Correspondence of translations with another language
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Abyssal Howl
The mournful wail of a Kharibdyss echoes across the battlefield and saps the courage of the enemy.
Whilst within 6" of this model, enemy units suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
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Abyssal Howl
The mournful wail of a Kharibdyss echoes across the battlefield and saps the courage of the enemy.
Whilst within 6" of this model, enemy units suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
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Fear
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Fear
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Hand Weapon
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Hand Weapon
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Light armour
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Light armour
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Heavy armour
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Heavy armour
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Throwing Weapons
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Throwing Weapons
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Armour Bane
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Armour Bane
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Armoured Hide
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Armoured Hide
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Full plate armour
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Full plate armour
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Stomp Attacks
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Stomp Attacks
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Poisoned Attacks
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Poisoned Attacks
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Impact Hits
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Impact Hits
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Shield
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Shield
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Fast Cavalry
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Fast Cavalry
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Cavalry Spear
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Cavalry Spear
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Cavernous Maw
R S AP Special Rules
Cavernous maw Combat S -2 Armour Bane (1), Killing Blow
Notes: In combat, this model must make one of its attacks each turn with this weapon
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Cavernous Maw
R S AP Special Rules
Cavernous maw Combat S -2 Armour Bane (1), Killing Blow
Notes: In combat, this model must make one of its attacks each turn with this weapon
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Claws And Teeth
counts as a hand weapon
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Claws And Teeth
counts as a hand weapon
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Close Order
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Close Order
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Counter Charge
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Counter Charge
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Cursed Coven
Devoted servants of the Ruinous Powers, the Warlock covens of Hag Graef practise powerful sorcery.
A unit of Doomfire Warlocks knows a single spell (chosen by their controlling player before armies are deployed) from either the Dark Magic or Daemonology Lore of Magic. The unit may cast this spell as a Bound spell:
• If the unit has a Unit Strength of 10 or more and includes a Master, it may cast this Bound spell with a Power Level of 2.
• If the unit includes a Master, but has a Unit Strength of 9 or less, it may cast this Bound spell with a Power Level of 1.
• Otherwise, the unit may cast this Bound spell with a Power Level of 0.
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Cursed Coven
Devoted servants of the Ruinous Powers, the Warlock covens of Hag Graef practise powerful sorcery.
A unit of Doomfire Warlocks knows a single spell (chosen by their controlling player before armies are deployed) from either the Dark Magic or Daemonology Lore of Magic. The unit may cast this spell as a Bound spell:
• If the unit has a Unit Strength of 10 or more and includes a Master, it may cast this Bound spell with a Power Level of 2.
• If the unit includes a Master, but has a Unit Strength of 9 or less, it may cast this Bound spell with a Power Level of 1.
• Otherwise, the unit may cast this Bound spell with a Power Level of 0.
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Dance Of Death
Sisters of Slaughter weave through the enemy’s defences, plunging deep into their ranks.
If this unit makes a successful charge move (i.e., if the unit makes contact with the charge target), the charge target suffers a -1 modifier to its Maximum Rank Bonus until the end of the Combat phase of that turn.
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Dance Of Death
Sisters of Slaughter weave through the enemy’s defences, plunging deep into their ranks.
If this unit makes a successful charge move (i.e., if the unit makes contact with the charge target), the charge target suffers a -1 modifier to its Maximum Rank Bonus until the end of the Combat phase of that turn.
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Dark Runes
Infernal runes crawl across the skin of a Doomfire Warlock, blazing with an unholy fire when death draws near.
This unit has a 5+ Ward save against any wounds suffered that were caused by a nonmagical enemy attack.
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Dark Runes
Infernal runes crawl across the skin of a Doomfire Warlock, blazing with an unholy fire when death draws near.
This unit has a 5+ Ward save against any wounds suffered that were caused by a nonmagical enemy attack.
