storm of Wings suffer -1 Offensive Skill and -1 Defensive Skill.

Storm of Wings

Enemy units in base contact with one or more models with Storm of Wings suffer -1 Offensive Skill and -1 Defensive Skill.

Flying Horror

Flying Horror

Follow The Herd

Universal Rule.
The unit can never benefits from Commanding Presence or Rally Around the Flag. The unit gains +1 Discipline for each Full Rank.

Follow The Herd

The unit can never benefits from Commanding Presence or Rally Around the Flag. The unit gains +1 Discipline for each Full Rank.

Follow The Herd

Universal Rule.
The unit can never benefits from Commanding Presence or Rally Around the Flag. The unit gains +1 Discipline for each Full Rank.

Follow The Herd

The unit can never benefits from Commanding Presence or Rally Around the Flag. The unit gains +1 Discipline for each Full Rank.

Forbearance

The model gains Distracting. This instance of Distracting cannot be used in the First Round of Combat. Personal Protection. One of a Kind

Forbearance

The model gains Distracting. This instance of Distracting cannot be used in the First Round of Combat. Personal Protection. One of a Kind

Forbearance

The model gains Distracting. This instance of Distracting cannot be used in the First Round of Combat. Personal Protection. One of a Kind

Forbearance

The model gains Distracting. This instance of Distracting cannot be used in the First Round of Combat. Personal Protection. One of a Kind

Forbidden Mastery

Forbidden Mastery

Forbidden Mastery

Forbidden Mastery

Force of Destruction

The model cannot declare any Charges, and other units cannot declare any Charges against the model. The model and other units ignore each other regarding the Unit Spacing rule for all movement and can touch and move through one another during any movement (note that this includes Ambush). When the model touches another unit, the model is immediately removed as a casualty, and the other unit immediately suffers X hits with the model's Strength and Armour Penetration. If several unitsaretouchedsimultaneously, theActivePlayerchooseswhichunitsuffersthehits. If themodel wasremoved due to another unit moving into contact with it, that unit suffers an additional D6 hits.

Force of Destruction

The model cannot declare any Charges, and other units cannot declare any Charges against the model. The model and other units ignore each other regarding the Unit Spacing rule for all movement and can touch and move through one another during any movement (note that this includes Ambush). When the model touches another unit, the model is immediately removed as a casualty, and the other unit immediately suffers X hits with the model's Strength and Armour Penetration. If several unitsaretouchedsimultaneously, theActivePlayerchooseswhichunitsuffersthehits. If themodel wasremoved due to another unit moving into contact with it, that unit suffers an additional D6 hits.

Force of Destruction

The model cannot declare any Charges, and other units cannot declare any Charges against the model. The model and other units ignore each other regarding the Unit Spacing rule for all movement and can touch and move through one another during any movement (note that this includes Ambush). When the model touches another unit, the model is immediately removed as a casualty, and the other unit immediately suffers X hits with the model's Strength and Armour Penetration. If several unitsaretouchedsimultaneously, theActivePlayerchooseswhichunitsuffersthehits. If themodel wasremoved due to another unit moving into contact with it, that unit suffers an additional D6 hits.

Force of Destruction

The model cannot declare any Charges, and other units cannot declare any Charges against the model. The model and other units ignore each other regarding the Unit Spacing rule for all movement and can touch and move through one another during any movement (note that this includes Ambush). When the model touches another unit, the model is immediately removed as a casualty, and the other unit immediately suffers X hits with the model's Strength and Armour Penetration. If several unitsaretouchedsimultaneously, theActivePlayerchooseswhichunitsuffersthehits. If themodel wasremoved due to another unit moving into contact with it, that unit suffers an additional D6 hits.

Foresight

Friendly units within 6" of the model gain Lightning Reflexes. The model can cast Ice and Fire (Cosmology) as a Bound Spell with Power Level (4/8).

Foresight

Friendly units within 6" of the model gain Lightning Reflexes. The model can cast Ice and Fire (Cosmology) as a Bound Spell with Power Level (4/8).

Forest Goblin

The model gains Insignificant and Strider (Forest).

Forest Goblin

The model gains Insignificant and Strider (Forest).

Forest Guardian

The model gains +1 Attack Value and +1 Armour. Models on foot only

Forest Guardian

The model gains +1 Attack Value and +1 Armour. Models on foot only

Forest Guide

Universal Rule.
The model’s unit gains Magical Attacks and Strider (Forest)

Forest Guide

Universal Rule.
The model’s unit gains Magical Attacks and Strider (Forest)

Forest Guide

Universal Rule.
The model’s unit gains Magical Attacks and Strider (Forest)

Forest Guide

Universal Rule.
The model’s unit gains Magical Attacks and Strider (Forest)

Forest Troll

The model gains Magic Resistance (3) and Strider (Forest).

Forest Troll

The model gains Magic Resistance (3) and Strider (Forest).

Forest Troll

The model gains Magic Resistance (3) and Strider (Forest).

Forest Troll

The model gains Magic Resistance (3) and Strider (Forest).

Forge Gun

Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, always hits on 2+.

Forge Gun

Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, always hits on 2+.

Forge Repeater

Shooting Weapon
Range 18″, Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire

Forge Repeater

Shooting Weapon
Range 18″, Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire

War Smith

The model gains Wizard Adept. In addition, the model part and R&F model parts without Harnessed in its unit gain Battle Focus and Frenzy. Temple Militants additionally gain Hatred while a War Smith is joined to their unit.

Ghostly Form

The model gains Ghost Step and Magical Attacks. R&F models with Ghostly Form can only be joined by Characters with Ghostly Form.

Ghostly Form

The model gains Ghost Step and Magical Attacks. R&F models with Ghostly Form can only be joined by Characters with Ghostly Form.

Tempra

Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks

Lash of Souls

The model can cast Pentagram of Pain (Occultism) as a Bound Spell with Power Level (4/8).

Lash of Souls

The model can cast Pentagram of Pain (Occultism) as a Bound Spell with Power Level (4/8).

Skinning Lash

A unit with at least one model with Skinning Lash can make a Sweeping Attack against a single unengaged enemy unit when passing within 1" (it does not need to and cannot move through or over that unit). The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 0 for each model with Skinning Lash in the unit. A unit that loses one or more Health Points due to one or more Skinning Lash Sweeping Attacks suffers -1 Discipline until the end of its next Player Turn.

Skinning Lash

A unit with at least one model with Skinning Lash can make a Sweeping Attack against a single unengaged enemy unit when passing within 1" (it does not need to and cannot move through or over that unit). The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 0 for each model with Skinning Lash in the unit. A unit that loses one or more Health Points due to one or more Skinning Lash Sweeping Attacks suffers -1 Discipline until the end of its next Player Turn.

Skinning Lash

A unit with at least one model with Skinning Lash can make a Sweeping Attack against a single unengaged enemy unit when passing within 1" (it does not need to and cannot move through or over that unit). The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 0 for each model with Skinning Lash in the unit. A unit that loses one or more Health Points due to one or more Skinning Lash Sweeping Attack suffers -1 Discipline until the end of its next Player Turn.

Skinning Lash

A unit with at least one model with Skinning Lash can make a Sweeping Attack against a single unengaged enemy unit when passing within 1" (it does not need to and cannot move through or over that unit). The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 0 for each model with Skinning Lash in the unit. A unit that loses one or more Health Points due to one or more Skinning Lash Sweeping Attack suffers -1 Discipline until the end of its next Player Turn.

Frusta Infernale

Il modello ottiene +2 Agilità. All'inizio di ciascuna Fase di Mischia, puoi scegliere una singola unità amica entro 6" dal portatore (incluso il portatore stesso). Gli Attacchi da Corpo a Corpo dell'unità scelta diventano Attacchi Infuocati e Attacchi Magici fino alla fine della Fase di Mischia.

Frusta Infernale

Il modello ottiene +2 Agilità. All'inizio di ciascuna Fase di Mischia, puoi scegliere una singola unità amica entro 6" dal portatore (incluso il portatore stesso). Gli Attacchi da Corpo a Corpo dell'unità scelta diventano Attacchi Infuocati e Attacchi Magici fino alla fine della Fase di Mischia.

Monstrous Whip

Universal Rule.
Rolls for Charge Range of other friendly Gigantic models that are within 12″ of one or more models with Monstrous Whip are subject to Maximised Roll.

Fox Fire

Universal Rule.
Enemy models in units in Base Contact with one or more Kitsune suffer -1 Offensive Skill and -1 Defensive Skill.

Freedom of Flight

Universal Rule.
The model’s Armour can never be improved beyond 5.

Furia

At the start of the Charge Phase, each of your nonFleeing units with at least one model with Frenzy that is unengaged, does not contain any Shaken models, and has an enemy unit inside its Front Arc within the unit’s Advance Rate +7″ must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to Maximised Roll.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to Fly), the model must use the Advance Rate that has the highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″. Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy unit that triggered the Frenzy Test.

Slingers

The model gains Hard Target (1), Insignificant, Skirmisher, and Sling (4+).

Slingers

The model gains Hard Target (1), Insignificant, Skirmisher, and Sling (4+).

Frontiersmen

The model automatically passes Panic Tests caused by Terror.

Frontiersmen

The model automatically passes Panic Tests caused by Terror.

Touch of Frost

Enemy units suffer -1 Agility for each unit of Yetis in base contact with them.

Touch of Frost

Enemy units suffer -1 Agility for each unit of Yetis in base contact with them.

Gallantry

During Army List creation, the unit gains a Gallantry value that corresponds to the value stated in brackets (X).
Multiple instances of Gallantry (X) in the same unit do not stack. The sum of the Gallantry values of all units on the
Army List is restricted to 1 per 650 Army Points, rounding fractions up (this means that e.g. a 4500 pts army can
contain units with a combined Gallantry value of up to 7).

Gallantry

During Army List creation, the unit gains a Gallantry value that corresponds to the value stated in brackets (X).
Multiple instances of Gallantry (X) in the same unit do not stack. The sum of the Gallantry values of all units on the
Army List is restricted to 1 per 650 Army Points, rounding fractions up (this means that e.g. a 4500 pts army can
contain units with a combined Gallantry value of up to 7).

Gallantry

During Army List creation, the unit gains a Gallantry value that corresponds to the value stated in brackets (X).
Multiple instances of Gallantry (X) in the same unit do not stack. The sum of the Gallantry values of all units on the
Army List is restricted to 1 per 650 Army Points, rounding fractions up (this means that e.g. a 4500 pts army can
contain units with a combined Gallantry value of up to 7).

Gallantry

During Army List creation, the unit gains a Gallantry value that corresponds to the value stated in brackets (X).
Multiple instances of Gallantry (X) in the same unit do not stack. The sum of the Gallantry values of all units on the
Army List is restricted to 1 per 650 Army Points, rounding fractions up (this means that e.g. a 4500 pts army can
contain units with a combined Gallantry value of up to 7).

Keeper of the Beacon

After Spell Selection, the Wizard must replace one of its non-Hereditary Learned Spells with one of the following spells: • Whispers of the Veil (Evocation) • The Grave Calls (Occultism) • Wrath of God (Thaumaturgy) (only if Wizard Master) • Hellfire (Hereditary Spell)

Keeper of the Beacon

After Spell Selection, the Wizard must replace one of its non-Hereditary Learned Spells with one of the following spells: • Whispers of the Veil (Evocation) • The Grave Calls (Occultism) • Wrath of God (Thaumaturgy) (only if Wizard Master) • Hellfire (Hereditary Spell)

Vincolo del Custode

Il modello ottiene +1 Disciplina, textbfDisciplina Marziale, e supera i suoi tiri di Rinascita con un risultato di 3+ invece che di 5+. La parte di modello Fenice ottiene Imbrigliato. Il modello ottiene una parte di modello addizionale: Offensive Att Off For Pen Agi Regole del modello Custode 25306 Riflessi Fulminei, Alabarda

Vincolo del Custode

Il modello ottiene +1 Disciplina, textbfDisciplina Marziale, e supera i suoi tiri di Rinascita con un risultato di 3+ invece che di 5+. La parte di modello Fenice ottiene Imbrigliato. Il modello ottiene una parte di modello addizionale: Offensive Att Off For Pen Agi Regole del modello Custode 25306 Riflessi Fulminei, Alabarda

Gates of the Netherworld

Whenever a model with Gates of the Netherworld successfully casts Arise!, after resolving the spell's effect, choose a friendly unit with a Reanimated value and within 12" of the Caster. This unit, or a single Character inside the unit, Raises 1 Health Point. No unit can be chosen more than twice per Magic Phase by Gates of the Netherworld.

Gates of the Netherworld

Whenever a model with Gates of the Netherworld successfully casts Arise!, after resolving the spell's effect, choose a friendly unit with a Reanimated value and within 12" of the Caster. This unit, or a single Character inside the unit, Raises 1 Health Point. No unit can be chosen more than twice per Magic Phase by Gates of the Netherworld.

Gateway

At the end of each friendly Magic Phase, each Hellmaw may do one of the following: • Open a Gateway: Mark a single point on the Battlefield with a Gateway Marker. This point must be within Line of Sight and 24" of the Hellmaw, and more than 6" away from enemy units. There can never be more than 4 friendly Gateway Markers on the Battlefield (including Ominous Gateways). • Close a Gateway: Choose a friendly Gateway Marker with its centre within Line of Sight and 24" of the Hellmaw. All units within 6" of the centre of the marker suffer D6 hits with Toxic Attacks and Magical Attacks. Then remove the marker. If all friendly Hellmaws have been removed as casualties, immediately close all friendly Gateways as described above. A friendly unit may choose to enter the Gateway if all the following conditions are met: • The unit does not contain any Gigantic models. • The unit is in contact with the centre of a friendly Gateway Marker. • All models in the unit just performed an Advance or March Move and no other model has moved since. Remove the unit from the Battlefield. The unit: 1. Is then placed back on the Battlefield within 3" of the centre of any other friendly Gateway Marker. No model can end up with its centre farther away than its March Rate from the centre of the chosen marker. 2. Must have the same formation, but may face any direction. 3. Must follow the Unit Spacing rule. 4. Suffers D6 + X hits with Toxic Attacks and Magical Attacks, distributed by the owner, where X is equal to the number of ranks in the unit. Hits distributed onto models with Hell-Forged Armour or Supernal automatically fail to wound. 5. Loses Scoring until its next Player Turn. Only a single unit may exit the same Gateway Marker in each Player Turn.

Gateway

At the end of each friendly Magic Phase, each Hellmaw may do one of the following: • Open a Gateway: Mark a single point on the Battlefield with a Gateway Marker. This point must be within Line of Sight and 24" of the Hellmaw, and more than 6" away from enemy units. There can never be more than 4 friendly Gateway Markers on the Battlefield (including Ominous Gateways). • Close a Gateway: Choose a friendly Gateway Marker with its centre within Line of Sight and 24" of the Hellmaw. All units within 6" of the centre of the marker suffer D6 hits with Toxic Attacks and Magical Attacks. Then remove the marker. If all friendly Hellmaws have been removed as casualties, immediately close all friendly Gateways as described above. A friendly unit may choose to enter the Gateway if all the following conditions are met: • The unit does not contain any Gigantic models. • The unit is in contact with the centre of a friendly Gateway Marker. • All models in the unit just performed an Advance or March Move and no other model has moved since. Remove the unit from the Battlefield. The unit: 1. Is then placed back on the Battlefield within 3" of the centre of any other friendly Gateway Marker. No model can end up with its centre farther away than its March Rate from the centre of the chosen marker. 2. Must have the same formation, but may face any direction. 3. Must follow the Unit Spacing rule. 4. Suffers D6 + X hits with Toxic Attacks and Magical Attacks, distributed by the owner, where X is equal to the number of ranks in the unit. Hits distributed onto models with Hell-Forged Armour or Supernal automatically fail to wound. 5. Loses Scoring until its next Player Turn. Only a single unit may exit the same Gateway Marker in each Player Turn.

Giant See, Giant Do

The model gains Makhar Battle Fever.

Gigante Vede, Gigante Fa

Il modello ottiene Armatura Infernale e Marchio Infernale.

Giant See, Giant Do

The model gains Makhar Battle Fever.

Gigante Vede, Gigante Fa

Il modello ottiene Armatura Infernale e Marchio Infernale.

Gigante Vede, Gigante Fa

Il modello ottiene Armatura Infernale e Marchio Infernale.

Giant See, Giant Do (DE)

Universal Rule.
The model gains Scent of Blood

General

Generosity

The model gains Commanding Presence that only friendly models with Ordeal may benefit from. In addition, Knight Banneret becomes 0-3 per Army. Universal Rule. One of a Kind

Generosity

The model gains Commanding Presence that only friendly models with Ordeal may benefit from. In addition, Knight Banneret becomes 0-3 per Army. Universal Rule. One of a Kind

Generosity

The model gains Commanding Presence that only friendly models with Ordeal may benefit from. In addition, Knight Banneret becomes 0-3 per Army. Universal Rule. One of a Kind

Generosity

The model gains Commanding Presence that only friendly models with Ordeal may benefit from. In addition, Knight Banneret becomes 0-3 per Army. Universal Rule. One of a Kind

Passo Fantasma

The model treats all Terrain Features as Open Terrain for movement purposes, but must abide by the Unit Spacing rule upon the completion of its moves.

Ghoul Giant

Universal Rule.
The model gains Poison Attacks and Unholy Appetite.

Ghoul Giant

Universal Rule.
The model gains Poison Attacks and Unholy Appetite.

Ghoul Lord

Ghoul Lord

Giant Aspen Bow

Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
This Artillery Weapon always hits on a roll equal to or greater than its Aim

Giant Aspen Bow

Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
This Artillery Weapon always hits on a roll equal to or greater than its Aim

Giant Club

Giant Club

Giant Club

Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Giant Club

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration

Giant Club

Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Randello gigante

Melee Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Giant Club

Randello gigante

Melee Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Giant Club

Giant Club

Giant Club

Close Combat Weapon.
Attacks with a Giant Club gain +1 Strength and +1 Armour Penetration.

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration

Giant Club

Giant Club

Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Giant Club

Giant Club

Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Giant Club

Giant Club

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Giant Club

Giant Club

Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Giant Club

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration

Giant Club

Giant Club

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration

Giant Club

Close Combat Weapon.
Attacks with a Giant Club gain +1 Strength and +1 Armour Penetration.

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Giant Club

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Giant Club

Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Giant Club

Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Giant Club

Giant Club

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Giant Club

Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Giant Club

Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Giant Drum

Universal Rule.
The model must be deployed in, and can only join Blasted Plains Emissaries, Hob Levies, or Tyrannical Disciples units. The model can never voluntarily leave its unit. In addition, the range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the Drum Gogyag’s unit, are both extended to 12″.

Giant Drum

Universal Rule.
The model must be deployed in, and can only join Blasted Plains Emissaries, Hob Levies, or Tyrannical Disciples units. The model can never voluntarily leave its unit. In addition, the range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the Drum Gogyag’s unit, are both extended to 12″.

Giant of the Deep

Universal Rule.
The model gains Shield Wall and Light Armour.

Giant of the Deep

Universal Rule.
The model gains Shield Wall and Light Armour.

Giant Pike

Close Combat Weapon.
Counts as Spear. Additionally, the Attack gains Area Attack (1×2), and its Strength and Armour Pen- etration are set to half the model’s [the model’s] Strength, respectively Armour Penetration, round- ing fractions up. This is done after applying other modifiers and affects only the Young Giant’s Attacks.

Giant Pike

Counts as Spear. Additionally, the Attack gains Area Attack (1×2), and its Strength and Armour Penetration are set to half the model’s [the model’s] Strength, respectively Armour Penetration, rounding fractions up. This is done after applying other modifiers and affects only the Young Giant’s Attacks.

Giant Recurve Bow

Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)], Quick to Fire.

Giant Recurve Bow

Artillery Weapon
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].

Giant Recurve Bow

Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)], Quick to Fire.

Giant Recurve Bow

Artillery Weapon
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].

Giant Repeater

Artillery Weapon.
Volley Gun. Range 24″, Shots 3D6×2, Str 4, AP 4.

Giant Repeater

Artillery Weapon.
Volley Gun. Range 24″, Shots 3D6×2, Str 4, AP 4.

Giant See, Giant Do

Universal Rule.
The model gains Brood’s Courage (Rats-at-Arms) and Safety in Numbers.

Giant See, Giant Do

The model gains Cult of Errahman and Fortitude (6+).

Giant See, Giant Do

Universal Rule.
The model gains Battle Fever.

Giant See, Giant Do

Giant See, Giant Do

Giant See, Giant Do

The model gains Brood Rivalry and Minimised (Break Tests, Fear Tests, Panic Tests).

Giant See, Giant Do

The model gains Brood Rivalry and Minimised (Break Tests, Fear Tests, Panic Tests).

Giant See, Giant Do

Universal Rule.
The model adds +1 to its Combat Score.

Giant See, Giant Do

Universal Rule.
The model gains Drunkard and Strider (Forest). At the end of a friendly Movement Phase, if the model is in contact with a Forest Terrain Feature it may lose its current weapon (if applicable) and gain Uprooted Tree.

Giant See, Giant Do

Universal Rule.
The model gains Hatred (against Gigantic) and Sturdy

Giant See, Giant Do

Universal Rule.
The model gains Fearless, Frenzy, and Supernal.

Giant See, Giant Do

Universal Rule.
The model gains Insignificant, Serf, and Light Armour.

Giant See, Giant Do

Universal Rule.
The model gains Feigned Flight, Light Troops, and Strider (Forest).

Giant See, Giant Do

Universal Rule.
The model gains Born to Fight.

Giant See, Giant Do

Giant See, Giant Do

Universal Rule.
The model gains +1 Armour and Cold Blooded.

Giant See, Giant Do

Universal Rule.
The model gains Ashes to Ashes, Fearless, and Undead.

Giant See, Giant Do

Universal Rule.
The model gains Brood’s Courage (Rats-at-Arms) and Safety in Numbers.

Giant See, Giant Do

Universal Rule.
The model gains +1 Armour and Cold Blooded.

Giant See, Giant Do

The model gains Brood Rivalry and Minimised (Break Tests, Fear Tests, Panic Tests).

Giant See, Giant Do

Universal Rule.
The model gains +1 Armour and Cold Blooded.

Giant See, Giant Do

The model gains Brood Rivalry and Minimised (Break Tests, Fear Tests, Panic Tests).

Giant See, Giant Do

Universal Rule.
The model gains Insignificant, Serf, and Light Armour.

Giant See, Giant Do

Universal Rule.
The model gains Battle Fever.

Giant See, Giant Do

Universal Rule.
The model gains Fearless, Frenzy, and Supernal.

Giant See, Giant Do

Universal Rule.
The model gains Battle Fever.

Giant See, Giant Do

Universal Rule.
The model gains Brood’s Courage (Rats-at-Arms) and Safety in Numbers.

Giant See, Giant Do

Universal Rule.
The model gains Insignificant, Serf, and Light Armour.

Giant See, Giant Do

Universal Rule.
The model gains Drunkard and Strider (Forest). At the end of a friendly Movement Phase, if the model is in contact with a Forest Terrain Feature it may lose its current weapon (if applicable) and gain Uprooted Tree.

Giant See, Giant Do

Universal Rule.
The model gains Hatred (against Gigantic) and Sturdy

Giant See, Giant Do

Giant See, Giant Do

Universal Rule.
The model gains Support Unit.

Giant See, Giant Do

Universal Rule.
The model gains Born to Fight.

Giant See, Giant Do

Universal Rule.
The model gains Battle Fever.

Giant See, Giant Do

Universal Rule.
The model gains Ashes to Ashes, Fearless, and Undead.

Giant See, Giant Do

Universal Rule.
The model gains Feigned Flight, Light Troops, and Strider (Forest).

Giant See, Giant Do

Universal Rule.
The model gains Battle Fever.

Giant See, Giant Do

Universal Rule.
The model gains Battle Fever.

Giant See, Giant Do

Universal Rule.
The model gains Sons of the Avalanche and counts as a Character for the purpose of Sons of the Avalanche.
The model is a Musician. The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the Slave Giant, are both extended to 18″.

Giant See, Giant Do

Universal Rule.
The model gains Brood’s Courage (Rats-at-Arms) and Safety in Numbers.

Giant See, Giant Do

Giant See, Giant Do

Universal Rule.
The model gains Light Armour and Martial Discipline.

Giant See, Giant Do

Universal Rule.
The model gains Sons of the Avalanche and counts as a Character for the purpose of Sons of the Avalanche.
The model is a Musician. The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the Slave Giant, are both extended to 18″.

Giant See, Giant Do

Universal Rule.
The model gains Support Unit.

Giant See, Giant Do

Universal Rule.
The model gains Insignificant, Serf, and Light Armour.

Giant See, Giant Do

Universal Rule.
The model gains Light Armour and Martial Discipline.

Giant See, Giant Do

Universal Rule.
The model gains +1 Armour and Cold Blooded.

Giant See, Giant Do (DE)

Universal Rule.
The model gains Scent of Blood

Giant See, Giant Do (DL)

Universal Rule.
The model gains Fearless and Supernal. In addition, at the start of each friendly Player Turn, before taking any Frenzy Tests, the model must take a Discipline Test that is modified by −X, where X corresponds to the difference between the number of Health Points that the model started the game with and its current number of Health Points. If failed, the model gains Battle Focus and Frenzy until the end of the game.

Giant See, Giant Do (DL)

Universal Rule.
The model gains Fearless and Supernal. In addition, at the start of each friendly Player Turn, before taking any Frenzy Tests, the model must take a Discipline Test that is modified by −X, where X corresponds to the difference between the number of Health Points that the model started the game with and its current number of Health Points. If failed, the model gains Battle Focus and Frenzy until the end of the game.

Giant Seeker

Universal Rule.
The model gains Aegis (6+), Fearless, The bigger they are…, Unbreakable, Yer comin’ with me!, and loses the Shield.

Giant Seeker

Universal Rule.
The model gains Aegis (6+), Fearless, The bigger they are…, Unbreakable, Yer comin’ with me!, and loses the Shield.

Giant Sentinel

Universal Rule.
The model gains Poison Attacks and Sapling Bow (4+)

Giant Sentinel

Universal Rule.
The model gains Poison Attacks and Sapling Bow (4+)

Git Launcher

This weapon follows the rules for Catapult Artillery Weapons with the following exceptions: • Hit: The target suffers 2D6 hits with Strength 4 and Armour Penetration 2. • Partial Hit: Place a Gogtuk Initiate with Mad Git within 3" of the target, following the rules for Summoned Units.

Git Launcher

This weapon follows the rules for Catapult Artillery Weapons with the following exceptions: • Hit: The target suffers 2D6 hits with Strength 4 and Armour Penetration 2. • Partial Hit: Place a Gogtuk Initiate with Mad Git within 3" of the target, following the rules for Summoned Units.

Git Launcher

Artillery Weapon.
Catapult, Range 12–60″, Shots 1, Str 5, AP 4.
This weapon follows the rules for Catapult Artillery Weapons with the following exceptions: if the weapon hits (including with a Partial Hit), instead of causing a hit with Area Attack, the attack causes D3+1 hits with the weapon’s profile. In case of a Partial Hit, neither the number of hits nor their Strength and Armour Penetration are reduced.

Git Launcher

This weapon follows the rules for Catapult Artillery Weapons with the following exceptions: • Hit: The target suffers 2D6 hits with Strength 4 and Armour Penetration 2. • Partial Hit: Place a Gogtuk Initiate with Mad Git within 3" of the target, following the rules for Summoned Units.

Git Launcher

Artillery Weapon.
Catapult, Range 12–60″, Shots 1, Str 5, AP 4.
This weapon follows the rules for Catapult Artillery Weapons with the following exceptions: if the weapon hits (including with a Partial Hit), instead of causing a hit with Area Attack, the attack causes D3+1 hits with the weapon’s profile. In case of a Partial Hit, neither the number of hits nor their Strength and Armour Penetration are reduced.

Git Launcher

This weapon follows the rules for Catapult Artillery Weapons with the following exceptions: • Hit: The target suffers 2D6 hits with Strength 4 and Armour Penetration 2. • Partial Hit: Place a Gogtuk Initiate with Mad Git within 3" of the target, following the rules for Summoned Units.

Gnasher Dashers

The model gains Fly (6", 12"), Hard Target (1), Light Troops, and Skirmisher.

Gnasher Dashers

The model gains Fly (6", 12"), Hard Target (1), Light Troops, and Skirmisher.

Gnasher Dashers

The model gains Fly (6", 12"), Hard Target (1), Light Troops, and Skirmisher.

Gnasher Dashers

The model gains Fly (6", 12"), Hard Target (1), Light Troops, and Skirmisher.

Gnashing Fever

The target gains Battle Focus, Fearless, and Frenzy.

Governatore

Le unità amiche con più della metà dei modelli dotati di Giare d'Olio entro 12" da uno o più modelli con Governatore all'inizio del proprio Movimento di Marcia ottengono +2" Marcia. Inoltre, il modello può aggregarsi alle unità di Leve del Vassallo. Questo prevale sulla restrizione di Insignificante.

Governatore

Le unità amiche con più della metà dei modelli dotati di Giare d'Olio entro 12" da uno o più modelli con Governatore all'inizio del proprio Movimento di Marcia ottengono +2" Marcia. Inoltre, il modello può aggregarsi alle unità di Leve del Vassallo. Questo prevale sulla restrizione di Insignificante.

Goblin Cunning

Apply the following rules to any unit consisting entirely of models with Goblin Cunning: • It gains Maximised (Flee Distance). • Before rolling any dice for the corresponding test, it may choose to fail any Break Test and, unless more than half its models are Fearless, any Panic Test. • IfitFleesduetoavoluntaryFleeChargeReactionorduetochoosingtofailaPanicorBreakTest, itautomatically passes its next Rally Test. This does not apply if the unit is Decimated or if it Flees involuntarily.

Goblin Cunning

Apply the following rules to any unit consisting entirely of models with Goblin Cunning: • It gains Maximised (Flee Distance). • Before rolling any dice for the corresponding test, it may choose to fail any Break Test and, unless more than half its models are Fearless, any Panic Test. • IfitFleesduetoavoluntaryFleeChargeReactionorduetochoosingtofailaPanicorBreakTest, itautomatically passes its next Rally Test. This does not apply if the unit is Decimated or if it Flees involuntarily.

Goblin Cunning

Apply the following rules to any unit consisting entirely of models with Goblin Cunning: • It gains Maximised (Flee Distance). • Before rolling any dice for the corresponding test, it may choose to fail any Break Test and, unless more than half its models are Fearless, any Panic Test. • IfitFleesduetoavoluntaryFleeChargeReactionorduetochoosingtofailaPanicorBreakTest, itautomatically passes its next Rally Test. This does not apply if the unit is Decimated or if it Flees involuntarily.

Goblin Cunning

Apply the following rules to any unit consisting entirely of models with Goblin Cunning: • It gains Maximised (Flee Distance). • Before rolling any dice for the corresponding test, it may choose to fail any Break Test and, unless more than half its models are Fearless, any Panic Test. • IfitFleesduetoavoluntaryFleeChargeReactionorduetochoosingtofailaPanicorBreakTest, itautomatically passes its next Rally Test. This does not apply if the unit is Decimated or if it Flees involuntarily.

Goblin Gardens

After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), you may choose Fields, Forests, Ruins, or Water Terrain. All models (friend and foe) treat Terrain Features of the chosenTerrain as Dangerous Terrain (1). Models that would normally treat them as Dangerous Terrain (1) treat the Terrain Features of the chosen Terrain as Dangerous Terrain (2) instead. In addition, friendly models with Goblin Cunning gain Strider (X), where X is the chosen Terrain.

Goblin Gardens

After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), you may choose Fields, Forests, Ruins, or Water Terrain. All models (friend and foe) treat Terrain Features of the chosenTerrain as Dangerous Terrain (1). Models that would normally treat them as Dangerous Terrain (1) treat the Terrain Features of the chosen Terrain as Dangerous Terrain (2) instead. In addition, friendly models with Goblin Cunning gain Strider (X), where X is the chosen Terrain.

Goblin Gardens

After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), you may choose Fields, Forests, Ruins, or Water Terrain. All models (friend and foe) treat Terrain Features of the chosenTerrain as Dangerous Terrain (1). Models that would normally treat them as Dangerous Terrain (1) treat the Terrain Features of the chosen Terrain as Dangerous Terrain (2) instead. In addition, friendly models with Goblin Cunning gain Strider (X), where X is the chosen Terrain.

Goblin Gardens

After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), you may choose Fields, Forests, Ruins, or Water Terrain. All models (friend and foe) treat Terrain Features of the chosenTerrain as Dangerous Terrain (1). Models that would normally treat them as Dangerous Terrain (1) treat the Terrain Features of the chosen Terrain as Dangerous Terrain (2) instead. In addition, friendly models with Goblin Cunning gain Strider (X), where X is the chosen Terrain.

Righteous Smite

Failed to-wound rolls of Close Combat Attacks against which the target has a Special Save must be rerolled.

Righteous Smite

Failed to-wound rolls of Close Combat Attacks against which the target has a Special Save must be rerolled.

Righteous Smite

Failed to-wound rolls of Close Combat Attacks against which the target has a Special Save must be rerolled.

Righteous Smite

Failed to-wound rolls of Close Combat Attacks against which the target has a Special Save must be rerolled.

Incisioni Runiche

Al passo 8 della Sequenza Pre-Partita (dopo la Selezione dei Incantesimi) ogni unità di Guardiani della Roccaforte deve scegliere uno dei seguenti effetti, che gli si applica per tutta la durata della partita: • +1 Forza e +1 Penetrazione Armatura • Avanguardia • +2 Agilità

Incisioni Runiche

Al passo 8 della Sequenza Pre-Partita (dopo la Selezione dei Incantesimi) ogni unità di Guardiani della Roccaforte deve scegliere uno dei seguenti effetti, che gli si applica per tutta la durata della partita: • +1 Forza e +1 Penetrazione Armatura • Avanguardia • +2 Agilità

Greater Eagle Standard

The model gains Standard Bearer and Eagle Standard, with the following exceptions: • The requirement for being within range of a friendly model's Commanding Presence is ignored. • When calculating Combat Score, only a single model with Greater Eagle Standard per unit adds +1 to its side's Combat Score.

Greater Eagle Standard

The model gains Standard Bearer and Eagle Standard, with the following exceptions: • The requirement for being within range of a friendly model's Commanding Presence is ignored. • When calculating Combat Score, only a single model with Greater Eagle Standard per unit adds +1 to its side's Combat Score.

Greater Eagle Standard

The model gains Standard Bearer and Eagle Standard, with the following exceptions: • The requirement for being within range of a friendly model's Commanding Presence is ignored. • When calculating Combat Score, only a single model with Greater Eagle Standard per unit adds +1 to its side's Combat Score.

Greater Eagle Standard

The model gains Standard Bearer and Eagle Standard, with the following exceptions: • The requirement for being within range of a friendly model's Commanding Presence is ignored. • When calculating Combat Score, only a single model with Greater Eagle Standard per unit adds +1 to its side's Combat Score.

Mira Salda

Il modello può tirare dal terzo rango (in aggiunta al primo e secondo) e non subisce la penalità -1 per colpire a causa della Reazione alla Carica Resistere e Tirare.

Mira Salda

Il modello può tirare dal terzo rango (in aggiunta al primo e secondo) e non subisce la penalità -1 per colpire a causa della Reazione alla Carica Resistere e Tirare.

Granate a Frammentazione

Attacco di passaggio. Un solo uso. L'unità nemica subisce D3 colpi con Forza 3 e Penetrazione Armatura 0 per ogni Aerocottero a Vapore nell'unità.

Granate a Frammentazione

Attacco di passaggio. Un solo uso. L'unità nemica subisce D3 colpi con Forza 3 e Penetrazione Armatura 0 per ogni Aerocottero a Vapore nell'unità.

Grande arco dell'aspide

Shooting Weapon.
Range 36", Shots 1, Str 5, AP 2, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.

Grande arco dell'aspide

Shooting Weapon.
Range 36", Shots 1, Str 5, AP 2, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.

Grand Council

Universal Rule.
The model’s Health Points and Attack Value are set to 8, and its base size is changed to 120 mm round. The model can also select Wrath of God (Thaumaturgy) as one of its 2 spells.

Grand Council

Universal Rule.
The model’s Health Points and Attack Value are set to 8, and its base size is changed to 120 mm round. The model can also select Wrath of God (Thaumaturgy) as one of its 2 spells.

Grasp of The Immortal

Universal Rule.
At the start of each friendly Magic Phase, the model may choose to lose all instances of Channel (X) and gain a +1 Casting Modifier. The effects last until the end of the Magic Phase. A natural roll of ‘1’ or ‘2’ for Casting Attempts with a single Magic Dice is always a failed Casting Attempt, regardless of any modifiers.

Grasp of The Immortal

Universal Rule.
At the start of each friendly Magic Phase, the model may choose to lose all instances of Channel (X) and gain a +1 Casting Modifier. The effects last until the end of the Magic Phase. A natural roll of ‘1’ or ‘2’ for Casting Attempts with a single Magic Dice is always a failed Casting Attempt, regardless of any modifiers.

