Beastmen

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Rules and Equipments used by the army

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Standard Bearer
Combat Resolution Bonus If a unit includes a standard bearer, it adds +1 to its combat result.
Standard Bearer
Combat Resolution Bonus If a unit includes a standard bearer, it adds +1 to its combat result.
Ambushers
A unit with the Ambushers rule can choose to not deploy at the start of the battle. Instead, from Turn 2 onwards, the controlling player rolls a dice at the start of their turn for each unit of their Ambushers that have yet to arrive. On a 1 or 2, the Ambushers have been delayed – roll for them again next turn. On a 3 or more, the unit of Ambushers arrives, and will enter the board during the Remaining Moves sub-phase. If the Ambushers do not turn up for the entire game, they are assumed to have got lost, and are treated as having fled the battle for the purposes of determining the victor. Arriving Ambushers enter the battlefield from any point on any battlefield edge, and move on using the rules for reinforcements. Note that a character may only join a unit deploying with Ambushers if they also have the same rule. In addition, for every Core unit that deploys as Ambushers in your army, you are required to include at least one other Core Unit that is not Expendable (described later in this chapter) and that does not deploy using the Ambushers rule (for more information, see the Choosing Your Army chapter).
Ambushers
A unit with the Ambushers rule can choose to not deploy at the start of the battle. Instead, from Turn 2 onwards, the controlling player rolls a dice at the start of their turn for each unit of their Ambushers that have yet to arrive. On a 1 or 2, the Ambushers have been delayed – roll for them again next turn. On a 3 or more, the unit of Ambushers arrives, and will enter the board during the Remaining Moves sub-phase. If the Ambushers do not turn up for the entire game, they are assumed to have got lost, and are treated as having fled the battle for the purposes of determining the victor. Arriving Ambushers enter the battlefield from any point on any battlefield edge, and move on using the rules for reinforcements. Note that a character may only join a unit deploying with Ambushers if they also have the same rule. In addition, for every Core unit that deploys as Ambushers in your army, you are required to include at least one other Core Unit that is not Expendable (described later in this chapter) and that does not deploy using the Ambushers rule (for more information, see the Choosing Your Army chapter).
Fear
A unit containing one or more Fear-causing models gains +1 to its Combat Resolution score. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution score is increased by +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with Fear involved in the same combat. If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus of their Fear-causing enemies is ignored for that unit.
Fear
A unit containing one or more Fear-causing models gains +1 to its Combat Resolution score. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution score is increased by +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with Fear involved in the same combat. If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus of their Fear-causing enemies is ignored for that unit.
Aura of Madness
Each enemy unit within 12" of one or more Jabberslythes at the beginning of the Beastmen Magic phase must take a LD test. For every point by which a unit fails its test, it suffers a wound with no armour saves allowed. This has no effect on units that are Immune to Psychology.
Aura of Madness
Each enemy unit within 12" of one or more Jabberslythes at the beginning of the Beastmen Magic phase must take a LD test. For every point by which a unit fails its test, it suffers a wound with no armour saves allowed. This has no effect on units that are Immune to Psychology.
Aura of Transmutation
Morghur cannot be harmed in any way by missile attacks or spells, unless the model which is the source of the attack is within 12" of him. Furthermore, at the beginning of each round of close combat, all enemy models in base contact take a S 3 hit with no armour save allowed.
Aura of Transmutation
Morghur cannot be harmed in any way by missile attacks or spells, unless the model which is the source of the attack is within 12" of him. Furthermore, at the beginning of each round of close combat, all enemy models in base contact take a S 3 hit with no armour save allowed.
Vanguard
After both sides have deployed all their other forces (including Scouts), but before the roll to see who gets the first turn is made, units containing only models with Vanguard can immediately make a move up to 6" (12" in case they move using Swiftstride) move regardless of their M value (they cannot march and are affected by terrain as normal). This cannot be used to move the Vanguard troops within 12" of the enemy. A Vanguard move does not count as moving for the purpose of shooting in the first turn. If both players' armies contain Vanguard troops, players should roll off. The players then alternate moving their Vanguard units one at a time, starting with the player who won the roll-off. Units that have made a Vanguard move cannot declare a charge in the first turn if their army goes first. This also includes charging in the Magic phase. If a character is deployed as part of a unit with Vanguard, that unit can still make its Vanguard move if the character in question has Vanguard or is a model on foot. Otherwise the character’s presence prevents the unit from using Vanguard.
