Ogre Kingdoms

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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.
Flaming Attacks
Models with Flaming Attacks cause Fear in War Beasts, Cavalry, Chariots and Flammable creatures. Any Panic test taken by any of these Troop Types from a Flaming Attack suffer -1 to their LD when taking the test. Unless otherwise stated, a model with this rule has both Flaming shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
Flaming Attacks
Models with Flaming Attacks cause Fear in War Beasts, Cavalry, Chariots and Flammable creatures. Any Panic test taken by any of these Troop Types from a Flaming Attack suffer -1 to their LD when taking the test. Unless otherwise stated, a model with this rule has both Flaming shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
Aura of Frost
Yhetees have Ice Attacks and Magical Attacks.
Aura of Frost
Yhetees have Ice Attacks and Magical Attacks.
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.
Avatar of the Firemouth
When Morg suffers an unsaved wound in close combat, enemy models in base contact suffer a S 4 Hit with Flaming Attacks. When Morg is slain, place the small template above him. All models underneath the template suffer a S 4 hit with Flaming Attacks.
Avatar of the Firemouth
When Morg suffers an unsaved wound in close combat, enemy models in base contact suffer a S 4 Hit with Flaming Attacks. When Morg is slain, place the small template above him. All models underneath the template suffer a S 4 hit with Flaming Attacks.
Bellower
For the purposes of the rules, an Ogre Bellower follows the rules for musicians.
Bellower
For the purposes of the rules, an Ogre Bellower follows the rules for musicians.
Beneath Contempt
Gnoblars have Expendable. In addition, even other Gnoblars treat them as being Expendable.
Beneath Contempt
Gnoblars have Expendable. In addition, even other Gnoblars treat them as being Expendable.
Bicker
Roll a D6 at the beginning of each of your turns for each unit with this special rule that is not in combat or fleeing and has a Unit Strength of 5 or more. If a unit rolls a 1 it may not move in the Movement phase or shoot in the Shooting phase this turn.
Bicker
Roll a D6 at the beginning of each of your turns for each unit with this special rule that is not in combat or fleeing and has a Unit Strength of 5 or more. If a unit rolls a 1 it may not move in the Movement phase or shoot in the Shooting phase this turn.
Blessing of the Great Maw
A Slaughtermaster with a Butcher's Cauldron receives a Ward save (4+) and receives +1 to Cast spells. In addition, he may add +6" to the range of any spell he attempts to cast.
Blessing of the Great Maw
A Slaughtermaster with a Butcher's Cauldron receives a Ward save (4+) and receives +1 to Cast spells. In addition, he may add +6" to the range of any spell he attempts to cast.
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.
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
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)
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.
Earth-shattering Charge
A Stonehorn has Impact Hits (D6). When a Stonehorn makes a successful charge, you may roll 2D6 when determining the number of Impact Hits, and choose the highest result.
Earth-shattering Charge
A Stonehorn has Impact Hits (D6). When a Stonehorn makes a successful charge, you may roll 2D6 when determining the number of Impact Hits, and choose the highest result.
Easy Come, Easy Go
At the start of a battle, before deployment, roll 2D6 and multiply the score by 10. You may equip Golgfag with magic items from the Warhammer Rulebook with a total points value that is equal to or less than the result. The normal restrictions on choosing magic items apply (so you can't take the same item twice in an army, or equip Golgfag with two items of the same type, etc.). The items chosen do not count against Golgfag's points value or the total points value of the army.
Easy Come, Easy Go
At the start of a battle, before deployment, roll 2D6 and multiply the score by 10. You may equip Golgfag with magic items from the Warhammer Rulebook with a total points value that is equal to or less than the result. The normal restrictions on choosing magic items apply (so you can't take the same item twice in an army, or equip Golgfag with two items of the same type, etc.). The items chosen do not count against Golgfag's points value or the total points value of the army.
Loner
Hunters cannot join any unit except a Sabretusk Pack or Cragbeasts, and can never be the General of an Ogre army.
Loner
Hunters cannot join any unit except a Sabretusk Pack or Cragbeasts, and can never be the General of an Ogre army.
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.