Grasp of The Immortal

Universal Rule.
At the start of each friendly Magic Phase, the model may choose to lose all instances of Channel (X) and gain a +1 Casting Modifier. The effects last until the end of the Magic Phase. A natural roll of ‘1’ or ‘2’ for Casting Attempts with a single Magic Dice is always a failed Casting Attempt, regardless of any modifiers.

Grasp of The Immortal

Universal Rule.
At the start of each friendly Magic Phase, the model may choose to lose all instances of Channel (X) and gain a +1 Casting Modifier. The effects last until the end of the Magic Phase. A natural roll of ‘1’ or ‘2’ for Casting Attempts with a single Magic Dice is always a failed Casting Attempt, regardless of any modifiers.

Grasping Proboscis

Grasping Proboscis

Grasping Proboscis

Grasping Proboscis

Great Aspen Bow

Shooting Weapon
Range 36″, Shots 1, Str 5, AP 2, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.

Great Aspen Bow

Shooting Weapon
Range 36″, Shots 1, Str 5, AP 2, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.

Great Monstrous Revenant

The Monstrous Revenant gains Devastating Charge (+1 Str, +1 AP) and its base size is changed to 60×100 mm.

Great Monstrous Revenant

The Monstrous Revenant gains Devastating Charge (+1 Str, +1 AP) and its base size is changed to 60×100 mm.

Great Protector

Universal Rule.
The model’s unit gains Cannot be Stomped, and R&F models in the unit gain Parry

Great Protector

Universal Rule.
The model’s unit gains Cannot be Stomped, and R&F models in the unit gain Parry

Great Protector

Universal Rule.
The model’s unit gains Cannot be Stomped, and R&F models in the unit gain Parry

Great Protector

Universal Rule.
The model’s unit gains Cannot be Stomped, and R&F models in the unit gain Parry

Great Tactician

The model may give two Orders per turn instead of one.

Great Tactician

The model may give two Orders per turn instead of one.

Greater Dominion

Greater Dominion of Sin

Green Tide

Friendly units within 6" do not lose Rank Bonus due to being in Line Formation.

Green Tide

Friendly units within 6" do not lose Rank Bonus due to being in Line Formation.

Green Tide

Friendly units within 6" do not lose Rank Bonus due to being in Line Formation.

Green Tide

Friendly units within 6" do not lose Rank Bonus due to being in Line Formation.

Greenfire Eyes

Greenfire Eyes

Greenfire Eyes

Greenfire Eyes

Greenfire Eyes

Greenfire Eyes

Raking Claws

Sweeping Attack. The enemy unit suffers 1 hit for each model with Raking Claws in the unit. These hits are resolved with the Strength and Armour Penetration of model part with Raking Claws.

Raking Claws

Sweeping Attack. The enemy unit suffers 1 hit for each model with Raking Claws in the unit. These hits are resolved with the Strength and Armour Penetration of model part with Raking Claws.

Hellish Growl

Hellish Growl

Guardian Patu

Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 0.

Guardian Patu

Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 0.

Guardian Patu

Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 0.

Scrapling Lookout

If a unit includes a Standard Bearer or a Battle Standard Bearer with Scrapling Lookout, there must be fewer than 3 R&F models before hits can be distributed onto Characters with the same Type and Height as the unit.

Scrapling Lookout

If a unit includes a Standard Bearer or a Battle Standard Bearer with Scrapling Lookout, there must be fewer than 3 R&F models before hits can be distributed onto Characters with the same Type and Height as the unit.

Guiding Aura of Despair

Guiding Aura of Despair

Guiding Aura of Despair

Guiding Brass Horns

Guiding Brass Horns

Guiding Brimstone Secretions

Guiding Brimstone Secretions

Guiding Bronze Backbone

Guiding Bronze Backbone

Guiding Bronze Backbone

Guiding Bronze Backbone

Guiding Broodmother

Guiding Broodmother

Guiding Broodmother

Guiding Broodmother

Guiding Centipede Legs

Guiding Centipede Legs

Guiding Chitinous Plates

Guiding Chitinous Plates

Guiding Chitinous Plates

Guiding Chitinous Plates

Guiding Digestive Vomit

Guiding Digestive Vomit

Guiding Digestive Vomit

Guiding Digestive Vomit

Guiding Divining Snout

Guiding Divining Snout

Guiding Divining Snout

Guiding Divining Snout

Guiding Explosive Organs

Guiding Explosive Organs

Guiding Grasping Proboscis

Guiding Grasping Proboscis

Guiding Horns of Hubris

Guiding Horns of Hubris

Guiding Horns of Hubris

Guiding Horns of Hubris

Guiding Hot Blood

Guiding Hot Blood

Guiding Hot Blood

Guiding Incendiary Ichor

Guiding Incendiary Ichor

Guiding Incendiary Ichor

Guiding Incendiary Ichor

Guiding Kaleidoscopic Flesh

Guiding Kaleidoscopic Flesh

Guiding Kaleidoscopic Flesh

Guiding Living Shield

Guiding Living Shield

Guiding Living Shield

Guiding Lordly Levitator

The model and each R&F model in its unit gains Strider.

Guiding Mastery

At the start of each friendly Player Turn, the model may choose a friendly unit with Type Beast or Cavalry within 12″. The chosen unit gains Pack Hunter and Minimised (Discipline Tests) until the end of the Charge Phase.

Guiding Mastery

At the start of each friendly Player Turn, the model may choose a friendly unit with Type Beast or Cavalry within 12″. The chosen unit gains Pack Hunter and Minimised (Discipline Tests) until the end of the Charge Phase.

Guiding Mirrored Scales

Guiding Mirrored Scales

Guiding Mirrored Scales

Guiding Mirrored Scales

Guiding Needle Teeth

Guiding Needle Teeth

Guiding Piercing Spike

Guiding Piercing Spike

Guiding Piercing Spike

Guiding Piercing Spike

Guiding Red Haze

Guiding Red Haze

Guiding Red Haze

Guiding Red Haze

Guiding Roaming Hands

Guiding Roaming Hands

Guiding Roaming Hands

Guiding Segmented Shell

Guiding Segmented Shell

Guiding Segmented Shell

Guiding Segmented Shell

Guiding Sledgehammer Hand

Guiding Sledgehammer Hand

Guiding Smothering Coils

Guiding Smothering Coils

Guiding Smothering Coils

Guiding Smothering Coils

Guiding Troll's Blood

Guiding Troll's Blood

Guiding Unearthly Larynx

Guiding Unearthly Larynx

Guiding Unhinging Jaw

Guiding Unhinging Jaw

Guiding Unhinging Jaw

Guiding Unhinging Jaw

Guiding Venom Sacs

Guiding Venom Sacs

Guiding Venom Sacs

Guiding Venom Sacs

Guiding Vorpal Blade

Model parts without Harnessed of the model ⟨and of each R&F model in its unit⟩ gain Lethal Strike.

Guiding Whipcrack Tail

Guiding Whipcrack Tail

Guiding Whipcrack Tail

Guiding Whipcrack Tail

Guild-Crafted Handgun

Shooting Weapon
Range 24″, Shots 1, Str 4, AP 2, Accurate, Unwieldy.

Guild-Crafted Handgun

Shooting Weapon
Range 24″, Shots 1, Str 4, AP 2, Accurate, Unwieldy.

Gut Roarer

The bearer gains Channel (1) and Fear. Shamans only

Gut Roarer

The bearer gains Channel (1) and Fear. Shamans only

Odio

During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.

Half Off

Half Off

Hammer Hand

Hammer Hand

Hammer Hand

Hammer Hand

Hammerhand

Hammerhand

Hand Cannon

Shooting Weapon.
Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.

Hand Cannon

Shooting Weapon.
Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.

Harpoon Launcher

Shooting Weapon.
Range 18", Shots 3, Str 6, AP 3, Accurate, Quick to Fire, Reload!.
Units that suffer one or more hits from this weapon lose Swiftstride (and cannot gain it in any way) until the start of the next friendly Player Turn

Parent Unit

A unit is considered a Parent Unit if at least half of its models have this Universal Rule. Parent Units treat all Support Units as Insignificant. Immediately after a Parent Unit passes a Charge Range roll against a non-Fleeing enemy unit in the Charge Phase, before performing the Charge Move, any Support Units within 8" of the Parent Unit may perform a Support Charge. To do so, the whole Support Unit declares a Charge against the same enemy unit. Apply all of the usual rules for Charging for this out-of-sequence Charge (such as Line of Sight, Front Arc, must roll for Charge Range, max. one Wheel, etc.), with the exception that the enemy cannot choose a Charge Reaction other than Hold. For the purpose of Charge Moves, treat this as any other case of Combined Charges. When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful Support Charge (following all normal restrictions), up to a maximum of +6.

Parent Unit

A unit is considered a Parent Unit if at least half of its models have this Universal Rule. Parent Units treat all Support Units as Insignificant. Immediately after a Parent Unit passes a Charge Range roll against a non-Fleeing enemy unit in the Charge Phase, before performing the Charge Move, any Support Units within 8" of the Parent Unit may perform a Support Charge. To do so, the whole Support Unit declares a Charge against the same enemy unit. Apply all of the usual rules for Charging for this out-of-sequence Charge (such as Line of Sight, Front Arc, must roll for Charge Range, max. one Wheel, etc.), with the exception that the enemy cannot choose a Charge Reaction other than Hold. For the purpose of Charge Moves, treat this as any other case of Combined Charges. When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful Support Charge (following all normal restrictions), up to a maximum of +6.

Smash 'Em Flat

Natural to-wound rolls of '1' with Melee Attacks from units within 6" of a friendly Great Green Idol must be rerolled. Break Tests taken by units within 6" of one or more friendly Engaged Great Green Idols are subject to Minimised Roll.

Smash 'Em Flat

Natural to-wound rolls of '1' with Melee Attacks from units within 6" of a friendly Great Green Idol must be rerolled. Break Tests taken by units within 6" of one or more friendly Engaged Great Green Idols are subject to Minimised Roll.

Headbashers

One of a Kind.
The model gains Bodyguard (General). In addition, a Standard Bearer with Headbashers gains Battle Standard
Bearer and can take up to 2 Banner Enchantments with a Special Item allowance with no limit. If the model’s unit
would normally count towards Core, it counts towards Special instead.

Headhunter

Headhunter

Headhunter

Model parts without Harnessed gain March and Shoot, Poison Attacks, and Throwing Weapons(4+) withShots 3.

Headhunter

Model parts without Harnessed gain March and Shoot, Poison Attacks, and Throwing Weapons(4+) withShots 3.

Headhunter

Model parts without Harnessed gain March and Shoot, Poison Attacks, and Throwing Weapons(4+) withShots 3.

Headhunter

Model parts without Harnessed gain March and Shoot, Poison Attacks, and Throwing Weapons(4+) withShots 3.

Heavy Machines

Characters cannot join this model and it cannot declare charges. The number of models with Heavy Machines in the army is limited to 0 - 4.

Holy Relic

Friendly units within 6" of the model gain Hatred. Model parts with Harnessed are not affected. For Bound Spells from Blessings cast by the rider, Type: Caster's Unit is replaced with Type: 6" Aura. The model can cast Unerring Strike (Divination) as a Bound Spell with Power Level (4/8).

Holy Relic

Friendly units within 6" of the model gain Hatred. Model parts with Harnessed are not affected. For Bound Spells from Blessings cast by the rider, Type: Caster's Unit is replaced with Type: 6" Aura. The model can cast Unerring Strike (Divination) as a Bound Spell with Power Level (4/8).

Holy Triumvirate

If there are at least 3 models with Holy Triumvirate on your Army List, and they all have either Caelysian Pantheon or they all have Cult of Errahman, these models can all select spells as follows: • Wizard Apprentices: select from the Learned Spells 1, 2, 3, and 4 of their chosen Path and the Hereditary Spell. • Wizard Adepts: select from the Learned Spells 1, 2, 3, 4, 5, and 6 of their chosen Path and the Hereditary Spell.

Holy Triumvirate

If there are at least 3 models with Holy Triumvirate on your Army List, and they all have either Caelysian Pantheon or they all have Cult of Errahman, these models can all select spells as follows: • Wizard Apprentices: select from the Learned Spells 1, 2, 3, and 4 of their chosen Path and the Hereditary Spell. • Wizard Adepts: select from the Learned Spells 1, 2, 3, 4, 5, and 6 of their chosen Path and the Hereditary Spell.

Holy Triumvirate

If there are at least 3 models with Holy Triumvirate on your Army List, and they all have either Caelysian Pantheon or they all have Cult of Errahman, these models can all select spells as follows: • Wizard Apprentices: select from the Learned Spells 1, 2, 3, and 4 of their chosen Path and the Hereditary Spell. • Wizard Adepts: select from the Learned Spells 1, 2, 3, 4, 5, and 6 of their chosen Path and the Hereditary Spell.

Holy Triumvirate

If there are at least 3 models with Holy Triumvirate on your Army List, and they all have either Caelysian Pantheon or they all have Cult of Errahman, these models can all select spells as follows: • Wizard Apprentices: select from the Learned Spells 1, 2, 3, and 4 of their chosen Path and the Hereditary Spell. • Wizard Adepts: select from the Learned Spells 1, 2, 3, 4, 5, and 6 of their chosen Path and the Hereditary Spell.

Sneaky!

In the First Round of Combat, the model gains +3 Agility and Lightning Reflexes. It is a Champion that is deployed in the unit for which it was purchased. However, it gains neither First Among Equals nor Order the Charge, nor any model rules that the other R&F models in its unit may have, unless specifically stated otherwise. It is not forced to choose the same Close Combat Weapon in close combat as the other R&F models in its unit.

Sneaky!

In the First Round of Combat, the model gains +3 Agility and Lightning Reflexes. It is a Champion that is deployed in the unit for which it was purchased. However, it gains neither First Among Equals nor Order the Charge, nor any model rules that the other R&F models in its unit may have, unless specifically stated otherwise. It is not forced to choose the same Close Combat Weapon in close combat as the other R&F models in its unit.

Hell-Forged Armour

Armour Equipment.
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer’s model gains Aegis (5+, against Toxic Attacks).

Hell-Forged Armour

Armour Equipment.
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks).

Hell-Forged Armour

Armour Equipment.
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer’s model gains Aegis (5+, against Toxic Attacks).

Hell-Forged Armour

Armour Equipment.
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks).

Hell-Forged Armour

Armour Equipment
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks)

Hell-Forged Armour

Armour Equipment.
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks).

Hell-Forged Armour

Armour Equipment
Plate Armour. The wearer’s model gains Aegis (5+, against Toxic Attacks)

Hell-Forged Armour

Armour Equipment.
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer’s model gains Aegis (5+, against Toxic Attacks).

Hell-Forged Armour

Armour Equipment.
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer’s model gains Aegis (5+, against Toxic Attacks).

Hellish Growl

Universal Rule.
At the start of each Round of Combat, enemy units in base contact with one or more models with Hellish Growl must take a Discipline Test with a −1 modifier.
Failed to-wound rolls from attacks made by the model against units that fail this test must be rerolled. The effect lasts until the end of the Round of Combat.

Hellish Growl

Universal Rule.
At the start of each Round of Combat, enemy units in base contact with one or more models with Hellish Growl must take a Discipline Test with a −1 modifier.
Failed to-wound rolls from attacks made by the model against units that fail this test must be rerolled. The effect lasts until the end of the Round of Combat.

Herald of Sura

Universal Rule.
While the model’s unit consists entirely of Cavalry models, place a Forest Terrain Feature underneath the unit (this can be substituted by placing a marker next to the unit). This Forest always extends to the edges of unit’s Unit Boundary (even if the unit moves or changes formation).

Herald of Sura

Universal Rule.
While the model’s unit consists entirely of Cavalry models, place a Forest Terrain Feature underneath the unit (this can be substituted by placing a marker next to the unit). This Forest always extends to the edges of unit’s Unit Boundary (even if the unit moves or changes formation).

Heretic Golem

Universal Rule.
The model gains +1 Strength and +1 Armour Penetration.

Heretic Golem

Universal Rule.
The model gains +1 Strength and +1 Armour Penetration.

Heroic

Heroic

The model loses Champion and gains Attached, Exclusive (own unit), Order the Charge and Character with the following exceptions:
- It does not count towards the Characters Army Category (for Army List creation).
- It does not count as Character when Deploying Units and must be deployed in the unit it belongs to.
- It can perform Swirling Melee.

Lord of the Legions

The model gains Great Weapon and Paired Weapons.

Lord of the Legions

The model gains Great Weapon and Paired Weapons.

Lord of the Legions

The model gains Great Weapon and Paired Weapons.

Lord of the Legions

The model gains Great Weapon and Paired Weapons.

Tunnelling Tools

The unit adds a single Tunnel Marker to the army.

Tunnelling Tools

The unit adds a single Tunnel Marker to the army.

Tunnelling Tools

The unit adds a single Tunnel Marker to the army.

Tunnelling Tools

The unit adds a single Tunnel Marker to the army.

Hewn out of Mountains

The Casting Values of all spells cast by enemy models are increased by 1 as long as at least one friendly model from a Dwarven Holds army is on the Battlefield.

Hewn out of Mountains

The Casting Values of all spells cast by enemy models are increased by 1 as long as at least one friendly model from a Dwarven Holds army is on the Battlefield.

Hideout

Universal Rule.
The Cultists army gains +6 to the roll for choosing the Deployment Zone. Immediately after determining who deploys first (after step 1 of the Deployment Phase Sequence), the owner must place a single Ruins Terrain Feature with its centre in the friendly Deployment Zone and not in contact with any other Terrain Feature except Open Terrain. This Terrain Feature may not be larger than 8″ in length and 8″ in width.

Hierophant

One of a Kind. An Undying Dynasties Army List must include a single model with this Universal Rule. When the Hierophant casts Death is Only the Beginning as a non-Bound Spell, you may choose to set the spell range to 18" (instead of the spell's normal target restrictions).

Hierophant

One of a Kind. An Undying Dynasties Army List must include a single model with this Universal Rule. When the Hierophant casts Death is Only the Beginning as a non-Bound Spell, you may choose to set the spell range to 18" (instead of the spell's normal target restrictions).

High Altitude

Universal Rule.
One use only. At the start of any friendly Player Turn, you may remove an unengaged, non-Fleeing Pouakai Sky Tyrant from the Battlefield. Starting with the next friendly Player Turn, the unit is treated like a unit that declared that it will be deployed using the Ambush rule at step 8 of the Pre-Game Sequence. If the unit has not re-entered the Battlefield from High Altitude before the end of the game, it counts as destroyed.

High Altitude

Universal Rule.
One use only. At the start of any friendly Player Turn, you may remove an unengaged, non-Fleeing Pouakai Sky Tyrant from the Battlefield. Starting with the next friendly Player Turn, the unit is treated like a unit that declared that it will be deployed using the Ambush rule at step 8 of the Pre-Game Sequence. If the unit has not re-entered the Battlefield from High Altitude before the end of the game, it counts as destroyed.

High Altitude

Universal Rule.
One use only. At the start of any friendly Player Turn, you may remove an unengaged, non-Fleeing Pouakai Sky Tyrant from the Battlefield. Starting with the next friendly Player Turn, the unit is treated like a unit that declared that it will be deployed using the Ambush rule at step 8 of the Pre-Game Sequence. If the unit has not re-entered the Battlefield from High Altitude before the end of the game, it counts as destroyed.

High Altitude

Universal Rule.
One use only. At the start of any friendly Player Turn, you may remove an unengaged, non-Fleeing Pouakai Sky Tyrant from the Battlefield. Starting with the next friendly Player Turn, the unit is treated like a unit that declared that it will be deployed using the Ambush rule at step 8 of the Pre-Game Sequence. If the unit has not re-entered the Battlefield from High Altitude before the end of the game, it counts as destroyed.

High Warden of the Flame

High Warden of the Flame

Hoardmaster

The bearer gains Weapon Master, Plate Armour, Great Weapon, Halberd, Iron Fist, and Paired Weapons. The bearer cannot take Weapon Enchantments. Great Khans and Khans only

Hoardmaster

The bearer gains Weapon Master, Plate Armour, Great Weapon, Halberd, Iron Fist, and Paired Weapons. The bearer cannot take Weapon Enchantments. Great Khans and Khans only

Hob Cohesion

For the purpose of receiving Commanding Presence and Rally Around the Flag from friendly models, the model counts as 6″ closer to those models.

Hob Cohesion

For the purpose of receiving Commanding Presence and Rally Around the Flag from friendly models, the model counts as 6″ closer to those models.

Hobgoblin Scimitar

Two-Handed. Attacks made with this weapon gain +1 Armour Penetration. In addition, attacks made with this
weapon that are allocated towards models that are Large and Beast, Large and Cavalry, or Gigantic gain +2 Strength.

Hobgoblin Scimitar

Two-Handed. Attacks made with this weapon gain +1 Armour Penetration. In addition, attacks made with this
weapon that are allocated towards models that are Large and Beast, Large and Cavalry, or Gigantic gain +2 Strength.

Irredeemable

The model cannot make Stomp Attacks and, when in the second rank and not in base contact with any enemy models, can make Grind Attacks across models in the first rank directly in front of it. When a model with Irredeemable is killed by a Melee Attack, remove it as a casualty only at the end of Initiative Step 0. A unit with at least one model with Irredeemable may never have more ranks than files.

Irredeemable

The model cannot make Stomp Attacks and, when in the second rank and not in base contact with any enemy models, can make Grind Attacks across models in the first rank directly in front of it. When a model with Irredeemable is killed by a Melee Attack, remove it as a casualty only at the end of Initiative Step 0. A unit with at least one model with Irredeemable may never have more ranks than files.

Non Cedete!

Holy Triumvirate

If there are at least 3 models with Holy Triumvirate on your Army List, these models can all select spells as follows: • Wizard Apprentices: select from the Learned Spells 1, 2, 3, and 4 of their chosen Path. • Wizard Adepts: select from the Learned Spells 1, 2, 3, 4, 5, and 6 of their chosen Path. • During Spell Selection, each Wizard can choose to select one Learned Spell fewer than usual and to select 1 Sacred Plague instead.

Honesty

The model gains Aegis (+1, against Magical Attacks, max. 4+)

Honesty

The model gains Aegis (+1, against Magical Attacks, max. 4+)

Honesty

The model gains Aegis (+1, against Magical Attacks, max. 4+)

Honesty

The model gains Aegis (+1, against Magical Attacks, max. 4+)

Honour

While Located in the Charged unit's Front Arc, the model gains Devastating Charge (+2' Adv). While Engaged with an enemy unit's Front Facing, the model part gains Devastating Charge (+2 Att). Attack Attribute. One of a Kind

Honour

While Located in the Charged unit's Front Arc, the model gains Devastating Charge (+2' Adv). While Engaged with an enemy unit's Front Facing, the model part gains Devastating Charge (+2 Att). Attack Attribute. One of a Kind

Honour

While Located in the Charged unit's Front Arc, the model gains Devastating Charge (+2' Adv). While Engaged with an enemy unit's Front Facing, the model part gains Devastating Charge (+2 Att). Attack Attribute. One of a Kind

Honour

While Located in the Charged unit's Front Arc, the model gains Devastating Charge (+2' Adv). While Engaged with an enemy unit's Front Facing, the model part gains Devastating Charge (+2 Att). Attack Attribute. One of a Kind

Hooded Men

Universal Rule.
The model gains Hard Target (1) and Skirmisher and loses Throwing Weapons (5+)

Hooded Men

Universal Rule.
The model gains Hard Target (1) and Skirmisher and loses Throwing Weapons (5+)

Horde Thresher

Universal Rule.
Changes to the model’s profile:
• Its base size is changed to 100×100 mm.
• Its Health Points are set to 6.
• It gains 1 additional Tiller.
• It gains 1 additional Draft Beast.
• It gains Colossal Stature.
• The Chassis gains Impact Hits (3D3).

Horde Thresher

Universal Rule.
Changes to the model’s profile:
• Its base size is changed to 100×100 mm.
• Its Health Points are set to 6.
• It gains 1 additional Tiller.
• It gains 1 additional Draft Beast.
• It gains Colossal Stature.
• The Chassis gains Impact Hits (3D3).

Horns of Hubris

Horns of Hubris

Horns of Hubris

Horns of Hubris

Horns of Hubris

Horns of Hubris

Horo Cloak

The bearer gains +1 Resilience against Ranged Attacks. This has no effect on Flaming Attacks or Toxic Attacks.

Orc Overseer

The model loses Insignificant, gains +1 Health Point, its Discipline is set to 7, and its Height changed to Large. When the model rolls on the Misfire Table, it may choose to lose 1 Health Point in order to reroll the dice. The model gains an additional model part: Offensive Att Off Str AP Agi Model Rules Orc Overseer 13302 Common Orc

Orc Overseer

The model loses Insignificant, gains +1 Health Point, its Discipline is set to 7, and its Height changed to Large. When the model rolls on the Misfire Table, it may choose to lose 1 Health Point in order to reroll the dice. The model gains an additional model part: Offensive Att Off Str AP Agi Model Rules Orc Overseer 13302 Common Orc

Schermagliatore

The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.

Hot Blood

Hot Blood

Hot Blood

Hot Blood

Hot Blood

Hot Blood

Hunt Leader

Universal Rule.
R&F models in the model’s unit gain Frenzy and Fearless. Standard Beasts and model parts with Harnessed in the model’s unit gain Battle Focus.

Hunt Leader

Universal Rule.
R&F models in the model’s unit gain Frenzy and Fearless. Standard Beasts and model parts with Harnessed in the model’s unit gain Battle Focus.

Hunt Leader

Universal Rule.
R&F models in the model’s unit gain Frenzy and Fearless. Standard Beasts and model parts with Harnessed in the model’s unit gain Battle Focus.

Hunt Leader

Universal Rule.
R&F models in the model’s unit gain Frenzy and Fearless. Standard Beasts and model parts with Harnessed in the model’s unit gain Battle Focus.

Hunting Spear

Shooting Weapon
Range 12″, Shots 1, Str as user +1, AP as user +1, Multiple Wounds (D3, against Gigantic), Quick to Fire.

Hunting Spear

Shooting Weapon
Range 12″, Shots 1, Str as user +1, AP as user +1, Multiple Wounds (D3, against Gigantic), Quick to Fire.

Huntsman Spider

The model gains Creepy-Crawlies, and its base size is changed to 50×50 mm.

Huntsman Spider

The model gains Creepy-Crawlies, and its base size is changed to 50×50 mm.

Huntsman Spider

The model gains Creepy-Crawlies, and its base size is changed to 50×50 mm.

Huntsman Spider

The model gains Creepy-Crawlies, and its base size is changed to 50×50 mm.

I’m The Boss

Universal Rule.
The model must be the General.

Iaijutsu

Attack Attribute.
At step 5 of the Round of Combat Sequence (after issuing and accepting Duels), the model must use one of the following fighting techniques and apply its effects until the end of the Round of Combat.
• Drawing the Void: Aegis (+1).
• Ritual of Steel: +2 Armour Penetration with Close Combat Attacks.
• A single Moment: +1 to wound with Close Combat Attacks.

Ice Troll

The model's Armour is set to 2. Flaming Attacks must reroll successful to-wound rolls against the model.

Ice Troll

The model's Armour is set to 2. Flaming Attacks must reroll successful to-wound rolls against the model.

Ice Troll

The model's Armour is set to 2. Flaming Attacks must reroll successful to-wound rolls against the model.

Idol of Spite

Idol of Spite

Illusions

Universal Rule.
The model must always choose Flee as a Charge Reaction if possible despite having Fearless, and never becomes Shaken after passing a Rally Test. The Reform after Rallying does not prevent the model from moving.

Illusions

Universal Rule.
The model must always choose Flee as a Charge Reaction if possible despite having Fearless, and never becomes Shaken after passing a Rally Test. The Reform after Rallying does not prevent the model from moving.

Illusions

Universal Rule.
The model must always choose Flee as a Charge Reaction if possible despite having Fearless, and never becomes Shaken after passing a Rally Test. The Reform after Rallying does not prevent the model from moving.

Illusions

Universal Rule.
The model must always choose Flee as a Charge Reaction if possible despite having Fearless, and never becomes Shaken after passing a Rally Test. The Reform after Rallying does not prevent the model from moving.

Immense Bulk

The model's base size is changed to 100×150 mm, and it gains +2 Health Points and 4 additional Goblin model parts.

Immense Bulk

The model's base size is changed to 100×150 mm, and it gains +2 Health Points and 4 additional Goblin model parts.

Immense Bulk

The model's base size is changed to 100×150 mm, and it gains +2 Health Points and 4 additional Goblin model parts.

Immense Bulk

The model's base size is changed to 100×150 mm, and it gains +2 Health Points and 4 additional Goblin model parts.

Immortal Denizens

Casting rolls made by models in a Daemon Legions army with one or two dice gain a +1 Casting Modifier. For casting rolls with a single Magic Dice, a natural roll of ‘1’ or ‘2’ is always a failed Casting Attempt, regardless of any modifiers.
In addition, in a game involving at least one Daemon Legions Army, each player adds +2 Veil Tokens to their Veil Token pool in the Magic Phase during Siphon the Veil when they are the Active Player.

Immortal Denizens

Casting rolls made by models in a Daemon Legions army with one or two dice gain a +1 Casting Modifier. For casting rolls with a single Magic Dice, a natural roll of ‘1’ or ‘2’ is always a failed Casting Attempt, regardless of any modifiers.
In addition, in a game involving at least one Daemon Legions Army, each player adds +2 Veil Tokens to their Veil Token pool in the Magic Phase during Siphon the Veil when they are the Active Player.

Impaling Roots

Shooting Weapon
Range 12″, Shots D6+1, Str 4, AP 1, March and Shoot, Quick to Fire, ignores to-hit modifiers from Cover. If its target is in contact with a Forest, the Strength is set to 5 and Armour Penetration to 2.

Impaling Roots

Shooting Weapon
Range 12″, Shots D6+1, Str 4, AP 1, March and Shoot, Quick to Fire, ignores to-hit modifiers from Cover. If its target is in contact with a Forest, the Strength is set to 5 and Armour Penetration to 2.

Imperial Prince

The model part gains +1 Attack Value, is equipped with a Hand Weapon enchanted with The Light of Sonnstahl, and may only take up to 50 pts of Special Items.

Imperial Prince

The model part gains +1 Attack Value, is equipped with a Hand Weapon enchanted with The Light of Sonnstahl, and may only take up to 50 pts of Special Items.

Imperial Rocketeer

Artillery Weapon.
Catapult (1×1), Range 15–48″, Shots 3, Str 5, AP 3, Multiple Wounds (D3).
This weapon treats all results on the Misfire Table as Malfunction (each shot can cause a Misfire).

Imperial Rocketeer

Artillery Weapon.
Catapult (1×1), Range 15–48″, Shots 3, Str 5, AP 3, Multiple Wounds (D3).
This weapon treats all results on the Misfire Table as Malfunction (each shot can cause a Misfire).

Inanimato

Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).

Incedere Sismico

Il modello ottiene Falcata Rapida, Abbraccio Vulcanico (D3+1), e +3 Numero di Attacchi. La sua Marcia è fissata a 14". Mentre un'unità nemica è a contatto di base con il modello, essa subisce -1 Abilità Offensiva e -1 Abilità Difensiva.

Incedere Sismico

Il modello ottiene Falcata Rapida, Abbraccio Vulcanico (D3+1), e +3 Numero di Attacchi. La sua Marcia è fissata a 14". Mentre un'unità nemica è a contatto di base con il modello, essa subisce -1 Abilità Offensiva e -1 Abilità Difensiva.

Incedere Vulcanico

Il modello ottiene Falla nella Fornace, Abbraccio Vulcanico (1), e accesso alle seguenti opzioni.

Incedere Vulcanico

Il modello ottiene Falla nella Fornace, Abbraccio Vulcanico (1), e accesso alle seguenti opzioni.

Incendiary Alliance

Universal Rule.
The model is a Wizard Apprentice that does not select spells as normal, but instead must select 2 spells from:
• Cloak of Cinders(Pyromancy)
• Glory of Gold (Alchemy)
• Pyroclastic Flow (Pyromancy)
• Silver Spike (Alchemy)

Incendiary Ichor

Incendiary Ichor

Incendiary Ichor

Incendiary Ichor

Incendiary Ichor

Incendiary Ichor

Irriducibile

The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.

Without Number

If this option is taken for any model in the army, then all models in the army that can take it must take it. When the model is removed as a casualty, place it in a Reinforcement Pool next to the Battlefield. At any time, you may remove 40 models from this Reinforcement Pool and place one of the following Summoned units in Tunnel Reserve: • 25 Vermin Legionaries with a Champion, a Musician, a Standard Bearer with Eagle Standard, and Without Number. The unit loses Scoring. The unit may take Shield and Spear. • 40 Vermin Slaves with a Musician and Without Number.

Without Number

If this option is taken for any model in the army, then all models in the army that can take it must take it. When the model is removed as a casualty, place it in a Reinforcement Pool next to the Battlefield. At any time, you may remove 40 models from this Reinforcement Pool and place one of the following Summoned units in Tunnel Reserve: • 25 Vermin Legionaries with a Champion, a Musician, a Standard Bearer with Eagle Standard, and Without Number. The unit loses Scoring. The unit may take Shield and Spear. • 40 Vermin Slaves with a Musician and Without Number.

Without Number

If this option is taken for any model in the army, then all models in the army that can take it must take it. When the model is removed as a casualty, place it in a Reinforcement Pool next to the Battlefield. At any time, you may remove 40 models from this Reinforcement Pool and place one of the following Summoned units in Tunnel Reserve: • 25 Vermin Legionaries with a Champion, a Musician, a Standard Bearer with Eagle Standard, and Without Number. The unit loses Scoring. The unit may take Shield and Spear. • 40 Vermin Slaves with a Musician and Without Number.

Without Number

If this option is taken for any model in the army, then all models in the army that can take it must take it. When the model is removed as a casualty, place it in a Reinforcement Pool next to the Battlefield. At any time, you may remove 40 models from this Reinforcement Pool and place one of the following Summoned units in Tunnel Reserve: • 25 Vermin Legionaries with a Champion, a Musician, a Standard Bearer with Eagle Standard, and Without Number. The unit loses Scoring. The unit may take Shield and Spear. • 40 Vermin Slaves with a Musician and Without Number.

Instabile

Infernal Armour

Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).

Infernal Armour

Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).

Infernal Armour

Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).

Infernal Armour

Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).

Infernal Armour

Armour Equipment.
Counts as Plate Armour. The bearer additionally gains Aegis (5+, against Flaming Attacks).

Marchio Infernale

Il modello ottiene Aura di Comando con le seguenti limitazioni: ha una gittata di 6" e può influenzare solo i modelli Insignificanti. Inoltre, le unità di Altezza Normale con più di metà dei propri modelli che possiedono Marchio infernale raddoppiano il numero dei propri Ranghi Completi ai fini di Incrollabile durante il primo Round di Combattimento, a meno che esse non siano in Carica.

Marchio Infernale

Il modello ottiene Aura di Comando con le seguenti limitazioni: ha una gittata di 6" e può influenzare solo i modelli Insignificanti. Inoltre, le unità di Altezza Normale con più di metà dei propri modelli che possiedono Marchio infernale raddoppiano il numero dei propri Ranghi Completi ai fini di Incrollabile durante il primo Round di Combattimento, a meno che esse non siano in Carica.

Infernal Lackey

Universal Rule.
The model gains Infernal Armour and Flintlock Axe (3+). Its Discipline is set to 8, and it must select spells from Pyromancy.

Infernal Lackey

Universal Rule.
The model gains Infernal Armour and Flintlock Axe (3+). Its Discipline is set to 8, and it must select spells from Pyromancy.

Infernal Weapon

Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Infernal Weapon

Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Infiltrators

Universal Rule.
The model gains Scout and loses Scoring.

Infiltrators

Universal Rule.
The model gains Scout and loses Scoring.

Istinto Primordiale

All'inizio di ogni Round di Combattimento, ogni unità con una o più parti di modello con questo Attributo di Attacco deve eseguire un Test di Disciplina. Se lo supera, tutte le parti di modello con Istinto Primordiale nell'unità devono ripetere i tiri per colpire falliti durante questo Round di Combattimento.

Istinto Primordiale

All'inizio di ogni Round di Combattimento, ogni unità con una o più parti di modello con questo Attributo di Attacco deve eseguire un Test di Disciplina. Se lo supera, tutte le parti di modello con Istinto Primordiale nell'unità devono ripetere i tiri per colpire falliti durante questo Round di Combattimento.

Insurgents

The model gains Hard Target (1), Light Troops, Skirmisher, and loses Scoring.

Valoroso

Il modello è immune agli effetti di Paura. Se più di metà dei modelli in un'unità possiede Valoroso, quell'unità passa automaticamente i Test di Panico causati da Terrore.

Valoroso

Il modello è immune agli effetti di Paura. Se più di metà dei modelli in un'unità possiede Valoroso, quell'unità passa automaticamente i Test di Panico causati da Terrore.

