Correspondence of translations with another language
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Ambushers
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Ambushers
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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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Plate armour
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Plate armour
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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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Ensorcelled Weapons
The blighted furnaces of Zharr-Naggrund endlessly churn out heavy, black-bladed weapons, each inscribed with dark runes that glow with an evil light.
A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -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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Ensorcelled Weapons
The blighted furnaces of Zharr-Naggrund endlessly churn out heavy, black-bladed weapons, each inscribed with dark runes that glow with an evil light.
A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -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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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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Blackshard Armour
Glowing eternally with the flame of its forging, Blackshard armour protects its wearer from fire and heat.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. In addition, a Wizard with this special rule may wear armour without penalty.
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Blackshard Armour
Glowing eternally with the flame of its forging, Blackshard armour protects its wearer from fire and heat.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. In addition, a Wizard with this special rule may wear armour without penalty.
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Flaming Attacks
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Flaming Attacks
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Stomp Attacks
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Stomp Attacks
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Impact Hits
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Impact Hits
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Backstab
Hobgoblins are treacherous and underhanded creatures that excel at stabbing their enemies (and often their friends) in the back.
If a unit with this special rule is engaged with an enemy unit’s flank or rear arc, it may re-roll any failed rolls To Hit made against that enemy unit.
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Backstab
Hobgoblins are treacherous and underhanded creatures that excel at stabbing their enemies (and often their friends) in the back.
If a unit with this special rule is engaged with an enemy unit’s flank or rear arc, it may re-roll any failed rolls To Hit made against that enemy unit.
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Warband
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Warband
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Motley Crew
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Motley Crew
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Drilled
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Drilled
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Blackshard Armour
Glowing eternally with the flame of its forging, Blackshard armour protects its wearer from fire and heat.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. In addition, a Wizard with this special rule may wear armour without penalty.
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Blackshard Armour
Glowing eternally with the flame of its forging, Blackshard armour protects its wearer from fire and heat.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. In addition, a Wizard with this special rule may wear armour without penalty.
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Blazing Body
This creature’s flesh burns with the intensity of a furnace, wreathing its form in clouds of black smoke and burning embers.
At the start of every Combat phase, any model (friend or foe) that is in base contact with this model and that does not also have this special rule suffers a single Strength 3 hit with an AP of -. This hit has the Flaming Attacks special rule.
Note that any Wounds lost due to these hits do not count towards the combat result.
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Blazing Body
This creature’s flesh burns with the intensity of a furnace, wreathing its form in clouds of black smoke and burning embers.
At the start of every Combat phase, any model (friend or foe) that is in base contact with this model and that does not also have this special rule suffers a single Strength 3 hit with an AP of -. This hit has the Flaming Attacks special rule.
Note that any Wounds lost due to these hits do not count towards the combat result.
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Bolt thrower
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Bolt thrower
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Born Of Fire
The Great Tauruses are the living embodiments of Hashut’s fiery rage, creatures born of the intense heat and pressure found only within a volcano’s heart.
A Bale Taurus or Great Taurus has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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Born Of Fire
The Great Tauruses are the living embodiments of Hashut’s fiery rage, creatures born of the intense heat and pressure found only within a volcano’s heart.
A Bale Taurus or Great Taurus has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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Shield
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Shield
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Quell Panic
Infernal Ironsworn are the black-armoured custodians of Zharr-Naggrund. The mere presence of these ruthless overseers is enough to bolster the nerve of cowardly conscripts.
Unless this unit is fleeing, any friendly unit that is within 6" of this unit and that has the Levies special rule may re-roll a failed Panic test.
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Quell Panic
Infernal Ironsworn are the black-armoured custodians of Zharr-Naggrund. The mere presence of these ruthless overseers is enough to bolster the nerve of cowardly conscripts.
Unless this unit is fleeing, any friendly unit that is within 6" of this unit and that has the Levies special rule may re-roll a failed Panic test.
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Carriage Hauler
An Iron Daemon is a steam-driven traction engine of truly incredible power, capable of hauling tremendous weights behind its armoured bulk.