Vanguard
After both sides have deployed all their other forces (including Scouts), but before the roll to see who gets the first turn is made, units containing only models with Vanguard can immediately make a move up to 6" (12" in case they move using Swiftstride) move regardless of their M value (they cannot march and are affected by terrain as normal). This cannot be used to move the Vanguard troops within 12" of the enemy. A Vanguard move does not count as moving for the purpose of shooting in the first turn. If both players' armies contain Vanguard troops, players should roll off. The players then alternate moving their Vanguard units one at a time, starting with the player who won the roll-off. Units that have made a Vanguard move cannot declare a charge in the first turn if their army goes first. This also includes charging in the Magic phase. If a character is deployed as part of a unit with Vanguard, that unit can still make its Vanguard move if the character in question has Vanguard or is a model on foot. Otherwise the character’s presence prevents the unit from using Vanguard.
Bagrar the Tamer
If Gorthor is mounted on a Chariot, he may re-roll all Fleeing and Pursuit distance rolls.
Bagrar the Tamer
If Gorthor is mounted on a Chariot, he may re-roll all Fleeing and Pursuit distance rolls.
Beastmen Ambush
Models with this rule have Ambushers, though this is lost if they have any kind of mount. In addition, they add +1 to any rolls to determine whether or not they enter the table when using Ambushers.
Beastmen Ambush
Models with this rule have Ambushers, though this is lost if they have any kind of mount. In addition, they add +1 to any rolls to determine whether or not they enter the table when using Ambushers.
Bestial Cunning
All units that deploy as Ambushers in the same army as Khazrak may choose to re-roll the dice to see when they enter play.
Bestial Cunning
All units that deploy as Ambushers in the same army as Khazrak may choose to re-roll the dice to see when they enter play.
Bloodgreed
If a model with Bloodgreed is on the winning side in a round of close combat it immediately gains Frenzy. If already Frenzied, then each time it is on the winning side of a round of close combat, the model gains an +1 Attack, up to a maximum of +3. These bonus Attacks are lost if the model loses its Frenzy. However, models with Bloodgreed cannot use Swiftstride when pursuing and overrunning.
Bloodgreed
If a model with Bloodgreed is on the winning side in a round of close combat it immediately gains Frenzy. If already Frenzied, then each time it is on the winning side of a round of close combat, the model gains an +1 Attack, up to a maximum of +3. These bonus Attacks are lost if the model loses its Frenzy. However, models with Bloodgreed cannot use Swiftstride when pursuing and overrunning.
Bloodrage
The Manticore gains Hatred.
Bloodrage
The Manticore gains Hatred.
Brass Body
Taurox has a 1+ armour save. However, if an attack rolls a '6' To Hit and then a '6' To Wound then Taurox will be slain outright if he fails his saving throw.
Brass Body
Taurox has a 1+ armour save. However, if an attack rolls a '6' To Hit and then a '6' To Wound then Taurox will be slain outright if he fails his saving throw.
Flammable
If a Flammable model is attacked with a Flaming Attack, all failed To Wound rolls made by the attackers may be re-rolled.
Flammable
If a Flammable model is attacked with a Flaming Attack, all failed To Wound rolls made by the attackers may be re-rolled.
Bruised and Bitter
Ungrol must deploy with a unit of Ungors, and may never leave it. Ungrol and his unit may re-roll failed Primal Fury tests when in combat against units from the Empire, Bretonnia and Beastmen army books. However, Ungrol's unit may not use the Army General's LD, and no other characters may join the unit.
Bruised and Bitter
Ungrol must deploy with a unit of Ungors, and may never leave it. Ungrol and his unit may re-roll failed Primal Fury tests when in combat against units from the Empire, Bretonnia and Beastmen army books. However, Ungrol's unit may not use the Army General's LD, and no other characters may join the unit.
Devastating Charge
The Models have +1 A during a turn in which they charge into combat. Unless otherwise noted, this only applies to rider in case of Cavalry or Monstrous Cavalry.
Devastating Charge
The Models have +1 A during a turn in which they charge into combat. Unless otherwise noted, this only applies to rider in case of Cavalry or Monstrous Cavalry.
Strength from Flesh
Each time a Ghorgon causes a Killing Blow with Swallow Whole, it regains 1 Wound that it has lost earlier in the battle.
Strength from Flesh
Each time a Ghorgon causes a Killing Blow with Swallow Whole, it regains 1 Wound that it has lost earlier in the battle.
Champion
"Follow Me!" A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios: • Attempting to March when within 8" of enemy units. • Attempting to Redirect a Charge. • Reforming from Defeat after losing a round of close combat. • Restraining from Pursuit
Champion
"Follow Me!" A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios: • Attempting to March when within 8" of enemy units. • Attempting to Redirect a Charge. • Reforming from Defeat after losing a round of close combat. • Restraining from Pursuit
Chaos Mutations
Roll a D6 at the start of the game to determine which mutation is the most prominent for the remainder of the game.
Chaos Mutations
Roll a D6 at the start of the game to determine which mutation is the most prominent for the remainder of the game.
Chaos Spawn
You may take 1-2 lone Chaos Spawn as a single Special choice.
Chaos Spawn
You may take 1-2 lone Chaos Spawn as a single Special choice.