Invasive Mastery

Once per friendly Magic Phase, the model may attempt to cast a single non-Hereditary Learned Spell that was successfully cast by an enemy Wizard during the preceding Magic Phase.

Invasive Mastery

Once per friendly Magic Phase, the model may attempt to cast a single non-Hereditary Learned Spell that was successfully cast by an enemy Wizard during the preceding Magic Phase.

Iron Fist

Close Combat Weapon
The wielder gains +1 Armour, +1 Attack Value, and Parry, unless using another weapon. This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.

Iron Fist

Close Combat Weapon
The wielder gains +1 Armour, +1 Attack Value, and Parry, unless using another weapon. This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.

Iron Husk

Iron Husk

Iron Husk

Iron Husk

Iron Husk

Iron Husk

Iron Orc

The model part gains Born to Fight and Weapon Master. The model gains Fearless.

Iron Orc

The model part gains Born to Fight and Weapon Master. The model gains Fearless.

Iron Orc Loner

The model part gains Exclusive, Not a Leader, Stubborn, Weapon Master, and Plate Armour.

Iron Orc Loner

The model part gains Exclusive, Not a Leader, Stubborn, Weapon Master, and Plate Armour.

Iron Orc Loner

The model part gains Exclusive, Not a Leader, Stubborn, Weapon Master, and Plate Armour.

Iron Orc Loner

The model part gains Exclusive, Not a Leader, Stubborn, Weapon Master, and Plate Armour.

Iron Rain

If one or more of the following conditions are met, the Shooting Attack gains +1 to hit and always has at least Armour Penetration 1:
• The attacker is located in the target’s Flank or Rear Arc.
• The target has suffered one or more hits from Slings earlier in the same Shooting Phase, and no other Shooting Attack has hit the unit since then.

Iron Rain

If one or more of the following conditions are met, the Shooting Attack gains +1 to hit and always has at least Armour Penetration 1:
• The attacker is located in the target’s Flank or Rear Arc.
• The target has suffered one or more hits from Slings earlier in the same Shooting Phase, and no other Shooting Attack has hit the unit since then.

Iron Warlord

The model part gains Exclusive (Iron Orc Chariots, Iron Orcs), Weapon Master, and Plate Armour.

Iron Warlord

The model part gains Exclusive (Iron Orc Chariots, Iron Orcs), Weapon Master, and Plate Armour.

Iron Warlord

The model part gains Exclusive (Iron Orc Chariots, Iron Orcs), Weapon Master, and Plate Armour.

Iron Warlord

The model part gains Exclusive (Iron Orc Chariots, Iron Orcs), Weapon Master, and Plate Armour.

Ironfist

Close Combat Weapon
The bearer gains Parry, +1 Armour and +1 Attack Value.

Irregulars

The model gains Hard Target (1) and Skirmisher.

Irregulars

The model gains Hard Target (1) and Skirmisher.

Irresistible Will

The model's Casting Attempts with 4 or more Magic Dice are subject to the following rules: • Total Casting Modifiers may not exceed +1. • Dispelling rolls suffer a -2 Dispelling Modifier.

Irresistible Will

Dispelling rolls against spells cast by the model suffer a -2 Dispelling Modifier if the Casting Attempt was performed with 4 or more Magic Dice.

Irresistible Will

The model's Casting Attempts with 4 or more Magic Dice are subject to the following rules: • Total Casting Modifiers may not exceed +1. • Dispelling rolls suffer a -2 Dispelling Modifier.

Irresistible Will

The model's Casting Attempts with 4 or more Magic Dice are subject to the following rules: • Total Casting Modifiers may not exceed +1. • Dispelling rolls suffer a -2 Dispelling Modifier.

Jarl

The Åsklander Chief gains +2 Attack Value and may take Special Items for an additional 50 pts.

Jarl

The Åsklander Chief gains +2 Attack Value and may take Special Items for an additional 50 pts.

Jarl

The Åsklander Chief gains +2 Attack Value and may take Special Items for an additional 50 pts.

Maximised Roll

For dice rolls subject to Maximised Roll, roll one additional D6 and discard the lowest D6 rolled.
These rules are cumulative (e.g. for a roll affected by two instances of Maximised Roll, you roll two additional D6 and discard the two lowest D6 rolled).
The results of the discarded D6 are ignored for all intents and purposes.

Minimised Roll

roll one additional D6 and discard the highest D6 rolled.
These rules are cumulative (e.g. for a roll affected by two instances of Maximised Roll, you roll two additional D6 and discard the two lowest D6 rolled).
The results of the discarded D6 are ignored for all intents and purposes

Jezail

Shooting Weapon
0–18 Models/Army.
Range 36″, Shots 1, Str 5, AP 3, Accurate, Mishap (To-hit roll), Unwieldy.
The user loses Quick to Fire if it had it (and cannot gain it in any way).
Trial and Terror: The weapon’s range is set to 24″ and it gains Multiple Wounds (2) and Reload!.

Jezail

Shooting Weapon
0–18 Models/Army.
Range 36″, Shots 1, Str 5, AP 3, Accurate, Mishap (To-hit roll), Unwieldy.
The user loses Quick to Fire if it had it (and cannot gain it in any way).
Trial and Terror: The weapon’s range is set to 24″ and it gains Multiple Wounds (2) and Reload!.

Jezail

Shooting Weapon
0–18 Models/Army.
Range 36″, Shots 1, Str 5, AP 3, Accurate, Mishap (To-hit roll), Unwieldy.
The user loses Quick to Fire if it had it (and cannot gain it in any way).
Trial and Terror: The weapon’s range is set to 24″ and it gains Multiple Wounds (2) and Reload!.

Jezail

Shooting Weapon
0–18 Models/Army.
Range 36″, Shots 1, Str 5, AP 3, Accurate, Mishap (To-hit roll), Unwieldy.
The user loses Quick to Fire if it had it (and cannot gain it in any way).
Trial and Terror: The weapon’s range is set to 24″ and it gains Multiple Wounds (2) and Reload!.

Justice

Whenever another model in the model's unit suffers an unsaved wound due to an enemy Melee Attack, the model part must perform a single Close Combat Attack at Initiative Step 0. If this is not possible, the effect is ignored. The number of these bonus attacks that the model part performs can never be higher than 3 per Round of Combat. Attack Attribute. One of a Kind

Justice

Whenever another model in the model's unit suffers an unsaved wound due to an enemy Melee Attack, the model part must perform a single Close Combat Attack at Initiative Step 0. If this is not possible, the effect is ignored. The number of these bonus attacks that the model part performs can never be higher than 3 per Round of Combat. Attack Attribute. One of a Kind

Justice

Whenever another model in the model's unit suffers an unsaved wound due to an enemy Melee Attack, the model part must perform a single Close Combat Attack at Initiative Step 0. If this is not possible, the effect is ignored. The number of these bonus attacks that the model part performs can never be higher than 3 per Round of Combat. Attack Attribute. One of a Kind

Justice

Whenever another model in the model's unit suffers an unsaved wound due to an enemy Melee Attack, the model part must perform a single Close Combat Attack at Initiative Step 0. If this is not possible, the effect is ignored. The number of these bonus attacks that the model part performs can never be higher than 3 per Round of Combat. Attack Attribute. One of a Kind

Kaleidoscopic Flesh

Kaleidoscopic Flesh

Kaleidoscopic Flesh

Kaleidoscopic Flesh

Kaleidoscopic Flesh

Kaleidoscopic Flesh

Karkadan Bulls

Universal Rule.
The model’s base size is changed to 50×75 mm and its Discipline is set to 7.

Karkadan Bulls

Universal Rule.
The model’s base size is changed to 50×75 mm and its Discipline is set to 7.

Katana

Two-Handed. Attacks made with this weapon gain +1 Offensive Skill, +1 Strength and ignore Parry.

Non un Capo

The model cannot be the General.

No Rest for the Wicked

All R&F models in friendly units within 6" gain Fortitude (6+). Ghasts in friendly units within 6" gain Fortitude (4+) instead. In addition, all R&F models in friendly units that count towards Core within 6" of one or more Cadaver Wagons gain Fortitude (+1, max. 5+) during their First Round of Combat.

No Rest for the Wicked

All R&F models in friendly units within 6" gain Fortitude (6+). Ghasts in friendly units within 6" gain Fortitude (4+) instead. In addition, all R&F models in friendly units that count towards Core within 6" of one or more Cadaver Wagons gain Fortitude (+1, max. 5+) during their First Round of Combat.

Kenjutsu

Attack Attribute – Close Combat
For every X successful to-hit rolls against the same Health Pool, an additional hit is caused. Count seperately for each Character and each Initiative Step. While fighting in a Duel, the model part gains Kenjutsu (2). If a model has multiple instances of Kenjutsu (X), use the one with the lowest value for X.

Knight Banneret

Universal Rule.
When calculating Combat Score, the model adds +1 to its side’s Combat Score.

Knight Banneret

0–2 Models/Army.
The model gains the following rules:
• The model gains +1 Health Point, up to a maximum of 3.
• The model may take a single Banner Enchantment from this Army Book, for which it is considered to have a Special Item allowance with no limit.
• When calculating Combat Score, the model adds +1 to its side’s Combat Score.
• The model can be chosen as the model that suffers the penalties for refusing a Duel. If so, it does not add +1 to its side’s Combat Score.

Knight Banneret

0–2 Models/Army.
The model gains the following rules:
• The model gains +1 Health Point, up to a maximum of 3.
• The model may take a single Banner Enchantment from this Army Book, for which it is considered to have a Special Item allowance with no limit.
• When calculating Combat Score, the model adds +1 to its side’s Combat Score.
• The model can be chosen as the model that suffers the penalties for refusing a Duel. If so, it does not add +1 to its side’s Combat Score.

Knight Banneret

0–2 Models/Army.
The model gains the following rules:
• The model gains +1 Health Point, up to a maximum of 3.
• The model may take a single Banner Enchantment from this Army Book, for which it is considered to have a Special Item allowance with no limit.
• When calculating Combat Score, the model adds +1 to its side’s Combat Score.
• The model can be chosen as the model that suffers the penalties for refusing a Duel. If so, it does not add +1 to its side’s Combat Score.

Knight Banneret

0–2 Models/Army.
The model gains the following rules:
• The model gains +1 Health Point, up to a maximum of 3.
• The model may take a single Banner Enchantment from this Army Book, for which it is considered to have a Special Item allowance with no limit.
• When calculating Combat Score, the model adds +1 to its side’s Combat Score.
• The model can be chosen as the model that suffers the penalties for refusing a Duel. If so, it does not add +1 to its side’s Combat Score.

Knighted Giant

Universal Rule.
The model gains Devastating Charge (+3 Str, +3 AP), Impetuous, Oath of Fealty, Heavy Armour, and loses Insignificant and Serf

Knighted Giant

Universal Rule.
The model gains Devastating Charge (+3 Str, +3 AP), Impetuous, Oath of Fealty, Heavy Armour, and loses Insignificant and Serf

Knighted Giant

Universal Rule.
The model gains Devastating Charge (+3 Str, +3 AP), Impetuous, Oath of Fealty, Heavy Armour, and loses Insignificant and Serf

Knighted Giant

Universal Rule.
The model gains Devastating Charge (+3 Str, +3 AP), Impetuous, Oath of Fealty, Heavy Armour, and loses Insignificant and Serf

Knights Forlorn

Universal Rule.
The model loses Ordeal and gains Courage and Bastard Sword. In the First Round of Combat, enemy units in base contact do not count as Charging for the purpose of Devastating Charge.

Knights Forlorn

Universal Rule.
The model loses Ordeal and gains Courage and Bastard Sword. In the First Round of Combat, enemy units in base contact do not count as Charging for the purpose of Devastating Charge.

Knights Forlorn

Universal Rule.
The model loses Ordeal and gains Courage and Bastard Sword. In the First Round of Combat, enemy units in base contact do not count as Charging for the purpose of Devastating Charge.

Knights Forlorn

Universal Rule.
The model loses Ordeal and gains Courage and Bastard Sword. In the First Round of Combat, enemy units in base contact do not count as Charging for the purpose of Devastating Charge.

Know Thyself

Universal Rule.
At the start of the Initiative Step in which the model’s Close Combat Attacks will be performed, choose one model part from each enemy model in base contact and add their Attack Value Characteristics, excluding any modifiers, to the Attack Value of Kuulima’s Deceiver. At the end of each Round of Combat, the model’s Attack Value is set to 1.

Knowledge about Beasts

Personal Protections.
Model parts with Harnessed suffer -1 to Hit with Close Combat Attacks against this model.

Kraken’s Hide

Armour Equipment
If on foot, the wearer gains +1 Armour

Kraken’s Hide

Armour Equipment
If on foot, the wearer gains +1 Armour

Macchina da Guerra

The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.

Piattaforma di Guerra

Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.

Oracle of Doom

The model gains Wizard Adept. In addition, the model part and R&F model parts without Harnessed in its unit gain Battle Focus and Frenzy. Temple Militants additionally gain Hatred while an Oracle of Doom is joined to their unit.

Kyudo

Kyudo: Attack Attribute – Shooting.
The Shooting Attack gains Shots 2.
Additionally, when shooting from Short Range, the attack gains +1 Armour Penetration.

The Die is Cast

The model gains +1 Discipline, up to a maximum of 8, while within 12" of one or more enemy models.

The Die is Cast

The model gains +1 Discipline, up to a maximum of 8, while within 12" of one or more enemy models.

The Die is Cast

The model gains +1 Discipline, up to a maximum of 8, while within 12" of one or more enemy models.

The Die is Cast

The model gains +1 Discipline, up to a maximum of 8, while within 12" of one or more enemy models.

Life is Cheap

When calculating Combat Score, halve the number of Health Point losses of models with Life is Cheap, rounding fractions up. This does not include Combat Score bonuses from Overkill.

Life is Cheap

When calculating Combat Score, halve the number of Health Point losses of models with Life is Cheap, rounding fractions up. This does not include Combat Score bonuses from Overkill.

Life is Cheap

When calculating Combat Score, halve the number of Health Point losses of models with Life is Cheap, rounding fractions up. This does not include Combat Score bonuses from Overkill.

Life is Cheap

When calculating Combat Score, halve the number of Health Point losses of models with Life is Cheap, rounding fractions up. This does not include Combat Score bonuses from Overkill.

Release the Hounds

One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6" March Rate and Devastating Charge (+1 Att, +1 Str) during this Player Turn.

Release the Hounds

One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6" March Rate and Devastating Charge (+1 Att, +1 Str) during this Player Turn.

Lahmia

Lahmia Bloodline

Lamellar barding

Personal Protection
The bearer’s model gains +1 Armour, up to a maximum of Armour 4, and −2″ March Rate.

Lamellar barding

Personal Protection
The bearer’s model gains +1 Armour, up to a maximum of Armour 4, and −2″ March Rate.

Lancia Pesante

Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.

Picca

Lance Formation

Close Combat
The model gains Fight in Extra Rank, and its maximum number of Supporting Attacks is increased by 1. If more than half of a unit’s models have Lance Formation and the unit is 3 or 4 models wide, it counts as being in Line Formation and only needs to be 3 models wide in order to form Full Ranks.

Lance Formation

Close Combat
The model gains Fight in Extra Rank, and its maximum number of Supporting Attacks is increased by 1. If more than half of a unit’s models have Lance Formation and the unit is 3 or 4 models wide, it counts as being in Line Formation and only needs to be 3 models wide in order to form Full Ranks.

Lance Formation

Close Combat
The model gains Fight in Extra Rank, and its maximum number of Supporting Attacks is increased by 1. If more than half of a unit’s models have Lance Formation and the unit is 3 or 4 models wide, it counts as being in Line Formation and only needs to be 3 models wide in order to form Full Ranks.

Lance Formation

Close Combat
The model gains Fight in Extra Rank, and its maximum number of Supporting Attacks is increased by 1. If more than half of a unit’s models have Lance Formation and the unit is 3 or 4 models wide, it counts as being in Line Formation and only needs to be 3 models wide in order to form Full Ranks.

Lance Formation

Attack Attribute.
The model gains Fight in Extra Rank. If more than half of a unit’s models have Lance Formation and the unit is 3 or 4 models wide, it counts as being in Line Formation and only needs to be 3 models wide in order to form Full Ranks.

Lancia Leggera

Lance of Lethargy

Lance of Lethargy

Large Flail

Close Combat Weapon.
Hand Weapon. Attacks made with this weapon ignore Parry. In addition, the wielder gains +1 Attack
Value for each enemy model in base contact with it.

Large Flail

Close Combat Weapon.
Hand Weapon. Attacks made with this weapon ignore Parry. In addition, the wielder gains +1 Attack
Value for each enemy model in base contact with it.

Large Flail

Close Combat Weapon.
Hand Weapon. Attacks made with this weapon ignore Parry. In addition, the wielder gains +1 Attack
Value for each enemy model in base contact with it.

Large Flail

Close Combat Weapon.
Hand Weapon. Attacks made with this weapon ignore Parry. In addition, the wielder gains +1 Attack
Value for each enemy model in base contact with it.

Lash’s Sting

Universal Rule.
Units containing one or more models with Lash’s Sting gain Cannot be Stomped. At the start of each friendly Player Turn, for each unit that contains one or more models with Lash’s Sting, choose another friendly unit within 8" of that unit.
Mounted models in a unit chosen once or more gain +1" Advance Rate until the end of the Movement Phase

Primal Legend

If the model is the General, the maximum sum of Legendary Beasts values in the army is increased by 1. While the model is on the board, friendly units with Fly may not use Flying Movement.

Primal Legend

If the model is the General, the maximum sum of Legendary Beasts values in the army is increased by 1. While the model is on the board, friendly units with Fly may not use Flying Movement.

Legion Thresher

Universal Rule.
Changes to the model’s profile:
• Its base size is changed to 100×150 mm.
• Its Health Points are set to 8.
• It gains 2 additional Tillers.
• It gains 2 additional Draft Beasts.
• It gains Colossal Stature.
• The Chassis gains Impact Hits (4D3)

Legion Thresher

Universal Rule.
Changes to the model’s profile:
• Its base size is changed to 100×150 mm.
• Its Health Points are set to 8.
• It gains 2 additional Tillers.
• It gains 2 additional Draft Beasts.
• It gains Colossal Stature.
• The Chassis gains Impact Hits (4D3)

Truppe Leggere

Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.

Meeting of Minds

The model gains Scent of Blood and treats all friendly Beast models as Insignificant.

Meeting of Minds

The model gains Scent of Blood and treats all friendly Beast models as Insignificant.

Meeting of Minds

The model gains Scent of Blood and treats all friendly Beast models as Insignificant.

Meeting of Minds

The model gains Scent of Blood and treats all friendly Beast models as Insignificant.

Meeting of Minds

The model gains Scent of Blood and treats all friendly Beast models as Insignificant.

Meeting of Minds

The model gains Scent of Blood and treats all friendly Beast models as Insignificant.

Look at Em Go!

After contacting a unit for the first time, a Gnasher Wrecking Team gains Running Amok!! for the rest of the game.

Look at Em Go!

After contacting a unit for the first time, a Gnasher Wrecking Team gains Running Amok!! for the rest of the game.

Life is Cheap

When calculating Combat Score, halve the first 10 Health Point losses of models with Life is Cheap per unit, rounding fractions up. This does not affect Combat Score bonuses from Overkill.

Light Crossbow

Range 18′′, Shots 1, Strength 4, Armour Penetration 0, Quick to Fire.

Riflessi fulminei

Close Combat
A Close Combat Attack with Lightning Reflexes gains a +1 to-hit modifier. Model parts with this Attack Attribute wielding Great Weapons do not gain this +1 to-hit modifier, but strike with the Great Weapon at the Initiative Step corresponding to their Agility instead of always striking at Initiative Step 0.

Lights in the Mist

Universal Rule.
The model may perform a Sweeping Attack. The enemy unit suffers 1 hit with Strength 1 and Armour Penetration 0. Enemy units suffering one or more hits with Grind Attacks or Sweeping Attacks from Friar’s Lantern suffer the following effects until the end of the next Player Turn:
• −2″ Advance Rate, to a minimum of 3″
• −2″ March Rate, to a minimum of 3″
• −2″ Pursuit Distance

Lights in the Mist

Universal Rule.
The model may perform a Sweeping Attack. The enemy unit suffers 1 hit with Strength 1 and Armour Penetration 0. Enemy units suffering one or more hits with Grind Attacks or Sweeping Attacks from Friar’s Lantern suffer the following effects until the end of the next Player Turn:
• −2″ Advance Rate, to a minimum of 3″
• −2″ March Rate, to a minimum of 3″
• −2″ Pursuit Distance

Lights in the Mist

Universal Rule.
The model may perform a Sweeping Attack. The enemy unit suffers 1 hit with Strength 1 and Armour Penetration 0. Enemy units suffering one or more hits with Grind Attacks or Sweeping Attacks from Friar’s Lantern suffer the following effects until the end of the next Player Turn:
• −2″ Advance Rate, to a minimum of 3″
• −2″ March Rate, to a minimum of 3″
• −2″ Pursuit Distance

Lights in the Mist

Universal Rule.
The model may perform a Sweeping Attack. The enemy unit suffers 1 hit with Strength 1 and Armour Penetration 0. Enemy units suffering one or more hits with Grind Attacks or Sweeping Attacks from Friar’s Lantern suffer the following effects until the end of the next Player Turn:
• −2″ Advance Rate, to a minimum of 3″
• −2″ March Rate, to a minimum of 3″
• −2″ Pursuit Distance

Lime Thrower

Special Attack.
At the beginning of Initiative Step 9 of each Round of Close Combat, choose a single enemy unit in contact with the front of this model. The chosen unit suffers 2D6 hits with Strength 1, Armour Penetration 0 and Lethal Strike. All enemy models in the target unit suffer -1 Offensive Skill and -1 Defensive Skill (both to a minimum of 1) for each Health Point lost due to this Special Attack.

Lion Cloak and Axe

Universal Rule.
The model replaces its Light Armour with Lion’s Fur and gains Multiple Wounds (2, against Large and Beasts, Large and Cavalry, Gigantic).

Lion Cloak and Axe

Universal Rule.
The model replaces its Light Armour with Lion’s Fur and gains Multiple Wounds (2, against Large and Beasts, Large and Cavalry, Gigantic).

Lion’s Fur

Armour Equipment
If on foot, the wearer gains +1 Armour, which is improved to +2 Armour against Shooting Attacks.

Lion’s Fur

Armour Equipment
If on foot, the wearer gains +1 Armour, which is improved to +2 Armour against Shooting Attacks.

Living Bomb

Universal Rule.
When the model is removed as a casualty, all units within 6″ suffer 2D6 hits with Strength 4 and Armour Penetration 1.

Living Bomb

Universal Rule.
When the model is removed as a casualty, all units within 6″ suffer 2D6 hits with Strength 4 and Armour Penetration 1.

Living Bomb

Universal Rule.
When the model is removed as a casualty, all units within 6″ suffer 2D6 hits with Strength 4 and Armour Penetration 1.

Living Bomb

Universal Rule.
When the model is removed as a casualty, all units within 6″ suffer 2D6 hits with Strength 4 and Armour Penetration 1.

Living Shield

Living Shield

Living Shield

Living Shield

Living Shield

Living Shield

Lodestone

Close Combat, Shooting
Attacks with Lodestone are subject to the following rules when rolling to hit:
• Close Combat Attacks allocated towards a model with Armour 3 or more gain +1 to hit.
• Shooting Attacks made against a unit with more than half of its models with Armour 3 or more gain +1 to hit.

Lodestone

Close Combat, Shooting
Attacks with Lodestone are subject to the following rules when rolling to hit:
• Close Combat Attacks allocated towards a model with Armour 3 or more gain +1 to hit.
• Shooting Attacks made against a unit with more than half of its models with Armour 3 or more gain +1 to hit.

Lodestone

Close Combat, Shooting
Attacks with Lodestone are subject to the following rules when rolling to hit:
• Close Combat Attacks allocated towards a model with Armour 3 or more gain +1 to hit.
• Shooting Attacks made against a unit with more than half of its models with Armour 3 or more gain +1 to hit.

Lodestone

Close Combat, Shooting
Attacks with Lodestone are subject to the following rules when rolling to hit:
• Close Combat Attacks allocated towards a model with Armour 3 or more gain +1 to hit.
• Shooting Attacks made against a unit with more than half of its models with Armour 3 or more gain +1 to hit.

Lodestone Shield

Lodestone Shield

Lodestone Shield

Lodestone Shield

Long Rifle

Shooting Weapon.
Range 48", Shots 1, Str 5, AP 3, Multiple Wounds (2, against Standard), Unwieldy

Long Rifle

Shooting Weapon
Range 48″, Shots 1, Str 5, AP 3, Multiple Wounds (2, against Standard), Unwieldy.

Long Rifle

Shooting Weapon
Range 48″, Shots 1, Str 5, AP 3, Multiple Wounds (2, against Standard), Unwieldy.

Longship Raid

The model gains Ambush. During step 8 of the Pre-Game Sequence, nominate a unit of Åsklanders, Huskarls, or Berserkers that includes no more than 30 models if Åsklanders and no more than 20 models if Huskarls or Berserkers. This unit gains Ambush, with the following exceptions: • The model with Longship Raid must either be deployed in this unit or Ambush in this unit. • Units using Longship Raid do not roll for Ambush but automatically enter the Battlefield in the owner's second Player Turn. • All units using Longship Raid must arrive from the same Board Edge.

Longship Raid

Universal Rule.
The unit gains Ambush and does not roll for Am- bush but automatically enters the Battlefield in your second Player Turn. All units using Longship Raid must arrive from the same Board Edge. Otherwise follow the rules for Ambush.

Longship Raid

The model gains Ambush. During step 8 of the Pre-Game Sequence, nominate a unit of Åsklanders, Huskarls, or Berserkers that includes no more than 30 models if Åsklanders and no more than 20 models if Huskarls or Berserkers. This unit gains Ambush, with the following exceptions: • The model with Longship Raid must either be deployed in this unit or Ambush in this unit. • Units using Longship Raid do not roll for Ambush but automatically enter the Battlefield in the owner's second Player Turn. • All units using Longship Raid must arrive from the same Board Edge.

Longship Raid

The model gains Ambush. During step 8 of the Pre-Game Sequence, nominate a unit of Åsklanders, Huskarls, or Berserkers that includes no more than 30 models if Åsklanders and no more than 20 models if Huskarls or Berserkers. This unit gains Ambush, with the following exceptions: • The model with Longship Raid must either be deployed in this unit or Ambush in this unit. • Units using Longship Raid do not roll for Ambush but automatically enter the Battlefield in the owner's second Player Turn. • All units using Longship Raid must arrive from the same Board Edge.

Look at Em Go!

After contacting a unit for the first time, a Gnasher Wrecking Team gains Running Amok!! for the rest of the game.

Look at Em Go!

After contacting a unit for the first time, a Gnasher Wrecking Team gains Running Amok!! for the rest of the game.

Look at Em Go!

After contacting a unit for the first time, a Gnasher Wrecking Team gains Running Amok!! for the rest of the game.

Look at Em Go!

After contacting a unit for the first time, a Gnasher Wrecking Team gains Running Amok!! for the rest of the game.

Lord of the Plains

Universal Rule.
While joined by a mounted model with this rule, Cavalry units gain Strider.

Lord of the Plains

Universal Rule.
While joined by a mounted model with this rule, Cavalry units gain Strider.

Lordly Levitator

The model gains Strider.

Loreley's Potion

Universal Rule.
One use only. Directly before the battle (during Sep 7 of the Deployment Phase Sequence), the model casts The Requiem of Pomona (Hereditary Spell) automatically on itself. This spell cannot be dispelled.

Loyal Lieutenant

Universal Rule.
The model must be deployed in a unit that contains at least one R&F model with the same Height and Type and that does not contain any other models with Loyal Lieutenant. The model can never voluntarily leave its unit.

Loyal Lieutenant

Universal Rule.
The model must be deployed in a unit that contains at least one R&F model with the same Height and Type and that does not contain any other models with Loyal Lieutenant. The model can never voluntarily leave its unit.

Luck of the Dark Gods

Luck of the Dark Gods

Profeta di Lugar

Il modello ottiene Egida (4+) e perde Armatura Infernale. La parte di modello ottiene Attacchi Infuocati e Attacchi Magici. Se a piedi, il modello ottiene Passo Fantasma, la sua Avanzata è fissata a 4" e la sua Marcia è fissata a 12". Il modello ha accesso alle seguenti opzioni.

Profeta di Lugar

Il modello ottiene Egida (4+) e perde Armatura Infernale. La parte di modello ottiene Attacchi Infuocati e Attacchi Magici. Se a piedi, il modello ottiene Passo Fantasma, la sua Avanzata è fissata a 4" e la sua Marcia è fissata a 12". Il modello ha accesso alle seguenti opzioni.

Mad Git

The model loses all Model Rules and gains Personnage, Fearless, Force of Destruction (2D6), Goblin Cunning, Insignificant, Light Armour, Not a Leader, and Random Movement (2D6"), and its base size is changed to 25 mm round. The model must be deployed using Special Deployment rules. At the start of any Player Turn, the owner may choose a friendly non-Fleeing unit of Goblin Rabble or Gogtuk Neophytes. Deploy the model with Mad Git within 6" of the chosen unit and more than 1" away from Impassable Terrain and other units. If the model is not deployed by the endofGameTurn4,itcountsasacasualtyandcannotbedeployedfortherestofthegame.

Mad Git

The model loses all Model Rules and gains Personnage, Fearless, Force of Destruction (2D6), Goblin Cunning, Insignificant, Light Armour, Not a Leader, and Random Movement (2D6"), and its base size is changed to 25 mm round. The model must be deployed using Special Deployment rules. At the start of any Player Turn, the owner may choose a friendly non-Fleeing unit of Goblin Rabble or Gogtuk Neophytes. Deploy the model with Mad Git within 6" of the chosen unit and more than 1" away from Impassable Terrain and other units. If the model is not deployed by the endofGameTurn4,itcountsasacasualtyandcannotbedeployedfortherestofthegame.

Mad Git

The model loses all Model Rules and gains Personnage, Fearless, Force of Destruction (2D6), Goblin Cunning, Insignificant, Light Armour, Not a Leader, and Random Movement (2D6"), and its base size is changed to 25 mm round. The model must be deployed using Special Deployment rules. At the start of any Player Turn, the owner may choose a friendly non-Fleeing unit of Goblin Rabble or Gogtuk Neophytes. Deploy the model with Mad Git within 6" of the chosen unit and more than 1" away from Impassable Terrain and other units. If the model is not deployed by the endofGameTurn4,itcountsasacasualtyandcannotbedeployedfortherestofthegame.

Mad Git

The model loses all Model Rules and gains Personnage, Fearless, Force of Destruction (2D6), Goblin Cunning, Insignificant, Light Armour, Not a Leader, and Random Movement (2D6"), and its base size is changed to 25 mm round. The model must be deployed using Special Deployment rules. At the start of any Player Turn, the owner may choose a friendly non-Fleeing unit of Goblin Rabble or Gogtuk Neophytes. Deploy the model with Mad Git within 6" of the chosen unit and more than 1" away from Impassable Terrain and other units. If the model is not deployed by the endofGameTurn4,itcountsasacasualtyandcannotbedeployedfortherestofthegame.

Mad Scientist

Universal Rule.
The model gains Wizard Apprentice and knows all hereditary spells of the 16 main armies with a casting value of 6+ or less and cannot select the own Hereditary Spell. Each of these spells can only be attempted to cast a single time and the model cannot cast more than a single spell per turn (except for bound spells). Boosted versions of these spells can only be cast of their casting value is 6+ or less. The model cannot take any Special Equipment that is restricted to wizards only.

Maddening Mastery

The model gains Terror and Deafening Clamour.

Maddening Mastery

The model gains Terror and Deafening Clamour.

Maestà dei Sommi Re

La gittata della Aura di Comando di un Generale montato su un Trono da Guerra è fissata a 18".

Maestà dei Sommi Re

La gittata della Aura di Comando di un Generale montato su un Trono da Guerra è fissata a 18".

Maestria Runica

Gli Attacchi da Corpo a Corpo dei modelli nella stessa unità di uno o più modelli con Maestria Runica ottengono +1 Penetrazione Armatura.

Maestria Runica

Gli Attacchi da Corpo a Corpo dei modelli nella stessa unità di uno o più modelli con Maestria Runica ottengono +1 Penetrazione Armatura.

Maestro d'Armi

Maestro dell'Arcano

Il Valore di Lancio degli incantesimi lanciati dal Mago è ridotto di 1. Per i tiri di lancio con un singolo Dado Magia, un risultato naturale di '1' o '2' è sempre un Tentativo di Lancio fallito, a prescindere dai modificatori.

Maestro dell'Arcano

Il Valore di Lancio degli incantesimi lanciati dal Mago è ridotto di 1. Per i tiri di lancio con un singolo Dado Magia, un risultato naturale di '1' o '2' è sempre un Tentativo di Lancio fallito, a prescindere dai modificatori.

Mago Maestro

- Knows 4 spells.
- Can select from the Learned Spells 1, 2, 3, 4, 5, and 6 of its chosen Path and the Hereditary Spell of its army.
The Wizard gains Channel (1) and a +1 modifier to its casting rolls, and selects its spells as described in Spell Selection
.

Magia Proteiforme

During Spell Selection, the Wizard must select its spells between the Learned Spell 1 of the Paths it has access to and the Hereditary Spell of its army. This rule overrides the Spell Selection rules connected to being Wizard Apprentice, Adept or Master.

Resistenza alla Magia

Magnetic Great Bow (3+)

Magnetic Great Bow (3+)

Magnetic Great Bow (3+)

Magnetic Great Bow (3+)

Magnetic Short Bow

Range 18″, Shots 1, Str 3, AP 1, Volley Fire, Lodestone.

Magnetic Short Bow

Range 18″, Shots 1, Str 3, AP 1, Volley Fire, Lodestone.

Magnetic Short Bow

Range 18″, Shots 1, Str 3, AP 1, Volley Fire, Lodestone.

Magnetic Short Bow

Range 18″, Shots 1, Str 3, AP 1, Volley Fire, Lodestone.

Master Artificer

The Master Artificer may give the Order Ready! Aim! Fire! to a Parent Unit or Support Unit it has joined.

Master Artificer

The Master Artificer may give the Order Ready! Aim! Fire! to a Parent Unit or Support Unit it has joined.

Master of Destruction

The model part can use a Shield or a Spiked Shield simultaneously with a Great Weapon or a Halberd.

Master of Destruction

The model part can use a Shield or a Spiked Shield simultaneously with a Great Weapon or a Halberd.

Master of Stone

Right before the battle (during step 7 of the Deployment Phase Sequence), and at the start of each friendly Player Turn, choose a friendly unit consisting entirely of models with Ensouled Statue within 18" of the Tomb Architect. This unit gains Fortitude (5+) until the start of your next Player Turn or until the Tomb Architect is removed as a casualty, whichever comes first.

Master of Stone

Right before the battle (during step 7 of the Deployment Phase Sequence), and at the start of each friendly Player Turn, choose a friendly unit consisting entirely of models with Ensouled Statue within 18" of the Tomb Architect. This unit gains Fortitude (5+) until the start of your next Player Turn or until the Tomb Architect is removed as a casualty, whichever comes first.

Master of Battle

The model's maximum number of Supporting Attacks is set to 3.

Master of Battle

The model's maximum number of Supporting Attacks is set to 3.

Master Archer

Immediately before shooting with a Sylvan Longbow, all models with Master Archer in a unit may choose to gain either +2 Armour Penetration or +2 to hit until the end of the phase.

Master Archer

Immediately before shooting with a Sylvan Longbow, all models with Master Archer in a unit may choose to gain either +2 Armour Penetration or +2 to hit until the end of the phase.

Makhar Battle Fever

Units with more than half of their models with Makhar Battle Fever must reroll any natural rolls of ‘1’ when rolling for Charge Range. In addition, the model gains Devastating Charge (Fearless, Hard Target (1)).

Makhar Battle Fever

Units with more than half of their models with Makhar Battle Fever must reroll any natural rolls of ‘1’ when rolling for Charge Range. In addition, the model gains Devastating Charge (Fearless, Hard Target (1)).

Makhar Lance

Close Combat Weapon
Lance. Attacks made with a Makhar Lance gain Fight in Extra Rank and TwoHanded

Makhar Lance

Close Combat Weapon
Lance. Attacks made with a Makhar Lance gain Fight in Extra Rank and Two-Handed.

Makhar Lance

Close Combat Weapon
Lance. Attacks made with a Makhar Lance gain Fight in Extra Rank and Two-Handed.

Makhar Lance

Close Combat Weapon
Lance. Attacks made with a Makhar Lance gain Fight in Extra Rank and TwoHanded

Phatep's Curse

Unless this model made an Advance Move or March Move during the current Player Turn, it can cast the following Bound Spell with Power Level (6/6): Type: Damage, Hex, Range 36". Duration: Instant. The target must take a Discipline Test rolling an additional D6. If failed, the target suffers a number of hits equal to the amount by which the test was failed. Hits are resolved with Armour Penetration 10 and wound automatically.