Everyone has their Price
At the start of each enemy turn (before any Stupidity tests are taken) you can nominate D3 enemy units that are within 18" of Greasus to have Stupidity for the remainder of the turn. This ability has no effect on units that have Immunity (Psychology).
Everyone has their Price
At the start of each enemy turn (before any Stupidity tests are taken) you can nominate D3 enemy units that are within 18" of Greasus to have Stupidity for the remainder of the turn. This ability has no effect on units that have Immunity (Psychology).
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.
Fire Breath
All Firebellies have a S 3 Breath Weapon with Flaming Attacks.
Fire Breath
All Firebellies have a S 3 Breath Weapon with Flaming Attacks.
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.
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.
Gnoblar Scraplauncher
A Gnoblar Scraplauncher has a Unit Strength of 11.
Gnoblar Scraplauncher
A Gnoblar Scraplauncher has a Unit Strength of 11.
Gnoblar Skewerslinger
A Gnoblar Skewerslinger has a Unit Strength of 9.
Gnoblar Skewerslinger
A Gnoblar Skewerslinger has a Unit Strength of 9.
Golgfag's Maneaters
If an army includes Golgfag's Maneaters, then Golgfag must set up with the unit, and may not leave it. No other character may join the unit.
Golgfag's Maneaters
If an army includes Golgfag's Maneaters, then Golgfag must set up with the unit, and may not leave it. No other character may join the unit.
Large Target (4)
Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.
Large Target (4)
Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.
Great Mawpot
A Slaughtermaster with a Great Mawpot gains Stubborn and will count as part of the crew (at Line of Sight value 2), and may never leave the unit.
Great Mawpot
A Slaughtermaster with a Great Mawpot gains Stubborn and will count as part of the crew (at Line of Sight value 2), and may never leave the unit.
Hoardmaster
Unless Greasus is fleeing, all friendly units within 18" of Greasus (including the Overtyrant himself), add +1 to their combat result scores.
Hoardmaster
Unless Greasus is fleeing, all friendly units within 18" of Greasus (including the Overtyrant himself), add +1 to their combat result scores.
Hunt-father
Jhared may re-roll failed To Hit and to Wound rolls of 1 when fighting War Beasts, Monstrous Beasts, Monstrous Cavalry and Monsters. In addition, he ignores Terror caused by Monsters.
Hunt-father
Jhared may re-roll failed To Hit and to Wound rolls of 1 when fighting War Beasts, Monstrous Beasts, Monstrous Cavalry and Monsters. In addition, he ignores Terror caused by Monsters.
Hunter
A Hunter with a mount loses Scouts.
Hunter
A Hunter with a mount loses Scouts.
Ice Attacks
Models with Ice Attacks cause all enemy models in base contact with them to be subject to Always Strikes Last. Spells or missile attacks that are Ice Attacks cause the enemy to be subject to Always Strikes Last until the start of your next turn if they are successfully cast or Hit. Models with Ice Attacks have Immunity (Ice Attacks). Unless otherwise stated, a model with this rule has Ice Attacks for both shooting and close combat, (though any spells cast by the model or special attacks are unaffected).
Ice Attacks
Models with Ice Attacks cause all enemy models in base contact with them to be subject to Always Strikes Last. Spells or missile attacks that are Ice Attacks cause the enemy to be subject to Always Strikes Last until the start of your next turn if they are successfully cast or Hit. Models with Ice Attacks have Immunity (Ice Attacks). Unless otherwise stated, a model with this rule has Ice Attacks for both shooting and close combat, (though any spells cast by the model or special attacks are unaffected).
Ice Breath
Rimespeakers have a S 3 Breath Weapon with Ice Attacks and Magical Attacks.
Ice Breath
Rimespeakers have a S 3 Breath Weapon with Ice Attacks and Magical Attacks.
Ice Mammoth
An Ice Mammoth has a Unit Strength of 16 (19 with an additional Ogre Beast Rider).
Ice Mammoth
An Ice Mammoth has a Unit Strength of 16 (19 with an additional Ogre Beast Rider).
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 (Flaming 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 (Flaming 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 (Ice 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 (Ice 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 (Poisoned 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 (Poisoned 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 (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 (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+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+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.
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).
Iron Rhinox
The Iron Rhinox has Natural Armour (4+), Frenzy and Impact Hits (D3+1), and a S 2 Breath Weapon with Armour Piercing (2).