During the Movement phase, up to two friendly war machines with the ‘Steam Carriage’ upgrade that are completely within this model’s rear arc and within 8" of its base at the beginning of the phase can be moved when this model moves. These war machines must finish their movement completely within this model’s rear arc and within 8" of its base.
Unless this model moves using the Lumbering Destruction special rule or makes a charge move, these war machines are not considered to have moved this turn.
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Carriage Hauler
An Iron Daemon is a steam-driven traction engine of truly incredible power, capable of hauling tremendous weights behind its armoured bulk.
During the Movement phase, up to two friendly war machines with the ‘Steam Carriage’ upgrade that are completely within this model’s rear arc and within 8" of its base at the beginning of the phase can be moved when this model moves. These war machines must finish their movement completely within this model’s rear arc and within 8" of its base.
Unless this model moves using the Lumbering Destruction special rule or makes a charge move, these war machines are not considered to have moved this turn.
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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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Tusker Charge
A charging War Boar is an ill-tempered mound of bloody-minded muscle with savage tusks and a terrible attitude.
During a turn in which it charged, a War Boar’s Tusks (hand weapon) have a Strength characteristic of S+1 and an Armour Piercing characteristic of -1.
Note that this special rule only applies to attacks made by a War Boar, not to their rider, a chariot or its crew.
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Tusker Charge
A charging War Boar is an ill-tempered mound of bloody-minded muscle with savage tusks and a terrible attitude.
During a turn in which it charged, a War Boar’s Tusks (hand weapon) have a Strength characteristic of S+1 and an Armour Piercing characteristic of -1.
Note that this special rule only applies to attacks made by a War Boar, not to their rider, a chariot or its crew.
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Choppas
Orc weapons are big, crude and not very sharp… much like the creatures that wield them!
During a turn in which it charged, a model with this special rule may re-roll any rolls To Wound of a natural 1, and improves the Armour Piercing characteristic of its weapon(s) by 1.
Note that this special rule only applies to non-magical weapons and does not apply to a model’s mount (should it have one). If the model is using a magic weapon, this special rule ceases to apply.
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Choppas
Orc weapons are big, crude and not very sharp… much like the creatures that wield them!
During a turn in which it charged, a model with this special rule may re-roll any rolls To Wound of a natural 1, and improves the Armour Piercing characteristic of its weapon(s) by 1.
Note that this special rule only applies to non-magical weapons and does not apply to a model’s mount (should it have one). If the model is using a magic weapon, this special rule ceases to apply.
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Claws And Fangs
counts as hand weapons
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Claws And Fangs
counts as hand weapons
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Close Order
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Close Order
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Levies
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Levies
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Counter Charge
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Counter Charge
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Goring Horns
R S AP Special Rules
Goring horns Combat S+1 -3 Flaming Attacks, Strike First
Notes: In combat, this model may make one of its attacks each turn with this weapon.
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Goring Horns
R S AP Special Rules
Goring horns Combat S+1 -3 Flaming Attacks, Strike First
Notes: In combat, this model may make one of its attacks each turn with this weapon.
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Rallying Cry
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Rallying Cry
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Tusks
counts as hand weapon
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Tusks
counts as hand weapon
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Demolition Rockets
R S AP Special Rules
Demolition rockets 12-48" 3 (6) - (-3) Armour Bane (1), Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D6)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
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Demolition Rockets
R S AP Special Rules
Demolition rockets 12-48" 3 (6) - (-3) Armour Bane (1), Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D6)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
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Lumbering Destruction
The infernally-fuelled engines of the Chaos Dwarfs are mighty, smoke-belching powerhouses capable of considerable speed, but cursed with the temperament of an imprisoned Daemon.
An Iron Daemon cannot march. Instead, you may roll a D6 and add its result to the model’s Movement characteristic. However, if a natural 1 is rolled when making this roll, something has gone wrong deep within the infernal machine, rendering it immobile. The Iron Daemon halts immediately and cannot move again for the remainder of this turn.
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Lumbering Destruction
The infernally-fuelled engines of the Chaos Dwarfs are mighty, smoke-belching powerhouses capable of considerable speed, but cursed with the temperament of an imprisoned Daemon.