Phatep's Curse

Unless this model made an Advance Move or March Move during the current Player Turn, it can cast the following Bound Spell with Power Level (6/6): Type: Damage, Hex, Range 36". Duration: Instant. The target must take a Discipline Test rolling an additional D6. If failed, the target suffers a number of hits equal to the amount by which the test was failed. Hits are resolved with Armour Penetration 10 and wound automatically.

Mammoth Stabber

If the unit is Charging and has at least one Full Rank, nominate a single R&F model in the unit at Initiative Step 10. This model gains Impact Hits (D3) until the end of the Round of Combat. These Impact Hits are resolved with Strength 5, Armour Penetration 2, and Multiple Wounds (D3+1, against Towering Presence).

Mammoth Stabber

If the unit is Charging and has at least one Full Rank, nominate a single R&F model in the unit at Initiative Step 10. This model gains Impact Hits (D3) until the end of the Round of Combat. These Impact Hits are resolved with Strength 5, Armour Penetration 2, and Multiple Wounds (D3+1, against Towering Presence).

Mammoth Stabber

If the unit is Charging and has at least one Full Rank, nominate a single R&F model in the unit at Initiative Step 10. This model gains Impact Hits (D3) until the end of the Round of Combat. These Impact Hits are resolved with Strength 5, Armour Penetration 2, and Multiple Wounds (D3+1, against Towering Presence).

Mammoth Stabber

If the unit is Charging and has at least one Full Rank, nominate a single R&F model in the unit at Initiative Step 10. This model gains Impact Hits (D3) until the end of the Round of Combat. These Impact Hits are resolved with Strength 5, Armour Penetration 2, and Multiple Wounds (D3+1, against Towering Presence).

Manifestation

During Spell Selection, each Exalted Herald must choose two different Manifestations from the list below and apply the effects during the game. The model must select 3 spells out of the spells indicated for the chosen Manifestations, Wrath of God (Thaumaturgy), and Hellfire (Hereditary Spell). This replaces the normal rules for Spell Selection connected to being a Wizard Adept. In addition, Guiding Light (Divination) becomes the Attribute Spell for all non-Bound Spells cast by the model.

Manifestation

During Spell Selection, each Exalted Herald must choose two different Manifestations from the list below and apply the effects during the game. The model must select 3 spells out of the spells indicated for the chosen Manifestations, Wrath of God (Thaumaturgy), and Hellfire (Hereditary Spell). This replaces the normal rules for Spell Selection connected to being a Wizard Adept. In addition, Guiding Light (Divination) becomes the Attribute Spell for all non-Bound Spells cast by the model.

March and Shoot

March Moving in the same Player Turn while affected
by this Attack Attribute does not prevent the attack
from being performed, unless the attack is also subject
to Move or Fire

Mare's Shelter

The Makhar Gyula gains +1 Attack Value and may take Special Items for an additional 50 pts. The model's Commanding Presence range is increased by 6".

Mare's Shelter

The Makhar Gyula gains +1 Attack Value and may take Special Items for an additional 50 pts. The model's Commanding Presence range is increased by 6".

Mare’s Shelter

Universal.
The Makhar Gyula gains +1 Attack Value and may take Special Items for an additional 50 pts. The model’s Commanding Presence range is increased by 6″.

Mare’s Shelter

Universal.
The Makhar Gyula gains +1 Attack Value and may take Special Items for an additional 50 pts. The model’s Commanding Presence range is increased by 6″.

Mark of the Eternal Champion

Mark of the Eternal Champion

Mark of the Eternal Champion

Mark of the Eternal Champion

Mark of the Eternal Champion

Mark of the Eternal Champion

Mark Target

Universal Rule.
If this unit is not engaged in combat, choose an enemy unit within 18′′ and within Line of Sight of this unit at the beginning of your Shooting Phase. During this phase, all Shooting Attacks against the chosen unit gain Accurate.

Marking Bolas

Range 12″, Shots 1, Str 4, AP 1, Quick to Fire, Marking Lure.

Marking Bolas

Range 12″, Shots 1, Str 4, AP 1, Quick to Fire, Marking Lure.

Marking Bolas

Range 12″, Shots 1, Str 4, AP 1, Quick to Fire, Marking Lure.

Marking Bolas

Range 12″, Shots 1, Str 4, AP 1, Quick to Fire, Marking Lure.

Marking Lure

Shooting
Units hit by one or more attacks with Marking Lure gain a Scent Marker until the end of the game.

Marking Lure

Shooting
Units hit by one or more attacks with Marking Lure gain a Scent Marker until the end of the game.

Marking Lure

Shooting
Units hit by one or more attacks with Marking Lure gain a Scent Marker until the end of the game.

Marking Lure

Shooting
Units hit by one or more attacks with Marking Lure gain a Scent Marker until the end of the game.

Martial Discipline

Universal Rule.
The model’s Discipline Tests are subject to Min- imised Roll except Break Tests.

Martyr's Shroud

R&F models with Cult of Errahman in the bearer's unit gain Fortitude (6+).

Martyrdom

When a friendly model with Martyrdom is removed as a casualty, place a marker for each of the model's initial Health Points in a Martyr Pool next to the Battlefield. At the start of any friendly Siphon the Veil, you may remove 10 or more markers from your Martyr Pool and gain 1 Veil Token for every 10 removed markers, up to a maximum of 3 Veil Tokens per Magic Phase.

Massa Imponente

If the model is mounted by a Character, ignore the rider’s Armour Equipment (including Armour Enchantments) and Personal Protections, unless specifically stated otherwise (such as Armour Enchantments that affect the bearer’s model).

Master of Canreig Tower

Master of Canreig Tower

Master of Ritual

Universal Rule.
The model gains +1 Discipline, Daemonic Summon, Scout, and its Commanding Presence range is set to 18″.

Master of Ritual

Universal Rule.
The model gains +1 Discipline, Daemonic Summon, Scout, and its Commanding Presence range is set to 18″.

Master of Undeath

One Character in the Vampire Covenant army must be nominated to be the Master. At the start of the game, the General is always the Master.

Master of Undeath

One Character in the Vampire Covenant army must be nominated to be the Master. At the start of the game, the General is always the Master.

Master Strategist

Universal Rule.
While joined to a unit consisting entirely of Skink Warriors, Skink Hunters, or Skink Guerillas, the unit gains Vanguard and Feigned Flight.

Master Strategist

Universal Rule.
While joined to a unit consisting entirely of Skink Warriors, Skink Hunters, or Skink Guerillas, the unit gains Vanguard and Feigned Flight.

Master Strategist

Universal Rule.
While joined to a unit consisting entirely of Skink Warriors, Skink Hunters, or Skink Guerillas, the unit gains Vanguard and Feigned Flight.

Master Strategist

Universal Rule.
While joined to a unit consisting entirely of Skink Warriors, Skink Hunters, or Skink Guerillas, the unit gains Vanguard and Feigned Flight.

Mauler

Model parts without Harnessed gains Battle Focus, Hatred, and Great Weapon.

Mauler

Model parts without Harnessed gains Battle Focus, Hatred, and Great Weapon.

Mauler

Model parts without Harnessed gains Battle Focus, Hatred, and Great Weapon.

Mauler

Model parts without Harnessed gains Battle Focus, Hatred, and Great Weapon.

Maximised

Meeting Of Minds

Universal Rule.
The model may give two Orders per turn instead of one.

Meeting of Minds

The Dragon model part gains Channel (1).

Meeting of Minds

Universal Rule.
The Dragon model part gains Channel (1).

Meeting of Minds

Meeting of Minds

Universal Rule.
The model gains Tree Singing. In addition, if the model starts a Round of Combat with the centre of its base inside a Forest, then the mount must reroll to-wound rolls of ’1’ with its Close Combat Attacks for the duration of that Round of Combat.

Meeting of Minds

Universal Rule.
The model gains +4” March Rate for ground movement.

Meeting of Minds

Universal Rule.
The model gains Tree Singing. In addition, if the model starts a Round of Combat with the centre of its base inside a Forest, then the mount must reroll to-wound rolls of ’1’ with its Close Combat Attacks for the duration of that Round of Combat.

Meeting of Minds

Universal Rule.
The model gains +4” March Rate for ground movement.

Meeting of Minds

The Dragon model part gains Channel (1).

Meeting of Minds

Meeting Of Minds

Universal Rule.
The model may give two Orders per turn instead of one.

Mercenary Cannon

Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 48′′, Shots 1, Str 4 [10], AP 0 [10], Area Attack (1×5), [Multiple Wounds (D3+1)] • Volley Gun, Range 12′′, Shots 2D6, Str 4, AP 3

Mesmerising Gaze

Mesmerising Gaze

Mesmerising Plumage

Mesmerising Plumage

Mesmerising Plumage

Mesmerising Plumage

Mesmerising Plumage

Mesmerising Plumage

Morphlings

During Spell Selection, each unit of Veil Serpents must choose a Manifestation from the list below and apply the effects during the game.

Morphlings

During Spell Selection, each unit of Veil Serpents must choose a Manifestation from the list below and apply the effects during the game.

Sovrannaturale

Mind−shifting Mastery

Mind−shifting Mastery

Mind−shifting Mastery

Mind−shifting Mastery

Minimised

Minstrel

Minstrel

Minstrel

Minstrel

Mirrored Scales

Mirrored Scales

Mirrored Scales

Mirrored Scales

Mirrored Scales

Mirrored Scales

Mist Weaver

The model's unit gains Coastal Predator and Devastating Charge (Lethal Strike).

Mistrusted

If the model is the General, Discipline Tests using its Commanding Presence suffer -1 Discipline.

Mistrusted

If the model is the General, Discipline Tests using its Commanding Presence suffer -1 Discipline.

Mistrusted

If the model is the General, Discipline Tests using its Commanding Presence suffer -1 Discipline.

Mistrusted

If the model is the General, Discipline Tests using its Commanding Presence suffer -1 Discipline.

Reaper

A unit consisting entirely of models on foot with Reaper: • Ignores all other units during Advance Moves and March Moves , but it must follow the Unit Spacing rule at the end of its move. • Can make a Sweeping Attack. The enemy unit suffers 1 hit with Strength 5, Armour Penetration 10, and Magical Attacks for each model with Reaper in the unit.

Reaper

A unit consisting entirely of models on foot with Reaper: • Ignores all other units during Advance Moves and March Moves , but it must follow the Unit Spacing rule at the end of its move. • Can make a Sweeping Attack. The enemy unit suffers 1 hit with Strength 5, Armour Penetration 10, and Magical Attacks for each model with Reaper in the unit.

Mon of The Ashiwara Clan

Mon of The Daimatsu Clan

Models with this Mon gain Distracting in the first Round of each Combat. Infantry only.

Mon of the Horumi Clan

Mon of the Shinsei Clan

Mon of the Taneka Clan

Model parts with this Mon and with Kenjutsu (X) gain Devastating Charge (Kenjutsu (2)). Additionally, Units with all of their models with this Mon must reroll any natural rolls of ‘1’ when rolling for Charge Range. Warhorse Model Parts with this Mon gain Vanguard. Cannot be taken by Infantry models.

Monolith of Vitalism

Monolith of Vitalism

Monolith of Vitalism

Monolith of Vitalism

Monster Hunter

Monster Hunter

Monstrous Familiar

Universal Rule.
The model gains Wizard Apprentice. Instead of selecting spells as normal, it must select one of the following spells (during Spell Selection): Glory of Gold (Alchemy), Breath of Corruption (Occultism), or Hellfire (Hereditary Spell).

Monstrous Familiar

Universal Rule.
The model gains Wizard Apprentice. Instead of selecting spells as normal, it must select one of the following spells (during Spell Selection): Glory of Gold (Alchemy), Breath of Corruption (Occultism), or Hellfire (Hereditary Spell).

Monstrous Familiar

Universal Rule.
The model gains Wizard Apprentice. Instead of selecting spells as normal, it must select one of the following spells (during Spell Selection): Cleansing Fire (Thaumaturgy), Raven’s Wing (Witchcraft), or Frostbite (Hereditary Spell).

Monstrous Familiar

Universal Rule.
The model gains Wizard Apprentice. Instead of selecting spells as normal, it must select one of the following spells (during Spell Selection): Cleansing Fire (Thaumaturgy), Raven’s Wing (Witchcraft), or Frostbite (Hereditary Spell).

Monstrous Familiar

Universal Rule.
The model gains Wizard Apprentice. Instead of selecting spells as normal, it must select one of the following spells (during Spell Selection): Glory of Gold (Alchemy), Breath of Corruption (Occultism), or Hellfire (Hereditary Spell).

Monstrous Familiar

Universal Rule.
The model gains Wizard Apprentice. Instead of selecting spells as normal, it must select one of the following spells (during Spell Selection): Cleansing Fire (Thaumaturgy), Raven’s Wing (Witchcraft), or Frostbite (Hereditary Spell).

Monstrous Familiar

Universal Rule.
The model gains Wizard Apprentice. Instead of selecting spells as normal, it must select one of the following spells (during Spell Selection): Glory of Gold (Alchemy), Breath of Corruption (Occultism), or Hellfire (Hereditary Spell).

Monstrous Whip

Universal Rule.
Rolls for Charge Range of other friendly Gigantic models that are within 12″ of one or more models with Monstrous Whip are subject to Maximised Roll.

Morphlings

Universal Rule.
During Spell Selection, each unit of Veil Serpents must choose a Manifestation from the list below and apply the effects during the game.
• -Writhing Nightmares
• -Mesmerising Plumage
• -Chilling Yawn

Morphlings

Universal Rule.
During Spell Selection, each unit of Veil Serpents must choose a Manifestation from the list below and apply the effects during the game.
• -Mesmerising Plumage
• -Chilling Yawn
• -Venom Sacs

Morphlings

Universal Rule.
During Spell Selection, each unit of Veil Serpents must choose a Manifestation from the list below and apply the effects during the game.
• -Writhing Nightmares
• -Mesmerising Plumage
• -Chilling Yawn

Nonmorto

The model gains Unstable. Models with Undead cannot perform March Moves, unless their unit starts the March Move within the range of a friendly model's Commanding Presence. The only Charge Reaction a unit with one or more models with Undead can make is Hold.
When units consisting entirely of models with Undead lose Health Points due to Unstable, the number of lost Health Points can be reduced in some situations. Apply the modifiers in the following order:
1. IftheunitisStubborn,halvethenumberoflostHealthPoints(roundfractionsup).
2. IftheunitisSteadfast,reducealllostHealthPointsabove12to12.
3. IftheunitreceivesRallyAroundtheFlag,reducethenumberoflostHealthPointswiththeunit'scurrentRank Bonus. Units with no Rank Bonus reduce the number of Health Points lost by 1 instead.
4. Applyallothermodifiers(fromSpecialEquipment,ModelRules,spells,etc.)afterwards.

Mortar

Artillery Weapon.
Catapult (6×6), Range 12–48″, Shots 1, Str 3 [6], AP 1 [4], [Multiple Wounds (D3)].

Mortar

Artillery Weapon.
Catapult (6×6), Range 12–48″, Shots 1, Str 3 [6], AP 1 [4], [Multiple Wounds (D3)].

Unstable Engines

Units consisting entirely of models with Unstable Engines: • Gain +D6" to their Charge Range rolls in the Charge Phase. Also add this D6 to the Failed Charge distance. • Immediately after choosing to perform a March Move, gain +D6" March Rate. The effects last until the end of the phase. Immediately before a model is removed as a casualty from the unit, the model inflicts D6 hits with Strength 4, Armour Penetration 0 and Flaming Attacks on all other units within 6" of the model's unit.. These hits are considered Special Attacks.

Unstable Engines

Units consisting entirely of models with Unstable Engines: • Gain +D6" to their Charge Range rolls in the Charge Phase. Also add this D6 to the Failed Charge distance. • Immediately after choosing to perform a March Move, gain +D6" March Rate. The effects last until the end of the phase. Immediately before a model is removed as a casualty from the unit, the model inflicts D6 hits with Strength 4, Armour Penetration 0 and Flaming Attacks on all other units within 6" of the model's unit.. These hits are considered Special Attacks.

Unstable Engines

Units consisting entirely of models with Unstable Engines: • Gain +D6" to their Charge Range rolls in the Charge Phase. Also add this D6 to the Failed Charge distance. • Immediately after choosing to perform a March Move, gain +D6" March Rate. The effects last until the end of the phase. Immediately before a model is removed as a casualty from the unit, the model inflicts D6 hits with Strength 4, Armour Penetration 0 and Flaming Attacks on all other units within 6" of the model's unit.. These hits are considered Special Attacks.

Unstable Engines

Units consisting entirely of models with Unstable Engines: • Gain +D6" to their Charge Range rolls in the Charge Phase. Also add this D6 to the Failed Charge distance. • Immediately after choosing to perform a March Move, gain +D6" March Rate. The effects last until the end of the phase. Immediately before a model is removed as a casualty from the unit, the model inflicts D6 hits with Strength 4, Armour Penetration 0 and Flaming Attacks on all other units within 6" of the model's unit.. These hits are considered Special Attacks.

Mountain Breaker

Universal Rule.
The model gains +2″ Advance Rate when rolling for Charge Range against units that consist entirely of models with Towering Presence in the Charge Phase.
In addition, the model’s Impact Hits gain Multiple Wounds (D3, against Towering Presence).

Mountain Breaker

Universal Rule.
The model gains +2″ Advance Rate when rolling for Charge Range against units that consist entirely of models with Towering Presence in the Charge Phase.
In addition, the model’s Impact Hits gain Multiple Wounds (D3, against Towering Presence).

Mountain Breaker

Universal Rule.
In the Charge Phase, the model gains Maximised (Charge Range) for Charges against units consisting entirely of models with Towering Presence. In addition, the model’s Impact Hits gain Multiple Wounds (D3, against Towering Presence).

Movimento Casuale

The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.

Muro di Scudi

Mentre usa uno Scudo, il modello ottiene Egida (6+, contro Attacchi da Corpo a Corpo). Questo tiro è migliorato a Egida (5+, contro Attacchi da Corpo a Corpo) se l'attaccante è in Carica. Questa Protezione Speciale può essere utilizzata solamente contro attacchi portati da nemici Ingaggiati sul Fronte dell'unità del modello.

Muro di Scudi

Mentre usa uno Scudo, il modello ottiene Egida (6+, contro Attacchi da Corpo a Corpo). Questo tiro è migliorato a Egida (5+, contro Attacchi da Corpo a Corpo) se l'attaccante è in Carica. Questa Protezione Speciale può essere utilizzata solamente contro attacchi portati da nemici Ingaggiati sul Fronte dell'unità del modello.

Musician

Mysteries of The Night

Mysteries of The Night

Mystifying Mastery

The first failed Dispelling Attempt during each enemy Magic Phase must be rerolled.

Mystifying Mastery

The first failed Dispelling Attempt during each enemy Magic Phase must be rerolled.

Naphtha Thrower

Artillery Weapon
0–2 Models/Army.
Flamethrower. Range 12″, Shots 1, Str 4 {5}, AP 1 {2}, Flaming Attacks, March and Shoot, {Multiple Wounds (D3)}. The hits from an Explosion! Misfire Effect gain Flaming Attacks.

Naphtha Thrower

Artillery Weapon
0–2 Models/Army.
Flamethrower. Range 12″, Shots 1, Str 4 {5}, AP 1 {2}, Flaming Attacks, March and Shoot, {Multiple Wounds (D3)}. The hits from an Explosion! Misfire Effect gain Flaming Attacks.

Needle Teeth

Needle Teeth

Nets

At the start of each Round of Combat that the model's unit is fighting, each unit with one or more models with Nets must choose one enemy unit in base contact and roll a D6. On 2+, the chosen unit is Netted. On a roll of '1', the unit with Nets is Netted. Units Netted one or more times suffer -1 Strength and -1 Armour Penetration until the end of the Round of Combat.

Nets

At the start of each Round of Combat that the model's unit is fighting, each unit with one or more models with Nets must choose one enemy unit in base contact and roll a D6. On 2+, the chosen unit is Netted. On a roll of '1', the unit with Nets is Netted. Units Netted one or more times suffer -1 Strength and -1 Armour Penetration until the end of the Round of Combat.

Nets

At the start of each Round of Combat that the model's unit is fighting, each unit with one or more models with Nets must choose one enemy unit in base contact and roll a D6. On 2+, the chosen unit is Netted. On a roll of '1', the unit with Nets is Netted. Units Netted one or more times suffer -1 Strength and -1 Armour Penetration until the end of the Round of Combat.

Nets

At the start of each Round of Combat that the model's unit is fighting, each unit with one or more models with Nets must choose one enemy unit in base contact and roll a D6. On 2+, the chosen unit is Netted. On a roll of '1', the unit with Nets is Netted. Units Netted one or more times suffer -1 Strength and -1 Armour Penetration until the end of the Round of Combat.

Netter

For each Netter in base contact, enemy units suffer -1 Agility and -1 Armour Penetration, up to -2 each.

Netter

For each Netter in base contact, enemy units suffer -1 Agility and -1 Armour Penetration, up to -2 each.

Netter

For each Netter in base contact, enemy units suffer -1 Agility and -1 Armour Penetration, up to -2 each.

Netter

For each Netter in base contact, enemy units suffer -1 Agility and -1 Armour Penetration, up to -2 each.

Profeta di Nezibkesh

Il modello ottiene Fiamme della Fucina (1) e Ingegnere (3+), utilizzabile su una singola Gruppo Artiglieria, Artiglieria Infernale o Congegno Infernale entro 6". Il modello ha accesso alle seguenti opzioni.

Profeta di Nezibkesh

Il modello ottiene Fiamme della Fucina (1) e Ingegnere (3+), utilizzabile su una singola Gruppo Artiglieria, Artiglieria Infernale o Congegno Infernale entro 6". Il modello ha accesso alle seguenti opzioni.

Nobody Expects...

At the start of step 6 of the Pre-Game Sequence (Determine the Deployment Zones), the opponent may choose to gain a +6 or −6 modifier to the roll for choosing the Deployment Zone. If so, the Cultists player must nominate one of the opponent’s Characters as Destrian Inquisitor. If the Destrian Inquisitor has been removed as a casualty or is Fleeing at the end of the game, the Cultists player gains +200 Victory Points.
Ignore Nobody Expects… if the opponent’s army is also from the Cultists Supplement.

Nobody Expects...

At the start of step 6 of the Pre-Game Sequence (Determine the Deployment Zones), the opponent may choose to gain a +6 or −6 modifier to the roll for choosing the Deployment Zone. If so, the Cultists player must nominate one of the opponent’s Characters as Destrian Inquisitor. If the Destrian Inquisitor has been removed as a casualty or is Fleeing at the end of the game, the Cultists player gains +200 Victory Points.
Ignore Nobody Expects… if the opponent’s army is also from the Cultists Supplement.

Senza Marchio

Il modello non può prendere alcun Oggetto Speciale da questo Libro dell'Esercito, e non può lanciare Maledizione di Nezibkesh (Incantesimo ereditario). Inoltre, esso non può aggregarsi ad unità in cui più di metà dei modelli abbiano la regola Marchi Infernale o ad unità di Schiavi in Catene.

Senza Marchio

Il modello non può prendere alcun Oggetto Speciale da questo Libro dell'Esercito, e non può lanciare Maledizione di Nezibkesh (Incantesimo ereditario). Inoltre, esso non può aggregarsi ad unità in cui più di metà dei modelli abbiano la regola Marchi Infernale o ad unità di Schiavi in Catene.

Nosferatu

Nosferatu Bloodline

Oaken Crown

Oaken Crown

Objects of Envy

Right before the battle (during step 7 of the Deployment Phase Sequence), you must choose a single unit from the opponent’s Army List that is not from Core. The models of the chosen units are considered Objects of Envy.

Obsidian Admiral

The model part gains +2 Attack Value and its Special Item allowance is increased by 100 pts. In addition, the army may modify the roll for choosing Deployment Zones by -1.

Ogre Crossbow

Shooting Weapon
Range 30″, Shots 1, Str 2 [5], AP 1 [3], Area Attack (1×5).

Ogre Crossbow

Shooting Weapon
Range 30″, Shots 1, Str 2 [5], AP 1 [3], Area Attack (1×5).

Oi it bites!

Units with models with Oi it bites! cannot be joined by Characters.

Oi it bites!

Units with models with Oi it bites! cannot be joined by Characters.

Oi it bites!

Units with models with Oi it bites! cannot be joined by Characters.

Oi it bites!

Units with models with Oi it bites! cannot be joined by Characters.

Oil Kegs

Universal Rule.
The model loses Infernal Brand and Infernal Armour and gains Flammable, Insignificant, Oil
Flasks, Heavy Armour, and Throwing Weapons (5+) with Shots 5.

Oil Kegs

Universal Rule.
The model loses Infernal Brand and Infernal Armour and gains Flammable, Insignificant, Oil
Flasks, Heavy Armour, and Throwing Weapons (5+) with Shots 5.

Omen of the Dread Fleet

After determining Deployment Zones (at the end of step 6 of the Pre-Game Sequence), you may choose a single Field, Ruins, or Forest Terrain Feature that becomes Water Terrain. In addition, while the model is on the Battlefield, all Water Terrain Features on the Battlefield are considered Dangerous Terrain (1) for all models.

Ominous Gateway

0-2 per Army. At the start of step 7 of the Pre-Game Sequence (Spell Selection), for each Ominous Gateway in your army, mark a point on the Battlefield outside the opponent's Deployment Zone with a Gateway Marker.

Ominous Gateway

0-2 per Army. At the start of step 7 of the Pre-Game Sequence (Spell Selection), for each Ominous Gateway in your army, mark a point on the Battlefield outside the opponent's Deployment Zone with a Gateway Marker.

Omniscience

In the owner's Magic Phase, if the model did not March Move or declare a Charge this Player Turn, the cost of converting Veil Tokens into Magic Dice is decreased to 2:1 during this Player Turn (1 Magic Dice per 2 Veil Tokens). In addition, at the end of Siphon the Veil, the owner is allowed to store up to 6 Veil Tokens instead of the normal 3.

Omniscience

Universal Rule.
In the owner’s Magic Phase, if the model did not March Move or declare a Charge this Player Turn, the cost of converting Veil Tokens into Magic Dice is decreased to 2:1 during this Player Turn (1 Magic Dice per 2 Veil Tokens). In addition, at the end of
Siphon the Veil, the owner is allowed to store up to 6 Veil Tokens instead of the normal 3.

Omniscience

In the owner's Magic Phase, if the model did not March Move or declare a Charge this Player Turn, the cost of converting Veil Tokens into Magic Dice is decreased to 2:1 during this Player Turn (1 Magic Dice per 2 Veil Tokens). In addition, at the end of Siphon the Veil, the owner is allowed to store up to 6 Veil Tokens instead of the normal 3.

Orator's Toga

The bearer gains Stand Behind and cannot issue Duels.

Orc Horde

Universal Rule.
The model’s unit gains Fear and Fearless.

Orc Horde

Universal Rule.
The model’s unit gains Fear and Fearless.

Orc Horde

Universal Rule.
The model’s unit gains Fear and Fearless.

Orc Overseer

The model loses Insignificant, gains +1 Health Point, its Discipline is set to 7, and its Height changed to Large. When the model rolls on the Misfire Table, it may choose to lose 1 Health Point in order to reroll the dice. The model gains an additional model part:

Orc Overseer

The model loses Insignificant, gains +1 Health Point, its Discipline is set to 7, and its Height changed to Large. When the model rolls on the Misfire Table, it may choose to lose 1 Health Point in order to reroll the dice. The model gains an additional model part:

Orc Overseer

The model loses Insignificant, gains +1 Health Point, its Discipline is set to 7, and its Height changed to Large. When the model rolls on the Misfire Table, it may choose to lose 1 Health Point in order to reroll the dice. The model gains an additional model part:

Orc Overseer

The model loses Insignificant, gains +1 Health Point, its Discipline is set to 7, and its Height changed to Large. When the model rolls on the Misfire Table, it may choose to lose 1 Health Point in order to reroll the dice. The model gains an additional model part:

Ordained

At the start of step 7 of the Pre-Game Sequence (Spell Selection), add 1 Blessing Token to your Blessing Token pool for each model with Ordained on your Army List.

Ordained

At the start of step 7 of the Pre-Game Sequence (Spell Selection), add 1 Blessing Token to your Blessing Token pool for each model with Ordained on your Army List.

Ordained

At the start of step 7 of the Pre-Game Sequence (Spell Selection), add 1 Blessing Token to your Blessing Token pool for each model with Ordained on your Army List.

Ordained

At the start of step 7 of the Pre-Game Sequence (Spell Selection), add 1 Blessing Token to your Blessing Token pool for each model with Ordained on your Army List.

Ordeal

The model gains Aegis (+1, max. 5+) with the following condition: Its unit must be Engaged in the same Combat as at least one other friendly unit containing one or more models with Courage or Honesty.
Units consisting entirely of models with Ordeal are ignored by units with more than half of their models with Courage for the purpose of Panic Tests.

Ordeal

The model gains Aegis (+1, max. 5+) with the following condition: Its unit must be Engaged in the same Combat as at least one other friendly unit containing one or more models with Courage or Honesty.
Units consisting entirely of models with Ordeal are ignored by units with more than half of their models with Courage for the purpose of Panic Tests.

Ordeal

The model gains Aegis (+1, max. 5+) with the following condition: Its unit must be Engaged in the same Combat as at least one other friendly unit containing one or more models with Courage or Honesty.
Units consisting entirely of models with Ordeal are ignored by units with more than half of their models with Courage for the purpose of Panic Tests.

Ordeal

The model gains Aegis (+1, max. 5+) with the following condition: Its unit must be Engaged in the same Combat as at least one other friendly unit containing one or more models with Courage or Honesty.
Units consisting entirely of models with Ordeal are ignored by units with more than half of their models with Courage for the purpose of Panic Tests.

Order of the Fiery Heart

Order of the Fiery Heart

Ordo Minister

0–2 Models/Army.
The model gains +1 Health Point, up to a maximum of 3. At the start of each friendly Magic Phase, the model’s unit, or a model inside the model’s unit, may Raise 1 Health Point with the following restrictions:
• No single unit can Recover or Raise more than 1 Health Point per Player Turn from this ability.
• Champions cannot be Raised by Ordo Ministers.
A unit that Recovered or Raised Health Points this way cannot be targeted by Fountain of Youth (Druidism) in the same Magic Phase.

Ordo Minister

0–2 Models/Army.
The model gains +1 Health Point, up to a maximum of 3. At the start of each friendly Magic Phase, the model’s unit, or a model inside the model’s unit, may Raise 1 Health Point with the following restrictions:
• No single unit can Recover or Raise more than 1 Health Point per Player Turn from this ability.
• Champions cannot be Raised by Ordo Ministers.
A unit that Recovered or Raised Health Points this way cannot be targeted by Fountain of Youth (Druidism) in the same Magic Phase.

Ordo Minister

0–2 Models/Army.
The model gains +1 Health Point, up to a maximum of 3. At the start of each friendly Magic Phase, the model’s unit, or a model inside the model’s unit, may Raise 1 Health Point with the following restrictions:
• No single unit can Recover or Raise more than 1 Health Point per Player Turn from this ability.
• Champions cannot be Raised by Ordo Ministers.
A unit that Recovered or Raised Health Points this way cannot be targeted by Fountain of Youth (Druidism) in the same Magic Phase.

Ordo Minister

0–2 Models/Army.
The model gains +1 Health Point, up to a maximum of 3. At the start of each friendly Magic Phase, the model’s unit, or a model inside the model’s unit, may Raise 1 Health Point with the following restrictions:
• No single unit can Recover or Raise more than 1 Health Point per Player Turn from this ability.
• Champions cannot be Raised by Ordo Ministers.
A unit that Recovered or Raised Health Points this way cannot be targeted by Fountain of Youth (Druidism) in the same Magic Phase.

Ordo Wardens

Universal Rule.
The model loses Ordeal and gains Orison (0), Honesty, and Great Weapon.

Ordo Wardens

Universal Rule.
The model loses Ordeal and gains Orison (0), Honesty, and Great Weapon.

Ordo Wardens

Universal Rule.
The model loses Ordeal and gains Orison (0), Honesty, and Great Weapon.

Ordo Wardens

Universal Rule.
The model loses Ordeal and gains Orison (0), Honesty, and Great Weapon.

Organ Gun

Artillery Weapon.
Volley Gun, Range 30″, Shots 2D6×2, Str 5, AP 3.

Organ Gun

Artillery Weapon.
Volley Gun, Range 30″, Shots 2D6×2, Str 5, AP 3.

Orison

At the start of step 7 of the Pre-Game Sequence (Spell Selection), each model with Orison (X) adds X Orison Tokens to its owner’s Orison Token pool. Any player’s Orison Token pool can never contain more than 6 Orison Tokens. At the start of any phase or Round of Combat, one or more Orison Tokens can be removed from the Orison Token pool. For each removed token, choose one friendly non-Fleeing unit within 8” of any friendy non-Fleeing model with Orison (X).
The chosen unit gains one of the following effects:
• Holy Strike: Model parts without Harnessed gain +1 to hit with their Close Combat Attacks.
• Holy Shield: Aegis (+1, max. 4+).
• Holy Wrath: Fear; any model that already has Fear gains Terror instead.
Several instances of an effect on the same model are not cumulative, and a single unit can only be the target of one Orison per phase unless specifically stated otherwise. The effects last until the end of the phase.

Orison

At the start of step 7 of the Pre-Game Sequence (Spell Selection), each model with Orison (X) adds X Orison Tokens to its owner’s Orison Token pool. Any player’s Orison Token pool can never contain more than 6 Orison Tokens. At the start of any phase or Round of Combat, one or more Orison Tokens can be removed from the Orison Token pool. For each removed token, choose one friendly non-Fleeing unit within 8” of any friendy non-Fleeing model with Orison (X).
The chosen unit gains one of the following effects:
• Holy Strike: Model parts without Harnessed gain +1 to hit with their Close Combat Attacks.
• Holy Shield: Aegis (+1, max. 4+).
• Holy Wrath: Fear; any model that already has Fear gains Terror instead.
Several instances of an effect on the same model are not cumulative, and a single unit can only be the target of one Orison per phase unless specifically stated otherwise. The effects last until the end of the phase.

Orison

At the start of step 7 of the Pre-Game Sequence (Spell Selection), each model with Orison (X) adds X Orison Tokens to its owner’s Orison Token pool. Any player’s Orison Token pool can never contain more than 6 Orison Tokens. At the start of any phase or Round of Combat, one or more Orison Tokens can be removed from the Orison Token pool. For each removed token, choose one friendly non-Fleeing unit within 8” of any friendy non-Fleeing model with Orison (X).
The chosen unit gains one of the following effects:
• Holy Strike: Model parts without Harnessed gain +1 to hit with their Close Combat Attacks.
• Holy Shield: Aegis (+1, max. 4+).
• Holy Wrath: Fear; any model that already has Fear gains Terror instead.
Several instances of an effect on the same model are not cumulative, and a single unit can only be the target of one Orison per phase unless specifically stated otherwise. The effects last until the end of the phase.

Orison

At the start of step 7 of the Pre-Game Sequence (Spell Selection), each model with Orison (X) adds X Orison Tokens to its owner’s Orison Token pool. Any player’s Orison Token pool can never contain more than 6 Orison Tokens. At the start of any phase or Round of Combat, one or more Orison Tokens can be removed from the Orison Token pool. For each removed token, choose one friendly non-Fleeing unit within 8” of any friendy non-Fleeing model with Orison (X).
The chosen unit gains one of the following effects:
• Holy Strike: Model parts without Harnessed gain +1 to hit with their Close Combat Attacks.
• Holy Shield: Aegis (+1, max. 4+).
• Holy Wrath: Fear; any model that already has Fear gains Terror instead.
Several instances of an effect on the same model are not cumulative, and a single unit can only be the target of one Orison per phase unless specifically stated otherwise. The effects last until the end of the phase.

Pack Hunter

In the Charge Phase, units with more than half of their models with Pack Hunter may reroll failed Charge Range rolls if their Charge is part of a Combined Charge

Pack Hunter

In the Charge Phase, units with more than half of their models with Pack Hunter may reroll failed Charge Range rolls if their Charge is part of a Combined Charge

Pack Hunter

In the Charge Phase, units with more than half of their models with Pack Hunter may reroll failed Charge Range rolls if their Charge is part of a Combined Charge

Pack Hunter

In the Charge Phase, units with more than half of their models with Pack Hunter may reroll failed Charge Range rolls if their Charge is part of a Combined Charge

Tattiche del Branco

Le unità composte interamente da modelli con Tattiche del Branco ottengono Carica Devastante (Falcata Rapida) se sono Situate sul Fianco o sul Retro dell'unità Caricata.

Tattiche del Branco

Le unità composte interamente da modelli con Tattiche del Branco ottengono Carica Devastante (Falcata Rapida) se sono Situate sul Fianco o sul Retro dell'unità Caricata.