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Stubborn
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Stubborn
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Draconic Scales
counts as full plate armour
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Draconic Scales
counts as full plate armour
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Dragged Along
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Dragged Along
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Dread Halberd
R S AP Special Rules
Dread halberd Combat S+1 -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands
Notes: A model wielding a dread halberd cannot make a supporting attack during a turn in which it charged.
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Dread Halberd
R S AP Special Rules
Dread halberd Combat S+1 -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands
Notes: A model wielding a dread halberd cannot make a supporting attack during a turn in which it charged.
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Scouts
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Scouts
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Elven Reflexes
Elves possess phenomenal speed and grace, striking at their enemies faster than the eye can see.
A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat.
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Elven Reflexes
Elves possess phenomenal speed and grace, striking at their enemies faster than the eye can see.
A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat.
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Terror
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Terror
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Evasive
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Evasive
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Eternal Hatred
The Dark Elves believe they have been wronged greatly by their enemies over and over again, and the hatred they harbour has grown to become an all-consuming passion.
Against High Elves, this model’s Hatred applies in every round of close combat, not just the first.
Note that this special rule does not apply to this model’s mount (should it have one).
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Eternal Hatred
The Dark Elves believe they have been wronged greatly by their enemies over and over again, and the hatred they harbour has grown to become an all-consuming passion.
Against High Elves, this model’s Hatred applies in every round of close combat, not just the first.
Note that this special rule does not apply to this model’s mount (should it have one).
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Extra Attacks
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Extra Attacks
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Swiftstride
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Swiftstride
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Fiery Breath
R S AP Special Rules
Fiery breath N/A * -1 Breath Weapon, Flaming Attacks
Notes: The Strength characteristic of this weapon is equal to this model’s remaining Wounds.
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Fiery Breath
R S AP Special Rules
Fiery breath N/A * -1 Breath Weapon, Flaming Attacks
Notes: The Strength characteristic of this weapon is equal to this model’s remaining Wounds.
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First Charge
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First Charge
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Fly
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Fly
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Strike First
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Strike First
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Frenzy
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Frenzy
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Goad Beast
The Beastmasters of Clar Karond excel at goading their charges to violence, none more so than the High Beastmasters.
During the Command sub-phase of their turn, this character may goad a single friendly model whose troop type is ‘monster’ and that is within their Command range (including their own mount). Until the end of this turn, that model gains a +D3 modifier to its Attacks characteristic (to a maximum of 10).
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Goad Beast
The Beastmasters of Clar Karond excel at goading their charges to violence, none more so than the High Beastmasters.
During the Command sub-phase of their turn, this character may goad a single friendly model whose troop type is ‘monster’ and that is within their Command range (including their own mount). Until the end of this turn, that model gains a +D3 modifier to its Attacks characteristic (to a maximum of 10).
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Large Target
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Large Target
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Hatred
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Hatred
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Har Ganeth Greatsword
R S AP Special Rules
Har Ganeth greatsword Combat S+2 -1 Cleaving Blow, Requires Two Hands
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Har Ganeth Greatsword
R S AP Special Rules
Har Ganeth greatsword Combat S+2 -1 Cleaving Blow, Requires Two Hands
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Hekarti’s Blessing
Dark Elf Sorceresses make devotions to Hekarti, the Hydra Queen and Elven goddess of conjurations.
Once per game, a model with this special rule may re-roll a single failed Casting roll.
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Hekarti’s Blessing
Dark Elf Sorceresses make devotions to Hekarti, the Hydra Queen and Elven goddess of conjurations.
Once per game, a model with this special rule may re-roll a single failed Casting roll.
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Hidden
Khainite Assassins hide amongst the ranks of Dark Elf infantry, revealing themselves only to strike at the enemy.
Khainite Assassins are not placed on the battlefield at the start of the game. Instead, they are ‘hidden’ within a friendly Dark Elf unit whose troop type is ‘infantry’ and that has a Unit Strength of ten or more (excluding Harpies). Make a note of which unit each Assassin is hiding within. A hidden Assassin may be revealed during any Start of Turn sub-phase or at the start of any Combat phase. Position the revealed Assassin as you would a character that has joined the unit.