An Iron Daemon cannot march. Instead, you may roll a D6 and add its result to the model’s Movement characteristic. However, if a natural 1 is rolled when making this roll, something has gone wrong deep within the infernal machine, rendering it immobile. The Iron Daemon halts immediately and cannot move again for the remainder of this turn.
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Detachment
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Detachment
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Stubborn
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Stubborn
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Lore of Hashut
The Chaos Dwarfs study forge-craft, weapon making and the dark magics of Hashut himself in equal measure. Using this forbidden lore, they forge their terrible weapons and craft their arcane devices.
A Wizard with the ‘Lore of Hashut’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below.
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Lore of Hashut
The Chaos Dwarfs study forge-craft, weapon making and the dark magics of Hashut himself in equal measure. Using this forbidden lore, they forge their terrible weapons and craft their arcane devices.
A Wizard with the ‘Lore of Hashut’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below.
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Doomfire
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Doomfire
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Dreadquake Mortar
R S AP Special Rules
Dreadquake Mortar 12-72" 3 (6) - (-3) Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D6), Quake, Slow Reload
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
Dreadquake Mortar Special Rules
Quake: Until your next Start of Turn sub-phase, any unit (friend or foe) that was within 2D6" of the central hole of the blast template after scattering suffers a -1 modifier to its Movement characteristic and cannot use the Swiftstride special rule.
Slow Reload: If this weapon shot during your previous turn, it may be unable to shoot during this turn. Roll a D6 before shooting with this weapon. On a roll of 1-2, the slow and ponderous reload process has not yet been completed and the weapon does not shoot this turn. If the Dreadquake Mortar has an Ogre Loader, you may apply a +1 modifier to this roll.
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Dreadquake Mortar
R S AP Special Rules
Dreadquake Mortar 12-72" 3 (6) - (-3) Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D6), Quake, Slow Reload
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
Dreadquake Mortar Special Rules
Quake: Until your next Start of Turn sub-phase, any unit (friend or foe) that was within 2D6" of the central hole of the blast template after scattering suffers a -1 modifier to its Movement characteristic and cannot use the Swiftstride special rule.
Slow Reload: If this weapon shot during your previous turn, it may be unable to shoot during this turn. Roll a D6 before shooting with this weapon. On a roll of 1-2, the slow and ponderous reload process has not yet been completed and the weapon does not shoot this turn. If the Dreadquake Mortar has an Ogre Loader, you may apply a +1 modifier to this roll.
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Terror
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Terror
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Evasive
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Evasive
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Swiftstride
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Swiftstride
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Fire & Flee
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Fire & Flee
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Fire thrower
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Fire thrower
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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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Furious Charge
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Furious Charge
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Large Target
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Large Target
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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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Grinding Wheels
An Iron Daemon weighs many tonnes and moves upon huge wheels of spiked brass and iron. Any enemy that falls before such an engine of destruction is quickly ground into the earth.
Stomp Attacks made by an Iron Daemon have an Armour Piercing characteristic of -2.
However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath an Iron Daemon’s wheels.
In addition, and unlike other chariots, this model treats low linear obstacles as open terrain rather than as impassable terrain.
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Grinding Wheels
An Iron Daemon weighs many tonnes and moves upon huge wheels of spiked brass and iron. Any enemy that falls before such an engine of destruction is quickly ground into the earth.
Stomp Attacks made by an Iron Daemon have an Armour Piercing characteristic of -2.
However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath an Iron Daemon’s wheels.
In addition, and unlike other chariots, this model treats low linear obstacles as open terrain rather than as impassable terrain.
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Hellfire
counts as a hand weapon
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Hellfire
counts as a hand weapon
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Horde
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Horde
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Ignore Goblin Panic
Orcs expect Goblins to run away. As far as the average Orc is concerned, running away is what Goblins are best at!
This unit does not have to make a Panic test when a friendly Goblin unit is destroyed or Breaks and flees from combat whilst within 6" of it. Nor does this unit have to make a Panic test when it is fled through by a friendly Goblin unit.