Constant Wailing
Enemy units within 6" suffer -1 to their LD. This has no effect on units with Immunity (Psychology).
Constant Wailing
Enemy units within 6" suffer -1 to their LD. This has no effect on units with Immunity (Psychology).
Consuming Hatred
A Preyton has the Hatred special rule. Any wounds it suffers during close combat are included in its player's own Combat result score as well as that of their opponent's.
Consuming Hatred
A Preyton has the Hatred special rule. Any wounds it suffers during close combat are included in its player's own Combat result score as well as that of their opponent's.
Swiftstride
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result. When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6. Swiftstride M6 or lower Charging: M + 2D6 Failed Charge: 2D6 Fleeing/Pursuing: 2D6 Swiftstride M7 or more Charging: M + 3D6 (discard the lowest) Failed Charge: 3D6 (discard the lowest) Fleeing/Pursuing: 3D6 (discard the lowest)
Swiftstride
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result. When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6. Swiftstride M6 or lower Charging: M + 2D6 Failed Charge: 2D6 Fleeing/Pursuing: 2D6 Swiftstride M7 or more Charging: M + 3D6 (discard the lowest) Failed Charge: 3D6 (discard the lowest) Fleeing/Pursuing: 3D6 (discard the lowest)
Curse of the Famine-fiend
At the start of each of your turns, all enemy units within 18" of Slugtongue must pass D3 T tests or suffer a Wound which Ignores Armour Saves for every failed T test.
Curse of the Famine-fiend
At the start of each of your turns, all enemy units within 18" of Slugtongue must pass D3 T tests or suffer a Wound which Ignores Armour Saves for every failed T test.
Despoilers
Each enemy standard bearer that is removed as a result of a successful pursuit move or slain in combat by a unit of Bestigors adds +1 to their future Combat Resolution. If the unit flees for any reason, they will lose this bonus.
Despoilers
Each enemy standard bearer that is removed as a result of a successful pursuit move or slain in combat by a unit of Bestigors adds +1 to their future Combat Resolution. If the unit flees for any reason, they will lose this bonus.
Stubborn
If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted.
Stubborn
If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted.
Drunken
Roll a D6 for each Centigor unit at the beginning of each of their turns and consult the Drunken Table to see the effects of their rampant alcoholism until the start of their next turn.
Drunken
Roll a D6 for each Centigor unit at the beginning of each of their turns and consult the Drunken Table to see the effects of their rampant alcoholism until the start of their next turn.
Endless Malice
Should a Preyton be on the winning side of a close combat then in order to pursue its foe it must first pass a LD test. If this test is failed then it will not pursue and instead remains stationary. Enemy units within 12" and with line of sight to the Preyton must take a Panic test in the face of the beast's horrific display.
Endless Malice
Should a Preyton be on the winning side of a close combat then in order to pursue its foe it must first pass a LD test. If this test is failed then it will not pursue and instead remains stationary. Enemy units within 12" and with line of sight to the Preyton must take a Panic test in the face of the beast's horrific display.
Terror
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror). Run for Your Lives! If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test. If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
Terror
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror). Run for Your Lives! If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test. If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
Expendable
Models with this rule do not cause Panic to friendly units that are not Expendable themselves. Characters may not join a unit with this rule, unless specified. For every Core unit with Expendable rule in your army, you are required to include at least one other Core Unit without Expendable. For more information on this, see the Choosing Your Army chapter.
Expendable
Models with this rule do not cause Panic to friendly units that are not Expendable themselves. Characters may not join a unit with this rule, unless specified. For every Core unit with Expendable rule in your army, you are required to include at least one other Core Unit without Expendable. For more information on this, see the Choosing Your Army chapter.
Fall Over
A Giant must test to see whether it falls over if any of the following apply:  If it is beaten in close combat. Test once results are established but before taking a Break test.  If it is fleeing at the start of the Movement phase.  When it crosses an obstacle. Test when the obstacle is reached.  If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand. To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically. To determine in which direction the Giant falls, roll a scatter dice. Place the small template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by the falling Giant suffers 2D6 S 6 Hits that have Multiple Wounds (D3), though no single model may suffer more than 1 Hit – any excess Hits are ignored. If the unit is in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling Giant count towards the combat result. A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then this wound counts towards combat resolution. Once on the ground a Giant may get up in his following Movement phase, but may not move that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up.
Fall Over
A Giant must test to see whether it falls over if any of the following apply:  If it is beaten in close combat. Test once results are established but before taking a Break test.  If it is fleeing at the start of the Movement phase.  When it crosses an obstacle. Test when the obstacle is reached.  If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand. To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically. To determine in which direction the Giant falls, roll a scatter dice. Place the small template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by the falling Giant suffers 2D6 S 6 Hits that have Multiple Wounds (D3), though no single model may suffer more than 1 Hit – any excess Hits are ignored. If the unit is in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling Giant count towards the combat result. A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then this wound counts towards combat resolution. Once on the ground a Giant may get up in his following Movement phase, but may not move that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up.