Tattiche del Branco

Le unità composte interamente da modelli con Tattiche del Branco ottengono Carica Devastante (Falcata Rapida) se sono Situate sul Fianco o sul Retro dell'unità Caricata.

Pack Tactics

Universal Rule.
The unit gains Swiftstride for the Charge Range roll if it is located in the Charged unit’s Flank or Rear Facing when rolling its Charge Range in the Charge Phase.

Paid in Advance

The army can only contain a single unit with this rule.

Paladin

Universal Rule.
The Equitan Lord model part gains Divine Attacks.
The model gains Not a Leader, Honesty, Orison (1),
and loses Courage.

Paladin

Universal Rule.
The Equitan Lord model part gains Divine Attacks.
The model gains Not a Leader, Honesty, Orison (1),
and loses Courage.

Paladin

Universal Rule.
The Equitan Lord model part gains Divine Attacks.
The model gains Not a Leader, Honesty, Orison (1),
and loses Courage.

Paladin

Universal Rule.
The Equitan Lord model part gains Divine Attacks.
The model gains Not a Leader, Honesty, Orison (1),
and loses Courage.

Parata

They're Everywhere!

When a Gnasher Herd unit Breaks from Combat, it is removed as a casualty at the end of step 7 of the Round of Combat Sequence (after taking Break Tests), and all units within 6" suffer 1 hit for every 5 models in the Gnasher Herd unit, rounding fractions down. Hits are resolved with Strength 5 and Armour Penetration 2.

They're Everywhere!

When a Gnasher Herd unit Breaks from Combat, it is removed as a casualty at the end of step 7 of the Round of Combat Sequence (after taking Break Tests), and all units within 6" suffer 1 hit for every 5 models in the Gnasher Herd unit, rounding fractions down. Hits are resolved with Strength 5 and Armour Penetration 2.

Parting Shot

As a special Charge Reaction, a unit containing at least one model with this rule may declare a Parting Shot Charge Reaction. All models with Parting Shot in the unit perform a Shoot Charge Reaction. Immediately after this, the unit performs a Flee Charge Reaction. The roll for the Flee Distance of the Parting Shot Charge Reaction is subject to Minimised Roll.
Enemy models shooting at a non-Gigantic unit with majority of models with Parting Shot always count as shooting at Long Range.

Parting Shot

As a special Charge Reaction, a unit containing at least one model with this rule may declare a Parting Shot Charge Reaction. All models with Parting Shot in the unit perform a Stand and Shoot Charge Reaction. Immediately after this, the unit performs a Flee Charge Reaction. The roll for the Flee Distance of the Parting Shot Charge Reaction is subject to Minimised Roll. Enemy models shooting at a non-Gigantic unit with majority of models with Parting Shot always count as shooting at Long Range.

Parting Shot

As a special Charge Reaction, a unit containing at least one model with this rule may declare a Parting Shot Charge Reaction. All models with Parting Shot in the unit perform a Stand and Shoot Charge Reaction. Immediately after this, the unit performs a Flee Charge Reaction. The roll for the Flee Distance of the Parting Shot Charge Reaction is subject to Minimised Roll. Enemy models shooting at a non-Gigantic unit with majority of models with Parting Shot always count as shooting at Long Range.

Parting Shot

As a special Charge Reaction, a unit containing at least one model with this rule may declare a Parting Shot Charge Reaction. All models with Parting Shot in the unit perform a Shoot Charge Reaction. Immediately after this, the unit performs a Flee Charge Reaction.

Soul Conduit

If the model is present on the Battlefield at the start of a friendly Magic Phase, you don't draw a Flux Card. Instead apply the following: 5 Magic Dice (both players) 4+D3 Veil Tokens (Active Player)

Soul Conduit

If the model is present on the Battlefield at the start of a friendly Magic Phase, you don't draw a Flux Card. Instead apply the following: 5 Magic Dice (both players) 4+D3 Veil Tokens (Active Player)

Path of Destruction

Special Attack.
The number of hits from the model’s Stomp Attacks is set to 4D3. For the purpose of Stomp Attacks, the model ignores Cannot be Stomped and considers all enemy models without Towering Presence to be of Standard Height. If the model’s Stomp Attacks are distributed onto a Large unit, the number of hits is halved, rounding fractions up.

Path of Destruction

Special Attack.
The number of hits from the model’s Stomp Attacks is set to 4D3. For the purpose of Stomp Attacks, the model ignores Cannot be Stomped and considers all enemy models without Towering Presence to be of Standard Height. If the model’s Stomp Attacks are distributed onto a Large unit, the number of hits is halved, rounding fractions up.

Path of Destruction

Special Attack.
The number of hits from the model’s Stomp Attacks is set to 4D3. For the purpose of Stomp Attacks, the model ignores Cannot be Stomped and considers all enemy models without Towering Presence to be of Standard Height. If the model’s Stomp Attacks are distributed onto a Large unit, the number of hits is halved, rounding fractions up.

Path of Destruction

Special Attack.
The number of hits from the model’s Stomp Attacks is set to 4D3. For the purpose of Stomp Attacks, the model ignores Cannot be Stomped and considers all enemy models without Towering Presence to be of Standard Height. If the model’s Stomp Attacks are distributed onto a Large unit, the number of hits is halved, rounding fractions up.

Path of the Exiled

Units with more than half of their models with Path of the Exiled must reroll failed Break Tests. At the end of step 7 of a Round of Combat (after taking Break Tests), models with Path of the Exiled in a unit that failed a Break Test simultaneously perform Close Combat Attacks (ignoring the rules for Initiative Order, but otherwise following the normal rules such as Supporting Attacks and Allocating Attacks). Afterwards, they are removed as casualties. Models with Path of the Exiled cannot join or be joined by models with Path of the Favoured.

Path of the Exiled

Units with more than half of their models with Path of the Exiled must reroll failed Break Tests. At the end of step 7 of a Round of Combat (after taking Break Tests), models with Path of the Exiled in a unit that failed a Break Test simultaneously perform Close Combat Attacks (ignoring the rules for Initiative Order, but otherwise following the normal rules such as Supporting Attacks and Allocating Attacks). Afterwards, they are removed as casualties. Models with Path of the Exiled cannot join or be joined by models with Path of the Favoured.

Path of the Favoured

Units with more than half of their models with Path of the Favoured must reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion gain +1 Health Point to a maximum of 3, and their Discipline is set to 9.

Path of the Favoured

Units with more than half of their models with Path of the Favoured must reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion gain +1 Health Point to a maximum of 3, and their Discipline is set to 9.

Path of the Favoured

Units with more than half of their models with Path of the Favoured must reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is set to 9.

Path of the Favoured

Universal Rule.
Units with more than half of their models with Path of the Favoured must reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is set to 9.

Path of the Favoured

Units with more than half of their models with Path of the Favoured must reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is set to 9.

Path of the Favoured

Universal Rule.
Units with more than half of their models with Path of the Favoured must reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is set to 9.

Path of the Favoured

Units with more than half of their models with Path of the Favoured must reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is set to 9.

Path of the Favoured

Units with more than half of their models with Path of the Favoured must reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is set to 9.

Path of the Favoured

Units with more than half of their models with Path of the Favoured must reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is set to 9.

Pathfinder

The model gains Master Archer and Scout. The Shots of a Sylvan Longbow wielded by the model are set to 3. If wielded by a Forest Prince, its Shots are set to 4 instead. Models on foot only. Cannot be taken by the Battle Standard Bearer

Pathfinder

The model gains Master Archer and Scout. The Shots of a Sylvan Longbow wielded by the model are set to 3. If wielded by a Forest Prince, its Shots are set to 4 instead. Models on foot only. Cannot be taken by the Battle Standard Bearer

Pavise

Armour Equipment
The bearer gains +3 Armour against Ranged Attacks.

Pestilent Pulpit

The model knows one additional Learned Spell, and the model's unit gains Fearless and Poison Attacks. If the models already had Poison Attacks, then they wound automatically on a successful natural to-hit roll of '5' or '6', unless the target has Immune (Poison Attacks).

Pestilential Wrath

Attacks made with this weapon gain +1 Armour Penetration. In addition, attacks with a natural to-hit roll of '6' made with this weapon become Divine Attacks and gain Multiple Wounds (D3).

Pet Salamander

Flamethrower. Range 18″, Shots 1, Str 3 {4}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}. Whenever a Misfire is rolled, instead of rolling on the Misfire Table, the model suffers D3 hits that wound automatically with no saves of any kind allowed.

Pet Salamander

Flamethrower. Range 18″, Shots 1, Str 3 {4}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}. Whenever a Misfire is rolled, instead of rolling on the Misfire Table, the model suffers D3 hits that wound automatically with no saves of any kind allowed.

Pet Salamander

Flamethrower. Range 18″, Shots 1, Str 3 {4}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}. Whenever a Misfire is rolled, instead of rolling on the Misfire Table, the model suffers D3 hits that wound automatically with no saves of any kind allowed.

Pet Salamander

Flamethrower. Range 18″, Shots 1, Str 3 {4}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}. Whenever a Misfire is rolled, instead of rolling on the Misfire Table, the model suffers D3 hits that wound automatically with no saves of any kind allowed.

Petrifying Gaze

Shooting Weapon.
Range 12″, Shots D6+1, Str 2, AP 10, Quick to Fire.
When rolling to wound with this attack, use the Agility of the model that the hit is distributed onto instead of its Resilience. For Multipart Models, use the highest Agility value.

Petrifying Gaze

Shooting Weapon.
Range 12″, Shots D6+1, Str 2, AP 10, Quick to Fire.
When rolling to wound with this attack, use the Agility of the model that the hit is distributed onto instead of its Resilience. For Multipart Models, use the highest Agility value.

Petrifying Stare

At Initiative Step 10, each enemy unit in base contact with the model suffers 2 hits with Armour Penetration 10 and Magical Attacks that wound on: • 4+ for models of Standard Height • 5+ for models of Large Height • 6+ for models of Gigantic Height

Petrifying Stare

At Initiative Step 10, each enemy unit in base contact with the model suffers 2 hits with Armour Penetration 10 and Magical Attacks that wound on: • 4+ for models of Standard Height • 5+ for models of Large Height • 6+ for models of Gigantic Height

Phalanx

While the model's unit is in Line Formation, the model must reroll natural to-wound rolls of '1' with its Close Combat Attacks.

Phalanx

While the model's unit is in Line Formation, the model must reroll natural to-wound rolls of '1' with its Close Combat Attacks.

Phalanx

While the model's unit is in Line Formation, the model must reroll natural to-wound rolls of '1' with its Close Combat Attacks.

Piercing Spike

Piercing Spike

Piercing Spike

Piercing Spike

Piercing Spike

Piercing Spike

Pike

Close Combat Weapon
Follows the rules for Spears. The model gains an additional instance of Fight in Extra Rank.

Pike Square Formation

Personal Protections.
As long as the unit has at least 20 models armed with Pikes you can choose one enemy unit engaged in the unit’s front facing during each Round of Combat. If you do and if the both units are in contact with each other’s front facing, both units make Supporting At- tacks from one Rank less than usual.

Pistola

Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire

Plague Flail

Close Combat Weapon.
Halberd. The wielder gains Devastating Charge (Lethal Strike). In addition, the wielder and enemy units in base contact with one or more models using a Plague Flail suffer -1 Defensive Skill.

Plague Flail

Halberd. The wielder gains Devastating Charge (Lethal Strike). In addition, the wielder and enemy units in base contact with one or more models using a Plague Flail suffer -1 Defensive Skill.

Plague Prophet's Blessing

The wearer gains +1 Health Point and Fortitude (5+). Successful to-hit rolls with Close Combat Attacks against the wearer must be rerolled.

Wail of Woe

A model with this Special Attack can use it as 1. a Shooting Attack, and as 2. a Special Attack when Engaged in Combat. 1. Choose a target using the normal rules for Shooting Attacks. The attack has Range 8", March and Shoot, and inflicts D6+2 hits with Strength 4, Armour Penetration 1, and Magical Attacks. 2. The attack is made at the model part's Agility. Declare that you are using Wail of Woe when allocating attacks. If used, the model part cannot perform any Close Combat Attacks. Choose a single unit in base contact as the target. The target unit suffers D3+1 hits with Strength 4, Armour Penetration 1, and Magical Attacks.

Wail of Woe

A model with this Special Attack can use it as 1. a Shooting Attack, and as 2. a Special Attack when Engaged in Combat. 1. Choose a target using the normal rules for Shooting Attacks. The attack has Range 8", March and Shoot, and inflicts D6+2 hits with Strength 4, Armour Penetration 1, and Magical Attacks. 2. The attack is made at the model part's Agility. Declare that you are using Wail of Woe when allocating attacks. If used, the model part cannot perform any Close Combat Attacks. Choose a single unit in base contact as the target. The target unit suffers D3+1 hits with Strength 4, Armour Penetration 1, and Magical Attacks.

Pledged to Darkness

Models with Pledged to Darkness can only join or be joined by models with Pledged to Darkness. While joined by one or more Characters, R&F models with Pledged to Darkness gain Fearless.

Fallen Heroes
• Base: 25×25 mm
• Resilience set to 4
• −1 Agility

Kinslayers
• Base: 25×25 mm
• +1 Offensive Skill
• +1 Defensive Skill

The Dishonoured
• −1″ Advance Rate
• March Rate setto at least
9″*
• Resilience set to 4
• −1 Agility

Wayward Children
• +1″ Advance Rate
• +2″ March Rate
• +1 Agility

*The March Rate of Daemon Symbiotes and Possessed is set to at least 12″ instead

Pledged to Darkness

Models with Pledged to Darkness can only join or be joined by models with Pledged to Darkness. While joined by one or more Characters, R&F models with Pledged to Darkness gain Fearless.

Fallen Heroes
• Base: 25×25 mm
• Resilience set to 4
• −1 Agility

Kinslayers
• Base: 25×25 mm
• +1 Offensive Skill
• +1 Defensive Skill

The Dishonoured
• −1″ Advance Rate
• March Rate setto at least
9″*
• Resilience set to 4
• −1 Agility

Wayward Children
• +1″ Advance Rate
• +2″ March Rate
• +1 Agility

*The March Rate of Daemon Symbiotes and Possessed is set to at least 12″ instead

Willbreaker’s Craft

Universal Rule.
Discipline Tests taken by friendly non-Construct models with Towering Presence within 12″ of one or more models with Willbreaker’s Craft are subject to Minimised Roll.
If within 12″ of one or more models with Willbreaker’s Craft, the roll for determining the number of hits from Stomp Attacks of:
• Friendly models is subject to Maximised Roll.
• Enemy models is subject to Minimised Roll.

Willbreaker’s Craft

Universal Rule.
Discipline Tests taken by friendly non-Construct models with Towering Presence within 12″ of one or more models with Willbreaker’s Craft are subject to Minimised Roll.
If within 12″ of one or more models with Willbreaker’s Craft, the roll for determining the number of hits from Stomp Attacks of:
• Friendly models is subject to Maximised Roll.
• Enemy models is subject to Minimised Roll.

Unlimited Power!

The model must be the General. While within range of the model's Commanding Presence, other friendly units gain Fearless. In addition, while Steadfast and not suffering from Disrupted Ranks, the units also gain Unstable. For the purpose of Holy Triumvirate, the model counts as having Caelysian Pantheon.

Unlimited Power!

The model must be the General. While within range of the model's Commanding Presence, other friendly units gain Fearless. In addition, while Steadfast and not suffering from Disrupted Ranks, the units also gain Unstable. For the purpose of Holy Triumvirate, the model counts as having Caelysian Pantheon.

Unlimited Power!

The model must be the General. While within range of the model's Commanding Presence, other friendly units gain Fearless. In addition, while Steadfast and not suffering from Disrupted Ranks, the units also gain Unstable. For the purpose of Holy Triumvirate, the model counts as having Caelysian Pantheon.

Unlimited Power!

The model must be the General. While within range of the model's Commanding Presence, other friendly units gain Fearless. In addition, while Steadfast and not suffering from Disrupted Ranks, the units also gain Unstable. For the purpose of Holy Triumvirate, the model counts as having Caelysian Pantheon.

Poisoned Javelin

Range 12″, Shots 1, Str as user, AP as user, Poison Attacks, Quick to Fire.

Poisoned Javelin

Range 12″, Shots 1, Str as user, AP as user, Poison Attacks, Quick to Fire.

Poisoned Javelin

Range 12″, Shots 1, Str as user, AP as user, Poison Attacks, Quick to Fire.

Poisoned Javelin

Range 12″, Shots 1, Str as user, AP as user, Poison Attacks, Quick to Fire.

Poisoned Spear

Close Combat Weapon
0–70 (D 0–100) Models/Army.
Spear. Attacks made with a Poisoned Spear become Poison Attacks

Poisoned Thorn

Shooting Weapon.
Range 12″, Shots 1, Str 3, AP 1, Quick to Fire.

Poisoned Thorn

Shooting Weapon.
Range 12″, Shots 1, Str 3, AP 1, Quick to Fire.

Pontifex Maximus

The model knows The Awakened Swarm (Hereditary Spell) in addition to its other spells. In addition, the model always selects its spells from all Learned Spells of its chosen Path.

Pontifex Maximus

The model knows The Awakened Swarm (Hereditary Spell) in addition to its other spells. In addition, the model always selects its spells from all Learned Spells of its chosen Path.

Pontifex Maximus

The model knows The Awakened Swarm (Hereditary Spell) in addition to its other spells. In addition, the model always selects its spells from all Learned Spells of its chosen Path.

Pontifex Maximus

The model knows The Awakened Swarm (Hereditary Spell) in addition to its other spells. In addition, the model always selects its spells from all Learned Spells of its chosen Path.

Trophy Rack

The model's unit may reroll failed Discipline Tests unless Fleeing. Each time attacks made by the model kill an enemy model that it is fighting a Duel with, the model gains a +1 Combat Score modifier for the rest of the game (this also applies to attacks made outside the Melee Phase). In addition, the model may take a single Banner Enchantment (using the bearer's Special Item allowance as normal).

Trophy Rack

The model's unit may reroll failed Discipline Tests unless Fleeing. Each time attacks made by the model kill an enemy model that it is fighting a Duel with, the model gains a +1 Combat Score modifier for the rest of the game (this also applies to attacks made outside the Melee Phase). In addition, the model may take a single Banner Enchantment (using the bearer's Special Item allowance as normal).

Prepared Position (0-3 per Army)

When deploying the unit, you may place a Wall Terrain Feature with its centre within 2" of the unit but not in contact with any other Terrain Feature except Open Terrain. This Wall is up to 1" deep and up to 8" wide and follows the normal rules for Walls, with the exception that it contributes to Soft Cover instead of Hard Cover.

Prepared Position (0-3 per Army)

When deploying the unit, you may place a Wall Terrain Feature with its centre within 2" of the unit but not in contact with any other Terrain Feature except Open Terrain. This Wall is up to 1" deep and up to 8" wide and follows the normal rules for Walls, with the exception that it contributes to Soft Cover instead of Hard Cover.

Prepared Position (0-3 per Army)

When deploying the unit, you may place a Wall Terrain Feature with its centre within 2" of the unit but not in contact with any other Terrain Feature except Open Terrain. This Wall is up to 1" deep and up to 8" wide and follows the normal rules for Walls, with the exception that it contributes to Soft Cover instead of Hard Cover.

Prepared Position (0-3 per Army)

When deploying the unit, you may place a Wall Terrain Feature with its centre within 2" of the unit but not in contact with any other Terrain Feature except Open Terrain. This Wall is up to 1" deep and up to 8" wide and follows the normal rules for Walls, with the exception that it contributes to Soft Cover instead of Hard Cover.

Power 'Shroom

Each instance of Power 'Shroomis One use Only. Declare usage immediatelybeforethemodelrollstocastanon-BoundSpell. AnyDispellingAttemptmadeagainstthisCastingAttempt suffers a -D3 Dispelling Modifier. Roll this dice directly when using the Power 'Shroom. If a natural '1' is rolled for this D3, the model using the Power 'Shroom suffers 1 hit with Toxic Attacks. Only a single instance of Power 'Shroom can be used per Casting Attempt.

Power 'Shroom

Each instance of Power 'Shroomis One use Only. Declare usage immediatelybeforethemodelrollstocastanon-BoundSpell. AnyDispellingAttemptmadeagainstthisCastingAttempt suffers a -D3 Dispelling Modifier. Roll this dice directly when using the Power 'Shroom. If a natural '1' is rolled for this D3, the model using the Power 'Shroom suffers 1 hit with Toxic Attacks. Only a single instance of Power 'Shroom can be used per Casting Attempt.

Power 'Shroom

Each instance of Power 'Shroomis One use Only. Declare usage immediatelybeforethemodelrollstocastanon-BoundSpell. AnyDispellingAttemptmadeagainstthisCastingAttempt suffers a -D3 Dispelling Modifier. Roll this dice directly when using the Power 'Shroom. If a natural '1' is rolled for this D3, the model using the Power 'Shroom suffers 1 hit with Toxic Attacks. Only a single instance of Power 'Shroom can be used per Casting Attempt.

Power 'Shroom

Each instance of Power 'Shroomis One use Only. Declare usage immediatelybeforethemodelrollstocastanon-BoundSpell. AnyDispellingAttemptmadeagainstthisCastingAttempt suffers a -D3 Dispelling Modifier. Roll this dice directly when using the Power 'Shroom. If a natural '1' is rolled for this D3, the model using the Power 'Shroom suffers 1 hit with Toxic Attacks. Only a single instance of Power 'Shroom can be used per Casting Attempt.

Power Stance

Power Stance

Prayers of the Kami

Universal Rule.
The model can cast the following Spells from Cosmology as Bound Spells with Power Level (4/8). These spells
can only target the Yamabushi’s unit or enemy units in base contact with the Yamabushi.
• Altered Sight
• Perception of Strength
• Unity in Divergence

Predator Senses

Close Combat
Right before the battle (during step 7 of the Deployment Phase Sequence), if your Army List contains one or more models with this rule, you must mark a single unit from your opponent’s Army List with Prey Scent. In addition, in the Melee Phase, the model part must reroll failed to-hit rolls against models in units that are marked with Prey Scent.

Predator Senses

Close Combat
Right before the battle (during step 7 of the Deployment Phase Sequence), if your Army List contains one or more models with this rule, you must mark a single unit from your opponent’s Army List with Prey Scent. In addition, in the Melee Phase, the model part must reroll failed to-hit rolls against models in units that are marked with Prey Scent.

Predator Senses

Close Combat
Right before the battle (during step 7 of the Deployment Phase Sequence), if your Army List contains one or more models with this rule, you must mark a single unit from your opponent’s Army List with Prey Scent. In addition, in the Melee Phase, the model part must reroll failed to-hit rolls against models in units that are marked with Prey Scent.

Predator Senses

Close Combat
Right before the battle (during step 7 of the Deployment Phase Sequence), if your Army List contains one or more models with this rule, you must mark a single unit from your opponent’s Army List with Prey Scent. In addition, in the Melee Phase, the model part must reroll failed to-hit rolls against models in units that are marked with Prey Scent.

Prepared Position

Universal Rule.
Enemy models in base contact with one or more Lowborn Archers must take a Dangerous Terrain (2) Test immediately after successfully Charging a nonFleeing unit of Lowborn Archers in its Front Facing.

Prepared Position

Universal Rule.
Enemy models in base contact with one or more Lowborn Archers must take a Dangerous Terrain (2) Test immediately after successfully Charging a nonFleeing unit of Lowborn Archers in its Front Facing.

Prepared Position

Universal Rule.
Enemy models in base contact with one or more Lowborn Archers must take a Dangerous Terrain (2) Test immediately after successfully Charging a nonFleeing unit of Lowborn Archers in its Front Facing.

Prepared Position

Universal Rule.
Enemy models in base contact with one or more Lowborn Archers must take a Dangerous Terrain (2) Test immediately after successfully Charging a nonFleeing unit of Lowborn Archers in its Front Facing.

Presenza Torreggiante

The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".

Primal Instinct

Attack Attribute – Close Combat.
At the start of each Round of Combat, the unit must take a Discipline Test. If the test is passed, all model parts in the unit must reroll failed to-hit rolls during this Round of Combat.

Prized Stallion

Universal Rule.
The model’s March Rate is set to 16″.

Prized Stallion

Universal Rule.
The model’s March Rate is set to 16″.

Professional Courtesy

The model cannot join units that contain another model from the same unit entry.

Profeta di Shamut

Il modello ha accesso alle seguenti opzioni.

Profeta di Shamut

Il modello ha accesso alle seguenti opzioni.

Silver Shots

The attack gains Lethal Strike, Multiple Wounds (D3), and must reroll failed to-wound rolls.

Silver Shots

The attack gains Lethal Strike, Multiple Wounds (D3), and must reroll failed to-wound rolls.

Well of Souls

One use only. May be activated at the start of any of your Magic Phases. Until the start of your next Player Turn, whenever either player would draw a Flux Card, they draw the Well of Souls Flux Card instead (if either player doesn't draw a Flux Card, that player ignores this effect). Well of Souls (Flux Card) 5 Magic Dice (both players) 5 Veil Tokens (Active Player) When making a casting roll with 3 or more Magic Dice, all doubles count as triples. Note that a Caster can suffer multiple Miscast effects from a single casting roll. However, no Miscast effect can be applied more than once.

Well of Souls

One use only. May be activated at the start of any of your Magic Phases. Until the start of your next Player Turn, whenever either player would draw a Flux Card, they draw the Well of Souls Flux Card instead (if either player doesn't draw a Flux Card, that player ignores this effect). Well of Souls (Flux Card) 5 Magic Dice (both players) 5 Veil Tokens (Active Player) When making a casting roll with 3 or more Magic Dice, all doubles count as triples. Note that a Caster can suffer multiple Miscast effects from a single casting roll. However, no Miscast effect can be applied more than once.

Pursuit Mode

In the Movement Phase, the model gains Maximised (Random Movement) (consider only the used 3 dice for the purpose of Shambolic).

Pursuit Mode

In the Movement Phase, the model gains Maximised (Random Movement) (consider only the used 3 dice for the purpose of Shambolic).

Pursuit Mode

In the Movement Phase, the model gains Maximised (Random Movement) (consider only the used 3 dice for the purpose of Shambolic).

Pursuit Mode

In the Movement Phase, the model gains Maximised (Random Movement) (consider only the used 3 dice for the purpose of Shambolic).

Putrid Pamphlet

The bearer's unit must reroll natural to-hit rolls of '1'.

Queen’s Cavalier

Queen’s Cavalier

Queen’s Companion

Queen’s Companion

Quin

The model is a Wizard Adept that chooses Witchcraft as its Path of Magic. Counts as two Heroic Traits

Quin

The model is a Wizard Adept that chooses Witchcraft as its Path of Magic. Counts as two Heroic Traits

Quin

The model is a Wizard Adept that chooses Witchcraft as its Path of Magic. Counts as two Heroic Traits

Quin

The model is a Wizard Adept that chooses Witchcraft as its Path of Magic. Counts as two Heroic Traits

Rabbia

Attack Attribute - Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.

Rabbia

Attack Attribute - Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.

Rabbia

Ogni volta che il modello perde un Punto Vita, ottiene +1 Numero di Attacchi. Ogni volta che il modello ottiene un Punto Vita, perde -1 Numero di Attacchi.

Rabid Spasms

Whenever the model would inflict 1 Toxic Attacks hit from Cult of Errahman, it inflicts 2 hits instead.

Raccogliersi Sotto lo Stendardo

All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests

Rage

Rage

Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.

Rage

Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.

Rage

Rage

Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.

Rage

Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.

Rage

Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.

Rage

Rage

Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.

Rage

Rage

Rage

Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.

Rage

Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.

Rage

Rage

Rage

Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.

Rage

Rage

Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.

Rage

Universal Rule.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.

Rage

Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.

Rage

Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.

Rage

Rage

Rage

Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.

Rage

Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.

Rage

Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.

Rage

Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.

Rage

Universal Rule.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.

Rage

Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.

Rage

Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.

Rage

Rage

Rage

Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.

Rage

Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.

Rage

Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.

Rage

Rage

Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.

Rage

Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.

Rage

Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.

Rage

Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.

Rage

Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.

Rage

Rage

Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.

Rage

Rage

Rage

Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.

Rage

Rage

Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.

Rage (DE)

Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.

Rage (DE)

Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.

Rage (DE)

Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.

Rage (DE)

Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.

Rakachit Mauss Rifle

Artillery Weapon.
Cannon. Range 48″, Shots 1, Str 5 [7], AP 2 [4], Area Attack (1×5), Mishap (To-hit roll), [Multiple
Wounds (D3)].
Trial and Terror: The weapon’s range is set to 24″, and it gains Accurate and [Multiple Wounds (D6)].

Rakachit Mauss Rifle

Artillery Weapon.
Cannon. Range 48″, Shots 1, Str 5 [7], AP 2 [4], Area Attack (1×5), Mishap (To-hit roll), [Multiple
Wounds (D3)].
Trial and Terror: The weapon’s range is set to 24″, and it gains Accurate and [Multiple Wounds (D6)].

Rakachit Mauss Rifle

Artillery Weapon.
Cannon. Range 48″, Shots 1, Str 5 [7], AP 2 [4], Area Attack (1×5), Mishap (To-hit roll), [Multiple
Wounds (D3)].
Trial and Terror: The weapon’s range is set to 24″, and it gains Accurate and [Multiple Wounds (D6)].

Rakachit Mauss Rifle

Artillery Weapon.
Cannon. Range 48″, Shots 1, Str 5 [7], AP 2 [4], Area Attack (1×5), Mishap (To-hit roll), [Multiple
Wounds (D3)].
Trial and Terror: The weapon’s range is set to 24″, and it gains Accurate and [Multiple Wounds (D6)].

Rakachit Technocrat

The model gains Engineer (3+) that can also be used on Shooting Weapons and Artillery Weapons of Experimental Weapon Teams, affecting all Experimental Weapon Team models in the chosen unit.

Rakachit Technocrat

The model gains Engineer (3+) that can also be used on Shooting Weapons and Artillery Weapons of Experimental Weapon Teams, affecting all Experimental Weapon Team models in the chosen unit.

Rakachit Technocrat

The model gains Engineer (3+) that can also be used on Shooting Weapons and Artillery Weapons of Experimental Weapon Teams, affecting all Experimental Weapon Team models in the chosen unit.

Rakachit Technocrat

The model gains Engineer (3+) that can also be used on Shooting Weapons and Artillery Weapons of Experimental Weapon Teams, affecting all Experimental Weapon Team models in the chosen unit.

Rows of Teeth

The Gnasher model part can make Supporting Attacks even though it has Harnessed. The Goblin Rider model part cannot make Supporting Attacks. Gnasher Dashers gain Impact Hits with the following exception: instead of causing a number of hits per Charging model, a Charging unit of up to 5 Gnasher Dashers causes D3 hits to a single enemy unit in base contact with the unit's Front Facing, while a unit of 6 or more Gnasher Dashers inflicts 2D3 hits instead.

Rows of Teeth

The Gnasher model part can make Supporting Attacks even though it has Harnessed. The Goblin Rider model part cannot make Supporting Attacks. Gnasher Dashers gain Impact Hits with the following exception: instead of causing a number of hits per Charging model, a Charging unit of up to 5 Gnasher Dashers causes D3 hits to a single enemy unit in base contact with the unit's Front Facing, while a unit of 6 or more Gnasher Dashers inflicts 2D3 hits instead.

Razor Tentacles

The model gains +3 Attack Value while Engaged with one or more Flank or Rear Facings of enemy units. The additional attacks must be allocated towards R&F models in these units. Ignore this effect if the model cannot allocate any Close Combat Attacks towards R&F models.

Razor Tentacles

The model gains +3 Attack Value while Engaged with one or more Flank or Rear Facings of enemy units. The additional attacks must be allocated towards R&F models in these units. Ignore this effect if the model cannot allocate any Close Combat Attacks towards R&F models.

Razor Tentacles

Attack Attribute – Close Combat.
The model gains +3 Attack Value while Engaged with one or more Flank or Rear Facings of enemy units.
The additional attacks must be allocated towards R&F models in these units. Ignore this effect if the model cannot allocate any Close Combat Attacks towards R&F models.

Reanimated

Some unit profiles contain the additional Characteristic Reanimated, shortened Rea, which determines the number of Health Points Raised with Arise! (Hereditary Spell) and The Dead Arise (Bound Spell).

Reanimated

Some unit profiles contain the additional Characteristic Reanimated, shortened Rea, which determines the number of Health Points Raised with Arise! (Hereditary Spell) and The Dead Arise (Bound Spell).

Rinascita

La prima volta in cui una Fenice perde il suo ultimo Punto Vita, il suo proprietario deve tirare un D6. Questo tiro ha successo con un risultato di 5+ (o 3+ se il modello possiede Vincolo del Custode): • Rimuovi il modello come perdita, ma colloca un segnalino sul centro della posizione finale del modello. • Nel successivo Turno del Giocatore, all'inizio del passo 3 della Sequenza della Fase di Movimento (dopo avere Chiamato a Raccolta le unità in fuga), posiziona nuovamente il modello sul Campo di Battaglia. Il centro del modello deve essere posizionato entro 3" dal segnalino e il modello deve essere collocato ad almeno 1" da altre unità e Terreni Intransitabili, rivolto in una qualunque direzione. • Se il modello non può essere posizionato seguendo queste regole, non può tornare per il resto della partita. • Il modello tornato è il medesimo modello che ha lasciato il gioco, incluso qualsiasi effetto in corso (come gli incantesimi che influenzano il modello), eccetto che torna sempre con 1 Punto Vita e conta come Chiamato a Raccolta nel caso stesse Fuggendo durante la perdita dell'ultimo Punto Vita (ed è quindi Scosso fino alla fine del Turno del giocatore). • l modello non assegna Punti Vittoria per essere stato Distrutto se alla fine della partita possiede almeno un Punto Vita. Se il tiro fallisce, segui le consuete regole (ovvero il modello viene rimosso come perdita).

Rinascita

La prima volta in cui una Fenice perde il suo ultimo Punto Vita, il suo proprietario deve tirare un D6. Questo tiro ha successo con un risultato di 5+ (o 3+ se il modello possiede Vincolo del Custode): • Rimuovi il modello come perdita, ma colloca un segnalino sul centro della posizione finale del modello. • Nel successivo Turno del Giocatore, all'inizio del passo 3 della Sequenza della Fase di Movimento (dopo avere Chiamato a Raccolta le unità in fuga), posiziona nuovamente il modello sul Campo di Battaglia. Il centro del modello deve essere posizionato entro 3" dal segnalino e il modello deve essere collocato ad almeno 1" da altre unità e Terreni Intransitabili, rivolto in una qualunque direzione. • Se il modello non può essere posizionato seguendo queste regole, non può tornare per il resto della partita. • Il modello tornato è il medesimo modello che ha lasciato il gioco, incluso qualsiasi effetto in corso (come gli incantesimi che influenzano il modello), eccetto che torna sempre con 1 Punto Vita e conta come Chiamato a Raccolta nel caso stesse Fuggendo durante la perdita dell'ultimo Punto Vita (ed è quindi Scosso fino alla fine del Turno del giocatore). • l modello non assegna Punti Vittoria per essere stato Distrutto se alla fine della partita possiede almeno un Punto Vita. Se il tiro fallisce, segui le consuete regole (ovvero il modello viene rimosso come perdita).

Recurse Bow

Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.

Recurse Bow

Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.

Recurve Bow

Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.

Recurve Bow

Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.

Red Haze

Red Haze

Red Haze

Red Haze

Red Haze

Red Haze

Swift Reform

During the Movement Phase, a unit containing one or more models with Swift Reform may execute a Swift Reform
instead of a Reform . The unit makes a Reform with the following exceptions:
• The unit is not prohibited from shooting in the next Shooting Phase (but will still suffer the to-hit modifier for
moving and shooting).
• The unit can perform an Advance Move after the Reform. For the purpose of no model being able to end its
movement with its centre farther away than its Advance Rate from its starting position, measure this distance
after the Reform.
• No model can end its movement (after an Advance Move) with its centre farther away than its March Rate
from its starting position before the Reform.

Regimental Mascot

The model must be deployed in, and can only join a Hob Levies unit. The model can never voluntarily leave its unit

Regimental Mascot

The model must be deployed in, and can only join a Hob Levies unit. The model can never voluntarily leave its unit

Release the Hounds

One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6" March Rate and Devastating Charge (+1 Att, +1 Str) during this Player Turn.

Release the Hounds

Universal Rule.
One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6″ March Rate and Devastating Charge (+1 Att, +1 Str) during this Player Turn.

Release the Hounds

One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6" March Rate and Devastating Charge (+1 Att, +1 Str) during this Player Turn.

Release the Hounds

One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6" March Rate and Devastating Charge (+1 Att, +1 Str) during this Player Turn.

Release the Hounds

Universal Rule.
One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6″ March Rate and Devastating Charge (+1 Att, +1 Str) during this Player Turn.

Relentless

Universal Rule.
While Engaged in Combat, the model’s Discipline Tests are subject to Minimised Roll.

Relentless

Universal Rule.
While Engaged in Combat, the model’s Discipline Tests are subject to Minimised Roll.