Note that, for the purposes of this rule, a Goblin unit is considered to be any unit that is made up entirely of Goblins of any kind, mounted or otherwise. This includes any war machine or chariot that is crewed entirely by Goblins. Should a Goblin unit be joined by an Orc character, it is no longer considered to be a Goblin unit.
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Ignore Goblin Panic
Orcs expect Goblins to run away. As far as the average Orc is concerned, running away is what Goblins are best at!
This unit does not have to make a Panic test when a friendly Goblin unit is destroyed or Breaks and flees from combat whilst within 6" of it. Nor does this unit have to make a Panic test when it is fled through by a friendly Goblin unit.
Note that, for the purposes of this rule, a Goblin unit is considered to be any unit that is made up entirely of Goblins of any kind, mounted or otherwise. This includes any war machine or chariot that is crewed entirely by Goblins. Should a Goblin unit be joined by an Orc character, it is no longer considered to be a Goblin unit.
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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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Unbreakable
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Unbreakable
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Unstable
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Unstable
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Infernal Engineer
Under the scornful gaze of their masters, the gun crews of Zharr-Naggrund are amongst the finest artillerists in all the known world.
Unless this model is fleeing or engaged in combat, once per turn a friendly war machine that is within its Command range may re-roll one Scatter dice or one Artillery dice.
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Infernal Engineer
Under the scornful gaze of their masters, the gun crews of Zharr-Naggrund are amongst the finest artillerists in all the known world.
Unless this model is fleeing or engaged in combat, once per turn a friendly war machine that is within its Command range may re-roll one Scatter dice or one Artillery dice.
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Infernal Incendiaries
R S AP Special Rules
Infernal Incendiaries 12-48" 3 (3) - (-) Bombardment, Cumbersome, Flaming Attacks, Move or Shoot
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Black Powder Misfire table. Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
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Infernal Incendiaries
R S AP Special Rules
Infernal Incendiaries 12-48" 3 (3) - (-) Bombardment, Cumbersome, Flaming Attacks, Move or Shoot
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Black Powder Misfire table. Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
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Loner
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Loner
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Magic Resistance
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Magic Resistance
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Sorcerer's Curse
The flesh of a Sorcerer of Hashut hardens and blackens over time, eventually turning to stone.
If this model miscasts a spell, it must immediately make a Toughness test. If this test is failed, it loses a single Wound and gains a +1 modifier to its Toughness characteristic instead of rolling on the Miscast table. If this test is passed, it rolls on the Miscast table as normal.
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Sorcerer's Curse
The flesh of a Sorcerer of Hashut hardens and blackens over time, eventually turning to stone.
If this model miscasts a spell, it must immediately make a Toughness test. If this test is failed, it loses a single Wound and gains a +1 modifier to its Toughness characteristic instead of rolling on the Miscast table. If this test is passed, it rolls on the Miscast table as normal.
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Sorcerous Miasma
Sorcerous black clouds curl about the Lammasu, protecting it from spells and befouling the magical weapons of its enemies, preventing them from striking the beast to full effect.
During the Combat phase, any enemy model that uses a magic weapon to attack a character mounted on a Lammasu counts as being armed with a simple hand weapon instead.
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Sorcerous Miasma
Sorcerous black clouds curl about the Lammasu, protecting it from spells and befouling the magical weapons of its enemies, preventing them from striking the beast to full effect.
During the Combat phase, any enemy model that uses a magic weapon to attack a character mounted on a Lammasu counts as being armed with a simple hand weapon instead.
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Move Through Cover
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Move Through Cover
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Shieldwall
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Shieldwall
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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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Venomous Tail
R S AP Special Rules
Venomous tail Combat S - Poisoned Attacks, Strike First
Note: In combat, this model must make one of its attacks each turn with this weapon.
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Venomous Tail
R S AP Special Rules
Venomous tail Combat S - Poisoned Attacks, Strike First
Note: In combat, this model must make one of its attacks each turn with this weapon.
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Rage
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Rage
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Regeneration
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Regeneration
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Regimental Unit
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Regimental Unit
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Resolute
Chaos Dwarfs are grim and determined warriors that abandon a position with great reluctance.