Iron Rhinox
The Iron Rhinox has Natural Armour (4+), Frenzy and Impact Hits (D3+1), and a S 2 Breath Weapon with Armour Piercing (2).
Ironblaster
An Ironblaster has a Unit Strength of 8.
Ironblaster
An Ironblaster has a Unit Strength of 8.
Jhared the Red
If Jhared picks a mount, he loses Scouts.
Jhared the Red
If Jhared picks a mount, he loses Scouts.
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.
Large Target (10)
Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.
Large Target (10)
Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.
Large Target (6)
Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.
Large Target (6)
Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.
Look-out Gnoblar
Any character or champion in a unit with a Look-out Gnoblar benefits from the 'Look Out Sir!' as long as there are three rank and file models of the same troop type remaining in the unit.
Look-out Gnoblar
Any character or champion in a unit with a Look-out Gnoblar benefits from the 'Look Out Sir!' as long as there are three rank and file models of the same troop type remaining in the unit.
Loremaster (Lore of the Great Maw)
A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.
Loremaster (Lore of the Great Maw)
A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.
Luck-Gnoblar
An Ogre with a Luck-Gnoblar may re-roll a single Armour or Ward save, once per battle.
Luck-Gnoblar
An Ogre with a Luck-Gnoblar may re-roll a single Armour or Ward save, once per battle.
Mammoth Attacks
When the Ice Mammoth attacks, roll on the appropriate table to determine its action. If no suitable target is in base contact, roll again on the chart until you get another result. Roll on the Man-sized Things Chart table when fighting Swarms, Infantry, Cavalry or War Beasts. Roll on the Big Things Chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.
Mammoth Attacks
When the Ice Mammoth attacks, roll on the appropriate table to determine its action. If no suitable target is in base contact, roll again on the chart until you get another result. Roll on the Man-sized Things Chart table when fighting Swarms, Infantry, Cavalry or War Beasts. Roll on the Big Things Chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.
Model may only join Yhetees
A Yhetee Rimespeaker may only join units of Yhetees, and may never be the army's General.
Model may only join Yhetees
A Yhetee Rimespeaker may only join units of Yhetees, and may never be the army's General.
Mournfang
Models on a Mournfang have a Unit Strength of 6.
Mournfang
Models on a Mournfang have a Unit Strength of 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.
Name-Gnoblar
For each Name-Gnoblar an Ogre has, he can choose an additional Big Name.
Name-Gnoblar
For each Name-Gnoblar an Ogre has, he can choose an additional Big Name.
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.
Numbing Chill
Any enemy unit within 6" of a Thundertusk has Always Strikes Last. This has no effect on models with Immunity (Ice Attacks).
Numbing Chill
Any enemy unit within 6" of a Thundertusk has Always Strikes Last. This has no effect on models with Immunity (Ice Attacks).
Ogre Charge
Each monstrous infantry model on foot with Ogre Charge that successfully charges an enemy has Impact Hits (1). Models with Ogre Charge that are part of a unit with ranks add their current Rank Bonus to the S of the Impact Hits they inflict.
Ogre Charge
Each monstrous infantry model on foot with Ogre Charge that successfully charges an enemy has Impact Hits (1). Models with Ogre Charge that are part of a unit with ranks add their current Rank Bonus to the S of the Impact Hits they inflict.
One Butcher/Slaughtermaster must take the Lore of the Great Maw
If you field any Butchers/Slaughtermasters in your army, at least one of them must choose his spells from the Lore of the Great Maw.
One Butcher/Slaughtermaster must take the Lore of the Great Maw
If you field any Butchers/Slaughtermasters in your army, at least one of them must choose his spells from the Lore of the Great Maw.
Rhimespeaker's Call
Rimespeakers can channel power and dispel dice in the same manner as Level 1 Wizards. In addition, Rimespeakers know the three spells.
Rhimespeaker's Call
Rimespeakers can channel power and dispel dice in the same manner as Level 1 Wizards. In addition, Rimespeakers know the three spells.
Rhinox
Models on a Rhinox have a Unit Strength of 7.
Rhinox
Models on a Rhinox have a Unit Strength of 7.