Relentless

Universal Rule.
While Engaged in Combat, the model’s Discipline Tests are subject to Minimised Roll.

Relentless

Universal Rule.
While Engaged in Combat, the model’s Discipline Tests are subject to Minimised Roll.

Relic Bearer

Universal Rule.
The model gains Honesty, and loses Ordeal and Shield. In addition, the Casting Value of friendly spells that target one or more friendly units within 12” of one or more Relic Bearers is reduced by 1.

Relic Bearer

Universal Rule.
The model gains Honesty, and loses Ordeal and Shield. In addition, the Casting Value of friendly spells that target one or more friendly units within 12” of one or more Relic Bearers is reduced by 1.

Repeater Gun

Shooting Weapon
Range 24″, Shots 3, Str 4, AP 2, Unwieldy.

Repeater Gun

Shooting Weapon
Range 24″, Shots 3, Str 4, AP 2, Unwieldy.

Repeater Handbow

Shooting Weapon
Range 12 ″, Shots X, Str 3, AP 0, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.

Repeater Handbow

Shooting Weapon
Range 12′′, Shots 2, Strength 3, Armour Penetration 1, Quick to Fire, Accurate.

Repeater Pistol

Shooting Weapon
Range 12″, Shots 3, Str 4, AP 2, Quick to Fire. If the model is also equipped with a Pistol or a Brace of Pistols, this weapon gains Shots 4.

Repeater Pistol

Shooting Weapon
Range 12″, Shots 3, Str 4, AP 2, Quick to Fire. If the model is also equipped with a Pistol or a Brace of Pistols, this weapon gains Shots 4.

Reserves

The unit is treated as Insignificant by Parent and Support Units.

Reserves

The unit is treated as Insignificant by Parent and Support Units.

Resurrected

Some unit profiles contain the additional Characteristic Resurrected, shortened Rsr, which determines the number of Health Points Raised with Death is Only the Beginning (Hereditary Attribute Spell).

Resurrected

Some unit profiles contain the additional Characteristic Resurrected, shortened Rsr, which determines the number of Health Points Raised with Death is Only the Beginning (Hereditary Attribute Spell).

Rex

Universal Rule.
The model’s base size is changed to 100×150 mm and its Health Points are set to 7.

Rex

Universal Rule.
The model’s base size is changed to 100×150 mm and its Health Points are set to 7.

Rich Merchant

Universal Rule.
The model gains Stand Behind and counts as a R&F model during step 4 of the Round of Combat Sequence (Issuing and Accepting Duels).

Ricochet

Models with Ricochet cannot Charge enemy units and can move through all units (friend and foe) as if they were Open Terrain. If its move is ended in contact withanother unit, or within 1" of a unit that it has moved through, its move distance is extended; keep moving the model in the same direction(stillmovingthroughotherunits)untilitcanbeplaced1"awayfromallotherunits. If,afteranextended move, the model would end up within 1" of Impassable Terrain or in contact with the Board Edge, immediately remove the model as a casualty. If there is no legal position where it follows the Unit Spacing rule when backtracking the model's move (based on the rules for Random Movement), immediately remove the model as a casualty. Ifaunit'sUnitBoundaryiscontactedbyaRicochetmodel'sinitialmove(i.e. excludinganextensionofthemovedistance needed to clear units), this unit suffers X hits, where X corresponds to the value given in brackets (after completing the move). For this purpose, all units Engaged in the same Combat are treated as a single unit. The owner of the model with Ricochet distributes the hits between all units Engaged in this Combat as evenly as possible (after this, follow the normal rules for distributing hits to models within each unit). Enemy units cannot Charge models with Ricochet. Units (friend and foe) ignore models with Ricochet regarding the Unit Spacing rule for all movement (including Ambush). In addition, they can move onto and through models with Ricochet. However, if a unit moves into contact with a Ricochet model, it immediately (before completing the move) suffers X+D6 hits, and the model with Ricochet is removed as a casualty. This is not triggered by moves that can move through units normally (e.g. Flying Movement), unless the move is ended in contact (note that units can move into contact with multiple Ricochet models simultaneously). Hits are resolved with the Strength and Armour Penetration of the model with Ricochet.

Ricochet

Models with Ricochet cannot Charge enemy units and can move through all units (friend and foe) as if they were Open Terrain. If its move is ended in contact withanother unit, or within 1" of a unit that it has moved through, its move distance is extended; keep moving the model in the same direction(stillmovingthroughotherunits)untilitcanbeplaced1"awayfromallotherunits. If,afteranextended move, the model would end up within 1" of Impassable Terrain or in contact with the Board Edge, immediately remove the model as a casualty. If there is no legal position where it follows the Unit Spacing rule when backtracking the model's move (based on the rules for Random Movement), immediately remove the model as a casualty. Ifaunit'sUnitBoundaryiscontactedbyaRicochetmodel'sinitialmove(i.e. excludinganextensionofthemovedistance needed to clear units), this unit suffers X hits, where X corresponds to the value given in brackets (after completing the move). For this purpose, all units Engaged in the same Combat are treated as a single unit. The owner of the model with Ricochet distributes the hits between all units Engaged in this Combat as evenly as possible (after this, follow the normal rules for distributing hits to models within each unit). Enemy units cannot Charge models with Ricochet. Units (friend and foe) ignore models with Ricochet regarding the Unit Spacing rule for all movement (including Ambush). In addition, they can move onto and through models with Ricochet. However, if a unit moves into contact with a Ricochet model, it immediately (before completing the move) suffers X+D6 hits, and the model with Ricochet is removed as a casualty. This is not triggered by moves that can move through units normally (e.g. Flying Movement), unless the move is ended in contact (note that units can move into contact with multiple Ricochet models simultaneously). Hits are resolved with the Strength and Armour Penetration of the model with Ricochet.

Ricochet

Models with Ricochet cannot Charge enemy units and can move through all units (friend and foe) as if they were Open Terrain. If its move is ended in contact withanother unit, or within 1" of a unit that it has moved through, its move distance is extended; keep moving the model in the same direction(stillmovingthroughotherunits)untilitcanbeplaced1"awayfromallotherunits. If,afteranextended move, the model would end up within 1" of Impassable Terrain or in contact with the Board Edge, immediately remove the model as a casualty. If there is no legal position where it follows the Unit Spacing rule when backtracking the model's move (based on the rules for Random Movement), immediately remove the model as a casualty. Ifaunit'sUnitBoundaryiscontactedbyaRicochetmodel'sinitialmove(i.e. excludinganextensionofthemovedistance needed to clear units), this unit suffers X hits, where X corresponds to the value given in brackets (after completing the move). For this purpose, all units Engaged in the same Combat are treated as a single unit. The owner of the model with Ricochet distributes the hits between all units Engaged in this Combat as evenly as possible (after this, follow the normal rules for distributing hits to models within each unit). Enemy units cannot Charge models with Ricochet. Units (friend and foe) ignore models with Ricochet regarding the Unit Spacing rule for all movement (including Ambush). In addition, they can move onto and through models with Ricochet. However, if a unit moves into contact with a Ricochet model, it immediately (before completing the move) suffers X+D6 hits, and the model with Ricochet is removed as a casualty. This is not triggered by moves that can move through units normally (e.g. Flying Movement), unless the move is ended in contact (note that units can move into contact with multiple Ricochet models simultaneously). Hits are resolved with the Strength and Armour Penetration of the model with Ricochet.

Ricochet

Models with Ricochet cannot Charge enemy units and can move through all units (friend and foe) as if they were Open Terrain. If its move is ended in contact withanother unit, or within 1" of a unit that it has moved through, its move distance is extended; keep moving the model in the same direction(stillmovingthroughotherunits)untilitcanbeplaced1"awayfromallotherunits. If,afteranextended move, the model would end up within 1" of Impassable Terrain or in contact with the Board Edge, immediately remove the model as a casualty. If there is no legal position where it follows the Unit Spacing rule when backtracking the model's move (based on the rules for Random Movement), immediately remove the model as a casualty. Ifaunit'sUnitBoundaryiscontactedbyaRicochetmodel'sinitialmove(i.e. excludinganextensionofthemovedistance needed to clear units), this unit suffers X hits, where X corresponds to the value given in brackets (after completing the move). For this purpose, all units Engaged in the same Combat are treated as a single unit. The owner of the model with Ricochet distributes the hits between all units Engaged in this Combat as evenly as possible (after this, follow the normal rules for distributing hits to models within each unit). Enemy units cannot Charge models with Ricochet. Units (friend and foe) ignore models with Ricochet regarding the Unit Spacing rule for all movement (including Ambush). In addition, they can move onto and through models with Ricochet. However, if a unit moves into contact with a Ricochet model, it immediately (before completing the move) suffers X+D6 hits, and the model with Ricochet is removed as a casualty. This is not triggered by moves that can move through units normally (e.g. Flying Movement), unless the move is ended in contact (note that units can move into contact with multiple Ricochet models simultaneously). Hits are resolved with the Strength and Armour Penetration of the model with Ricochet.

Rising Star

Universal Rule.
Each time attacks made by the model kill an enemy model in a Duel, the model gains a +1 Combat Score modifier for the rest of the game.

Ritual Meditation

Dispelling rolls from your opponent against Augment Spells suffer a -1 modifier if more than half of the models affected by the Spell have this rule. This also affects Bound Spells.

Ritual Meditation

If more than half of the models in a unit have this rule, dispelling rolls from your opponent against any spell targeting models with this rule suffer a -1 modifier. This also affects Bound Spells.

Ritual Meditation

If more than half of the models in a unit have this rule, dispelling rolls from your opponent against any spell targeting models with this rule suffer a -1 modifier. This also affects Bound Spells.

Ritual Meditation

If more than half of the models in a unit have this rule, dispelling rolls from your opponent against any spell targeting models with this rule suffer a -1 modifier. This also affects Bound Spells.

Rituale Taurukh

Il modello è soggetto alle seguenti modifiche: • Ottiene Alto, Colpi d'Impatto (1), e Non Può Essere Calpestato. • La sua Avanzata è fissata a 7"e la sua Marcia è fissata a 14". • Le dimensioni della sua base diventano 25×50 mm. • Il suo Tipo diventa Bestia.

Rituale Taurukh

Il modello è soggetto alle seguenti modifiche: • Ottiene Alto, Colpi d'Impatto (1), e Non Può Essere Calpestato. • La sua Avanzata è fissata a 7"e la sua Marcia è fissata a 14". • Le dimensioni della sua base diventano 25×50 mm. • Il suo Tipo diventa Bestia.

Roaming Hands

Roaming Hands

Roaming Hands

Roaming Hands

Roaming Hands

Roaming Hands

Robusto

La parte di modello ottiene Carica Devastante (+1 For, +1 Pen) e non subisce il modificatore di -1 a colpire da Reazioni alla Carica di Resistere e Tirare.

Robusto

La parte di modello ottiene Carica Devastante (+1 For, +1 Pen) e non subisce il modificatore di -1 a colpire da Reazioni alla Carica di Resistere e Tirare.

Rocket Battery

Artillery Weapon
0–2 Models/Army.
Range 18″, Shots 4, Str 6, AP 3, Multiple Wounds (D3), Quick to Fire.
When rolling to hit, if two or more dice rolled a natural ‘1’, all hits are ignored and the weapon Misfires. For each ‘1’ rolled after the second, the roll on the Misfire Table suffers a −2 modifier.

Rocket Battery

Artillery Weapon
0–2 Models/Army.
Range 18″, Shots 4, Str 6, AP 3, Multiple Wounds (D3), Quick to Fire.
When rolling to hit, if two or more dice rolled a natural ‘1’, all hits are ignored and the weapon Misfires. For each ‘1’ rolled after the second, the roll on the Misfire Table suffers a −2 modifier.

Rotary Gun

Shooting Weapon
0–12 Models/Army.
Range 18″, Shots D6, Str 4, AP 2, Mishap (Roll for number of Shots).
Trial and Terror: The weapon’s range is set to 12″, its Shots are set to D6×2, and it gains Reload!.

Rotary Gun

Shooting Weapon
0–12 Models/Army.
Range 18″, Shots D6, Str 4, AP 2, Mishap (Roll for number of Shots).
Trial and Terror: The weapon’s range is set to 12″, its Shots are set to D6×2, and it gains Reload!.

Rotary Gun

Shooting Weapon
0–12 Models/Army.
Range 18″, Shots D6, Str 4, AP 2, Mishap (Roll for number of Shots).
Trial and Terror: The weapon’s range is set to 12″, its Shots are set to D6×2, and it gains Reload!.

Rotary Gun

Shooting Weapon
0–12 Models/Army.
Range 18″, Shots D6, Str 4, AP 2, Mishap (Roll for number of Shots).
Trial and Terror: The weapon’s range is set to 12″, its Shots are set to D6×2, and it gains Reload!.

Rottenjaw

Rottenjaw

Rows of Teeth

The Gnasher model part can make Supporting Attacks even though it has Harnessed. The Goblin Rider model part cannot make Supporting Attacks. Gnasher Dashers gain Impact Hits with the following exception: instead of causing a number of hits per Charging model, a Charging unit of up to 5 Gnasher Dashers causes D3 hits to a single enemy unit in base contact with the unit's Front Facing, while a unit of 6 or more Gnasher Dashers inflicts 2D3 hits instead.

Rows of Teeth

The Gnasher model part can make Supporting Attacks even though it has Harnessed. The Goblin Rider model part cannot make Supporting Attacks. Gnasher Dashers gain Impact Hits with the following exception: instead of causing a number of hits per Charging model, a Charging unit of up to 5 Gnasher Dashers causes D3 hits to a single enemy unit in base contact with the unit's Front Facing, while a unit of 6 or more Gnasher Dashers inflicts 2D3 hits instead.

Rows of Teeth

The Gnasher model part can make Supporting Attacks even though it has Harnessed. The Goblin Rider model part cannot make Supporting Attacks. Gnasher Dashers gain Impact Hits with the following exception: instead of causing a number of hits per Charging model, a Charging unit of up to 5 Gnasher Dashers causes D3 hits to a single enemy unit in base contact with the unit's Front Facing, while a unit of 6 or more Gnasher Dashers inflicts 2D3 hits instead.

Rows of Teeth

The Gnasher model part can make Supporting Attacks even though it has Harnessed. The Goblin Rider model part cannot make Supporting Attacks. Gnasher Dashers gain Impact Hits with the following exception: instead of causing a number of hits per Charging model, a Charging unit of up to 5 Gnasher Dashers causes D3 hits to a single enemy unit in base contact with the unit's Front Facing, while a unit of 6 or more Gnasher Dashers inflicts 2D3 hits instead.

Royal Gogyag Barding

Personal Protection.
When the model suffers a wound from an attack with Multiple Wounds (X) halve X, rounding fractions up.

Royal Gogyag Barding

Personal Protection.
When the model suffers a wound from an attack with Multiple Wounds (X) halve X, rounding fractions up.

Royal Huntsman

Royal Huntsman

Stampede

If the model's unit has at least one Full Rank, the model's Impact Hits cause an additional D3 hits for each model in the same file behind it (normally 2D3/3D3/etc. instead of D3).

Stampede

If the model's unit has at least one Full Rank, the model's Impact Hits cause an additional D3 hits for each model in the same file behind it (normally 2D3/3D3/etc. instead of D3).

Rune Crafted

Universal Rule.
The model’s Shooting Attacks gain Accurate and become Magical Attacks. The model gains Scout with the following exception: it must be deployed fully inside the owner’s Deployment Zone.

Rune Crafted

Universal Rule.
The model’s Height is changed to Large.

Rune Crafted

Attack Attribute.
The model’s Shooting Attacks gain +1 Strength, +2 Armour Penetration, and become Magical Attacks.

Rune Crafted

Attack Attribute.
The model’s Shooting Attacks gain a +1 to-wound modifier and become Magical Attacks.

Rune Crafted

Attack Attribute.
The model’s Shooting Attacks gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.

Rune Crafted

Universal Rule.
The model’s Shooting Attacks gain Accurate and become Magical Attacks. The model gains Scout with the following exception: it must be deployed fully inside the owner’s Deployment Zone.

Rune Crafted

Universal Rule.
The model’s Height is changed to Large.

Rune Crafted

Attack Attribute.
The model’s Shooting Attacks gain +1 Strength, +2 Armour Penetration, and become Magical Attacks.

Rune Crafted

Attack Attribute.
The model’s Shooting Attacks gain a +1 to-wound modifier and become Magical Attacks.

Rune Crafted

Attack Attribute.
The model’s Shooting Attacks gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.

Rune of Gleaming

Rune of Gleaming

Rune of Oaths

Rune of Oaths

Rune of Reckoning

Rune of Reckoning

Rune of Resilience

Rune of Resilience

Rune of Resolve

Rune of Resolve

Rune of Revocation

Rune of Revocation

Running Amok!!

When a unit with Running Amok!! moves usingRandomMovement, it must moveinarandomdirectioninsteadof thechosendirection.

Running Amok!!

When a unit with Running Amok!! moves usingRandomMovement, it must moveinarandomdirectioninsteadof thechosendirection.

Running Amok!!

When a unit with Running Amok!! moves usingRandomMovement, it must moveinarandomdirectioninsteadof thechosendirection.

Running Amok!!

When a unit with Running Amok!! moves usingRandomMovement, it must moveinarandomdirectioninsteadof thechosendirection.

Ruthless Efficiency

Attack Attribute – Close Combat.
The attack gains +1 to wound during the First Round of Combat.

Ruthless Efficiency

The attack gains +1 to wound during the First Round of Combat.

Sacred Plagues

Sacred Plagues are upgrades that certain Cult of Errahman Characters and Champions may take. Sacred Plagues are Bound Spells with Power Level (4/8) and Duration: Permanent. Certain Champions may choose 1 Sacred Plague from the list below that must be noted on the Army List and that has Range 8". Certain Characters may choose up to 4 different Sacred Plagues that they select from the list below during Spell Selection and that have Range 18". Instead of measuring a Sacred Plague's Range from the Caster as normal, it can be measured from any unit under the effect of a Sacred Plague within 18" of the Caster. If so, the Range is set to 8". Slug PoxHexThe target suffers -2 Agility and -2" Advance Rate. TrollscaleAugmentThe target gains Fear and +1 Resilience. Gnashing FeverUniversalThe target gains Battle Focus, Fearless, and Frenzy. Dread RotUniversalAt the start of each Magic Phase, the target suffers 2D6 hits with Strength 2, Armour Penetration 1, and Lethal Strike.An army cannot attempt to cast the same Sacred Plague more than twice during the same Magic Phase. Only one Sacred Plague can affect a unit at a time (the one most recently successfully cast). At the end of step 3 of any Magic Phase Sequence (after Siphon the Veil), the opponent may remove one or more dice from their Magic Dice Pool. For each removed Magic Dice, the opponent nominates a unit (friend or foe) under the effect of a Sacred Plague. The Sacred Plague affecting the nominated unit immediately ends.

Sacred Relic

Universal Rule.
The model must be deployed in a Standard Height Infantry unit and can never voluntarily leave it. The model’s unit gains the following rules:
• Fight in Extra Rank
• The unit’s Discipline Tests are subject to Minimised Roll.
• At the start of every Magic Phase, if the unit is Engaged in Combat, add one Orison Token to your Orison Token pool

Sacred Relic

Universal Rule.
The model must be deployed in a Standard Height Infantry unit and can never voluntarily leave it. The model’s unit gains the following rules:
• Fight in Extra Rank
• The unit’s Discipline Tests are subject to Minimised Roll.
• At the start of every Magic Phase, if the unit is Engaged in Combat, add one Orison Token to your Orison Token pool

Sacred Relic

Universal Rule.
The model must be deployed in a Standard Height Infantry unit and can never voluntarily leave it. The model’s unit gains the following rules:
• Fight in Extra Rank
• The unit’s Discipline Tests are subject to Minimised Roll.
• At the start of every Magic Phase, if the unit is Engaged in Combat, add one Orison Token to your Orison Token pool

Sacred Relic

Universal Rule.
The model must be deployed in a Standard Height Infantry unit and can never voluntarily leave it. The model’s unit gains the following rules:
• Fight in Extra Rank
• The unit’s Discipline Tests are subject to Minimised Roll.
• At the start of every Magic Phase, if the unit is Engaged in Combat, add one Orison Token to your Orison Token pool

Sacrificial Offerings

Immediately before performing a Casting Attempt with a Wizard in a unit containing one or more models with Sacrificial Offerings, you may inflict 1 hit against that unit. This hit wounds automatically with Armour Penetration 10 and with no saves of any kind allowed. If a Health Point loss was caused against a model with Sacrificial Offerings, the Casting Attempt gains a +1 Casting Modifier. Each unit can be affected by Sacrificial Offerings only once per Magic Phase.

Sacrificial Offerings

Immediately before performing a Casting Attempt with a Wizard in a unit containing one or more models with Sacrificial Offerings, you may inflict 1 hit against that unit. This hit wounds automatically with Armour Penetration 10 and with no saves of any kind allowed. If a Health Point loss was caused against a model with Sacrificial Offerings, the Casting Attempt gains a +1 Casting Modifier. Each unit can be affected by Sacrificial Offerings only once per Magic Phase.

Saddle Cannon

Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.

Saddle Cannon

Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.

Sainted

One of a Kind. Cannot be taken by the Battle Standard Bearer.
Model parts without Harnessed gain Orison (+1) and Fearless. The model part gains +1 Attack Value, +1 Offensive
Skill, +1 Defensive Skill, its Discipline is set to 9, and its Special Item allowance is increased by 50 pts, up to a
maximum of 200 pts. In addition, the model is always under the effect of the Orisons Holy Strike, Holy Shield, and
Holy Wrath. This does not prevent the model’s unit from being the target of an Orison.

Sainted

One of a Kind. Cannot be taken by the Battle Standard Bearer.
Model parts without Harnessed gain Orison (+1) and Fearless. The model part gains +1 Attack Value, +1 Offensive
Skill, +1 Defensive Skill, its Discipline is set to 9, and its Special Item allowance is increased by 50 pts, up to a
maximum of 200 pts. In addition, the model is always under the effect of the Orisons Holy Strike, Holy Shield, and
Holy Wrath. This does not prevent the model’s unit from being the target of an Orison.

Sainted

One of a Kind. Cannot be taken by the Battle Standard Bearer.
Model parts without Harnessed gain Orison (+1) and Fearless. The model part gains +1 Attack Value, +1 Offensive
Skill, +1 Defensive Skill, its Discipline is set to 9, and its Special Item allowance is increased by 50 pts, up to a
maximum of 200 pts. In addition, the model is always under the effect of the Orisons Holy Strike, Holy Shield, and
Holy Wrath. This does not prevent the model’s unit from being the target of an Orison.

Sainted

One of a Kind. Cannot be taken by the Battle Standard Bearer.
Model parts without Harnessed gain Orison (+1) and Fearless. The model part gains +1 Attack Value, +1 Offensive
Skill, +1 Defensive Skill, its Discipline is set to 9, and its Special Item allowance is increased by 50 pts, up to a
maximum of 200 pts. In addition, the model is always under the effect of the Orisons Holy Strike, Holy Shield, and
Holy Wrath. This does not prevent the model’s unit from being the target of an Orison.

Salamander – Spout Flames

Special Attack.
The model gains Breath Attack (Str 3, AP 0, Flaming Attacks). This Breath Attack is not limited to being used only once per game and can only be used once per Player Turn.

Salamander – Spout Flames

Special Attack.
The model gains Breath Attack (Str 3, AP 0, Flaming Attacks). This Breath Attack is not limited to being used only once per game and can only be used once per Player Turn.

Salamander – Spout Flames

Special Attack.
The model gains Breath Attack (Str 3, AP 0, Flaming Attacks). This Breath Attack is not limited to being used only once per game and can only be used once per Player Turn.

Salamander – Spout Flames

Special Attack.
The model gains Breath Attack (Str 3, AP 0, Flaming Attacks). This Breath Attack is not limited to being used only once per game and can only be used once per Player Turn.

Salva di Tiro

Sapling Bow

Artillery Weapon.
Range 30″, Shots 1, Str 3 [6], AP 3 [10], Area Attack (1×5), Quick to Fire.

Sapling Bow

Artillery Weapon.
Range 30″, Shots 1, Str 3 [6], AP 3 [10], Area Attack (1×5), Quick to Fire.

Sashimonos

Each side with one or more units with Sashimonos and at least one Full Rank adds +1 to its Combat Score.

Scales of Destiny

Close Combat Weapon.
The wielder suffers −1 Attack Value and −1 Armour and can cast the following spells as Bound Spells with Power Level (4/8):
• Fate’s Judgement (Divination)
• Ice and Fire (Cosmology)

Scales of Destiny

Close Combat Weapon.
The wielder suffers −1 Attack Value and −1 Armour and can cast the following spells as Bound Spells with Power Level (4/8):
• Fate’s Judgement (Divination)
• Ice and Fire (Cosmology)

Scarab Giant

Universal Rule.
The Ancient Giant model part gains Harnessed. The model gains Distracting and the following additional
model part that is not affected by Undying Will:
Offensive Att Off Str AP Agi Model Rules
Scarabs 8 3 2 1 3 Poison Attacks

Scarab Giant

Universal Rule.
The Ancient Giant model part gains Harnessed. The model gains Distracting and the following additional
model part that is not affected by Undying Will:
Offensive Att Off Str AP Agi Model Rules
Scarabs 8 3 2 1 3 Poison Attacks

Scarred Bark

Scarred Bark

Scarred Carapace

The model gains +2 Armour.

Scarred Carapace

The model gains +2 Armour.

Scarred Carapace

The model gains +2 Armour.

Scarred Carapace

The model gains +2 Armour.

Shah

The Satrap model part gains +1 Agility, +1 Discipline, and +1 Attack Value, and its Special Item allowance is set to 200 pts.

Shah

The Satrap model part gains +1 Agility, +1 Discipline, and +1 Attack Value, and its Special Item allowance is set to 200 pts.

Scorpion

Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)].

Scorpion

Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)].

Scorpion

Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)].

Scorpion

Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)].

Scratapult

Artillery Weapon.
Catapult (5×5), Range 12–48″, Shots 1, Str 3, AP 1, Lethal Strike.
A Scratapult that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.

Scratapult

Artillery Weapon.
Catapult (5×5), Range 12–48″, Shots 1, Str 3, AP 1, Lethal Strike.
A Scratapult that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.

Sea Serpent’s Hide

Armour Equipment
The wearer gains +1 Armour.

Spell Craving

When determining Combat Score, a side with at least one model with Spell Craving Engaged in Combat adds +X to its side's Combat Score, where X is the number of non-Bound non-Attribute Spells known by enemy Wizards in units in base contact with it (note that multiple instances of the same spell count as 1 each).

Spell Craving

When determining Combat Score, a side with at least one model with Spell Craving Engaged in Combat adds +X to its side's Combat Score, where X is the number of non-Bound non-Attribute Spells known by enemy Wizards in units in base contact with it (note that multiple instances of the same spell count as 1 each).

Seeker of Spite

The number of chosen units for Objects of Envy is increased by 1.

Segmented Shell

Segmented Shell

Segmented Shell

Segmented Shell

Segmented Shell

Segmented Shell

Serf Helper

Universal Rule.
The model gains a Shield.

Serf Helper

Universal Rule.
The model gains a Shield.

Shah

Universal Rule.
The model part gains Hatred, its Special Item allowance is increased to 200 pts, and its Discipline is set to 9.

Shah

Universal Rule.
The model part gains Hatred, its Special Item allowance is increased to 200 pts, and its Discipline is set to 9.

Shambolic

Units withShambolic models cannot bejoinedbyCharacters. Whenrollingthedistanceof a Random Movement move with a Shambolic unit, if all the dice show the same result, the unit loses D3 Health Points (with no saves of any kind allowed), and then moves in a random direction instead of the chosen direction. When units with Shambolic touch the Board Edge, stop 1" away from Impassable Terrain, or come into contact with or move inside any Terrain Feature other than Open Terrain or Hills, all models in the unit must take a Dangerous Terrain (2) Test.

Shambolic

Units withShambolic models cannot bejoinedbyCharacters. Whenrollingthedistanceof a Random Movement move with a Shambolic unit, if all the dice show the same result, the unit loses D3 Health Points (with no saves of any kind allowed), and then moves in a random direction instead of the chosen direction. When units with Shambolic touch the Board Edge, stop 1" away from Impassable Terrain, or come into contact with or move inside any Terrain Feature other than Open Terrain or Hills, all models in the unit must take a Dangerous Terrain (2) Test.

Shambolic

Units withShambolic models cannot bejoinedbyCharacters. Whenrollingthedistanceof a Random Movement move with a Shambolic unit, if all the dice show the same result, the unit loses D3 Health Points (with no saves of any kind allowed), and then moves in a random direction instead of the chosen direction. When units with Shambolic touch the Board Edge, stop 1" away from Impassable Terrain, or come into contact with or move inside any Terrain Feature other than Open Terrain or Hills, all models in the unit must take a Dangerous Terrain (2) Test.

Shambolic

Units withShambolic models cannot bejoinedbyCharacters. Whenrollingthedistanceof a Random Movement move with a Shambolic unit, if all the dice show the same result, the unit loses D3 Health Points (with no saves of any kind allowed), and then moves in a random direction instead of the chosen direction. When units with Shambolic touch the Board Edge, stop 1" away from Impassable Terrain, or come into contact with or move inside any Terrain Feature other than Open Terrain or Hills, all models in the unit must take a Dangerous Terrain (2) Test.

Shapeshifter

The model's Advance Rate is set to 6' and its March Rate is set to 18'. It gains +1 Attack Value, +1 Resilience, Fear, Hard Target (1), Swiftstride, and Vanguard. The model may never join units or be joined by other Characters. Models on foot only

Shapeshifter

The model's Advance Rate is set to 6' and its March Rate is set to 18'. It gains +1 Attack Value, +1 Resilience, Fear, Hard Target (1), Swiftstride, and Vanguard. The model may never join units or be joined by other Characters. Models on foot only

Sharp Horn

Attack Attribute.
The model part may reroll the roll for the number of Impact Hits

Sharp Horn

Attack Attribute.
The model part may reroll the roll for the number of Impact Hits

Shield Wall

Personal Protection.
When using a Shield, the model gains Aegis (6+, against Close Combat Attacks). This is improved to Aegis (5+, against Close Combat Attacks) if the attacker is Charging. This Special Save can only be used against attacks from enemies Engaged in the model’s unit’s Front Facing.

Shoreguardian Bow

Artillery Weapon.
Range 24″, Shots 4, Str 5, AP 3.

Shoreguardian Bow

Artillery Weapon.
Range 24″, Shots 4, Str 5, AP 3.

Shuriken

Range 12″, Shots: 2, Strength as user, Armour Penetration as user, Quick to Fire.

Sic Semper Tyrannis

While the model's unit is in base contact with one or more enemy Characters, the model gains +1 Attack Value for each other Duskblade Assassin in the same unit.

Sic Semper Tyrannis

While the model's unit is in base contact with one or more enemy Characters, the model gains +1 Attack Value for each other Duskblade Assassin in the same unit.

Sic Semper Tyrannis

While the model's unit is in base contact with one or more enemy Characters, the model gains +1 Attack Value for each other Duskblade Assassin in the same unit.

Sic Semper Tyrannis

While the model's unit is in base contact with one or more enemy Characters, the model gains +1 Attack Value for each other Duskblade Assassin in the same unit.

Sigils Of Supremacy

Sigils Of Supremacy

Siren's Song

Combat Reform Tests and March Tests of enemy units within 8" of one or more models with Siren's Song suffer -2 Discipline.

Skewerer

The model's base is changed to 60 mm round.

Skewerer

The model's base is changed to 60 mm round.

Skewerer

The model's base is changed to 60 mm round.

Skewerer

The model's base is changed to 60 mm round.

Skink Companion

Universal Rule.
The Saurian Giant model part gains Poison Attacks. The model gains the following additional model parts:
Offensive Att Off Str AP Agi Model Rules
Skink Crew (6) 1 2 3 0 4 March and Shoot, Poisoned Javelin (4+)

Skink Companion

Universal Rule.
The Saurian Giant model part gains Poison Attacks. The model gains the following additional model parts:
Offensive Att Off Str AP Agi Model Rules
Skink Crew (6) 1 2 3 0 4 March and Shoot, Poisoned Javelin (4+)

Skink Companion

Universal Rule.
The Saurian Giant model part gains Poison Attacks. The model gains the following additional model parts:
Offensive Att Off Str AP Agi Model Rules
Skink Crew (6) 1 2 3 0 4 March and Shoot, Poisoned Javelin (4+)

Skink Companion

Universal Rule.
The Saurian Giant model part gains Poison Attacks. The model gains the following additional model parts:
Offensive Att Off Str AP Agi Model Rules
Skink Crew (6) 1 2 3 0 4 March and Shoot, Poisoned Javelin (4+)

Skinning Lash

Special Attack.
A unit with at least one model with Skinning Lash can make a Sweeping Attack against a single unengaged enemy unit when passing within 1″(it does not need to and cannot move through or over that unit). The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 0 for each model with Skinning Lash in the unit. A unit that loses one or more Health Points due to the Skinning Lash Sweeping Attack suffers −1 Discipline until the end of its next Player Turn.

Skinning Lash

Special Attack.
A unit with at least one model with Skinning Lash can make a Sweeping Attack against a single unengaged enemy unit when passing within 1″(it does not need to and cannot move through or over that unit). The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 0 for each model with Skinning Lash in the unit. A unit that loses one or more Health Points due to one or more Skinning Lash Sweeping Attacks suffers −1 Discipline until the end of its next Player Turn.

Skinning Lash

Special Attack.
A unit with at least one model with Skinning Lash can make a Sweeping Attack against a single unengaged enemy unit when passing within 1″(it does not need to and cannot move through or over that unit). The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 0 for each model with Skinning Lash in the unit. A unit that loses one or more Health Points due to the Skinning Lash Sweeping Attack suffers −1 Discipline until the end of its next Player Turn.

Skinning Lash

Special Attack.
A unit with at least one model with Skinning Lash can make a Sweeping Attack against a single unengaged enemy unit when passing within 1″(it does not need to and cannot move through or over that unit). The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 0 for each model with Skinning Lash in the unit. A unit that loses one or more Health Points due to one or more Skinning Lash Sweeping Attacks suffers −1 Discipline until the end of its next Player Turn.

Skinning Lash

Special Attack.
A unit with at least one model with Skinning Lash can make a Sweeping Attack against a single unengaged enemy unit when passing within 1″(it does not need to and cannot move through or over that unit). The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 0 for each model with Skinning Lash in the unit. A unit that loses one or more Health Points due to the Skinning Lash Sweeping Attack suffers −1 Discipline until the end of its next Player Turn.

Skorchit Ordnance

Artillery Weapon.
Catapult (4×4). Range 12–48″, Shots 1, Str 4, AP 0, Flaming Attacks, Mishap (Misfire).
The model gains Flammable.
Trial and Terror: The weapon’s range is set to 12–30″. Replace Catapult (4×4) with Catapult (6×6).

Skorchit Ordnance

Artillery Weapon.
Catapult (4×4). Range 12–48″, Shots 1, Str 4, AP 0, Flaming Attacks, Mishap (Misfire).
The model gains Flammable.
Trial and Terror: The weapon’s range is set to 12–30″. Replace Catapult (4×4) with Catapult (6×6).

Skorchit Ordnance

Artillery Weapon.
Catapult (4×4). Range 12–48″, Shots 1, Str 4, AP 0, Flaming Attacks, Mishap (Misfire).
The model gains Flammable.
Trial and Terror: The weapon’s range is set to 12–30″. Replace Catapult (4×4) with Catapult (6×6).

Skorchit Ordnance

Artillery Weapon.
Catapult (4×4). Range 12–48″, Shots 1, Str 4, AP 0, Flaming Attacks, Mishap (Misfire).
The model gains Flammable.
Trial and Terror: The weapon’s range is set to 12–30″. Replace Catapult (4×4) with Catapult (6×6).

Sky Reaper

Artillery Weapon.
Range 24″, Shots 4, Str 5, AP 3, Quick to Fire.

Sky Reaper

Artillery Weapon.
Range 24″, Shots 4, Str 5, AP 3, Quick to Fire.

Sledgehammer Hand

Sledgehammer Hand

Sling

Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0. The attack gains +1 Strength when shooting from Short Range.

Sling

Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0. The attack gains +1 Strength when shooting from Short Range.

Sling

Range 18″, Shots 1, Str 3, AP 0. When shooting from Short Range, the Strength of attacks made with this weapon is set to 4.

Sling

Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0. The attack gains +1 Strength when shooting from Short Range.

Sling

Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0. The attack gains +1 Strength when shooting from Short Range.

Sling

Range 18″, Shots 1, Str 3, AP 0. When shooting from Short Range, the Strength of attacks made with this weapon is set to 4.

Sling

Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0. The attack gains +1 Strength when shooting from Short Range.

Slithering Frame

The model gains Fortitude (6+) and Random Movement (3D6").

Slithering Frame

The model gains Fortitude (6+) and Random Movement (3D6").

Slithering Frame

The model gains Fortitude (6+) and Random Movement (3D6").

