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Ambush
Before Deployment, after choosing Deployment Zones, an army that includes units with the Ambush special rule must state which of your units with this special rule will use it (starting with the player that picked the Deployment Zone).
Deploy your army as usual, but without deploying any of the Ambushing units. Starting from Game Turn 2, roll a dice for each Ambushing unit at the start of each of your Remaining Moves subphases. After you have rolled for all Ambushing units, each unit that rolled 3+, now enters the Battlefield from any table edge. Place the arriving unit with all of its back rank touching the Board Edge. Ambushing models are free to move in the Remaining Moves subphase, except that they may not March Move, and they must end this Movement Phase no more than twice their Movement value from the Board Edge. If an Ambushing unit has not entered the board (due to failing all its 3+ rolls) before the game ends, the unit counts as destroyed. An Ambushing Character may choose to be deployed within an Ambushing unit that it would normally be allowed to join (declare this when declaring which units are Ambushing). In that case the player rolls once for the combined unit. Until arriving on the Battlefield, Ambushing units cannot do any actions at all, and all items, rules, abilities etc. do not work while not on the Battlefield.
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Ambush
Before Deployment, after choosing Deployment Zones, an army that includes units with the Ambush special rule must state which of your units with this special rule will use it (starting with the player that picked the Deployment Zone).
Deploy your army as usual, but without deploying any of the Ambushing units. Starting from Game Turn 2, roll a dice for each Ambushing unit at the start of each of your Remaining Moves subphases. After you have rolled for all Ambushing units, each unit that rolled 3+, now enters the Battlefield from any table edge. Place the arriving unit with all of its back rank touching the Board Edge. Ambushing models are free to move in the Remaining Moves subphase, except that they may not March Move, and they must end this Movement Phase no more than twice their Movement value from the Board Edge. If an Ambushing unit has not entered the board (due to failing all its 3+ rolls) before the game ends, the unit counts as destroyed. An Ambushing Character may choose to be deployed within an Ambushing unit that it would normally be allowed to join (declare this when declaring which units are Ambushing). In that case the player rolls once for the combined unit. Until arriving on the Battlefield, Ambushing units cannot do any actions at all, and all items, rules, abilities etc. do not work while not on the Battlefield.
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Standard Bearer
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Standard Bearer
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Beloved
When a model with this special rule is joined to a unit with at least one Full Rank of models with the Lance Formation, the model cannot be chosen by the enemy as the model that refuses a Challenge, and it can be placed anywhere in the unit, it doesn’t have to be placed as far forward as possible. Other models with the Front Rank rule have priority for being as far forward as possible.
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Beloved
When a model with this special rule is joined to a unit with at least one Full Rank of models with the Lance Formation, the model cannot be chosen by the enemy as the model that refuses a Challenge, and it can be placed anywhere in the unit, it doesn’t have to be placed as far forward as possible. Other models with the Front Rank rule have priority for being as far forward as possible.
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Bow
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Bow
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Longbow
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Longbow
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Great Weapon
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Great Weapon
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Scorpion - Bolt Thrower Artillery Weapon
Range 48", Strength 3[6], [Multiple Wounds (D3+1, Clipped Wings)], Armour Piercing (6).
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Scorpion - Bolt Thrower Artillery Weapon
Range 48", Strength 3[6], [Multiple Wounds (D3+1, Clipped Wings)], Armour Piercing (6).
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Trebuchet - Catapult (4) Artillery Weapon
Range 12-60", Strength 4[8], [Multiple wounds (D3, Clipped Wings)], Armor Piercing (1).
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Trebuchet - Catapult (4) Artillery Weapon
Range 12-60", Strength 4[8], [Multiple wounds (D3, Clipped Wings)], Armor Piercing (1).
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Heavy Armour
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Heavy Armour
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Paired Weapons
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Paired Weapons
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Light Armour
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Light Armour
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Armour Piercing (1)
Attacks made with this special rule and Close Combat Attacks made by parts of models with this special rule impose a -X penalty on the enemy’s Armour Saves taken against them (in addition to the normal modifier from the Strength of the attack). If an attack has more than one instance of the Armour Piercing special rule, use the highest value available for
the attack. If the value within brackets is preceded by a “+” sign, add the existing value to already existing Armour Piercing value instead (if the model already had Armour Piercing). If not, use the value directly.