Models with this special rule suffer a -1 modifier to the result of any Flee roll or Pursuit roll they make (to a minimum of 1).
Note that this modifier does not apply to mounted characters.
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Resolute
Chaos Dwarfs are grim and determined warriors that abandon a position with great reluctance.
Models with this special rule suffer a -1 modifier to the result of any Flee roll or Pursuit roll they make (to a minimum of 1).
Note that this modifier does not apply to mounted characters.
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Stampede
When Bull Centaurs charge, the ground itself trembles and the enemy is crushed beneath their brazen hooves.
Impact Hits caused by a model with this special rule have an Armour Piercing characteristic of -2.
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Stampede
When Bull Centaurs charge, the ground itself trembles and the enemy is crushed beneath their brazen hooves.
Impact Hits caused by a model with this special rule have an Armour Piercing characteristic of -2.
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Trampling Hooves
R S AP Special Rules
Trampling hooves Combat S -1 Flaming Attacks
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Trampling Hooves
R S AP Special Rules
Trampling hooves Combat S -1 Flaming Attacks
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Skirmishers
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Skirmishers
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Wizard
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Wizard
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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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Warp-spawned
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Warp-spawned
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PL | EN |
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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 Bazherak The Cruel
Once worn by the Castellan of the Tower of Gorgoth, this armour was pulled from the Bitter Sea along with its owner’s drowned corpse to stand as a warning to the arrogant of the price of hubris.
The Armour of Bazherak the Cruel is a suit of full plate armour. In addition, its wearer has the Immune to Psychology and Magic Resistance (-2) special rules.
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Armour Of Bazherak The Cruel
Once worn by the Castellan of the Tower of Gorgoth, this armour was pulled from the Bitter Sea along with its owner’s drowned corpse to stand as a warning to the arrogant of the price of hubris.
The Armour of Bazherak the Cruel is a suit of full plate armour. In addition, its wearer has the Immune to Psychology and Magic Resistance (-2) special rules.
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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 Hammer Of Hashut
This burning, black-hafted hammer bears the horned rune of Hashut, Father of Darkness, and has been carried into battle for centuries by the champions of Zharr-Naggrund.
R S AP Special Rules
Combat S+2 -1 (Killing Blow), Flaming Attacks,Magical Attacks, Multiple Wounds (D3)
Notes: Against models with the Flammable special rule, this weapon also has the Killing Blow special rule.
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Black Hammer Of Hashut
This burning, black-hafted hammer bears the horned rune of Hashut, Father of Darkness, and has been carried into battle for centuries by the champions of Zharr-Naggrund.
R S AP Special Rules
Combat S+2 -1 (Killing Blow), Flaming Attacks,Magical Attacks, Multiple Wounds (D3)
Notes: Against models with the Flammable special rule, this weapon also has the Killing Blow special rule.
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Breath Of Hashut
Through the blackest of sorceries, the breath of Hashut can be sealed within an earthen jar and unleashed upon his foes.
Single use. The Breath of Hashut is a breath weapon with the following profile:
R S AP Special Rules
N/A 4 -2 Breath Weapon, Flaming Attacks, Magical Attacks
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Breath Of Hashut
Through the blackest of sorceries, the breath of Hashut can be sealed within an earthen jar and unleashed upon his foes.
Single use. The Breath of Hashut is a breath weapon with the following profile:
R S AP Special Rules
N/A 4 -2 Breath Weapon, 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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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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Obsidian Vambraces
Carved of cold, hard obsidian, these powerful yet fragile artefacts ward against magic.
The wearer of the Obsidian Vambraces has a +1 modifier to their Strength characteristic and the Magic Resistance (-1) special rule. However, if they roll a natural 1 when making a roll To Hit during the Combat phase, the gauntlets shatter into pieces and can no longer be used.
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Obsidian Vambraces
Carved of cold, hard obsidian, these powerful yet fragile artefacts ward against magic.
The wearer of the Obsidian Vambraces has a +1 modifier to their Strength characteristic and the Magic Resistance (-1) special rule. However, if they roll a natural 1 when making a roll To Hit during the Combat phase, the gauntlets shatter into pieces and can no longer be used.