Slithering Frame

The model gains Fortitude (6+) and Random Movement (3D6").

Slug Pox

The target suffers -2 Agility and -2" Advance Rate.

Smash 'Em Flat

Natural to-wound rolls of '1' with Melee Attacks from units within 6" of a friendly Great Green Idol must be rerolled. While within 6" of one or more friendly Engaged Great Green Idols, units gain Minimised (Break Tests).

Smash 'Em Flat

Natural to-wound rolls of '1' with Melee Attacks from units within 6" of a friendly Great Green Idol must be rerolled. While within 6" of one or more friendly Engaged Great Green Idols, units gain Minimised (Break Tests).

Smash 'Em Flat

Natural to-wound rolls of '1' with Melee Attacks from units within 6" of a friendly Great Green Idol must be rerolled. While within 6" of one or more friendly Engaged Great Green Idols, units gain Minimised (Break Tests).

Smash 'Em Flat

Natural to-wound rolls of '1' with Melee Attacks from units within 6" of a friendly Great Green Idol must be rerolled. While within 6" of one or more friendly Engaged Great Green Idols, units gain Minimised (Break Tests).

Smother

Smother

Attack Attribute – Close Combat.
If the attack is allocated towards a Large model, it gains +1 to hit and +1 to wound.

Smother

Attack Attribute – Close Combat.
If the attack is allocated towards a Large model, it gains +1 to hit and +1 to wound.

Smothering Coils

Smothering Coils

Smothering Coils

Smothering Coils

Smothering Coils

Smothering Coils

Sneaky!

In the First Round of Combat, the model gains +3 Agility and Lightning Reflexes. It is a Champion that is deployed in the unit for which it was purchased. However, it gains neither First Among Equals nor Order the Charge, nor any model rules that the other R&F models in its unit may have, unless specifically stated otherwise. It isnot forced to choose the same Close Combat Weapon in close combat as the other R&F models in its unit.

Sneaky!

In the First Round of Combat, the model gains +3 Agility and Lightning Reflexes. It is a Champion that is deployed in the unit for which it was purchased. However, it gains neither First Among Equals nor Order the Charge, nor any model rules that the other R&F models in its unit may have, unless specifically stated otherwise. It isnot forced to choose the same Close Combat Weapon in close combat as the other R&F models in its unit.

Sneaky!

In the First Round of Combat, the model gains +3 Agility and Lightning Reflexes. It is a Champion that is deployed in the unit for which it was purchased. However, it gains neither First Among Equals nor Order the Charge, nor any model rules that the other R&F models in its unit may have, unless specifically stated otherwise. It isnot forced to choose the same Close Combat Weapon in close combat as the other R&F models in its unit.

Sneaky!

In the First Round of Combat, the model gains +3 Agility and Lightning Reflexes. It is a Champion that is deployed in the unit for which it was purchased. However, it gains neither First Among Equals nor Order the Charge, nor any model rules that the other R&F models in its unit may have, unless specifically stated otherwise. It isnot forced to choose the same Close Combat Weapon in close combat as the other R&F models in its unit.

Snobish Baron

Universal Rule.
The model changes its base size to 40×40mm and gains the model part Broken Troll.

Sode

The wearer gains +1 Armour.

Solitary

Universal Rule.
The model may never join units or be joined by other Characters.

Solitary

The model may never join units or be joined by other Characters.

Solitary

The model may never join units or be joined by other Characters.

Solitary

Universal Rule.
The model may never join units or be joined by other Characters.

Solitary

The model may never join units or be joined by other Characters.

Solitary

The model may never join units or be joined by other Characters.

Sons of the Avalanche

Special Attacks.
The model part gains Impact Hits (1). If its unit has 2 or more Full Ranks, the model part gains Impact Hits (2). In addition, the model is immune to the effects of Fear from enemy models.

Soporific Secretions

Soporific Secretions

Sorcerous Antennae

Sorcerous Antennae

Sorcerous Antennae

Sorcerous Antennae

Sorcerous Antennae

Sorcerous Antennae

Under the Cover of Mists

Enemy units within 8" of one or more Mist Leviathans suffer -1 to hit for Shooting Attacks. In addition, during the first Game Turn, friendly Infantry units gain Hard Target (1) while within 8" of one or more Mist Leviathans.

Under the Cover of Mists

Enemy units within 8" of one or more Mist Leviathans suffer -1 to hit for Shooting Attacks. In addition, during the first Game Turn, friendly Infantry units gain Hard Target (1) while within 8" of one or more Mist Leviathans.

Spearback – Shoot Spikes (4+)

Shooting Weapon.
Range: 18″, Shots 2D6, Str 4, AP 2, Quick to Fire. This weapon may not be used if the model performed a March Move in this Player Turn. The model must declare Stand and Shoot as a Charge Reaction if possible, but it does not suffer the −1 to-hit modifier for it.

Spearback – Shoot Spikes (4+)

Shooting Weapon.
Range: 18″, Shots 2D6, Str 4, AP 2, Quick to Fire. This weapon may not be used if the model performed a March Move in this Player Turn. The model must declare Stand and Shoot as a Charge Reaction if possible, but it does not suffer the −1 to-hit modifier for it.

Spearback – Shoot Spikes (4+)

Shooting Weapon.
Range: 18″, Shots 2D6, Str 4, AP 2, Quick to Fire. This weapon may not be used if the model performed a March Move in this Player Turn. The model must declare Stand and Shoot as a Charge Reaction if possible, but it does not suffer the −1 to-hit modifier for it.

Spearback – Shoot Spikes (4+)

Shooting Weapon.
Range: 18″, Shots 2D6, Str 4, AP 2, Quick to Fire. This weapon may not be used if the model performed a March Move in this Player Turn. The model must declare Stand and Shoot as a Charge Reaction if possible, but it does not suffer the −1 to-hit modifier for it.

Spell Craving

Attack Attribute – Close Combat.
The model can perform up to 3 Supporting Attacks.
When determining Combat Score, a side with at least one model with Spell Craving Engaged in Combat adds +X to its side’s Combat Score, where X is the number of non-Bound non-Attribute Spells known by enemy Wizards in units in base contact with it (note that multiple instances of the same spell count as 1 each).

Spell Craving

Attack Attribute – Close Combat.
The model can perform up to 3 Supporting Attacks.
When determining Combat Score, a side with at least one model with Spell Craving Engaged in Combat adds +X to its side’s Combat Score, where X is the number of non-Bound non-Attribute Spells known by enemy Wizards in units in base contact with it (note that multiple instances of the same spell count as 1 each).

Spell Craving

Attack Attribute – Close Combat.
When determining Combat Score, a side with at least one model with Spell Craving Engaged in Combat adds +X to its side’s Combat Score, where X is the number of non-Bound non-Attribute Spells known by enemy Wizards in units in base contact with it (note that multiple instances of the same spell count as 1 each).

SpiderMotherShrine

The model gains Aegis (5+, against Ranged Attacks) and knows one additional Learned Spell.

SpiderMotherShrine

The model gains Aegis (5+, against Ranged Attacks) and knows one additional Learned Spell.

SpiderMotherShrine

The model gains Aegis (5+, against Ranged Attacks) and knows one additional Learned Spell.

SpiderMotherShrine

The model gains Aegis (5+, against Ranged Attacks) and knows one additional Learned Spell.

Spies

The model gains Feigned Flight, Light Troops, and Vanguard and loses Scoring.

Spies

The model gains Feigned Flight, Light Troops, and Vanguard and loses Scoring.

Spies

The model gains Feigned Flight, Light Troops, and Vanguard and loses Scoring.

Spies

The model gains Feigned Flight, Light Troops, and Vanguard and loses Scoring.

Spiked Shield

Armour Equipment
Models on foot only.
Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.

Spiked Shield

Armour Equipment
Models on foot only.
Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.

Spiked Shield

Armour Equipment
Models on foot only.
Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.

Spiked Shield

Armour Equipment
Models on foot only.
Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.

Spiked Shield

Armour Equipment
Models on foot only.
Shield. For each successful Armour Save roll of 4+ made by the model part against an enemy Melee Attack while using a Spiked Shield, the model part immediately inflicts 1 hit with its Strength and Armour Penetration on the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.

Spinesplitter

Spinesplitter

Splatterer

Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)].

Splatterer

Artillery Weapon.
Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)].

Splatterer

Artillery Weapon.
Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)].

Splatterer

Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)].

Splatterer

Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)].

Splatterer

Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)].

Stallion's Tempest

The Makhar Gyula gains +1 Attack Value and may take Special Items for an additional 50 pts. Model parts with Makhar Battle Fever and without Harnessed in a unit that contains Stallion's Tempest gain Battle Focus.

Stallion's Tempest

The Makhar Gyula gains +1 Attack Value and may take Special Items for an additional 50 pts. Model parts with Makhar Battle Fever and without Harnessed in a unit that contains Stallion's Tempest gain Battle Focus.

Stallion’s Tempest

Universal.
The Makhar Gyula gains +1 Attack Value and may take Special Items for an additional 50 pts. Model parts with Makhar Battle Fever and without Harnessed in a unit that contains Stallion’s Tempest gain Battle Focus.

Stallion’s Tempest

Universal.
The Makhar Gyula gains +1 Attack Value and may take Special Items for an additional 50 pts. Model parts with Makhar Battle Fever and without Harnessed in a unit that contains Stallion’s Tempest gain Battle Focus.

Stampede

Attack Attribute.
If the model’s unit has at least one Full Rank, the model’s Impact Hits cause an additional D3 hits for each model in the same file behind it (normally 2D3/3D3/etc. instead of D3).

Stampede

Attack Attribute.
If the model’s unit has at least one Full Rank, the model’s Impact Hits cause an additional D3 hits for each model in the same file behind it (normally 2D3/3D3/etc. instead of D3).

Steam Cannon

Artillery Weapon.
Cannon, Range 36″, Shots 1, Str 3 [7], AP 0 [6], Area Attack (1×5), [Multiple Wounds (D3, Clipped Wings)].

Steam Cannon

Artillery Weapon.
Cannon, Range 36″, Shots 1, Str 3 [7], AP 0 [6], Area Attack (1×5), [Multiple Wounds (D3, Clipped Wings)].

Stiff Upper Lip

Stiff Upper Lip

Stiff Upper Lip

Stiff Upper Lip

Stiff Upper Lip

Stiff Upper Lip

Storm Caller

Storm Caller

Storm Singer

The model can select its spells from all the Learned Spells of its chosen Path and the Hereditary Spell. This rule overrides the Spell Selection rules connected to being a Wizard Adept.

Stream and Springs

Universal Rule.
The Fey Rider gains a Bastard Sword and the model gains Bound to the Land (Water Terrain), Aegis (+1, against Melee Attacks), and Stubborn. In addition, the model counts as a Champion for the purpose of Duels that must issue and accept Duels whenever possible (this cannot be prevented by issuing a Duel with another friendly model first unless that model also must issue a Duel whenever possible).

Stream and Springs

Universal Rule.
The Fey Rider gains a Bastard Sword and the model gains Bound to the Land (Water Terrain), Aegis (+1, against Melee Attacks), and Stubborn. In addition, the model counts as a Champion for the purpose of Duels that must issue and accept Duels whenever possible (this cannot be prevented by issuing a Duel with another friendly model first unless that model also must issue a Duel whenever possible).

Stream and Springs

Universal Rule.
The Fey Rider gains a Bastard Sword and the model gains Bound to the Land (Water Terrain), Aegis (+1, against Melee Attacks), and Stubborn. In addition, the model counts as a Champion for the purpose of Duels that must issue and accept Duels whenever possible (this cannot be prevented by issuing a Duel with another friendly model first unless that model also must issue a Duel whenever possible).

Stream and Springs

Universal Rule.
The Fey Rider gains a Bastard Sword and the model gains Bound to the Land (Water Terrain), Aegis (+1, against Melee Attacks), and Stubborn. In addition, the model counts as a Champion for the purpose of Duels that must issue and accept Duels whenever possible (this cannot be prevented by issuing a Duel with another friendly model first unless that model also must issue a Duel whenever possible).

Strigoi

Strigoi Bloodline

Stupid

At the start of each friendly Player Turn, each unengaged non-Fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn with the following exception: in the Movement Phase, immediately after Rallying Fleeing units, the unit must perform an Advance Move of D6" as far directlyforwards as possible.

Stupid

At the start of each friendly Player Turn, each unengaged non-Fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn with the following exception: in the Movement Phase, immediately after Rallying Fleeing units, the unit must perform an Advance Move of D6" as far directlyforwards as possible.

Stupid

At the start of each friendly Player Turn, each unengaged non-Fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn with the following exception: in the Movement Phase, immediately after Rallying Fleeing units, the unit must perform an Advance Move of D6" as far directlyforwards as possible.

Stupid

At the start of each friendly Player Turn, each unengaged non-Fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn with the following exception: in the Movement Phase, immediately after Rallying Fleeing units, the unit must perform an Advance Move of D6" as far directlyforwards as possible.

Stupid

At the start of each friendly Player Turn, each unengaged non-Fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn, with the following exception: in the Movement Phase, directly after Rallying Fleeing units, the unit must perform and Advance Move of D6″ as fare directly forwards as possible.

Stupid

At the start of each friendly Player Turn, each unengaged non-Fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn, with the following exception: in the Movement Phase, directly after Rallying Fleeing units, the unit must perform and Advance Move of D6″ as fare directly forwards as possible.

Stupid

At the start of each friendly Player Turn, each unengaged non-Fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn, with the following exception: in the Movement Phase, directly after Rallying Fleeing units, the unit must perform and Advance Move of D6″ as fare directly forwards as possible.

Sturdy

Attack Attribute – Close Combat
The models gains Devastating Charge (+1 Strength, +1 Armour Penetration) and ignores the negative to-Hit modifiers for Stand and Shoot charge reactions.

Summoned from the Underworld

Universal Rule.
The model cannot benefit from Commanding Presence or Rally Around the Flag

Suncatcher Crystal

Suncatcher Crystal

Suncatcher Crystal

Suncatcher Crystal

Support Unit

A unit is considered a Support Unit if at least half of its models have this Universal Rule. Support Units are treated as Insignificant by Parent Units. Support Units within 8" of at least one Parent Unit gain Fight in Extra Rank and may use Shooting Attacks from the third rank (in addition to the first and second). If the Support Unit has at least one Full Rank, it counts as having the same number of Full Ranks as a Parent Unit within 8" for the purpose of being Steadfast if it has fewer Full Ranks than the Parent Unit. During the opponent's Charge Phase, Support Units may perform one of the following actions: 1. Immediately after an unengaged Parent Unit within 8" declares a Charge Reaction other than a mandatory Flee Charge Reaction, the Support Unit may Stand and Shoot as if the enemy had declared a Charge against them in their current position (apply the normal rules for the Stand and Shoot Charge Reaction). 2. Immediately after all enemy units have completed their Charge Moves, Support Units within 8" of any Parent Unit that was successfully Charged in this phase may Counter Charge. To do so, choose one enemy unit that successfully Charged the Parent Unit and declare a Charge with the whole Support Unit. Apply all the usual rules for Charging for this out-of-sequence Charge (such as Line of Sight, Front Arc, must roll for Charge Range, max. one Wheel, etc.). When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful Counter Charge (following all normal restrictions), up to a maximum of +6.

Support Unit

A unit is considered a Support Unit if at least half of its models have this Universal Rule. Support Units are treated as Insignificant by Parent Units. Support Units within 8" of at least one Parent Unit gain Fight in Extra Rank and may use Shooting Attacks from the third rank (in addition to the first and second). If the Support Unit has at least one Full Rank, it counts as having the same number of Full Ranks as a Parent Unit within 8" for the purpose of being Steadfast if it has fewer Full Ranks than the Parent Unit. During the opponent's Charge Phase, Support Units may perform one of the following actions: 1. Immediately after an unengaged Parent Unit within 8" declares a Charge Reaction other than a mandatory Flee Charge Reaction, the Support Unit may Stand and Shoot as if the enemy had declared a Charge against them in their current position (apply the normal rules for the Stand and Shoot Charge Reaction). 2. Immediately after all enemy units have completed their Charge Moves, Support Units within 8" of any Parent Unit that was successfully Charged in this phase may Counter Charge. To do so, choose one enemy unit that successfully Charged the Parent Unit and declare a Charge with the whole Support Unit. Apply all the usual rules for Charging for this out-of-sequence Charge (such as Line of Sight, Front Arc, must roll for Charge Range, max. one Wheel, etc.). When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful Counter Charge (following all normal restrictions), up to a maximum of +6.

Suppressing Volley

At the start of each friendly Charge Phase, each unengaged non-Shaken friendly Silexian Auxiliaries unit with at least one Full Rank may nominate a single unengaged enemy unit within 18" and within Line of Sight. If so, the Silexian Auxiliaries unit cannot declare any Charges during this Charge Phase. Until the end of the Player Turn, each enemy unit nominated by one or more Silexian Auxiliaries units suffers -1 to-hit against Charging Academy Trained units.

Suppressing Volley

At the start of each friendly Charge Phase, each unengaged non-Shaken friendly Silexian Auxiliaries unit with at least one Full Rank may nominate a single unengaged enemy unit within 18" and within Line of Sight. If so, the Silexian Auxiliaries unit cannot declare any Charges during this Charge Phase. Until the end of the Player Turn, each enemy unit nominated by one or more Silexian Auxiliaries units suffers -1 to-hit against Charging Academy Trained units.

Supreme Lich

Supreme Lich

Surprise!

The model is not deployed normally. Instead it is said to be concealed inside the unit for which it was purchased. It is a unit upgrade, and as such is ignored when calculating Victory Points (its Point Cost is already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, the model cannot be harmed or otherwise affected, or affect the game in any way. When it is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. It can be released in two ways: • Mad Gits may be released when their unit declares a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released. This is not considered a Shooting Attack. • Atthestartoftheowner'sShootingPhase,ifaunitwithoneormoreconcealedMadGitsisnotEngagedinCombat, not Fleeing, and is within 8" of an enemy unit, it must immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the model in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing the Mad Git, move it in the chosen direction using the Shambolic rules. During this move, rolling the same result on all dice does not cause the Mad Git to lose D3 Health Points nor move in a random direction.

Surprise!

The model is not deployed normally. Instead it is said to be concealed inside the unit for which it was purchased. It is a unit upgrade, and as such is ignored when calculating Victory Points (its Point Cost is already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, the model cannot be harmed or otherwise affected, or affect the game in any way. When it is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. It can be released in two ways: • Mad Gits may be released when their unit declares a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released. This is not considered a Shooting Attack. • Atthestartoftheowner'sShootingPhase,ifaunitwithoneormoreconcealedMadGitsisnotEngagedinCombat, not Fleeing, and is within 8" of an enemy unit, it must immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the model in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing the Mad Git, move it in the chosen direction using the Shambolic rules. During this move, rolling the same result on all dice does not cause the Mad Git to lose D3 Health Points nor move in a random direction.

Surprise!

The model is not deployed normally. Instead it is said to be concealed inside the unit for which it was purchased. It is a unit upgrade, and as such is ignored when calculating Victory Points (its Point Cost is already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, the model cannot be harmed or otherwise affected, or affect the game in any way. When it is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. It can be released in two ways: • Mad Gits may be released when their unit declares a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released. This is not considered a Shooting Attack. • At the start of the owner's Shooting Phase, if a unit with one or more concealed Mad Gits is not Engaged in Combat, not Fleeing, and is within 8" of an enemy unit, it must immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the model in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing the Mad Git, move it in the chosen direction using the Shambolic rules. During this move, rolling the same result on all dice does not cause the Mad Git to lose D3 Health Points nor move in a random direction.

Surprise!

The model is not deployed normally. Instead it is said to be concealed inside the unit for which it was purchased. It is a unit upgrade, and as such is ignored when calculating Victory Points (its Point Cost is already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, the model cannot be harmed or otherwise affected, or affect the game in any way. When it is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. It can be released in two ways: • Mad Gits may be released when their unit declares a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released. This is not considered a Shooting Attack. • Atthestartoftheowner'sShootingPhase,ifaunitwithoneormoreconcealedMadGitsisnotEngagedinCombat, not Fleeing, and is within 8" of an enemy unit, it must immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the model in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing the Mad Git, move it in the chosen direction using the Shambolic rules. During this move, rolling the same result on all dice does not cause the Mad Git to lose D3 Health Points nor move in a random direction.

Surprise!

The model is not deployed normally. Instead it is said to be concealed inside the unit for which it was purchased. It is a unit upgrade, and as such is ignored when calculating Victory Points (its Point Cost is already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, the model cannot be harmed or otherwise affected, or affect the game in any way. When it is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. It can be released in two ways: • Mad Gits may be released when their unit declares a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released. This is not considered a Shooting Attack. • Atthestartoftheowner'sShootingPhase,ifaunitwithoneormoreconcealedMadGitsisnotEngagedinCombat, not Fleeing, and is within 8" of an enemy unit, it must immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the model in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing the Mad Git, move it in the chosen direction using the Shambolic rules. During this move, rolling the same result on all dice does not cause the Mad Git to lose D3 Health Points nor move in a random direction.

Surprise!

The model is not deployed normally. Instead it is said to be concealed inside the unit for which it was purchased. It is a unit upgrade, and as such is ignored when calculating Victory Points (its Point Cost is already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, the model cannot be harmed or otherwise affected, or affect the game in any way. When it is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it. It can be released in two ways: • Mad Gits may be released when their unit declares a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released. This is not considered a Shooting Attack. • At the start of the owner's Shooting Phase, if a unit with one or more concealed Mad Gits is not Engaged in Combat, not Fleeing, and is within 8" of an enemy unit, it must immediately release all its Mad Gits. Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the model in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing the Mad Git, move it in the chosen direction using the Shambolic rules. During this move, rolling the same result on all dice does not cause the Mad Git to lose D3 Health Points nor move in a random direction.

Sworn Companions

Universal Rule.
While joined by a model with Sainted or a General with Courage, the model’s unit gains Fearless. In addition, there must be fewer than 3 models with Sworn Companions in the unit before hits can be distributed onto Characters with the same Type and Height.

Sworn Companions

Universal Rule.
While joined by a model with Sainted or a General with Courage, the model’s unit gains Fearless. In addition, there must be fewer than 3 models with Sworn Companions in the unit before hits can be distributed onto Characters with the same Type and Height.

Sworn Companions

Universal Rule.
While joined by a model with Sainted or a General with Courage, the model’s unit gains Fearless. In addition, there must be fewer than 3 models with Sworn Companions in the unit before hits can be distributed onto Characters with the same Type and Height.

Sworn Companions

Universal Rule.
While joined by a model with Sainted or a General with Courage, the model’s unit gains Fearless. In addition, there must be fewer than 3 models with Sworn Companions in the unit before hits can be distributed onto Characters with the same Type and Height.

Sylvan Blades

Close Combat Weapon
Paired Weapons. Attacks made with Sylvan Blades gain +1 Armour Penetration.

Sylvan Blades

Close Combat Weapon
Paired Weapons. Attacks made with Sylvan Blades gain +1 Armour Penetration.

Sylvan Lance

Close Combat Weapon
Light Lance. Attacks made with a Sylvan Lance gain +1 Armour Penetration.

Sylvan Lance

Close Combat Weapon
Light Lance. Attacks made with a Sylvan Lance gain +1 Armour Penetration.

Sylvan Longbow

Shooting Weapon
0-55 Models with Sylvan Longbow per Army.
Longbow. Attacks made with a Sylvan Longbow gain Armour Penetration 1 and Quick to Fire. Also, when shooting from Short Range, their Strength is set to 4.

Sylvan Longbow

Shooting Weapon
0-55 Models with Sylvan Longbow per Army.
Longbow. Attacks made with a Sylvan Longbow gain Armour Penetration 1 and Quick to Fire. Also, when shooting from Short Range, their Strength is set to 4.

Symbol of the Warborn Alliance

The model can cast Ruse et fureur (Hereditary Spell) as a Bound Spell with Power Level (4/8). When attempting to cast the Bound Spell, the owner can choose which version to cast.

Symbol of the Warborn Alliance

The model can cast Ruse et fureur (Hereditary Spell) as a Bound Spell with Power Level (4/8). When attempting to cast the Bound Spell, the owner can choose which version to cast.

Symbol of the Warborn Alliance

The model can cast Ruse et fureur (Hereditary Spell) as a Bound Spell with Power Level (4/8). When attempting to cast the Bound Spell, the owner can choose which version to cast.

Symbol of the Warborn Alliance

The model can cast Ruse et fureur (Hereditary Spell) as a Bound Spell with Power Level (4/8). When attempting to cast the Bound Spell, the owner can choose which version to cast.

The Misfire Table

Tactician

Universal Rule.
The range of Academy Training to and from the model’s unit is increased from 8″ to 12″.

Tactician

Universal Rule.
Academy Trained units joined by the model andAcademy Trained units within range of Commanding Presence of a non-Fleeing model with Tactician count as being within 8″ of another friendly Academy Trained unit.

Tactician

Universal Rule.
Academy Trained units joined by the model andAcademy Trained units within range of Commanding Presence of a non-Fleeing model with Tactician count as being within 8″ of another friendly Academy Trained unit.

Tactician

Universal Rule.
The range of Academy Training to and from the model’s unit is increased from 8″ to 12″.

Talon Scythes

Close Combat Weapon.
Attacks made with Talon Scythes ignore Parry and, if allocated towards Standard or Large Infantry, gain a +1 to-hit modifier.

Talon Scythes

Close Combat Weapon.
Attacks made with Talon Scythes ignore Parry and, if allocated towards Standard or Large Infantry, gain a +1 to-hit modifier.

Talon Scythes

Close Combat Weapon.
Attacks made with Talon Scythes ignore Parry and, if allocated towards Standard or Large Infantry, gain a +1 to-hit modifier.

Talon Scythes

Close Combat Weapon.
Attacks made with Talon Scythes ignore Parry and, if allocated towards Standard or Large Infantry, gain a +1 to-hit modifier.

Telepathic Mastery

Telepathic Mastery

Third Eye

Third Eye

Tercio Formation

Universal Rule.
The model gains a Light Crossbow (4+).

Territorial Hunter

The model gains Ambush. In addition, when declaring if the model will Ambush (during step 8 of the Pre-Game Sequence), you may declare that the model Ambushes from an Impassable Terrain Feature instead of the Board Edge. If so, follow the rules for Ambush but replace all instances of “Board Edge” in the rules for Ambush with “edge of any Impassable Terrain”.

Territorial Hunter

The model gains Ambush. In addition, when declaring if the model will Ambush (during step 8 of the Pre-Game Sequence), you may declare that the model Ambushes from an Impassable Terrain Feature instead of the Board Edge. If so, follow the rules for Ambush but replace all instances of “Board Edge” in the rules for Ambush with “edge of any Impassable Terrain”.

Terrors of the Deep

The number of models with Terrors of the Deep in the army is restricted to 1 per 1500 Army Points, rounding fractions up.

Testudo

Close Combat Weapon.
Two-Handed. Attacks made with this weapon gain +1 Strength. The wielder gains Parry and can use a Shield simultaneously with the Testudo.

The bigger they are...

Universal Rule.
When Charging a unit that contains at least one Large or Gigantic model, the model gains Swiftstride for the Charge Range roll during the Charge Phase.

The Blessing

Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier. A model from the Kingdom of Equitaine Army Book with Courage, Ordeal, or Honesty that is Fleeing can never use any Aegis Save.

The Blessing

Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier. A model from the Kingdom of Equitaine Army Book with Courage, Ordeal, or Honesty that is Fleeing can never use any Aegis Save.

The Blessing

Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier. A model from the Kingdom of Equitaine Army Book with Courage, Ordeal, or Honesty that is Fleeing can never use any Aegis Save.

The Blessing

Unit profiles in this Army Book contain an additional Characteristic, which corresponds to the units’ Aegis Saves, shortened Aeg. This Characteristic is treated as if the unit has the Personal Protection Aegis (X+) written on its profile, where X is the Aeg Characteristic value. Not having an Aeg value does not prevent a unit from being the target of an Aegis modifier. A model from the Kingdom of Equitaine Army Book with Courage, Ordeal, or Honesty that is Fleeing can never use any Aegis Save.

The Curse is my Master

Universal Rule.
The unit can make March Moves as if it wasn’t Un- dead. At the Beginning of each of your Magic Phases after Siphoning the Veil, you can spend 1 Veil To- ken to raise D6+X Skeletons of this unit, where X is the number of the current Game Turn. This can raise Health Points above the unit’s starting size. If the Barrow King is not on the table, it is raised with 1 Health Point instead and is placed in the unit’s Front Rank (possibly replacing a Skeleton if there is not enough space for the model to move to the back rank).

The End is Nigh

The model gains Fearless, Frenzy, Hard Target (1), Light Troops, Skirmisher, and loses Scoring.

The End is Nigh!

Universal Rule.
The model must select Wrath of God (Thaumaturgy) and Pentagram of Pain (Occultism) during Spell Selection.
This overrides the Spell Selection rules connected to being a Wizard Adept. If the model performed any kind of move during a Player Turn, it cannot cast any spells in that Player Turn’s Magic Phase. The range for spells cast by this model is doubled.

The End is Nigh!

Universal Rule.
The model must select Wrath of God (Thaumaturgy) and Pentagram of Pain (Occultism) during Spell Selection.
This overrides the Spell Selection rules connected to being a Wizard Adept. If the model performed any kind of move during a Player Turn, it cannot cast any spells in that Player Turn’s Magic Phase. The range for spells cast by this model is doubled.

The Enemy Within

An army from the Cultists Army Book gains a +6 modifier to the roll for choosing the Deployment Zone.

The Enemy Within

An army from the Cultists Army Book gains a +6 modifier to the roll for choosing the Deployment Zone.

The Forest Follows

Immediately after determining who deploys first (after step 1 of the Deployment Phase Sequence), you must place a single Forest Terrain Feature:
• Entirely within your half of the Battlefield
• Not in contact with any other Terrain Feature except Open Terrain
• More than 6″ away from the centre of the board when playing Hold the Ground, and more than 6″ away from the centre of any marker used for the Secondary Objective.
If both players are fielding Sylvan Elves, the player that selected their Deployment Zone places their Forest first.
This Terrain Feature may not be larger than 27 cm in length and 19 cm in width. All Forests on the Battlefield are considered Dangerous Terrain (1) for all units except those with Strider or Strider (Forest).

The Forest Follows

Immediately after determining who deploys first (after step 1 of the Deployment Phase Sequence), you must place a single Forest Terrain Feature:
• Entirely within your half of the Battlefield
• Not in contact with any other Terrain Feature except Open Terrain
• More than 6″ away from the centre of the board when playing Hold the Ground, and more than 6″ away from the centre of any marker used for the Secondary Objective.
If both players are fielding Sylvan Elves, the player that selected their Deployment Zone places their Forest first.
This Terrain Feature may not be larger than 27 cm in length and 19 cm in width. All Forests on the Battlefield are considered Dangerous Terrain (1) for all units except those with Strider or Strider (Forest).

The Quest

Universal Rule.
Immediately after deploying the first friendly unit of Knights of the Quest during the Deployment Phase, the owner must choose 1 unit entry from the opponent’s Army Book (this may also be a Character, but not a Character Mount). Models of all units from this unit entry in the enemy army (even if there is more than one such unit) are considered “marked”.
For attacks allocated either towards marked models, or towards models joined to units with more than half of their models marked, Questing Knights gain Lethal Strike and must reroll failed to-wound rolls.

The Quest

Universal Rule.
Immediately after deploying the first friendly unit of Knights of the Quest during the Deployment Phase, the owner must choose 1 unit entry from the opponent’s Army Book (this may also be a Character, but not a Character Mount). Models of all units from this unit entry in the enemy army (even if there is more than one such unit) are considered “marked”.
For attacks allocated either towards marked models, or towards models joined to units with more than half of their models marked, Questing Knights gain Lethal Strike and must reroll failed to-wound rolls.

The Quest

Universal Rule.
Immediately after deploying the first friendly unit of Knights of the Quest during the Deployment Phase, the owner must choose 1 unit entry from the opponent’s Army Book (this may also be a Character, but not a Character Mount). Models of all units from this unit entry in the enemy army (even if there is more than one such unit) are considered “marked”.
For attacks allocated either towards marked models, or towards models joined to units with more than half of their models marked, Questing Knights gain Lethal Strike and must reroll failed to-wound rolls.

The Quest

Universal Rule.
Immediately after deploying the first friendly unit of Knights of the Quest during the Deployment Phase, the owner must choose 1 unit entry from the opponent’s Army Book (this may also be a Character, but not a Character Mount). Models of all units from this unit entry in the enemy army (even if there is more than one such unit) are considered “marked”.
For attacks allocated either towards marked models, or towards models joined to units with more than half of their models marked, Questing Knights gain Lethal Strike and must reroll failed to-wound rolls.

The Very Earth Trembles

Universal Rule.
The model is a Musician. The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the model, are both extended to 18″.

The Very Earth Trembles

Universal Rule.
The model is a Musician. The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the model, are both extended to 18″.

The Very Earth Trembles

Universal Rule.
The model is a Musician. The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the model, are both extended to 18″.

The Very Earth Trembles

Universal Rule.
The model is a Musician. The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the model, are both extended to 18″.

They're Everywhere!

When a Gnasher Herd unit Breaks from Combat, it is removed as a casualty at the end of step 7 of the Round of Combat Sequence (after taking Break Tests), and all units within 6" suffer 1 hit for every 5 models in the Gnasher Herd unit, rounding fractions down. Hits are resolved with Strength 5 and Armour Penetration 2.

They're Everywhere!

When a Gnasher Herd unit Breaks from Combat, it is removed as a casualty at the end of step 7 of the Round of Combat Sequence (after taking Break Tests), and all units within 6" suffer 1 hit for every 5 models in the Gnasher Herd unit, rounding fractions down. Hits are resolved with Strength 5 and Armour Penetration 2.

They're Everywhere!

When a Gnasher Herd unit Breaks from Combat, it is removed as a casualty at the end of step 7 of the Round of Combat Sequence (after taking Break Tests), and all units within 6" suffer 1 hit for every 5 models in the Gnasher Herd unit, rounding fractions down. Hits are resolved with Strength 5 and Armour Penetration 2.

They're Everywhere!

When a Gnasher Herd unit Breaks from Combat, it is removed as a casualty at the end of step 7 of the Round of Combat Sequence (after taking Break Tests), and all units within 6" suffer 1 hit for every 5 models in the Gnasher Herd unit, rounding fractions down. Hits are resolved with Strength 5 and Armour Penetration 2.

Thunder Cannon

Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 48″, Shots 1, Str 5 [10], AP 2 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped
Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 5, AP 4
A Thunder Cannon that only Pivots (and moves no further) during its owner’s Movement Phase ignores the
to-hit modifier from Moving and Shooting in the next Shooting Phase.

Thunder Cannon

Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Cannon, Range 48″, Shots 1, Str 5 [10], AP 2 [10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped
Wings)]
• Volley Gun, Range 12″, Shots 2D6, Str 5, AP 4
A Thunder Cannon that only Pivots (and moves no further) during its owner’s Movement Phase ignores the
to-hit modifier from Moving and Shooting in the next Shooting Phase.

Tightening Grasp

Special Attack.
The model gains Grind Attacks (X), and can make Grind Attacks as Supporting Attacks, ignoring the maximum number of Supporting Attacks. When the model is not Engaged in Combat, X is set to 1.
At the start of each Round of Combat that the model’s unit is fighting, except for the First Round of Combat, X is increased by 1 (e.g. Grind Attacks (1) becomes Grind Attacks (2)).

Tightening Grasp

Special Attack.
The model gains Grind Attacks (X), and can make Grind Attacks as Supporting Attacks, ignoring the maximum number of Supporting Attacks. When the model is not Engaged in Combat, X is set to 1.
At the start of each Round of Combat other than the First Round of Combat, if the model is Engaged, X is increased by +1 (e.g. Grind Attacks (1) becomes Grind Attacks (2)).

Tightening Grasp

Special Attack.
The model gains Grind Attacks (X), and can make Grind Attacks as Supporting Attacks, ignoring the maximum number of Supporting Attacks. When the model is not Engaged in Combat, X is set to 1.
At the start of each Round of Combat other than the First Round of Combat, if the model is Engaged, X is increased by +1 (e.g. Grind Attacks (1) becomes Grind Attacks (2)).

Titan Mortar

Artillery Weapon
0–2 Models/Army.
Catapult (4×4). Range 6–18″, Shots 1, Str 4 [8], AP 1 [5], [Multiple Wounds (D3, Clipped Wings)], Quick to Fire

Titan Mortar

Artillery Weapon
0–2 Models/Army.
Catapult (4×4). Range 6–18″, Shots 1, Str 4 [8], AP 1 [5], [Multiple Wounds (D3, Clipped Wings)], Quick to Fire

Tooth and Claw

Two-Handed. Attacks made with this weapon gain Lightning Reflexes and Lethal Strike. This weapon cannot be enchanted.

Tooth and Claw

Two-Handed. Attacks made with this weapon gain Lightning Reflexes and Lethal Strike. This weapon cannot be enchanted.