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Armour Piercing (1)
Attacks made with this special rule and Close Combat Attacks made by parts of models with this special rule impose a -X penalty on the enemy’s Armour Saves taken against them (in addition to the normal modifier from the Strength of the attack). If an attack has more than one instance of the Armour Piercing special rule, use the highest value available for
the attack. If the value within brackets is preceded by a “+” sign, add the existing value to already existing Armour Piercing value instead (if the model already had Armour Piercing). If not, use the value directly.
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Divine Attacks
Successful Ward Saves taken against attacks with this special rule, or against Close Combat Attacks made by model parts with this special rule must be rerolled.
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Divine Attacks
Successful Ward Saves taken against attacks with this special rule, or against Close Combat Attacks made by model parts with this special rule must be rerolled.
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Magical Attacks
Attacks with this special rule or Attacks made by model parts with this special rule normally don’t have any special effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to all their attacks, including Special Attacks such as Stomp, Impact Hits, and Breath Attacks (unless stated otherwise).All attacks caused by spells and Magical Items have Magical Attacks .
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Magical Attacks
Attacks with this special rule or Attacks made by model parts with this special rule normally don’t have any special effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to all their attacks, including Special Attacks such as Stomp, Impact Hits, and Breath Attacks (unless stated otherwise).All attacks caused by spells and Magical Items have Magical Attacks .
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Barding
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Barding
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Shield
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Shield
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Bowman Stakes
When deploying the Bowmen unit, you may place a Wall Terrain Feature in base contact with the front of the Bowmen unit. This Wall is as wide as the unit, to a maximum of 12", up to 20mm deep and follows all the normal rules for Walls with the exception of being Soft Cover instead of Hard Cover.
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Bowman Stakes
When deploying the Bowmen unit, you may place a Wall Terrain Feature in base contact with the front of the Bowmen unit. This Wall is as wide as the unit, to a maximum of 12", up to 20mm deep and follows all the normal rules for Walls with the exception of being Soft Cover instead of Hard Cover.
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Braziers
Before shooting with a unit with Braziers, it may choose to use Braziers to gain Flaming Attacks for its Shooting Attacks. Effects last for the duration of the Phase
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Braziers
Before shooting with a unit with Braziers, it may choose to use Braziers to gain Flaming Attacks for its Shooting Attacks. Effects last for the duration of the Phase
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Devastating Charge
In the first round of a combat after a model with this rule has successfully charged into combat, model parts with this special rule have +1 Attack.
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Devastating Charge
In the first round of a combat after a model with this rule has successfully charged into combat, model parts with this special rule have +1 Attack.
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Impact Hits (D3)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1
Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly.
In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
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Impact Hits (D3)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1
Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly.
In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
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Stubborn
A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
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Stubborn
A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
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Scout
Before deploying an army that includes units with Scout, you must state which of your units with this special rule 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 whole within a Forest, Ruin, Building, Field 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 .
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Scout
Before deploying an army that includes units with Scout, you must state which of your units with this special rule 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 whole within a Forest, Ruin, Building, Field 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 .
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Ethereal
Models with this special rule treat all Terrain as Open Terrain for movement purposes, but cannot end their
movement inside (or within 1" of) Impassable Terrain. Model parts with Ethereal gain Magical Attacks, and
non-mount model parts with Ethereal gain Ward Save (5+), which is increased to Ward Save (3+) against all attacks that are not Magical Attacks. Units including any non-mount R&F part with Ethereal can only be joined by Characters with Ethereal on a non-mount part.
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Ethereal
Models with this special rule treat all Terrain as Open Terrain for movement purposes, but cannot end their
movement inside (or within 1" of) Impassable Terrain. Model parts with Ethereal gain Magical Attacks, and
non-mount model parts with Ethereal gain Ward Save (5+), which is increased to Ward Save (3+) against all attacks that are not Magical Attacks. Units including any non-mount R&F part with Ethereal can only be joined by Characters with Ethereal on a non-mount part.