Fast Cavalry
Vanguard Fast Cavalry automatically have Vanguard. Free Reform Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its Movement value. Fire & Flee A unit of Fast Cavalry armed with missile weapons can choose Fire & Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot (this also counts as moving and shooting). After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so. Feigned Flight A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal. Fire on the March Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies. Characters A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them. Armour Saves Units containing one or more models with an unmodified close combat armour save better than 4+ cannot use Fast Cavalry.
Fast Cavalry
Vanguard Fast Cavalry automatically have Vanguard. Free Reform Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its Movement value. Fire & Flee A unit of Fast Cavalry armed with missile weapons can choose Fire & Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot (this also counts as moving and shooting). After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so. Feigned Flight A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal. Fire on the March Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies. Characters A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them. Armour Saves Units containing one or more models with an unmodified close combat armour save better than 4+ cannot use Fast Cavalry.
Father of Beasts
Should Ghorros be killed, all Beastmen units in the army receive a +1 bonus to their LD when taking Primal Fury tests.
Father of Beasts
Should Ghorros be killed, all Beastmen units in the army receive a +1 bonus to their LD when taking Primal Fury tests.
Filth-Encrusted Scales
The Preyton gains Natual Armour (5+).
Filth-Encrusted Scales
The Preyton gains Natual Armour (5+).
Flailing Appendages
A Hag Tree counts as having no Flanks or Rear for the purposes of Combat Resolution.
Flailing Appendages
A Hag Tree counts as having no Flanks or Rear for the purposes of Combat Resolution.
Fly (10)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (10)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (5)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (5)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (8)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Fly (8)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard. Moving Flyers Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground. Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride. Flying March A unit that is flying can march as normal, doubling its flying move. Flee and Pursue Flyers always move on the ground when attempting to flee or pursue.
Forest Stalker
The Preyton gains Ambushers.
Forest Stalker
The Preyton gains Ambushers.
Frenzy
Frenzied troops gain +1 A and Immunity (Psychology). Berserk Rage A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction. If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy. A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by. Losing Frenzy Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.
Frenzy
Frenzied troops gain +1 A and Immunity (Psychology). Berserk Rage A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction. If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy. A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by. Losing Frenzy Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.
General
Inspiring Presence Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified. If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6". If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD. If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD. Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.
General
Inspiring Presence Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified. If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6". If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD. If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD. Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.
Ghostsight
When fighting enemy Wizards, models with any sort of magic item or magical attacks, Undead, or creatures with a ward save, the Cygor may re-roll any failed To Hit rolls.
Ghostsight
When fighting enemy Wizards, models with any sort of magic item or magical attacks, Undead, or creatures with a ward save, the Cygor may re-roll any failed To Hit rolls.
Giant Special Attacks
To determine what happens in each Close Combat phase, pick a unit in base contact with the Giant and roll a D6 on one of the tables. Which table you use depends on the size of the Giant's victim. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Man-sized Things Chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Big Things Chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.
Giant Special Attacks
To determine what happens in each Close Combat phase, pick a unit in base contact with the Giant and roll a D6 on one of the tables. Which table you use depends on the size of the Giant's victim. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Man-sized Things Chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Big Things Chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.
Immunity (Psychology)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal. Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take. Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology test).
Immunity (Psychology)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal. Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take. Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology test).
Immunity (Lightning Attacks)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
Immunity (Lightning Attacks)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (D3)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (D3)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (D3+1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (D3+1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (D6+2)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Impact Hits (D6+2)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model. Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted. Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Unbreakable
Models with this rule have Immunity (Psychology) and pass Break tests automatically. However, they may never choose Flee! as a charge reaction. Characters that are Unbreakable may only join units that are also Unbreakable, and characters that are not Unbreakable are not permitted to join units that are Unbreakable (even if a character is Unstable or was to become temporarily Unbreakable for some reason).
Unbreakable
Models with this rule have Immunity (Psychology) and pass Break tests automatically. However, they may never choose Flee! as a charge reaction. Characters that are Unbreakable may only join units that are also Unbreakable, and characters that are not Unbreakable are not permitted to join units that are Unbreakable (even if a character is Unstable or was to become temporarily Unbreakable for some reason).
Insane Bloodlust
The Preyton gains Frenzy.
Insane Bloodlust
The Preyton gains Frenzy.
Iron-hard Skin
The Manticore gains Natural Armour (4+).
Iron-hard Skin
The Manticore gains Natural Armour (4+).