If a unit in which a Khainite Assassin is hiding is destroyed or flees the battlefield before the Assassin is revealed, the Assassin is removed as a casualty. A Khainite Assassin cannot be your army General.
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Hidden
Khainite Assassins hide amongst the ranks of Dark Elf infantry, revealing themselves only to strike at the enemy.
Khainite Assassins are not placed on the battlefield at the start of the game. Instead, they are ‘hidden’ within a friendly Dark Elf unit whose troop type is ‘infantry’ and that has a Unit Strength of ten or more (excluding Harpies). Make a note of which unit each Assassin is hiding within. A hidden Assassin may be revealed during any Start of Turn sub-phase or at the start of any Combat phase. Position the revealed Assassin as you would a character that has joined the unit.
If a unit in which a Khainite Assassin is hiding is destroyed or flees the battlefield before the Assassin is revealed, the Assassin is removed as a casualty. A Khainite Assassin cannot be your army General.
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Hooves
counts as a hand weapon
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Hooves
counts as a hand weapon
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Horde
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Horde
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Immune To Psychology
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Immune To Psychology
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Impetuous
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Impetuous
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Lance
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Lance
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Lash & Buckler
R S AP Special Rules
Lash & buckler Combat S -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands
Notes: A model equipped with a lash & buckler improves its armour value by 1.
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Lash & Buckler
R S AP Special Rules
Lash & buckler Combat S -1 Armour Bane (1), Fight in Extra Rank, Requires Two Hands
Notes: A model equipped with a lash & buckler improves its armour value by 1.
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Loner
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Loner
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Lore Of Naggaroth
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Lore Of Naggaroth
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Magic Resistance
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Magic Resistance
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Martial Prowess
Elven soldiers spend many hours perfecting their battlefield drill, masterfully wielding their long spears with a skill and grace absent from the ranks of their enemies.
A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
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Martial Prowess
Elven soldiers spend many hours perfecting their battlefield drill, masterfully wielding their long spears with a skill and grace absent from the ranks of their enemies.
A unit with this special rule can make supporting attacks to its flank or rear, as well as to its front.
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Monster Handlers
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Monster Handlers
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Move Through Cover
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Move Through Cover
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Murderous
Trained in the arts of murder from a young age, devotees of Khaine are deadly killers able to strike mortal wounds upon even the most resilient of foes.
When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Wound of a natural 1.
Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
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Murderous
Trained in the arts of murder from a young age, devotees of Khaine are deadly killers able to strike mortal wounds upon even the most resilient of foes.
When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Wound of a natural 1.
Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
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Noxious Breath
R S AP Special Rules
Noxious breath N/A 4 N/A Breath Weapon
Notes: Until your next Start of Turn sub-phase, every model in a unit that suffers one or more unsaved wounds from this weapon suffers a -1 modifier to its Weapon Skill characteristic (to a minimum of 1). No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
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Noxious Breath
R S AP Special Rules
Noxious breath N/A 4 N/A Breath Weapon
Notes: Until your next Start of Turn sub-phase, every model in a unit that suffers one or more unsaved wounds from this weapon suffers a -1 modifier to its Weapon Skill characteristic (to a minimum of 1). No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
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Open Order
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Open Order
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Scaly Skin
counts as Heavy armour
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Scaly Skin
counts as Heavy armour
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Petrifying Gaze
R S AP Special Rules
Petrifying gaze 18" 2 N/A Magical Attacks, Multiple Wounds (D3)
Notes: When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
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Petrifying Gaze
R S AP Special Rules
Petrifying gaze 18" 2 N/A Magical Attacks, Multiple Wounds (D3)
Notes: When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
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Ravager Harpoon
R S AP Special Rules
Ravager harpoon 24" 6 -3 Cumbersome, Multiple Wounds (D3), Ponderous
Notes: During the Shooting phase, one of the Beastmaster Crew may fire this weapon instead of their repeater crossbow.