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Fast Cavalry
Models with this special rule have Light Troops and Vanguard. If a unit consisting solely of models with Fast Cavalry voluntarily flees as a Charge Reaction and subsequently rallies the next friendly Player Turn, then the unit may move
and shoot during that Player Turn. The rallied unit may not charge and counts as having moved for the purpose of shooting. This rule cannot be applied if a unit fails to rally on the next friendly Player or involuntarily flees, such as a result of a failed Panic Test.
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Fast Cavalry
Models with this special rule have Light Troops and Vanguard. If a unit consisting solely of models with Fast Cavalry voluntarily flees as a Charge Reaction and subsequently rallies the next friendly Player Turn, then the unit may move
and shoot during that Player Turn. The rallied unit may not charge and counts as having moved for the purpose of shooting. This rule cannot be applied if a unit fails to rally on the next friendly Player or involuntarily flees, such as a result of a failed Panic Test.
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Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each
Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
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Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each
Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
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Fly (8)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
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Fly (8)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
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Fly (9)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
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Fly (9)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
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Lance Formation
Models with this special rule gain Monstrous Ranks and Fight in Extra Rank. When charging and with a unit that has ranks 3 models wide, models with this special rule gain an additional instance of Fight in Extra Rank.
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Lance Formation
Models with this special rule gain Monstrous Ranks and Fight in Extra Rank. When charging and with a unit that has ranks 3 models wide, models with this special rule gain an additional instance of Fight in Extra Rank.
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Frenzy
Model parts with Frenzy have +1 Attack and are Immune to Psychology. After all charges have been declared, each of your units with one or more models (or model parts) with Frenzy must take a Frenzy Test (Leadership Test) if it did not
declare a charge. If the test is failed, the unit must declare a charge against the closest viable enemy unit, if there is one.
Characters are never forced to charge out of units. Units with one or more model parts with Frenzy must always pursue and overrun whenever possible. If a model part with Frenzy is ever on the losing side of a Combat Round, it immediately loses this special rule.
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Frenzy
Model parts with Frenzy have +1 Attack and are Immune to Psychology. After all charges have been declared, each of your units with one or more models (or model parts) with Frenzy must take a Frenzy Test (Leadership Test) if it did not
declare a charge. If the test is failed, the unit must declare a charge against the closest viable enemy unit, if there is one.
Characters are never forced to charge out of units. Units with one or more model parts with Frenzy must always pursue and overrun whenever possible. If a model part with Frenzy is ever on the losing side of a Combat Round, it immediately loses this special rule.
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Jousting
A model with this special rule may use a Lance when charging even when armed with a Magical Weapon.Ifthe model uses a mundane Lance when charging it may switch its weapon at the start of the next Round of Combat.
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Jousting
A model with this special rule may use a Lance when charging even when armed with a Magical Weapon.Ifthe model uses a mundane Lance when charging it may switch its weapon at the start of the next Round of Combat.
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Grail Oath
Model parts with this special rule gain Immune to Psychology, a Ward Save (5+) and Magical Attacks.
Characters with this special rule also gain +1 Weapon Skill.
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Grail Oath
Model parts with this special rule gain Immune to Psychology, a Ward Save (5+) and Magical Attacks.
Characters with this special rule also gain +1 Weapon Skill.
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Hatred
Model parts with this special rule may reroll failed to hit rolls during the first Round of Combat. Sometimes this rule may only work against certain enemies, which are then stated in brackets. For example, “Hatred (Army Book: Empire of Sonnstahl)” means that Hatred only applies when attacking models from the Empire of Sonnstahl Army Book.
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Hatred
Model parts with this special rule may reroll failed to hit rolls during the first Round of Combat. Sometimes this rule may only work against certain enemies, which are then stated in brackets. For example, “Hatred (Army Book: Empire of Sonnstahl)” means that Hatred only applies when attacking models from the Empire of Sonnstahl Army Book.