Killing Blow
If a model with Killing Blow rolls a 6 to wound in close combat, they automatically slay their opponent – regardless of the number of wounds on the victim's profile. Armour saves and regeneration saves cannot be taken against a Killing Blow. Ward saves may be taken as normal. Killing Blow is only effective against Infantry, Cavalry and War beasts. Against other troop types, a successful Killing Blow only inflicts one Wound which Ignores Armour saves and Regeneration. Note that if a Killing Blow attack wounds automatically, then Killing Blow does not come into play. Unless otherwise specified, Killing Blow applies only to close combat attacks. For the purposes of combat resolution, successful Killing Blows score the same amount of Wounds as the slain model had remaining until the point of the Killing Blow was inflicted. Unless specified, Killing Blow only applies to the model's normal Close Combat attacks.
Killing Blow
If a model with Killing Blow rolls a 6 to wound in close combat, they automatically slay their opponent – regardless of the number of wounds on the victim's profile. Armour saves and regeneration saves cannot be taken against a Killing Blow. Ward saves may be taken as normal. Killing Blow is only effective against Infantry, Cavalry and War beasts. Against other troop types, a successful Killing Blow only inflicts one Wound which Ignores Armour saves and Regeneration. Note that if a Killing Blow attack wounds automatically, then Killing Blow does not come into play. Unless otherwise specified, Killing Blow applies only to close combat attacks. For the purposes of combat resolution, successful Killing Blows score the same amount of Wounds as the slain model had remaining until the point of the Killing Blow was inflicted. Unless specified, Killing Blow only applies to the model's normal Close Combat attacks.
Lash Tail
The Jabberslythe gains +1 A.
Lash Tail
The Jabberslythe gains +1 A.
Magic Resistance (2)
A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts. If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.
Magic Resistance (2)
A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts. If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.
Mark of Khorne
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos. The unit is subject to Frenzy.
Mark of Khorne
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos. The unit is subject to Frenzy.
Mark of Nurgle
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos. Models with this Mark add +1 to their T but suffer -2 to their I (to a minimum of 1).
Mark of Nurgle
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos. Models with this Mark add +1 to their T but suffer -2 to their I (to a minimum of 1).
Mark of Slaanesh
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos. The unit gains Immunity (Psychology) and Stubborn.
Mark of Slaanesh
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos. The unit gains Immunity (Psychology) and Stubborn.
Mark of Tzeentch
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos. Models with the Mark of Tzeentch have Magic Resistance (1) and Ward save (6+).
Mark of Tzeentch
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos. Models with the Mark of Tzeentch have Magic Resistance (1) and Ward save (6+).
Musician
"Stand Fast!" The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out. "Form on Me!" If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies. Swift Reform A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:  A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.  A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.  A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
Musician
"Stand Fast!" The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out. "Form on Me!" If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies. Swift Reform A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:  A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.  A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.  A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
Mutant Monstrosity
A Mutant Monstrosity has Natural Armour (5+).
Mutant Monstrosity
A Mutant Monstrosity has Natural Armour (5+).
Natural Armour (3+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
Natural Armour (3+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
Natural Armour (4+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
Natural Armour (4+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
Natural Armour (5+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
Natural Armour (5+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
Natural Armour (6+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
Natural Armour (6+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
Packmaster
All Warhounds in an army led by Khazrak have LD 6 and Ambushers.
Packmaster
All Warhounds in an army led by Khazrak have LD 6 and Ambushers.
Poisoned Attacks
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal. Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
Poisoned Attacks
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal. Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
Primal Fury
At the beginning of each round of close combat, each engaged unit with Primal Fury must take a LD test. If the test is passed, that unit gains Hatred until the end of the close combat phase. In addition, if the successful roll was a double, they also gain Frenzy until the end of the close combat phase.
Primal Fury
At the beginning of each round of close combat, each engaged unit with Primal Fury must take a LD test. If the test is passed, that unit gains Hatred until the end of the close combat phase. In addition, if the successful roll was a double, they also gain Frenzy until the end of the close combat phase.
Random Attacks (D6+1)
Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.
Random Attacks (D6+1)
Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.
Random Attacks (D6+2)
Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.
Random Attacks (D6+2)
Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.
Random Movement (2D6)
Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum. Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made. There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement. If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase. If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit. A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
Random Movement (2D6)
Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum. Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made. There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement. If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase. If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit. A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
Redmaw
If Redmaw the Chaos Warhound is included in your army he forms a unit with Khazrak, though they may both join other units as normal. If Khazrak is slain, Redmaw is subject to Hatred and Frenzy for the remainder of the game.
Redmaw
If Redmaw the Chaos Warhound is included in your army he forms a unit with Khazrak, though they may both join other units as normal. If Khazrak is slain, Redmaw is subject to Hatred and Frenzy for the remainder of the game.
Regeneration (4+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
Regeneration (4+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
Regenerative Snacking
For every model killed in close combat by the Hag Tree, roll a D6. On a 6, the Hag Tree regains one wound previously lost in battle.