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Daemon Flask
This rune-inscribed vessel holds a raging daemonic entity of phenomenal power. When unleashed its screams can shatter stone and cause the ground to split asunder as it flees into the æther.
Single use. During the Command sub-phase of their turn, the bearer of the Daemon Flask may open it. When they do so, all enemy units that are within this character’s Command range must make a Panic test.
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Daemon Flask
This rune-inscribed vessel holds a raging daemonic entity of phenomenal power. When unleashed its screams can shatter stone and cause the ground to split asunder as it flees into the æther.
Single use. During the Command sub-phase of their turn, the bearer of the Daemon Flask may open it. When they do so, all enemy units that are within this character’s Command range must make a Panic test.
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Daemonic Familiar
The Chaos Dwarfs bind many daemonic creatures to their will. In battle, these entities cluster about their master’s enemies, feeding hungrily upon the wards that protect them.
Enemy models engaged in combat with the owner of a Daemonic Familiar must reduce the armour value of any Ward or Regeneration save they have by 1, to a minimum of 6+.
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Daemonic Familiar
The Chaos Dwarfs bind many daemonic creatures to their will. In battle, these entities cluster about their master’s enemies, feeding hungrily upon the wards that protect them.
Enemy models engaged in combat with the owner of a Daemonic Familiar must reduce the armour value of any Ward or Regeneration save they have by 1, to a minimum of 6+.
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Dagger Of Malice
Said to have been found in an ancient barrow, this hooked blade whispers tales of murder and violence to any that grasp its hilt. Its edge has never dulled, no matter how many lives it has taken.
R S AP Special Rules
Dagger of Malice Combat S - Frenzy, Hatred (all enemies), Magical Attacks
Notes: Unlike other Frenzied models, the wielder of the Dagger of Malice cannot lose this special rule
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Dagger Of Malice
Said to have been found in an ancient barrow, this hooked blade whispers tales of murder and violence to any that grasp its hilt. Its edge has never dulled, no matter how many lives it has taken.
R S AP Special Rules
Dagger of Malice Combat S - Frenzy, Hatred (all enemies), Magical Attacks
Notes: Unlike other Frenzied models, the wielder of the Dagger of Malice cannot lose this special rule
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Dark Maul
This mysterious weapon of unknown origin smoulders with a dark power that seems to eat the light around it and devours the warmth of its victims, leaving them withered husks.
R S AP Special Rules
Dark Maul Combat S -2 Killing Blow, Magical Attacks
Notes: Any enemy model that suffers one or more unsaved wounds from the Dark Maul must immediately make a Strength test. If this test is failed, the enemy model loses an additional Wound
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Dark Maul
This mysterious weapon of unknown origin smoulders with a dark power that seems to eat the light around it and devours the warmth of its victims, leaving them withered husks.
R S AP Special Rules
Dark Maul Combat S -2 Killing Blow, Magical Attacks
Notes: Any enemy model that suffers one or more unsaved wounds from the Dark Maul must immediately make a Strength test. If this test is failed, the enemy model loses an additional Wound
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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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Hellshard
The malice of its wearer resides within the Hellshard’s black depths, waiting to be unleashed on any who would dare spill their blood.
If the bearer of the Hellshard loses their last Wound to an enemy attack during the Combat phase, the unit that made the attack suffers D6 Strength 5 hits, each with an AP of -1.
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Hellshard
The malice of its wearer resides within the Hellshard’s black depths, waiting to be unleashed on any who would dare spill their blood.
If the bearer of the Hellshard loses their last Wound to an enemy attack during the Combat phase, the unit that made the attack suffers D6 Strength 5 hits, each with an AP of -1.
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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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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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Vial of Lammasu Blood
The blood of a Lammasu is a powerful ward against magic. Consuming it still warm allows a sorcerer to dispel the petty conjurations of their rivals with ease.
Single use. A Wizard may use this item instead of making a dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required.
Note that a perfect invocation cannot be dispelled
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Vial of Lammasu Blood
The blood of a Lammasu is a powerful ward against magic. Consuming it still warm allows a sorcerer to dispel the petty conjurations of their rivals with ease.