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Ravager Harpoon
R S AP Special Rules
Ravager harpoon 24" 6 -3 Cumbersome, Multiple Wounds (D3), Ponderous
Notes: During the Shooting phase, one of the Beastmaster Crew may fire this weapon instead of their repeater crossbow.
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Regeneration
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Regeneration
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Repeater Bolt Thrower
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Repeater Bolt Thrower
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Repeater crossbow
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Repeater crossbow
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Sea Dragon Cloak
The pelt of a Sea Dragon is worn by Dark Elf pirates and corsairs, both as a mark of their rank and as armour against the missiles of the foe.
A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks.
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Sea Dragon Cloak
The pelt of a Sea Dragon is worn by Dark Elf pirates and corsairs, both as a mark of their rank and as armour against the missiles of the foe.
A model with this special rule improves its armour value by 1 (to a maximum of 2+) against non-magical shooting attacks.
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Serrated Maw
R S AP Special Rules
Serrated maw Combat S - Armour Bane (2), Multiple Wounds (2)
Notes: In combat, this model must make one of its attacks each turn with this weapon.
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Serrated Maw
R S AP Special Rules
Serrated maw Combat S - Armour Bane (2), Multiple Wounds (2)
Notes: In combat, this model must make one of its attacks each turn with this weapon.
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Skirmishers
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Skirmishers
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Wizard
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Wizard
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Stony Stare
Where the creature’s gaze falls, its enemies turn painfully to stone.
At the start of each Combat phase, enemy models in base contact with this model must make an Initiative test. If this test is failed, they suffer D3 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
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Stony Stare
Where the creature’s gaze falls, its enemies turn painfully to stone.
At the start of each Combat phase, enemy models in base contact with this model must make an Initiative test. If this test is failed, they suffer D3 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
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Stupidity
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Stupidity
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Two Hand Weapons
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Two Hand Weapons
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Veteran
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Veteran
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Whip
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Whip
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Wilful Beast
Some monsters can never truly be tamed by a rider and, during the heat of battle, can be prone to giving in to their wild and frenzied nature.
During the Start of Turn sub-phase of each of their turns, this model must make a Leadership test (using its own unmodified Leadership). If this test is passed, the rider is able to keep control of their mount. If, however, this test is failed, the rider has lost control and their mount becomes subject to the Frenzy special rule until their next Start of Turn sub-phase.
Note that the rider does not gain a +1 modifier to their Attacks characteristic.
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Wilful Beast
Some monsters can never truly be tamed by a rider and, during the heat of battle, can be prone to giving in to their wild and frenzied nature.
During the Start of Turn sub-phase of each of their turns, this model must make a Leadership test (using its own unmodified Leadership). If this test is passed, the rider is able to keep control of their mount. If, however, this test is failed, the rider has lost control and their mount becomes subject to the Frenzy special rule until their next Start of Turn sub-phase.
Note that the rider does not gain a +1 modifier to their Attacks characteristic.
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Writhing Tentacles
R S AP Special Rules
Writhing tentacles Combat S -2 Poisoned Attacks
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Writhing Tentacles
R S AP Special Rules
Writhing tentacles Combat S -2 Poisoned Attacks
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Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master.
The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
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Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master.
The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
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Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm.
The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
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Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm.
The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
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Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens.
The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
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Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens.
The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
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Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe.
The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
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Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe.
The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
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Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark.
May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
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Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark.
May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
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Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle.
R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
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Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle.
R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
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Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease.
R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
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Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease.
R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
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Black Dragon Egg
When a Black Dragon egg is eaten, the properties of the Dragon are temporarily passed on.
Single use. During the Command sub-phase of their turn, the bearer of a Black Dragon Egg can consume it. Until the end of that turn, the model has a Toughness characteristic of 6 (which cannot be improved further) and gains noxious breath (see page 18).