Regenerative Snacking
For every model killed in close combat by the Hag Tree, roll a D6. On a 6, the Hag Tree regains one wound previously lost in battle.
Rending Fangs
The Manticore gains Armour Piercing (1).
Rending Fangs
The Manticore gains Armour Piercing (1).
Scion of the Dark Gods
At the start of each friendly Magic phase randomly generate a spell from the Lore of Death. Gorthor may use this spell during this Magic phase as a Bound Spell, with a Power Level equal to half the casting value of the spell, rounding up. Gorthor may not exchange the result for the Signature spell if he prefers.
Scion of the Dark Gods
At the start of each friendly Magic phase randomly generate a spell from the Lore of Death. Gorthor may use this spell during this Magic phase as a Bound Spell, with a Power Level equal to half the casting value of the spell, rounding up. Gorthor may not exchange the result for the Signature spell if he prefers.
Sinisterly Skulking
The Jabberslythe gains Ambushers.
Sinisterly Skulking
The Jabberslythe gains Ambushers.
Skirmishers
Skirmish Formation Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too. When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles. Skirmishers and Charging If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy. The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way. If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation. Vanguard Skirmishers have Vanguard. Free Reform A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value. Feigned Flight A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal. Remember that Feigned Flight does not apply to models with Fly. Fire on the March Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies. Light Troops All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn). Characters A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
Skirmishers
Skirmish Formation Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too. When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles. Skirmishers and Charging If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy. The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way. If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation. Vanguard Skirmishers have Vanguard. Free Reform A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value. Feigned Flight A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal. Remember that Feigned Flight does not apply to models with Fly. Fire on the March Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies. Light Troops All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn). Characters A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
Slaughterer's Call
Any unit accompanied by a frenzied Doombull or Gorebull is also subject to Frenzy.
Slaughterer's Call
Any unit accompanied by a frenzied Doombull or Gorebull is also subject to Frenzy.
Something Wicked this Way Comes
Enemy units within 6" of Malagor may not use their General's Inspiring Presence.
Something Wicked this Way Comes
Enemy units within 6" of Malagor may not use their General's Inspiring Presence.
Soul-eater
Enemy Wizards within 24" of one or more Cygors must take a LD test at the beginning of the Magic phase. If the test is failed, any spell the wizard fails to reach the attempted casting value of will result in a miscast.
Soul-eater
Enemy Wizards within 24" of one or more Cygors must take a LD test at the beginning of the Magic phase. If the test is failed, any spell the wizard fails to reach the attempted casting value of will result in a miscast.
Spawn of Khorne
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos. A Spawn of Khorne has +1 S.
Spawn of Khorne
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos. A Spawn of Khorne has +1 S.
Spawn of Nurgle
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos. A Spawn of Nurgle has Poisoned Attacks.
Spawn of Nurgle
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos. A Spawn of Nurgle has Poisoned Attacks.
Spawn of Slaanesh
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos. A Spawn of Slaanesh gain +2 to its I.
Spawn of Slaanesh
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos. A Spawn of Slaanesh gain +2 to its I.
Spawn of Tzeentch
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos. A Spawn of Tzeentch has a S 3 Breath Weapon that has Flaming Attacks.
Spawn of Tzeentch
A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos. A Spawn of Tzeentch has a S 3 Breath Weapon that has Flaming Attacks.
Spirit-essence of Chaos
At the beginning of your Magic phase, all units within 8" of Morghur must pass a LD test or suffer D6 S 4 Hits which Ignore Armour Saves. If one or more Wounds are inflicted, you may place a Chaos Spawn within 3" of the spot vacated, provided there is space, and you have the appropriate model available. When the Spawn appears it must be placed more than 1" away from other models.
Spirit-essence of Chaos
At the beginning of your Magic phase, all units within 8" of Morghur must pass a LD test or suffer D6 S 4 Hits which Ignore Armour Saves. If one or more Wounds are inflicted, you may place a Chaos Spawn within 3" of the spot vacated, provided there is space, and you have the appropriate model available. When the Spawn appears it must be placed more than 1" away from other models.
Spurting Bile-Blood
For every wound caused on a Jabberslythe in close combat, the attacking unit immediately suffers a randomised S 5 hit.
Spurting Bile-Blood
For every wound caused on a Jabberslythe in close combat, the attacking unit immediately suffers a randomised S 5 hit.
Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are randomised as Automatic Hits. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are randomised as Automatic Hits. Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
Strength Bonus (1)
Models with this rule gain a S bonus to all their close combat attacks (including Impact Hits and Stomps) equal to the number in the brackets in the first round of each new close combat they are involved in. Note that any attack made with a weapon that gives Strength Bonus only applies to attacks made with the weapon itself. This rule is cumulative with other sources of Strength Bonus.