Tooth and Claw

Two-Handed. Attacks made with this weapon gain Lightning Reflexes and Lethal Strike. This weapon cannot be enchanted.

Tooth and Claw

Two-Handed. Attacks made with this weapon gain Lightning Reflexes and Lethal Strike. This weapon cannot be enchanted.

Totembearer

Universal Rule.
The model gains one of the following Bound Spells with Energy Level (4 / 8), Duration: One Turn and Type: Caster’s unit.
• Blackwing Totem: The target gains +3 Agility and adds D3+1′′ to its Charge Range.
• Blooded Horn Totem: The target gains +1 Attack Value, and its Close Combat Attacks gain +2 Armour
Penetration.
• Clouded Eye Totem: The target gains Hard Target (1) and Magic Resistance (3). • Gnarled Hide Totem: The target gains +1 Armour and Distracting.

Toxic Incense

While using this weapon, the wielder gains Grind Attacks (D3) that are resolved with Toxic Attacks at Initiative Step 10.

Toxic Scum

At Initiative Step 10, all other units (friend and foe) Engaged in the same Combat as the model suffer D6+1 hits with Toxic Attacks.

Toxic Spores

Toxic Spores

Traits of a Hero

Universal Rule.
The Folk Hero model part must choose at least 1 and up to 2 different Heroic Traits.

Traits of a Hero

Universal Rule.
The Folk Hero model part must choose at least 1 and up to 2 different Heroic Traits.

Traits of a Hero

Universal Rule.
The Folk Hero model part must choose at least 1 and up to 2 different Heroic Traits.

Traits of a Hero

Universal Rule.
The Folk Hero model part must choose at least 1 and up to 2 different Heroic Traits.

Trebuchet

Artillery Weapon.
Catapult (3×8), Range 18–72″, Shots 1, Str 4, AP 1. The model’s Height is changed to Large.

Trebuchet

Artillery Weapon.
Catapult (3×8), Range 18–72″, Shots 1, Str 4, AP 1. The model’s Height is changed to Large.

Trebuchet

Artillery Weapon.
Catapult (3×8), Range 18–72″, Shots 1, Str 4, AP 1. The model’s Height is changed to Large.

Trebuchet

Artillery Weapon.
Catapult (3×8), Range 18–72″, Shots 1, Str 4, AP 1. The model’s Height is changed to Large.

Tribal Warspear

Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains Not a Leader and War Platform with the following exception: it can only join units that include at least one R&F Tamyir Vassals model.

Tribal Warspear

Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence). Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains Not a Leader and War Platform with the following exception: it can only join units that include at least one Tamyir Vassals model

Tribal Warspear

Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gainsNot a Leader and War
Platform with the following exception: it can only join units that include at least one Åsklanders or Huskarls
model.

Tribal Warspear

Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence). Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains Not a Leader and War Platform with the following exception: it can only join units that include at least one Tamyir Vassals model

Tribal Warspear

Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gainsNot a Leader and War
Platform with the following exception: it can only join units that include at least one Åsklanders or Huskarls
model.

Tribal Warspear

Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains Not a Leader and War Platform with the following exception: it can only join units that include at least one R&F Tamyir Vassals model.

Tribal Warspear

Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains War Platform and Not a Leader with the following exception: it can only join units that include at least one Barbarians model.

Tribal Warspear

Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains Not a Leader and War Platform with the following exception: it can only join units that include at least one Barbarians model.

Tribal Warspear

Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains War Platform and Not a Leader with the following exception: it can only join units that include at least one Barbarians model.

Tribal Warspear

Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains Not a Leader and War Platform with the following exception: it can only join units that include at least one Barbarians model.

Tribe Leader

If the General is a Tribe Leader, apply the following changes to Army List creation: • Max. 10% of the Army Points may be spent on units with Goblin Cunning. • The Duplication Limits 0-X Units/Armyquot;, 0-X Models/Armyquot;, and 0-X per Armyquot; in the unit profiles of certain units with Brood Rivalry are modified, as indicated by TL 0-Xquot;. For example, 0-1 (TL 0-2) Units/Armyquot; means that if the General is a Tribe Leader, the Duplication Limit becomes 0-2 Units/Armyquot;.

Tribe Leader

If the General is a Tribe Leader, apply the following changes to Army List creation: • Max. 10% of the Army Points may be spent on units with Goblin Cunning. • The Duplication Limits 0-X Units/Armyquot;, 0-X Models/Armyquot;, and 0-X per Armyquot; in the unit profiles of certain units with Brood Rivalry are modified, as indicated by TL 0-Xquot;. For example, 0-1 (TL 0-2) Units/Armyquot; means that if the General is a Tribe Leader, the Duplication Limit becomes 0-2 Units/Armyquot;.

Tribe Leader

If the General is a Tribe Leader, apply the following changes to Army List creation: • Max. 10% of the Army Points may be spent on units with Goblin Cunning. • The Duplication Limits 0-X Units/Armyquot;, 0-X Models/Armyquot;, and 0-X per Armyquot; in the unit profiles of certain units with Brood Rivalry are modified, as indicated by TL 0-Xquot;. For example, 0-1 (TL 0-2) Units/Armyquot; means that if the General is a Tribe Leader, the Duplication Limit becomes 0-2 Units/Armyquot;.

Tribe Leader

If the General is a Tribe Leader, apply the following changes to Army List creation: • Max. 10% of the Army Points may be spent on units with Goblin Cunning. • The Duplication Limits 0-X Units/Armyquot;, 0-X Models/Armyquot;, and 0-X per Armyquot; in the unit profiles of certain units with Brood Rivalry are modified, as indicated by TL 0-Xquot;. For example, 0-1 (TL 0-2) Units/Armyquot; means that if the General is a Tribe Leader, the Duplication Limit becomes 0-2 Units/Armyquot;.

Troll Belch

Special Attack.
At the model part’s Initiative Step, the owner may choose an enemy unit that the model part is able to attack
with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration
10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.

Troll Belch

At the model part's Initiative Step, the owner may choose an enemy unit that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration 10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.

Troll Belch

At the model part's Initiative Step, the owner may choose an enemy unit that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration 10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.

Troll Belch

At the model part's Initiative Step, the owner may choose an enemy unit that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration 10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.

Troll Belch

At themodel part's Initiative Step, the owner may choose an enemy unit that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration 10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.

Troll Belch

At themodel part's Initiative Step, the owner may choose an enemy unit that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration 10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.

Troll Belch

At themodel part's Initiative Step, the owner may choose an enemy unit that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration 10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.

Troll Belch

At themodel part's Initiative Step, the owner may choose an enemy unit that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration 10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.

Troll Belch

At the model part's Initiative Step, the owner may choose an enemy unit that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration 10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.

Troll Belch

At the model part's Initiative Step, the owner may choose an enemy unit that the model part is able to attack with Close Combat Attacks. If so, this unit suffers a hit that is resolved with Strength 5 and Armour Penetration 10, and the model part with Troll Belch may not perform any Close Combat Attacks during this Round of Combat.

Troll Stew Cauldron

Universal Rule.
The model gains Breath Attack (Str 3, AP 1) and Fortitude (5+). If the model has used this Breath Attack, it regains Breath Attack (Str 3, AP 1) at the end of a Melee Phase during which the bearer caused at least four Health Point losses against enemy units with Close Combat Attacks and Stomp Attacks.

Troll Stew Cauldron

Universal Rule.
The model gains Breath Attack (Str 3, AP 1) and Fortitude (5+). If the model has used this Breath Attack, it regains Breath Attack (Str 3, AP 1) at the end of a Melee Phase during which the bearer caused at least four Health Point losses against enemy units with Close Combat Attacks and Stomp Attacks.

Troll Toll

Attack Attribute – Close Combat.
For each Fortitude Save the model fails against enemy Melee Attacks, the model must perform a Close Combat Attack at the same Initiative Step if able to, before any casualties are removed.

Troll's Blood

Troll's Blood

Trolleater

Trolleater

Trollscale

The target gains Fear and +1 Resilience.

Tunnel Markers

Each Vermin Swarm army gains two Tunnel Markers and can gain additional Tunnel Markers by including certain units in the Army List. At the start of step 7 of the Pre-Game Sequence (Spell Selection), for each of your army’s Tunnel Markers, mark a point inside your half of the Battlefield with a Tunnel Marker. A player can only use up to 4 Tunnel Markers

Tunnel Markers

Each Vermin Swarm army gains two Tunnel Markers and can gain additional Tunnel Markers by including certain units in the Army List. At the start of step 7 of the Pre-Game Sequence (Spell Selection), for each of your army’s Tunnel Markers, mark a point inside your half of the Battlefield with a Tunnel Marker. A player can only use up to 4 Tunnel Markers

Tunnel Markers

Each Vermin Swarm army gains two Tunnel Markers and can gain additional Tunnel Markers by including certain units in the Army List. At the start of step 7 of the Pre-Game Sequence (Spell Selection), for each of your army’s Tunnel Markers, mark a point inside your half of the Battlefield with a Tunnel Marker. A player can only use up to 4 Tunnel Markers

Tunnel Markers

Each Vermin Swarm army gains two Tunnel Markers and can gain additional Tunnel Markers by including certain units in the Army List. At the start of step 7 of the Pre-Game Sequence (Spell Selection), for each of your army’s Tunnel Markers, mark a point inside your half of the Battlefield with a Tunnel Marker. A player can only use up to 4 Tunnel Markers

Tunnel Reserve

Certain units have the ability to either enter or start the game in Tunnel Reserve. Units in Tunnel Reserve follow the rules for Ambush, with the following differences:
• Instead of entering the Battlefield from a Board Edge, the owner chooses a friendly Tunnel Marker. Place the unit within 3″ of the centre of this marker. No model can be placed with its centre farther away from the centre of the chosen marker than its March Rate. If this is not possible for any friendly marker on the Battlefield, the unit cannot enter the Battlefield during this Player Turn. Roll again in the next friendly Player Turn.
• A unit that enters the Battlefield from Tunnel Reserve cannot perform any Advance Moves, March Moves, or Reforms in the same Movement Phase. The unit counts as having performed a March Move during the Player Turn it arrives on the Battlefield for the purpose of shooting.
• A unit that enters the Battlefield from Tunnel Reserve in Game Turn 5 or 6 loses Scoring.
• A unit that enters Tunnel Reserve and does not return to the Battlefield before the end of the game counts as destroyed.

Tunnel Reserve

Certain units have the ability to either enter or start the game in Tunnel Reserve. Units in Tunnel Reserve follow the rules for Ambush, with the following differences:
• Instead of entering the Battlefield from a Board Edge, the owner chooses a friendly Tunnel Marker. Place the unit within 3″ of the centre of this marker. No model can be placed with its centre farther away from the centre of the chosen marker than its March Rate. If this is not possible for any friendly marker on the Battlefield, the unit cannot enter the Battlefield during this Player Turn. Roll again in the next friendly Player Turn.
• A unit that enters the Battlefield from Tunnel Reserve cannot perform any Advance Moves, March Moves, or Reforms in the same Movement Phase. The unit counts as having performed a March Move during the Player Turn it arrives on the Battlefield for the purpose of shooting.
• A unit that enters the Battlefield from Tunnel Reserve in Game Turn 5 or 6 loses Scoring.
• A unit that enters Tunnel Reserve and does not return to the Battlefield before the end of the game counts as destroyed.

Tunnel Reserve

Certain units have the ability to either enter or start the game in Tunnel Reserve. Units in Tunnel Reserve follow the rules for Ambush, with the following differences:
• Instead of entering the Battlefield from a Board Edge, the owner chooses a friendly Tunnel Marker. Place the unit within 3″ of the centre of this marker. No model can be placed with its centre farther away from the centre of the chosen marker than its March Rate. If this is not possible for any friendly marker on the Battlefield, the unit cannot enter the Battlefield during this Player Turn. Roll again in the next friendly Player Turn.
• A unit that enters the Battlefield from Tunnel Reserve cannot perform any Advance Moves, March Moves, or Reforms in the same Movement Phase. The unit counts as having performed a March Move during the Player Turn it arrives on the Battlefield for the purpose of shooting.
• A unit that enters the Battlefield from Tunnel Reserve in Game Turn 5 or 6 loses Scoring.
• A unit that enters Tunnel Reserve and does not return to the Battlefield before the end of the game counts as destroyed.

Tunnel Reserve

Certain units have the ability to either enter or start the game in Tunnel Reserve. Units in Tunnel Reserve follow the rules for Ambush, with the following differences:
• Instead of entering the Battlefield from a Board Edge, the owner chooses a friendly Tunnel Marker. Place the unit within 3″ of the centre of this marker. No model can be placed with its centre farther away from the centre of the chosen marker than its March Rate. If this is not possible for any friendly marker on the Battlefield, the unit cannot enter the Battlefield during this Player Turn. Roll again in the next friendly Player Turn.
• A unit that enters the Battlefield from Tunnel Reserve cannot perform any Advance Moves, March Moves, or Reforms in the same Movement Phase. The unit counts as having performed a March Move during the Player Turn it arrives on the Battlefield for the purpose of shooting.
• A unit that enters the Battlefield from Tunnel Reserve in Game Turn 5 or 6 loses Scoring.
• A unit that enters Tunnel Reserve and does not return to the Battlefield before the end of the game counts as destroyed.

Unbreakable Will

Unbreakable Will

Unburnt

Successful to-wound rolls of attacks that are Flaming Attacks made against the model must be rerolled. In addition,
the model considers all units consisting entirely of models without Unburnt as Insignificant.

Unburnt

Successful to-wound rolls of attacks that are Flaming Attacks made against the model must be rerolled. In addition,
the model considers all units consisting entirely of models without Unburnt as Insignificant.

Undying Will

Units with one or more models with Undying Will gain +2 Offensive Skill, +2 Defensive Skill, Lethal Strike, and replace their Shooting Weapons' Aim with (4+). Characters, Beasts, models with Ensouled Statue, and model parts with Harnessed are not affected by Undying Will.

Undying Will

Units with one or more models with Undying Will gain +2 Offensive Skill, +2 Defensive Skill, Lethal Strike, and replace their Shooting Weapons' Aim with (4+). Characters, Beasts, models with Ensouled Statue, and model parts with Harnessed are not affected by Undying Will.

Unearthly Larynx

Unearthly Larynx

Unhinging Jaw

Unhinging Jaw

Unhinging Jaw

Unhinging Jaw

Unhinging Jaw

Unhinging Jaw

Unnatural Roots

Unnatural Roots

Unnatural Roots

Unnatural Roots

Unnatural Roots

Unnatural Roots

Uprooted Tree

Close Combat Weapon.
Attacks made with this weapon hit automatically and have their Strength set to 5 and their Armour Penetration set to 0.

Uprooted Tree

Close Combat Weapon.
Attacks made with this weapon hit automatically and have their Strength set to 5 and their Armour Penetration set to 0.

Valour

The model gains Fearless and the model's part Close Combat Attacks gain Multiple Wounds (2, against Fear). Attack Attribute. One of a Kind

Valour

The model gains Fearless and the model's part Close Combat Attacks gain Multiple Wounds (2, against Fear). Attack Attribute. One of a Kind

Valour

The model gains Fearless and the model's part Close Combat Attacks gain Multiple Wounds (2, against Fear). Attack Attribute. One of a Kind

Valour

The model gains Fearless and the model's part Close Combat Attacks gain Multiple Wounds (2, against Fear). Attack Attribute. One of a Kind

Vampiric

At the end of each Melee Phase, check and resolve the following effects for all models with Vampiric: • Character - If at least one attack with Vampiric made by the Character caused an unsaved wound against enemy units, the Character can make a single Vampiric roll. If successful, the Character Recovers a single Health Point. • R&F model - If at least one attack with Vampiric made by a R&F model in the unit caused an unsaved wound against enemy units, the unit can make a single Vampiric roll. If successful, the unit Raises a single Health Point. A Vampiric roll is successful if the D6 scores X+, where X is the number stated within brackets. Use only the best value if a unit or Character has multiple parts with this Attack Attribute that each caused unsaved wounds. A roll of '1' on a Vampiric roll is always a failure and a '6' is always a success. Models with Towering Presence suffer a -2 modifier to their Vampiric rolls.

Vampiric

At the end of each Melee Phase, check and resolve the following effects for all models with Vampiric: • Character - If at least one attack with Vampiric made by the Character caused an unsaved wound against enemy units, the Character can make a single Vampiric roll. If successful, the Character Recovers a single Health Point. • R&F model - If at least one attack with Vampiric made by a R&F model in the unit caused an unsaved wound against enemy units, the unit can make a single Vampiric roll. If successful, the unit Raises a single Health Point. A Vampiric roll is successful if the D6 scores X+, where X is the number stated within brackets. Use only the best value if a unit or Character has multiple parts with this Attack Attribute that each caused unsaved wounds. A roll of '1' on a Vampiric roll is always a failure and a '6' is always a success. Models with Towering Presence suffer a -2 modifier to their Vampiric rolls.

Vassal Slingshot

Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Bolt Thrower: Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
• Oil Flask Thrower: Range 36″, Shots 3, Str 1, AP 0. The target unit gains one Incendiary marker for every successful hit.

Vassal Slingshot

Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Bolt Thrower: Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
• Oil Flask Thrower: Range 36″, Shots 3, Str 1, AP 0. The target unit gains one Incendiary marker for every successful hit.

Veil Mastery

Veil Mastery

Veil Mastery

Veil Stalker

Universal Rule.
The model follows the rules for Ambush with the following exception:
When its unit enters the Battlefield, the owner may choose to apply the rules for Special Ambush (within 6” of an enemy model with Channel).

Venom Sacs

Venom Sacs

Venom Sacs

Venom Sacs

Venom Sacs

Venom Sacs

Venomous Fortress

Venomous Fortress

Venomous Fortress

Venomous Fortress

Venomous Tide

Universal Rule.
All models in enemy units must take a Dangerous Terrain (1) Test after completing a Charge Move against a unit that contains one or more models with Venomous Tide (even if that unit is Fleeing).

Venomous Tide

Universal Rule.
All models in enemy units must take a Dangerous Terrain (1) Test after completing a Charge Move against a unit that contains one or more models with Venomous Tide (even if that unit is Fleeing).

Venomous Tide

Universal Rule.
All models in enemy units must take a Dangerous Terrain (1) Test after completing a Charge Move against a unit that contains one or more models with Venomous Tide (even if that unit is Fleeing).

Venomous Tide

Universal Rule.
All models in enemy units must take a Dangerous Terrain (1) Test after completing a Charge Move against a unit that contains one or more models with Venomous Tide (even if that unit is Fleeing).

VenomousFangs

Beforerollingtohit, nominate one Close Combat Attack from a model part with Venomous Fangs. This attack gains Multiple Wounds (D3+1). If the attack is turned into more than one hit (e.g. a hit with Battle Focus), only a single hit, chosen by the owner, gains the effect.

VenomousFangs

Beforerollingtohit, nominate one Close Combat Attack from a model part with Venomous Fangs. This attack gains Multiple Wounds (D3+1). If the attack is turned into more than one hit (e.g. a hit with Battle Focus), only a single hit, chosen by the owner, gains the effect.

VenomousFangs

Beforerollingtohit, nominate one Close Combat Attack from a model part with Venomous Fangs. This attack gains Multiple Wounds (D3+1). If the attack is turned into more than one hit (e.g. a hit with Battle Focus), only a single hit, chosen by the owner, gains the effect.

VenomousFangs

Beforerollingtohit, nominate one Close Combat Attack from a model part with Venomous Fangs. This attack gains Multiple Wounds (D3+1). If the attack is turned into more than one hit (e.g. a hit with Battle Focus), only a single hit, chosen by the owner, gains the effect.

Veteran Warlord

The model part gains Exclusive (Veteran Orc Marauders, Veteran Orcs) and Heavy Armour.

Veteran Warlord

The model part gains Exclusive (Veteran Orc Marauders, Veteran Orcs) and Heavy Armour.

Veteran Warlord

The model part gains Exclusive (Veteran Orc Marauders, Veteran Orcs) and Heavy Armour.

Veteran Warlord

The model part gains Exclusive (Veteran Orc Marauders, Veteran Orcs) and Heavy Armour.

Virulent Fumes

Infantry models in friendly units within 6" of the model gain Fortitude (+1, max. 4+).

Vitalist Combat

Attack Attribute – Close Combat.
If allocated towards a Standard Height model, the attack gains +1 to wound.

Vitalist Combat

Attack Attribute – Close Combat.
If allocated towards a Standard Height model, the attack gains +1 to wound.

Vitalist Combat

Attack Attribute – Close Combat.
If allocated towards a Standard Height model, the attack gains +1 to wound.

Vitalist Combat

Attack Attribute – Close Combat.
If allocated towards a Standard Height model, the attack gains +1 to wound.

Volley Gun

Artillery Weapon.
Volley Gun, Range 24″, Shots 3D6×2, Str 5, AP 3.

Volley Gun

Artillery Weapon.
Volley Gun, Range 24″, Shots 3D6×2, Str 5, AP 3.

Will of the Senate

Will of the Senate

Von Karnstein

Von Karnstein Bloodline

Vorpal Blade

Model parts without Harnessed of the model gain Lethal Strike.

Vow of Redemption

Universal Rule.
Units with at least one model with Vow of Redemption:
• Gain Stubborn while having at least as many files as they have ranks.
• Cannot be joined by Characters other than Folk Heroes with Cleric.

Vow of Redemption

Universal Rule.
Units with at least one model with Vow of Redemption:
• Gain Stubborn while having at least as many files as they have ranks.
• Cannot be joined by Characters other than Folk Heroes with Cleric.

Vow of Redemption

Universal Rule.
Units with at least one model with Vow of Redemption:
• Gain Stubborn while having at least as many files as they have ranks.
• Cannot be joined by Characters other than Folk Heroes with Cleric.

Vox Populi

The range of the model's Commanding Presence, if avaliable, is set to 18" when measured to units with one or more models with Eagle Standard.

Vox Populi

The range of the model's Commanding Presence, if avaliable, is set to 18" when measured to units with one or more models with Eagle Standard.

Vox Populi

The range of the model's Commanding Presence, if avaliable, is set to 18" when measured to units with one or more models with Eagle Standard.

Vox Populi

The range of the model's Commanding Presence, if avaliable, is set to 18" when measured to units with one or more models with Eagle Standard.

Walking Mountain

Universal Rule.
Enemy units do not gain any Flank or Rear Bonuses for being Engaged in the model’s Flank or Rear Facing. The model never benefits from Cover. In addition, the model always passes Restrain Pursuit Tests, and its Pursuit Distance is always 0″.

Walking Mountain

Universal Rule.
Enemy units do not gain any Flank or Rear Bonuses for being Engaged in the model’s Flank or Rear Facing. The model never benefits from Cover. In addition, the model always passes Restrain Pursuit Tests, and its Pursuit Distance is always 0″.

Walking Mountain

Universal Rule.
Enemy units do not gain any Flank or Rear Bonuses for being Engaged in the model’s Flank or Rear Facing. The model never benefits from Cover. In addition, the model always passes Restrain Pursuit Tests, and its Pursuit Distance is always 0″.

Walking Mountain

Universal Rule.
Enemy units do not gain any Flank or Rear Bonuses for being Engaged in the model’s Flank or Rear Facing. The model never benefits from Cover. In addition, the model always passes Restrain Pursuit Tests, and its Pursuit Distance is always 0″.

War Cry!

Once per game, at the start of a Player Turn, an Orcs and Goblins General on the Battlefield may utter a War Cry!. All friendly units gain +1″ Advance Rate, +2″ March Rate, and Swiftstride until the end of the Player Turn.

War Cry!

Once per game, at the start of a Player Turn, an Orcs and Goblins General on the Battlefield may utter a War Cry!. All friendly units gain +1″ Advance Rate, +2″ March Rate, and Swiftstride until the end of the Player Turn.

War Rats

Universal Rule.
The model gains Flaming Attacks and Flammable, and its base size is changed to 25×50mm. Immediately before the model is removed as a casualty as a result of any enemy Melee Attack, it inflicts 1 hit with Str 3, AP 0, and Flaming Attacks on the attacking unit.
This is considered a Special Attack.

War Shrine

Universal Rule.
The model gains War Platform, Exclusive (Scoring and Infantry), Attached, and changes its Base to 60×100 mm. Additionally, models in the same unit as the War Shrine gain Lethal Strike and Fight in Extra Rank.

Warden of the Hooded Man

Universal Rule.
The model gains Terror. The Fey Rider gains Lance and its attacks gain Multiple Wounds (2, against Large, Gigantic).

Warden of the Hooded Man

Universal Rule.
The model gains Terror. The Fey Rider gains Lance and its attacks gain Multiple Wounds (2, against Large, Gigantic).

Warden of the Hooded Man

Universal Rule.
The model gains Terror. The Fey Rider gains Lance and its attacks gain Multiple Wounds (2, against Large, Gigantic).

Warden of the Hooded Man

Universal Rule.
The model gains Terror. The Fey Rider gains Lance and its attacks gain Multiple Wounds (2, against Large, Gigantic).

Warrior Vassals

The total Combat Score bonus from each player gained in Duels (from lost Health Points on enemy units and Overkill), is reduced by 1, to a minimum of 0.

Warrior Vassals

The total Combat Score bonus from each player gained in Duels (from lost Health Points on enemy units and Overkill), is reduced by 1, to a minimum of 0.

Water Spirits

Universal Rule.
The model gains Strider (Water Terrain) and Scout with the following restriction: At least half the models of the model’s unit must be deployed fully inside Water Terrain or the owner’s Deployment Zone.
In addition, Melee Attacks that are Flaming Attacks from enemy units Engaged with the model lose Flaming Attacks.
Units with more than half of their models with Water Spirits are Stubborn if more than half of their models are inside a Water Terrain with the centre of their bases. In addition, Water Terrain is Covering Terrain for models with Water Spirits inside them and contributes to Soft Cover.

Water Spirits

Universal Rule.
The model gains Strider (Water Terrain) and Scout with the following restriction: At least half the models of the model’s unit must be deployed fully inside Water Terrain or the owner’s Deployment Zone.
In addition, Melee Attacks that are Flaming Attacks from enemy units Engaged with the model lose Flaming Attacks.
Units with more than half of their models with Water Spirits are Stubborn if more than half of their models are inside a Water Terrain with the centre of their bases. In addition, Water Terrain is Covering Terrain for models with Water Spirits inside them and contributes to Soft Cover.

Water Spirits

Universal Rule.
The model gains Strider (Water Terrain) and Scout with the following restriction: At least half the models of the model’s unit must be deployed fully inside Water Terrain or the owner’s Deployment Zone.
In addition, Melee Attacks that are Flaming Attacks from enemy units Engaged with the model lose Flaming Attacks.
Units with more than half of their models with Water Spirits are Stubborn if more than half of their models are inside a Water Terrain with the centre of their bases. In addition, Water Terrain is Covering Terrain for models with Water Spirits inside them and contributes to Soft Cover.

Water Spirits

Universal Rule.
The model gains Strider (Water Terrain) and Scout with the following restriction: At least half the models of the model’s unit must be deployed fully inside Water Terrain or the owner’s Deployment Zone.
In addition, Melee Attacks that are Flaming Attacks from enemy units Engaged with the model lose Flaming Attacks.
Units with more than half of their models with Water Spirits are Stubborn if more than half of their models are inside a Water Terrain with the centre of their bases. In addition, Water Terrain is Covering Terrain for models with Water Spirits inside them and contributes to Soft Cover.

Way of the Warrior

You cannot refuse a Duel if a model with Way of the Warrior could accept it. If at least half of the models in a unit have this rule, the first Break Test taken by the unit in each Close Combat is subject to Minimised Roll. A unit or Character with this rule that fails a Break Test during the game counts as a Shattered Unit, unless it is already a Destroyed Unit, when determining Victory Points

We are the Hunters!

Attack Attribute – Close Combat.
The model part gains +1 to wound against Gigan- tic models. Additionally, the unit passes Panic tests automatically.

Web Launcher

All models in a unit that is hit by one or more Web Launchers are considered Stuck until the end of the next Player Turn. Stuck models suffer -D3 Agility. In addition, they treat Dangerous Terrain (1) as Dangerous Terrain (2), and all Terrain (including Open Terrain) that normally would not be Dangerous Terrain †or them as Dangerous Terrain (1). Roll a single D3 directly when hitting with the weapon and apply the result to all models in the unit.

Web Launcher

All models in a unit that is hit by one or more Web Launchers are considered Stuck until the end of the next Player Turn. Stuck models suffer -D3 Agility. In addition, they treat Dangerous Terrain (1) as Dangerous Terrain (2), and all Terrain (including Open Terrain) that normally would not be Dangerous Terrain †or them as Dangerous Terrain (1). Roll a single D3 directly when hitting with the weapon and apply the result to all models in the unit.

Web Launcher

All models in a unit that is hit by one or more Web Launchers are considered Stuck until the end of the next Player Turn. Stuck models suffer -D3 Agility. In addition, they treat Dangerous Terrain (1) as Dangerous Terrain (2), and all Terrain (including Open Terrain) that normally would not be Dangerous Terrain †or them as Dangerous Terrain (1). Roll a single D3 directly when hitting with the weapon and apply the result to all models in the unit.

Web Launcher

All models in a unit that is hit by one or more Web Launchers are considered Stuck until the end of the next Player Turn. Stuck models suffer -D3 Agility. In addition, they treat Dangerous Terrain (1) as Dangerous Terrain (2), and all Terrain (including Open Terrain) that normally would not be Dangerous Terrain †or them as Dangerous Terrain (1). Roll a single D3 directly when hitting with the weapon and apply the result to all models in the unit.

Web Launcher

Artillery Weapon.
Catapult (4×4), Range 6–36″, Shots 1, Str 3, AP 0.
All models in a unit that is hit by one or more Web Launchers are considered Stuck until the end of the next Player Turn. Stuck models suffer −D3† Agility. In addition, they treat Dangerous Terrain (1) as Dangerous Terrain (2), and all Terrain (including Open Terrain) that normally would not be Dangerous Terrain for them as Dangerous Terrain (1).
†Roll a single D3 directly when hitting with the weapon and apply the result to all models in the unit.

Web Launcher

Artillery Weapon.
Catapult (4×4), Range 6–36″, Shots 1, Str 3, AP 0.
All models in a unit that is hit by one or more Web Launchers are considered Stuck until the end of the next Player Turn. Stuck models suffer −D3† Agility. In addition, they treat Dangerous Terrain (1) as Dangerous Terrain (2), and all Terrain (including Open Terrain) that normally would not be Dangerous Terrain for them as Dangerous Terrain (1).
†Roll a single D3 directly when hitting with the weapon and apply the result to all models in the unit.

Whipcrack Tail

Whipcrack Tail

Whipcrack Tail

Whipcrack Tail

Whipcrack Tail

Whipcrack Tail

Whirling Chains of Doom

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.

Whirling Chains of Doom

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.

Wicked Horns

The model gains Frenzy and Impact Hits (D6).

Wicked Horns

The model gains Frenzy and Impact Hits (D6).

Wicked Horns

The model gains Frenzy and Impact Hits (D6).

Wicked Horns

The model gains Frenzy and Impact Hits (D6).

Wicker Man

Universal Rule.
The model gains Flammable, Flaming Attacks, and Grind Attacks (3D3). These Grind Attacks are resolved with Strength 4, Armour Penetration 0, and Flaming Attacks.

Wicker Man

Universal Rule.
The model gains Flammable, Flaming Attacks, and Grind Attacks (3D3). These Grind Attacks are resolved with Strength 4, Armour Penetration 0, and Flaming Attacks.

Wild Hunter

The model gains +1 Attack Value, -2 Defensive Skill, Battle Focus, Devastating Charge (+1 Att, Fear), Fearless, Frenzy, and Light Troops. Models mounted on Elven Horse or Great Elk only

Wild Hunter

The model gains +1 Attack Value, -2 Defensive Skill, Battle Focus, Devastating Charge (+1 Att, Fear), Fearless, Frenzy, and Light Troops. Models mounted on Elven Horse or Great Elk only

Wildheart

The bearer loses Not a Leader and must be the General. Its Special Item allowance is increased to 150 pts. Another Mammoth Hunter in the army may be the Battle Standard Bearer for 50 pts; this Battle Standard Bearer gains Scrapling Lookout while joined to Yeti units. The Core limit is reduced to Min. 20%.� The army may not include any Great Khans, Khans, Bruisers, Mercenary Veterans, Bombardiers, or Thunder Cannons. Mammoth Hunters become 0-4 Units/Army. Mammoth Hunters only. One of a Kind

Wildheart

The bearer loses Not a Leader and must be the General. Its Special Item allowance is increased to 150 pts. Another Mammoth Hunter in the army may be the Battle Standard Bearer for 50 pts; this Battle Standard Bearer gains Scrapling Lookout while joined to Yeti units. The Core limit is reduced to Min. 20%.� The army may not include any Great Khans, Khans, Bruisers, Mercenary Veterans, Bombardiers, or Thunder Cannons. Mammoth Hunters become 0-4 Units/Army. Mammoth Hunters only. One of a Kind

Wings

Universal Rule.
The model’s March Rate is set to 16″ and it gains Fly (8″, 16″) and Light Troops.

Wings

Universal Rule.
The model’s March Rate is set to 16″ and it gains Fly (8″, 16″) and Light Troops.

Wings

Universal Rule.
The model’s March Rate is set to 16″ and it gains Fly (8″, 16″) and Light Troops.

Wings

Universal Rule.
The model’s March Rate is set to 16″ and it gains Fly (8″, 16″) and Light Troops.

Wings

Universal Rule.
The model’s March Rate is set to 16″ and it gains Fly (8″, 16″) and Light Troops.

Withering Vapour

Withering Vapour

Withering Vapour

Withering Vapour

Wrecking Ball

The wielder gains Fearless, Random Movement (3D6"), Shambolic, and Grind Attacks (D6+X), where X is equal to the Attack Value modifier the model gains from Rage. The wielder cannot perform any Close Combat Attacks.

Wrecking Ball

The wielder gains Fearless, Random Movement (3D6"), Shambolic, and Grind Attacks (D6+X), where X is equal to the Attack Value modifier the model gains from Rage. The wielder cannot perform any Close Combat Attacks.

Wrecking Ball

The wielder gains Fearless, Random Movement (3D6"), Shambolic, and Grind Attacks (D6+X), where X is equal to the Attack Value modifier the model gains from Rage. The wielder cannot perform any Close Combat Attacks.

Wrecking Ball

The wielder gains Fearless, Random Movement (3D6"), Shambolic, and Grind Attacks (D6+X), where X is equal to the Attack Value modifier the model gains from Rage. The wielder cannot perform any Close Combat Attacks.

Wrecking Ball

Close Combat Weapon.
The wielder gains Fearless, Random Movement (3D6″), Shambolic, and Grind Attacks (D6+X), where X is equal to the Attack Value modifier the model gains from Rage. The wielder cannot perform any Close Combat Attacks.

Wrecking Ball

Close Combat Weapon.
The wielder gains Fearless, Random Movement (3D6″), Shambolic, and Grind Attacks (D6+X), where X is equal to the Attack Value modifier the model gains from Rage. The wielder cannot perform any Close Combat Attacks.

Wyrm-Slayer Rocket

Shooting Weapon.
Range 24″, Shots 1, Str 6, AP 3, Flaming Attacks, Multiple Wounds (D3), Reload!.

Wyrm-Slayer Rocket

Shooting Weapon.
Range 24″, Shots 1, Str 6, AP 3, Flaming Attacks, Multiple Wounds (D3), Reload!.

Yer comin’ with me!

Attack Attribute – Close Combat.
In order to use this Attack Attribute, the unit must be at least as wide as it is deep at the start of the Round of Combat. Close Combat Attacks made by models with this Attack Attribute can never wound on worse than 4+. In addition, when a model with this Attack Attribute is removed as a casualty during the Melee Phase due to a Melee Attack, it must immediately, before removal, perform a single Close Combat Attack with the following rules and restrictions:
• The attack is always resolved with Strength 5 and Armour Penetration 2. • The owner must choose one of the following options:
1. The attack is allocated towards the model that caused the casualty.
2. The attack is allocated towards a R&F model in that model’s unit. The hit is distributed onto the unit. In either case, the model with Yer comin’ with me! is considered in base contact with the attacked model, and the models count as Engaged in the same Facing as their units.
• This Attack Attribute cannot be used against casualties caused by Impact Hits.

Zealots

Prelates may join the unit and gain Fearless and Unbreakable while joined to the unit.

Zealots

Prelates may join the unit and gain Fearless and Unbreakable while joined to the unit.

Zombie Giant

Universal Rule.
The model gains Stubborn, its Reanimated is set to D6+1, and its Offensive Skill and Defensive Skill are set to 1.
The model does not count as a model with Towering Presence for the purpose of Arise! (Hereditary Spell).

Zombie Giant

Universal Rule.
The model gains Stubborn, its Reanimated is set to D6+1, and its Offensive Skill and Defensive Skill are set to 1.
The model does not count as a model with Towering Presence for the purpose of Arise! (Hereditary Spell).