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Holy Fervor
All friendly models with Insignificant in units within 6" gain The Blessing. All friendly Insignificant Infantry and Insignificant Cavalry models in units within 6" gain Fight in Extra Rank and may reroll all natural to-wound rolls of ‘1’.
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Holy Fervor
All friendly models with Insignificant in units within 6" gain The Blessing. All friendly Insignificant Infantry and Insignificant Cavalry models in units within 6" gain Fight in Extra Rank and may reroll all natural to-wound rolls of ‘1’.
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Impetuous
When declaring a charge, a model with this special rule gains Frenzy (Knight only) until the end of the Player Turn. A unit which consists entirely of models with this rule may reroll failed Charge Range rolls .
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Impetuous
When declaring a charge, a model with this special rule gains Frenzy (Knight only) until the end of the Player Turn. A unit which consists entirely of models with this rule may reroll failed Charge Range rolls .
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Innate Defense (5+)
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Innate Defense (5+)
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Insignificant
Units consisting entirely of models with this special rule do not cause Panic Tests on friendly units without this special rule. Only Insignificant Characters can join units with Insignificant R&F models.
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Insignificant
Units consisting entirely of models with this special rule do not cause Panic Tests on friendly units without this special rule. Only Insignificant Characters can join units with Insignificant R&F models.
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Unstable
Unstable units can only be joined by Unstable Characters.
Units with this special rule automatically pass all Break Tests. When a unit with this special rule loses a combat, it suffers a Wound (without any saves allowed) for each point of Combat Score by which it lost the combat.
The number of lost wounds is reduced in some situations. Apply the modifiers in the following order:
1. If the unit is Stubborn , halve the number of lost wounds (round fractions up).
2. If the unit is Steadfast , reduce all lost wounds above 12 to 12.
3. If the unit receives Hold Your Ground, reduce the number of lost wounds with the unit’s current Rank Bonus. Units with no Rank Bonus reduce the number of wounds lost by 1 instead.
Apply all other modifiers (from items/special rules/spells etc) afterward.
The Wounds are distributed in the following order:
1. R&F models (excluding Champions)
2. Champion
3. Characters (distributed by the owner of the unit, as evenly as possible)
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Unstable
Unstable units can only be joined by Unstable Characters.
Units with this special rule automatically pass all Break Tests. When a unit with this special rule loses a combat, it suffers a Wound (without any saves allowed) for each point of Combat Score by which it lost the combat.
The number of lost wounds is reduced in some situations. Apply the modifiers in the following order:
1. If the unit is Stubborn , halve the number of lost wounds (round fractions up).
2. If the unit is Steadfast , reduce all lost wounds above 12 to 12.
3. If the unit receives Hold Your Ground, reduce the number of lost wounds with the unit’s current Rank Bonus. Units with no Rank Bonus reduce the number of wounds lost by 1 instead.
Apply all other modifiers (from items/special rules/spells etc) afterward.
The Wounds are distributed in the following order:
1. R&F models (excluding Champions)
2. Champion
3. Characters (distributed by the owner of the unit, as evenly as possible)
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The Blessing
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The Blessing
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Lance
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Lance
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Light Lance
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Light Lance
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Lowborn
A Castellan may only join units comprised entirely of models with Insignificant.
A Castellan gains the following special rules while joined to the following units:
Yeomen Outriders - Fast Cavalry.
Peasant Crusaders - Hatred and Frenzy.
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Lowborn
A Castellan may only join units comprised entirely of models with Insignificant.
A Castellan gains the following special rules while joined to the following units:
Yeomen Outriders - Fast Cavalry.
Peasant Crusaders - Hatred and Frenzy.
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Weapon Master
At the beginning of each Round of Combat, model parts with this special rule may choose which weapon they fight with. This includes selecting to use a Hand Weapon even if they have other weapons. If armed with a Magical Weapon, the
model must still use it.
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Weapon Master
At the beginning of each Round of Combat, model parts with this special rule may choose which weapon they fight with. This includes selecting to use a Hand Weapon even if they have other weapons. If armed with a Magical Weapon, the
model must still use it.