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Black Dragon Egg
When a Black Dragon egg is eaten, the properties of the Dragon are temporarily passed on.
Single use. During the Command sub-phase of their turn, the bearer of a Black Dragon Egg can consume it. Until the end of that turn, the model has a Toughness characteristic of 6 (which cannot be improved further) and gains noxious breath (see page 18).
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Black Staf
A Black Staff is the talisman of the High Mistresses of the Convent of Sorceresses.
The bearer of the Black Staff may use it when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
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Black Staf
A Black Staff is the talisman of the High Mistresses of the Convent of Sorceresses.
The bearer of the Black Staff may use it when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
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Blood Armour
When anointed with the blood of the foe, this armour becomes ever more endurable.
The Blood Armour is a suit of armour that gives its wearer an armour value of 5+. For each unsaved wound the wearer inflicts, this armour value is improved by 1, to a maximum of 2+.
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Blood Armour
When anointed with the blood of the foe, this armour becomes ever more endurable.
The Blood Armour is a suit of armour that gives its wearer an armour value of 5+. For each unsaved wound the wearer inflicts, this armour value is improved by 1, to a maximum of 2+.
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Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame.
R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
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Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame.
R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
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Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long.
The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
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Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long.
The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
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Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates.
The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
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Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates.
The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
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Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll.
Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
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Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll.
Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
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Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters.
R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
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Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters.
R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
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Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening.
R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
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Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening.
R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
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Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth.
Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
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Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth.
Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
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Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again.
The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
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Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again.
The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
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Executioner’s Axe
A single blow from this huge, black-bladed weapon can cut any opponent in half.
R S AP Special Rules
Executioner’s Axe Combat S -2 Killing Blow, Magical Attacks, Strike Last
Notes: When making a roll To Wound for a hit caused with the Executioner’s Axe, a roll of 2+ is always a success, regardless of the target’s Toughness.
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Executioner’s Axe
A single blow from this huge, black-bladed weapon can cut any opponent in half.
R S AP Special Rules
Executioner’s Axe Combat S -2 Killing Blow, Magical Attacks, Strike Last
Notes: When making a roll To Wound for a hit caused with the Executioner’s Axe, a roll of 2+ is always a success, regardless of the target’s Toughness.
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Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard.
Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
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Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard.
Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
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Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
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Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
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Focus Familiar
The Wizard channels their spells through the eyes of an arcane homunculus.
Single use. The owner of a Focus Familiar may use it when they attempt to cast a spell. Place a marker (such as a Familiar model) completely within 12" of the owner. The range and all effects of the spell are measured from this marker, rather than from the owner. If the spell requires a line of sight, this is determined from the marker (which has a 360° vision arc).
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Focus Familiar
The Wizard channels their spells through the eyes of an arcane homunculus.
Single use. The owner of a Focus Familiar may use it when they attempt to cast a spell. Place a marker (such as a Familiar model) completely within 12" of the owner. The range and all effects of the spell are measured from this marker, rather than from the owner. If the spell requires a line of sight, this is determined from the marker (which has a 360° vision arc).
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Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon.
R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
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Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon.
R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
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Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal.
The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
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Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal.
The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
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Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims.
R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
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Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims.
R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
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Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not.
Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
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Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not.
Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
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Hydra’s Tooth
Fangs are taken from the maw of a slain Hydra and crafted into deadly throwing weapons.
A Hydra’s Tooth is a missile weapon with the following profile:
R S AP Special Rules
9" S -3 Magical Attacks, Move & Shoot, Quick Shot
Notes: This weapon can target a specific model within the target unit, such as a champion or a character
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Hydra’s Tooth
Fangs are taken from the maw of a slain Hydra and crafted into deadly throwing weapons.
A Hydra’s Tooth is a missile weapon with the following profile:
R S AP Special Rules
9" S -3 Magical Attacks, Move & Shoot, Quick Shot
Notes: This weapon can target a specific model within the target unit, such as a champion or a character
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Lifetaker
Finely fashioned from blackest steel, Lifetaker fires bolts dipped in the venom of a Black Dragon.