Rhinox War Chariot
A Rhinox War Chariot has a Unit Strength of 7.
Rhinox War Chariot
A Rhinox War Chariot has a Unit Strength of 7.
Running with the Pack
If Jhared deploys as part of a Sabretusk pack, then both he and the pack have Vanguard. In addition, the entire unit may re-roll failed charge distances.
Running with the Pack
If Jhared deploys as part of a Sabretusk pack, then both he and the pack have Vanguard. In addition, the entire unit may re-roll failed charge distances.
Scale Terrain
Yhetees treat all undefended obstacles, cliffs, rocks, boulders, scree and woods as open ground. Note that they may still not end their Movement in Impassable Terrain.
Scale Terrain
Yhetees treat all undefended obstacles, cliffs, rocks, boulders, scree and woods as open ground. Note that they may still not end their Movement in Impassable Terrain.
Scalp-Gnoblar
One use only. A Butcher with a Scalp-Gnoblar may re-roll a single dice when attempting to cast a spell from the Lore of the Great Maw.
Scalp-Gnoblar
One use only. A Butcher with a Scalp-Gnoblar may re-roll a single dice when attempting to cast a spell from the Lore of the Great Maw.
Scouts
Before starting deployment, a unit with Scouts can choose to not deploy at the start of the battle. Scouts are set up after all other non-Scout units from both armies have been deployed, and do not count toward determining who finished deploying their army first. They can be set up either in their controlling player's deployment zone as normal, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first. Note that a character may only join a unit deploying with Scouts if they also have the same rule. If both players' armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
Scouts
Before starting deployment, a unit with Scouts can choose to not deploy at the start of the battle. Scouts are set up after all other non-Scout units from both armies have been deployed, and do not count toward determining who finished deploying their army first. They can be set up either in their controlling player's deployment zone as normal, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first. Note that a character may only join a unit deploying with Scouts if they also have the same rule. If both players' armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
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.
Slavelord
Braugh begins the game with 12 slaves, these must form up with Braugh placed in the centre of the unit. Braugh benefits from "Look Out, Sir!" as long as there are at least 5 slaves in the unit. He may not voluntarily leave the unit under any circumstances. In addition, as long as Braugh is alive, all slaves have Regeneration (5+).
Slavelord
Braugh begins the game with 12 slaves, these must form up with Braugh placed in the centre of the unit. Braugh benefits from "Look Out, Sir!" as long as there are at least 5 slaves in the unit. He may not voluntarily leave the unit under any circumstances. In addition, as long as Braugh is alive, all slaves have Regeneration (5+).
Slipshod
If the To Hit roll for a shooting attack made by a Skewerslinger is a 1 (before any modifiers are applied), then it misfires. Roll on the Scraplauncher Misfire table and apply the result to the Skewerslinger.
Slipshod
If the To Hit roll for a shooting attack made by a Skewerslinger is a 1 (before any modifiers are applied), then it misfires. Roll on the Scraplauncher Misfire table and apply the result to the Skewerslinger.
Smooth Ride
The riders of a this Monster does not count as Moving and Shooting.
Smooth Ride
The riders of a this Monster does not count as Moving and Shooting.
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.
Stone Skeleton
If an Attack with Multiple Wounds successfully wounds a Stonehorn, halve the number of Wounds inflicted (rounding up).
Stone Skeleton
If an Attack with Multiple Wounds successfully wounds a Stonehorn, halve the number of Wounds inflicted (rounding up).
Stonehorn
A Stonehorn has a Unit Strength of 9.
Stonehorn
A Stonehorn has a Unit Strength of 9.
Sword-Gnoblar
An Ogre with a Sword-Gnoblar benefits from one extra S 2 attack per close combat round, at the WS of the owning model.
Sword-Gnoblar
An Ogre with a Sword-Gnoblar benefits from one extra S 2 attack per close combat round, at the WS of the owning model.
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 First Butcher
Once per turn, Groth may re-roll a dice when casting a spell or when trying to dispel an enemy spell.
The First Butcher
Once per turn, Groth may re-roll a dice when casting a spell or when trying to dispel an enemy spell.
The Goldtooth Tribe
At least one units of Ironguts must be included in an army led by Greasus.