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Magic Resistance (1)
All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
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Magic Resistance (1)
All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
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Magic Resistance (2)
All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
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Magic Resistance (2)
All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
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Master at Arms
The Castellan and its unit gain Weapon Master.
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Master at Arms
The Castellan and its unit gain Weapon Master.
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Monstrous Support
May make up to 3 supporting attacks in all ranks
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Monstrous Support
May make up to 3 supporting attacks in all ranks
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Mount’s Protection (6+)
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Mount’s Protection (6+)
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Oath of Fealty
Models with this special rule gain Inspiring Presence with the following exceptions: it has a range of 6" and may only benefit units with more than half of their models with Serf.
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Oath of Fealty
Models with this special rule gain Inspiring Presence with the following exceptions: it has a range of 6" and may only benefit units with more than half of their models with Serf.
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Otherworldly
Models with this special rule have Magical Attacks, are Immune to Psychology and have a Ward Save (5+). Units with the Otherworldly special rule can only be joined by Otherworldly Characters. Similarly, Otherworldly Characters can only join Otherworldly units.
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Otherworldly
Models with this special rule have Magical Attacks, are Immune to Psychology and have a Ward Save (5+). Units with the Otherworldly special rule can only be joined by Otherworldly Characters. Similarly, Otherworldly Characters can only join Otherworldly units.
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War Platform
Models with this special rule may join units as if they were Characters, even if they are not Characters and even if they are Large Targets, and follow the rules for Characters with regards to distributing hits. While joined to and moving with a unit consisting of 5 or more models (besides the War Platform itself) a model with the War Platform special rule may March even though its Troop Type would normally forbid it, for example if it is a Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back models with the Front Rank rule, and must keep its position in the centre of the front rank at all times. If two positions are equally central (this is the case in a unit with an even number of models in the first rank), the War Platform can be placed in either of these positions. If the War Plattform cannot be placed in the centre of the the front rank (for example 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 ever be in the same unit. Models with this rule lose Swiftstride.
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War Platform
Models with this special rule may join units as if they were Characters, even if they are not Characters and even if they are Large Targets, and follow the rules for Characters with regards to distributing hits. While joined to and moving with a unit consisting of 5 or more models (besides the War Platform itself) a model with the War Platform special rule may March even though its Troop Type would normally forbid it, for example if it is a Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back models with the Front Rank rule, and must keep its position in the centre of the front rank at all times. If two positions are equally central (this is the case in a unit with an even number of models in the first rank), the War Platform can be placed in either of these positions. If the War Plattform cannot be placed in the centre of the the front rank (for example 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 ever be in the same unit. Models with this rule lose Swiftstride.
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Towering Presence
A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
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Towering Presence
A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
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Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon:
The Scoring special rule can be lost during the game:
● One or more models in the unit are Light Troops.
● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing.
● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule.
● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current
Player Turn.
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Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon:
The Scoring special rule can be lost during the game:
● One or more models in the unit are Light Troops.
● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing.
● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule.
● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current
Player Turn.
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Pure of Heart
Only Characters with Beloved or Grail Oath may join a unit with this special rule.
If there are Siege War Machines in the Army, Knights of the Grail become 0-1 Unit per Army.
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Pure of Heart
Only Characters with Beloved or Grail Oath may join a unit with this special rule.
If there are Siege War Machines in the Army, Knights of the Grail become 0-1 Unit per Army.
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Questing Oath
Model parts with this special rule ignore the effects of opponent's Fear. They must be equipped with Great Weapons and may never use or otherwise benefit from other weapons, but may use Great Weapons and Shields at the same time.
Attacks by model parts with this special rule made with Great Weapons gain Multiple Wounds (2) against models with Towering Presence.
Models with this special rule gain Strider (Forests).
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Questing Oath
Model parts with this special rule ignore the effects of opponent's Fear. They must be equipped with Great Weapons and may never use or otherwise benefit from other weapons, but may use Great Weapons and Shields at the same time.