Strength Bonus (1)
Models with this rule gain a S bonus to all their close combat attacks (including Impact Hits and Stomps) equal to the number in the brackets in the first round of each new close combat they are involved in. Note that any attack made with a weapon that gives Strength Bonus only applies to attacks made with the weapon itself. This rule is cumulative with other sources of Strength Bonus.
Strider (Forest)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
Strider (Forest)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
Stupidity
Provided that they are not engaged in close combat, a unit that contains one or more models with Stupidity must take a LD test at the start of its Movement phase. If the test is passed, the unit will act normally this turn. If the test is failed, it moves directly forwards using Random Movement (D6) in the Compulsory Movement sub-phase. The Stupid unit cannot take any further action that turn, so cannot declare charges or make a shooting attack. However, a unit that has failed a Stupidity test can still be forced to move, or perform any other action, by a spell, or other special rule/magic item. Until they pass the Stupidity test again, models that have failed their Stupidity test have Immunity (Psychology) and Random Movement (D6), except that they can only move directly forwards. They cannot choose to do a combat reform or choose any other charge reaction except Hold. In addition, Wizards cannot attempt to cast/dispel or channel power dice or dispel dice.
Stupidity
Provided that they are not engaged in close combat, a unit that contains one or more models with Stupidity must take a LD test at the start of its Movement phase. If the test is passed, the unit will act normally this turn. If the test is failed, it moves directly forwards using Random Movement (D6) in the Compulsory Movement sub-phase. The Stupid unit cannot take any further action that turn, so cannot declare charges or make a shooting attack. However, a unit that has failed a Stupidity test can still be forced to move, or perform any other action, by a spell, or other special rule/magic item. Until they pass the Stupidity test again, models that have failed their Stupidity test have Immunity (Psychology) and Random Movement (D6), except that they can only move directly forwards. They cannot choose to do a combat reform or choose any other charge reaction except Hold. In addition, Wizards cannot attempt to cast/dispel or channel power dice or dispel dice.
Swallow Whole
In addition to its normal attacks, the Ghorgon may make an additional special attack at an I of 1. This attack has Killing Blow, but To Wound rolls of a 4+ act as Killing Blow attacks, instead of just rolls of 6.
Swallow Whole
In addition to its normal attacks, the Ghorgon may make an additional special attack at an I of 1. This attack has Killing Blow, but To Wound rolls of a 4+ act as Killing Blow attacks, instead of just rolls of 6.
The Battle Standard Bearer
Unless specified otherwise, the model that carries the battle standard cannot be the General. Unlike normal standards, the battle standard is lost if the bearer is slain. If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal. Combat Resolution Bonus A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit. Hold your Ground! Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing. If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
The Battle Standard Bearer
Unless specified otherwise, the model that carries the battle standard cannot be the General. Unlike normal standards, the battle standard is lost if the bearer is slain. If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal. Combat Resolution Bonus A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit. Hold your Ground! Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing. If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
The Beast-Roar
All friendly Beastmen models within 12" of Morghur may re-roll failed Rally Tests.
The Beast-Roar
All friendly Beastmen models within 12" of Morghur may re-roll failed Rally Tests.
The Favoured of Chaos
Gorthor must be the Army General. Gorthor, and any unit he joins, may re-roll failed Psychology and Break tests.
The Favoured of Chaos
Gorthor must be the Army General. Gorthor, and any unit he joins, may re-roll failed Psychology and Break tests.
The Hordes of Morghur
A Beastmen army containing Morghur must re-roll all successful Unruly tests.
The Hordes of Morghur
A Beastmen army containing Morghur must re-roll all successful Unruly tests.
The Sons of Ghorros
Ghorros must be deployed with a unit of Centigors, and may not leave it. His Centigor unit is comprised of his most able sons and has +1 WS. Such is his kin's devotion that Ghorros can always use the 'Look Out, Sir!' rule, provided there is at least one other Centigor in his unit still alive.
The Sons of Ghorros
Ghorros must be deployed with a unit of Centigors, and may not leave it. His Centigor unit is comprised of his most able sons and has +1 WS. Such is his kin's devotion that Ghorros can always use the 'Look Out, Sir!' rule, provided there is at least one other Centigor in his unit still alive.
The Taint
If Morghur is within 12" of a forest, all enemy units even partially within that forest suffer -1 to their LD.
The Taint
If Morghur is within 12" of a forest, all enemy units even partially within that forest suffer -1 to their LD.
Thunderous Charge
A Razorgor has Strength Bonus (1) in turns when it charges.
Thunderous Charge
A Razorgor has Strength Bonus (1) in turns when it charges.
Troll Vomit
Instead of attacking normally, the whole unit can choose to vomit on the enemy. Each model inflicts one automatic S 5 hit with no Armour saves allowed.
Troll Vomit
Instead of attacking normally, the whole unit can choose to vomit on the enemy. Each model inflicts one automatic S 5 hit with no Armour saves allowed.