R S AP Special Rules
Lifetaker 24" 3 -1 Armour Bane (1), Magical Attacks, Multiple Shots (D3+1), Poisoned Attacks
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Lifetaker
Finely fashioned from blackest steel, Lifetaker fires bolts dipped in the venom of a Black Dragon.
R S AP Special Rules
Lifetaker 24" 3 -1 Armour Bane (1), Magical Attacks, Multiple Shots (D3+1), Poisoned Attacks
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Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies.
The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
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Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies.
The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
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Luckstone
Can luck be trapped within a dull stone pendant? Possibly.
Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
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Luckstone
Can luck be trapped within a dull stone pendant? Possibly.
Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
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Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence.
A model may purchase up to three Obsidian Lodestones.
A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
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Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence.
A model may purchase up to three Obsidian Lodestones.
A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
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Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon.
R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
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Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon.
R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
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Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism.
Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
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Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism.
Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
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Pearl Of Infinite Bleakness
Swirled with red and black veins, this magical pearl emits a soul-numbing aura.
The bearer of the Pearl of Infinite Bleakness and any unit they have joined gains the Immune to Psychology special rule.
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Pearl Of Infinite Bleakness
Swirled with red and black veins, this magical pearl emits a soul-numbing aura.
The bearer of the Pearl of Infinite Bleakness and any unit they have joined gains the Immune to Psychology special rule.
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Pendant Of Khaeleth
The protection offered by this amulet grows to match the power of an enemy’s attack.
The Pendant of Khaeleth gives its bearer a 5+ Ward save against any wounds suffered that were caused by an attack with a Strength of 4 or lower, and a 4+ Ward save against any wounds suffered that were caused by an attack with a Strength of 5 or higher.
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Pendant Of Khaeleth
The protection offered by this amulet grows to match the power of an enemy’s attack.
The Pendant of Khaeleth gives its bearer a 5+ Ward save against any wounds suffered that were caused by an attack with a Strength of 4 or lower, and a 4+ Ward save against any wounds suffered that were caused by an attack with a Strength of 5 or higher.
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Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
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Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
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Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
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Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
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Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
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Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
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Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
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Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
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Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power.
Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
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Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power.
Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
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Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes.
The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
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Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes.
The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
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Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog.
Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army.
On a roll of 4+, the Wizard returns to normal (but retains a love of water).
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Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog.
Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army.
On a roll of 4+, the Wizard returns to normal (but retains a love of water).
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Shield Of Ghrond
The Daemon-faced Shield of Ghrond consumes the strength of the enemy’s attacks
The Shield of Ghrond is a shield. In addition, all attacks directed against its bearer suffer a -1 modifier to their Strength characteristic.
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Shield Of Ghrond
The Daemon-faced Shield of Ghrond consumes the strength of the enemy’s attacks
The Shield of Ghrond is a shield. In addition, all attacks directed against its bearer suffer a -1 modifier to their Strength characteristic.
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Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles.
The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
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Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles.
The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
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Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic.
R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
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Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic.
R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
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Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield.
The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
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Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield.
The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
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Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests.
R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
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Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests.
R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
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Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer.
R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
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Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer.
R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
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Sword Of Ruin
The wickedly sharp edge of the Sword of Ruin can cleave through armour as if it were air.
R S AP Special Rules
Sword of Ruin Combat S * Magical Attacks
Notes: No armour, Ward or Regeneration saves are permitted against wounds caused by the Sword of Ruin.
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Sword Of Ruin
The wickedly sharp edge of the Sword of Ruin can cleave through armour as if it were air.
R S AP Special Rules
Sword of Ruin Combat S * Magical Attacks
Notes: No armour, Ward or Regeneration saves are permitted against wounds caused by the Sword of Ruin.
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Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision.
R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
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Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision.
R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
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Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own.
R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
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Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own.
R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
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Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm.