Attacks by model parts with this special rule made with Great Weapons gain Multiple Wounds (2) against models with Towering Presence.
Models with this special rule gain Strider (Forests).
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Quick to Fire
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Quick to Fire
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Rousing Orator
The Castellan and its unit gain Devastating Charge.
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Rousing Orator
The Castellan and its unit gain Devastating Charge.
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Serfs
If more than half of a unit's models have this special rule, and if the unit is under the effect ofInspiring Presence from one or more models with Oath of Fealty then the unit gains +1 Movement when Marching.
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Serfs
If more than half of a unit's models have this special rule, and if the unit is under the effect ofInspiring Presence from one or more models with Oath of Fealty then the unit gains +1 Movement when Marching.
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Skirmishers
Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier.
Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
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Skirmishers
Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier.
Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
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Strider (Forest)
Models with this special rule may ignore any movement effect caused by Terrain except Impassable Terrain and Buildings and never lose their Steadfast or Rank Bonus due to Terrain. Sometimes this special rule is only linked to a specific type of Terrain, stated in brackets. In this case, the Strider rule effectis only applied in relation to the specified Terrain type.
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Strider (Forest)
Models with this special rule may ignore any movement effect caused by Terrain except Impassable Terrain and Buildings and never lose their Steadfast or Rank Bonus due to Terrain. Sometimes this special rule is only linked to a specific type of Terrain, stated in brackets. In this case, the Strider rule effectis only applied in relation to the specified Terrain type.
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Terror
When a unit with one or more models with this special rule declares a Charge, its target must take a Panic Test. If the test is failed, the target of the Charge must declare a Flee reaction, if able to do so. All models with Terror also have the
Fear special rule and are immune to Fear and Terror.
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Terror
When a unit with one or more models with this special rule declares a Charge, its target must take a Panic Test. If the test is failed, the target of the Charge must declare a Flee reaction, if able to do so. All models with Terror also have the
Fear special rule and are immune to Fear and Terror.
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Thunderous Charge
In the first round of a combat after a model with this rule has successfully charged, model parts with this special rule receive a +1 Strength bonus to their normal Close Combat Attacks. This Strength bonus can only be used for Attacks directed against the charged enemies.
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Thunderous Charge
In the first round of a combat after a model with this rule has successfully charged, model parts with this special rule receive a +1 Strength bonus to their normal Close Combat Attacks. This Strength bonus can only be used for Attacks directed against the charged enemies.
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Wizard Apprentice with 1 learned spell
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Wizard Apprentice with 1 learned spell
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PL | EN |
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Ring of Fire
The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
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Ring of Fire
The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
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Armour of Destiny
Infantry, Cavalry and War Beasts only.
Type: Heavy Armour. The wearer gains a Ward Save (4+).
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Armour of Destiny
Infantry, Cavalry and War Beasts only.
Type: Heavy Armour. The wearer gains a Ward Save (4+).
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Armour of Fortune
Type: Heavy Armour. The wearer gains a Ward Save (5+)
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Armour of Fortune
Type: Heavy Armour. The wearer gains a Ward Save (5+)
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Armour of Percival
Type: Heavy Armour. The wearer gains +1 to its Ward Save to a maximum of 4+. Any Divine Attacks made against the wielder lose Divine Attacks.
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Armour of Percival
Type: Heavy Armour. The wearer gains +1 to its Ward Save to a maximum of 4+. Any Divine Attacks made against the wielder lose Divine Attacks.
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Axe of Battle
Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
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Axe of Battle
Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
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Wand of Stability
The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
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Wand of Stability
The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
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Beast-Bane Halberd
Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
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Beast-Bane Halberd
Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
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Blessed Scripture
Multiple Wounds suffered by the bearer are halved, rounded up.
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Blessed Scripture
Multiple Wounds suffered by the bearer are halved, rounded up.
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Blessed Sword
Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
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Blessed Sword
Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
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Bluffer's Helm
Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
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Bluffer's Helm
Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
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Book of Arcane Power
The bearer gains a +1 casting modifier to casting and dispel rolls.