The Goldtooth Tribe
At least one units of Ironguts must be included in an army led by Greasus.
The Ironskin Tribe
If Ghark is the army's General, Leadbelchers count as a Core choice and Grimhorn Rhinox Riders count as a Special choice.
The Ironskin Tribe
If Ghark is the army's General, Leadbelchers count as a Core choice and Grimhorn Rhinox Riders count as a Special choice.
Their Master's Voice
Unit can not be joined by character models other than Hunters.
Their Master's Voice
Unit can not be joined by character models other than Hunters.
Thundertusk
A Thundertusk has a Unit Strength of 12.
Thundertusk
A Thundertusk has a Unit Strength of 12.
Tooth-Gnoblar
One use only. After attempting to cast a spell from the Lore of the Great Maw, a Butcher with a Tooth-Gnoblar may choose to sacrifice one to get +1 to his casting value.
Tooth-Gnoblar
One use only. After attempting to cast a spell from the Lore of the Great Maw, a Butcher with a Tooth-Gnoblar may choose to sacrifice one to get +1 to his casting value.
Trappers
Enemy units that successfully charge a unit of Gnoblar Trappers' front must take 1 Dangerous Terrain test for each Trapper in the unit as soon as the charge is completed, to represent the various traps set in front of the unit.
Trappers
Enemy units that successfully charge a unit of Gnoblar Trappers' front must take 1 Dangerous Terrain test for each Trapper in the unit as soon as the charge is completed, to represent the various traps set in front of the unit.
Volley of Cannonballs
When rolling to determine the bounce distance for a cannon of the Sky-titans, roll the artillery dice twice and use the highest roll. The cannonballs will fail to bounce only if both dice roll a misfire result. If a misfire is rolled on the first artillery dice, roll a D6 and consult the Ironblaster Misfire Table.
Volley of Cannonballs
When rolling to determine the bounce distance for a cannon of the Sky-titans, roll the artillery dice twice and use the highest roll. The cannonballs will fail to bounce only if both dice roll a misfire result. If a misfire is rolled on the first artillery dice, roll a D6 and consult the Ironblaster Misfire Table.

Magic Items usable by the army

PL EN

Magic Standards usable by the army

PL EN

Units od the army

PL EN
Tyrant
Tyrant
Slaughtermaster
Slaughtermaster
Mournfang
Mournfang
Rhinox
Rhinox
Rhinox War Chariot
Rhinox War Chariot
Stonehorn
Stonehorn
Thundertusk
Thundertusk
Gnoblar Scrapper
Gnoblar Scrapper
Ogre Beast Rider
Ogre Beast Rider
Rhinox Rider
Rhinox Rider
Thunderlord
Thunderlord
Leadbelcher
Leadbelcher
Thunderfist
Thunderfist
Irongut
Irongut
Gutlord
Gutlord
Skrag the Slaughterer
Skrag the Slaughterer
Jhared the Red
Jhared the Red
Golgfag Maneater
Golgfag Maneater
Braugh Slavelord
Braugh Slavelord
Bragg the Gutsman
Bragg the Gutsman
Morg Magmaborn
Morg Magmaborn
Greasus Goldtooth
Greasus Goldtooth
Groth Onefinger
Groth Onefinger
Ghark Ironskin
Ghark Ironskin
Special Characters
Special Characters
Maneater
Maneater
Maneater Captain
Maneater Captain
Ogre
Ogre
General
General
Butcher
Butcher
Hunter
Hunter
Firebelly
Firebelly
Yhetee Rimespeaker
Yhetee Rimespeaker
Bruiser
Bruiser
Special Characters
Special Characters
Gnoblar Fighters
Gnoblar Fighters
Ogre Bulls
Ogre Bulls
Mournfang Cavalry
Mournfang Cavalry
Sabretusk Pack
Sabretusk Pack
Cragbeasts
Cragbeasts
Yhetees
Yhetees
Gorger
Gorger
Gnoblar Trappers
Gnoblar Trappers
Gnoblar Scraplauncher
Gnoblar Scraplauncher
Gnoblar Skewerslinger
Gnoblar Skewerslinger
Ironblaster
Ironblaster
Slavegiant
Slavegiant
Ice Mammoth
Ice Mammoth