The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
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Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm.
The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
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The Guiding Eye
Set in black iron, this oval ruby grants mystical sight to the wearer.
Single use. The bearer of the Guiding Eye and any unit they have joined may re-roll any failed rolls To Hit made during the Shooting phase.
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The Guiding Eye
Set in black iron, this oval ruby grants mystical sight to the wearer.
Single use. The bearer of the Guiding Eye and any unit they have joined may re-roll any failed rolls To Hit made during the Shooting phase.
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Tome Of Furion
Furion of Clar Karond inscribed his knowledge onto sheets of flayed skin.
The bearer of the Tome of Furion knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry.
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Tome Of Furion
Furion of Clar Karond inscribed his knowledge onto sheets of flayed skin.
The bearer of the Tome of Furion knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry.
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Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken.
The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken.
The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Whip Of Agony
An heirloom of the feared Beastlords of clan Rakarth, the Whip of Agony inflicts enduring torment upon its victims.
R S AP Special Rules
Whip of Agony Combat S+1 -1 Magical Attacks, Strike First
Notes: High Beastmasters only. Any enemy model that suffers one or more unsaved wounds from the Whip of Agony suffers a -1 modifier to its Toughness characteristic (to a minimum of 1) for the remainder of the game.
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Whip Of Agony
An heirloom of the feared Beastlords of clan Rakarth, the Whip of Agony inflicts enduring torment upon its victims.
R S AP Special Rules
Whip of Agony Combat S+1 -1 Magical Attacks, Strike First
Notes: High Beastmasters only. Any enemy model that suffers one or more unsaved wounds from the Whip of Agony suffers a -1 modifier to its Toughness characteristic (to a minimum of 1) for the remainder of the game.
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Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost.
The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing.
However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
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Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost.
The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing.
However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
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Banner Of Har Ganeth
Under the influence of this ancient banner, warriors strike with deadly precision.
A unit carrying the Banner of Har Ganeth improves the Armour Piercing characteristic of its combat weapons by 1.
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Banner Of Har Ganeth
Under the influence of this ancient banner, warriors strike with deadly precision.
A unit carrying the Banner of Har Ganeth improves the Armour Piercing characteristic of its combat weapons by 1.
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Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
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Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
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Banner Of Nagarythe
The personal banner of the Dread-King proclaims his reign over the Elven Kingdoms.
A unit carrying the Banner of Nagarythe gains the Stubborn special rule. In addition, when calculating its combat result, the unit may claim an additional bonus of +1 combat result point.
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Banner Of Nagarythe
The personal banner of the Dread-King proclaims his reign over the Elven Kingdoms.
A unit carrying the Banner of Nagarythe gains the Stubborn special rule. In addition, when calculating its combat result, the unit may claim an additional bonus of +1 combat result point.
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Cold-Blooded Banner
Those that march beneath this Cold One blood-soaked banner display a steely discipline.
Single use. A unit carrying the Cold-blooded Banner may use it when making any test against its Leadership characteristic, including a Break test. When it does, it may roll an extra D6 and discard the highest result.
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Cold-Blooded Banner
Those that march beneath this Cold One blood-soaked banner display a steely discipline.
Single use. A unit carrying the Cold-blooded Banner may use it when making any test against its Leadership characteristic, including a Break test. When it does, it may roll an extra D6 and discard the highest result.
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Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
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Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
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Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
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Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
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Standard Of Slaughter
Anointed with the blood of an Ulthuan Elf, this banner exudes a sense of bitter determination.
When calculating its combat result during a turn in which it charged, a unit carrying the Standard of Slaughter may claim an additional bonus of +D3 combat result points.
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Standard Of Slaughter
Anointed with the blood of an Ulthuan Elf, this banner exudes a sense of bitter determination.
When calculating its combat result during a turn in which it charged, a unit carrying the Standard of Slaughter may claim an additional bonus of +D3 combat result points.
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The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
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The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
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War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
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War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
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