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Book of Arcane Power
The bearer gains a +1 casting modifier to casting and dispel rolls.
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Hardened Shield
Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
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Hardened Shield
Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
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Lucky Shield
Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
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Lucky Shield
Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
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Bronze Breastplate
Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated.
For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
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Bronze Breastplate
Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated.
For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
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Dragon Mantle
Type: None. The wearer gains Innate Defence (5+).
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Dragon Mantle
Type: None. The wearer gains Innate Defence (5+).
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Wizard’s Hood
The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before).
Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic.
Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
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Wizard’s Hood
The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before).
Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic.
Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
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Charm of Cursed Iron
The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
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Charm of Cursed Iron
The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
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Lucky Charm
One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
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Lucky Charm
One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
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Crown of Autocracy
The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
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Crown of Autocracy
The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
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Mithril Mail
Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
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Mithril Mail
Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
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Crown of Scorn
Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
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Crown of Scorn
Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
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Crusader’s Helm
Type: Helm (6+ Armour Save). The wearer may reroll failed Armour Saves. Attacks against the wearer with Lethal Strike lose this special rule.
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Crusader’s Helm
Type: Helm (6+ Armour Save). The wearer may reroll failed Armour Saves. Attacks against the wearer with Lethal Strike lose this special rule.
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Glittering Cuirass
Type: Heavy Armour. The wearer gains Distracting.
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Glittering Cuirass
Type: Heavy Armour. The wearer gains Distracting.
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Dispel Scroll
Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
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Dispel Scroll
Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
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Divine Icon
The bearer's model gains Divine Attacks.
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Divine Icon
The bearer's model gains Divine Attacks.
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Dragon Lance
Type: Lance. The wielder gains Breath Weapon (Strength 3, Flaming Attacks). Attacks with this weapon have Multiple Wounds (D3) in the Round of Combat directly after the wielder has charged into combat. This bonus can only be applied to attacks directed against the charged enemies.
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Dragon Lance
Type: Lance. The wielder gains Breath Weapon (Strength 3, Flaming Attacks). Attacks with this weapon have Multiple Wounds (D3) in the Round of Combat directly after the wielder has charged into combat. This bonus can only be applied to attacks directed against the charged enemies.
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Dragonfire Gem
The bearer gains Fireborn.
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Dragonfire Gem
The bearer gains Fireborn.
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Dragonscale Helm
Type: None (6+ Armour Save). The wearer gains Fireborn.
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Dragonscale Helm
Type: None (6+ Armour Save). The wearer gains Fireborn.
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Dusk Stone
The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
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Dusk Stone
The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
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Obsidian Sword
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
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Obsidian Sword
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
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Sword of Strength
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
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Sword of Strength
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
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Giant Sword
Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
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Giant Sword
Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
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Hero's Sword
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
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Hero's Sword
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
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Ogre Sword
Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
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Ogre Sword
Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
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Fencer's Swords
Type: Paired Weapons. The wielder has Weapon Skill 10.
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Fencer's Swords
Type: Paired Weapons. The wielder has Weapon Skill 10.
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Essence of a Free Mind
The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
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Essence of a Free Mind
The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
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Flaming Lance
Type: Lance. Attacks made with this weapon gain Flaming Attacks.
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Flaming Lance
Type: Lance. Attacks made with this weapon gain Flaming Attacks.
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Fleshrender
Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
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Fleshrender
Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
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Gem of Fortune
Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled, unless the hit was distributed onto a model with Towering Presence.
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Gem of Fortune
Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled, unless the hit was distributed onto a model with Towering Presence.
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Obsidian Rock
The bearer gains Magic Resistance (2).
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Obsidian Rock
The bearer gains Magic Resistance (2).
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Obsidian Nullstone
The bearer gains Magic Resistance (3).
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Obsidian Nullstone
The bearer gains Magic Resistance (3).
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Jack's Pickaxe
cannot be taken by models with Towering Presence.
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
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Jack's Pickaxe
cannot be taken by models with Towering Presence.