Unholy Power
For every spell Malagor casts that is not dispelled he gets a cumulative +1 on subsequent casting attempts for the rest of the Magic phase.
Unholy Power
For every spell Malagor casts that is not dispelled he gets a cumulative +1 on subsequent casting attempts for the rest of the Magic phase.
Unholy Zenith
At the beginning of the game, secretly roll a D3 and record the number. In the turn that corresponds to this number, Morrslieb is full. For the entire duration of that turn Moonclaw has a +2 bonus to his casting rolls. Furthermore, to represent his ability to call down a shower of warpstone meteors, he may make D3 shooting attacks resolved as if he were a stone thrower for that turn only (even if he moved or marched during the Movement phase). Any results of a misfire cause a single wound upon Moonclaw that cannot be saved by any means.
Unholy Zenith
At the beginning of the game, secretly roll a D3 and record the number. In the turn that corresponds to this number, Morrslieb is full. For the entire duration of that turn Moonclaw has a +2 bonus to his casting rolls. Furthermore, to represent his ability to call down a shower of warpstone meteors, he may make D3 shooting attacks resolved as if he were a stone thrower for that turn only (even if he moved or marched during the Movement phase). Any results of a misfire cause a single wound upon Moonclaw that cannot be saved by any means.
Unruly
All models with this follow the Berserk Rage rules from Frenzy. In addition, if they are forced to charge as a result of a failed Berserk Rage test, they may re-roll failed charge distance results.
Unruly
All models with this follow the Berserk Rage rules from Frenzy. In addition, if they are forced to charge as a result of a failed Berserk Rage test, they may re-roll failed charge distance results.
Venom Tail
The Manticore gains an additional Attack that has Poisoned Attacks.
Venom Tail
The Manticore gains an additional Attack that has Poisoned Attacks.
Ward Save (5+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source. Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves. Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save. Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
Ward Save (5+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source. Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves. Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save. Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
Wave of Insanity
Every enemy unit within 12" of Moonclaw must take a Stupidity test at the start of their turn.
Wave of Insanity
Every enemy unit within 12" of Moonclaw must take a Stupidity test at the start of their turn.

Magic Items usable by the army

PL EN

Magic Standards usable by the army

PL EN

Units od the army

PL EN
Beastlord
Beastlord
Great Bray-Shaman of Tzeentch
Great Bray-Shaman of Tzeentch
Great Bray-Shaman of Slaanesh
Great Bray-Shaman of Slaanesh
Great Bray-Shaman
Great Bray-Shaman
Bray-Shaman
Bray-Shaman
Bray-Shaman of Nurgle
Bray-Shaman of Nurgle
Bray-Shaman of Slaanesh
Bray-Shaman of Slaanesh
Bray-Shaman of Tzeentch
Bray-Shaman of Tzeentch
Great Bray-Shaman of Nurgle
Great Bray-Shaman of Nurgle
Tuskgor Chariot
Tuskgor Chariot
Doombull
Doombull
Tuskgor
Tuskgor
Razorgor Chariot
Razorgor Chariot
Ramhorn
Ramhorn
Malagor, the Dark Omen
Malagor, the Dark Omen
Ungrol Four-Horn
Ungrol Four-Horn
Molokh Slugtongue
Molokh Slugtongue
Moonclaw, Son of Moorslieb
Moonclaw, Son of Moorslieb
Ghorros Warhoof
Ghorros Warhoof
Gorthor, the Beastlord
Gorthor, the Beastlord
Khazrak One-Eye
Khazrak One-Eye
Taurox, the Brass Bull
Taurox, the Brass Bull
Morghur
Morghur
Razorgor
Razorgor
Bestigor
Bestigor
Special Characters
Special Characters
Gor
Gor
Bagrar
Bagrar
Bray-Shaman
Bray-Shaman
Great Bray-Shaman
Great Bray-Shaman
Bloodkine
Bloodkine
Minotaur
Minotaur
General
General
Gorebull
Gorebull
Wargor
Wargor
Special Characters
Special Characters
Gors
Gors
Ungors
Ungors
Mutants
Mutants
Chaos Warhounds
Chaos Warhounds
Ungor Raiders
Ungor Raiders
Bestigors
Bestigors
Minotaurs
Minotaurs
Centigors
Centigors
Harpies
Harpies
Chaos Trolls
Chaos Trolls
Cockatrice
Cockatrice
Preyton
Preyton
The Sons of Ghorros
The Sons of Ghorros
Chaos Spawn
Chaos Spawn
Dragon Ogres
Dragon Ogres
Dragon Ogre Shaggoth
Dragon Ogre Shaggoth
Ghorgon
Ghorgon
Cygor
Cygor
Jabberslythe
Jabberslythe
Chaos Giant
Chaos Giant
Hag Tree
Hag Tree
Manticore
Manticore