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
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King Slayer
Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
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King Slayer
Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
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Razor Blade
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
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Razor Blade
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
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Mace of Tristan
Type: Hand Weapon. Attacks made with this weapon count as having a Strength equal to the Toughness of the model they are attacking +1. If the Strength would be higher without this rule, ignore it. Whenever an enemy model suffers one or more hits from this weapon, roll a D6 at the end of the Initiative step for every hit. If one or more 4+ results are rolled, all Magical Weapons carried by the attacked models are reverted to its mundane type for the rest of the game.
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Mace of Tristan
Type: Hand Weapon. Attacks made with this weapon count as having a Strength equal to the Toughness of the model they are attacking +1. If the Strength would be higher without this rule, ignore it. Whenever an enemy model suffers one or more hits from this weapon, roll a D6 at the end of the Initiative step for every hit. If one or more 4+ results are rolled, all Magical Weapons carried by the attacked models are reverted to its mundane type for the rest of the game.
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Storm Clarion
One use only. This item may be activated at the start of any Player Turn. Enemy units cannot make Flying Movements during this player turn.
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Storm Clarion
One use only. This item may be activated at the start of any Player Turn. Enemy units cannot make Flying Movements during this player turn.
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Wafers of Penitence
Damsels only
Generate D3+1 Wafers before the battle, at the end of Deployment. When making a Dispel Attempt, after rolling Dispel Dice, the bearer may decide to use a single Wafer to add +1 modifier to the dispel roll (this is an exception to the Magic Modifiers rule). Once used, a Wafer cannot be used again.
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Wafers of Penitence
Damsels only
Generate D3+1 Wafers before the battle, at the end of Deployment. When making a Dispel Attempt, after rolling Dispel Dice, the bearer may decide to use a single Wafer to add +1 modifier to the dispel roll (this is an exception to the Magic Modifiers rule). Once used, a Wafer cannot be used again.
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Shielding Scroll
Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
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Shielding Scroll
Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
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Sprout of Rebirth
The bearer gains a Regeneration (4+).
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Sprout of Rebirth
The bearer gains a Regeneration (4+).
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Potion of Strength
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
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Potion of Strength
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
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Potion of Swiftness
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
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Potion of Swiftness
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
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Sceptre of Power
The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
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Sceptre of Power
The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
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Skull Splitter
Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
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Skull Splitter
Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
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Talisman of Shielding
The bearer gains a Ward Save (6+).
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Talisman of Shielding
The bearer gains a Ward Save (6+).
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Talisman of Greater Shielding
The bearer gains a Ward Save (5+).
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Talisman of Greater Shielding
The bearer gains a Ward Save (5+).
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Talisman of Supreme Shielding
The bearer gains a Ward Save (4+).
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Talisman of Supreme Shielding
The bearer gains a Ward Save (4+).
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Talisman of Roland
No unit may use the Stand and Shoot reaction when charged by the bearer’s unit. Furthermore, the bearer’s unit gains +1 to its Ward Save against any Ranged Attacks to a maximum of 4+. This cannot be used against Magical Attacks.
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Talisman of Roland
No unit may use the Stand and Shoot reaction when charged by the bearer’s unit. Furthermore, the bearer’s unit gains +1 to its Ward Save against any Ranged Attacks to a maximum of 4+. This cannot be used against Magical Attacks.
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PL | EN |
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Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
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Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
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Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
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Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
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Banner of Speed
The bearer's unit gains +1 Movement.
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Banner of Speed
The bearer's unit gains +1 Movement.
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Banner of the Last Charge
All mounts in the bearer’s unit gain Impact Hits (1).
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Banner of the Last Charge
All mounts in the bearer’s unit gain Impact Hits (1).
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Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
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Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
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War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
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War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
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Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
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Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
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Flaming Standard
The bearer's unit automatically passes all Panic Tests.
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Flaming Standard
The bearer's unit automatically passes all Panic Tests.
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Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
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Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
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Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
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Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
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The Oriflamme
The bearer gains Fear. Enemy units in base contact with the bearer’s unit may not benefit from Hold Your Ground.
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The Oriflamme
The bearer gains Fear. Enemy units in base contact with the bearer’s unit may not benefit from Hold Your Ground.
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