Single use. A Wizard may use this item instead of making a dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required.
Note that a perfect invocation cannot be dispelled
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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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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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The Mask Of The Furnace
This iron mask contains the essence and agonies of all who have perished before it in the fires of sacrifice.
May be worn with other armour. The wearer of the Mask of the Furnace improves their armour value by 1 (to a maximum of 2+). In addition, they have a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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The Mask Of The Furnace
This iron mask contains the essence and agonies of all who have perished before it in the fires of sacrifice.
May be worn with other armour. The wearer of the Mask of the Furnace improves their armour value by 1 (to a maximum of 2+). In addition, they have a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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The Graven Sceptre
A badge of rank carried by the lords of Gorgoth, this iron staff carries the runic names of the masters of the Black Fortress since its founding, bound up with the baleful prayers of Hashut.
R S AP Special Rules
The Graven Combat S+1 - Magical Attacks
Notes: When making a roll To Wound for a hit caused with the Graven Sceptre, a roll of 4+ is always a success, regardless of the target’s Toughness.
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The Graven Sceptre
A badge of rank carried by the lords of Gorgoth, this iron staff carries the runic names of the masters of the Black Fortress since its founding, bound up with the baleful prayers of Hashut.
R S AP Special Rules
The Graven Combat S+1 - Magical Attacks
Notes: When making a roll To Wound for a hit caused with the Graven Sceptre, a roll of 4+ is always a success, regardless of the target’s Toughness.
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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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Mantle of Stone
Stitched from the flayed flesh of failed sorcerer-apprentices, a Stone Mantle preserves the wearer and reminds them of failure’s price.
The wearer of a Mantle of Stone has a +1 modifier to their Toughness characteristic, but a -1 modifier to their Initiative characteristic.
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Mantle of Stone
Stitched from the flayed flesh of failed sorcerer-apprentices, a Stone Mantle preserves the wearer and reminds them of failure’s price.
The wearer of a Mantle of Stone has a +1 modifier to their Toughness characteristic, but a -1 modifier to their Initiative characteristic.
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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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Scroll Of Binding
Chaos Dwarf Sorcerers make many foul bargains with Daemons, hoping to increase their powers. These infernal contracts are etched in blood upon scrolls of binding.
Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, the Wizard rolls 3D6 when making their Casting roll (rather than the usual 2D6). However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
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Scroll Of Binding
Chaos Dwarf Sorcerers make many foul bargains with Daemons, hoping to increase their powers. These infernal contracts are etched in blood upon scrolls of binding.
Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, the Wizard rolls 3D6 when making their Casting roll (rather than the usual 2D6). However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
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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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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 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 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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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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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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Ashen Banner
Clouds of soot and ash billow from this smouldering pennant, concealing its bearers from their enemies.
Any enemy model that targets a unit carrying the Ashen Banner during the Shooting phase suffers an additional -1 To Hit modifier.
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Ashen Banner
Clouds of soot and ash billow from this smouldering pennant, concealing its bearers from their enemies.
Any enemy model that targets a unit carrying the Ashen Banner during the Shooting phase suffers an additional -1 To Hit modifier.
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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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The Lammasu’s Beard
This totem depicts the leering face of an old man, beneath which bristles a blood-stained beard torn from the chin of an ancient Lammasu.
A unit carrying the Lammasu’s Beard has a 6+ Ward save against any wounds suffered and gains the Magic Resistance (-2) special rule. In addition, whilst within 6" of the model carrying this standard, friendly units have a 5+ Ward save against any wounds suffered during the Shooting phase and gain the Magic Resistance (-1) special rule.
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The Lammasu’s Beard
This totem depicts the leering face of an old man, beneath which bristles a blood-stained beard torn from the chin of an ancient Lammasu.
A unit carrying the Lammasu’s Beard has a 6+ Ward save against any wounds suffered and gains the Magic Resistance (-2) special rule. In addition, whilst within 6" of the model carrying this standard, friendly units have a 5+ Ward save against any wounds suffered during the Shooting phase and gain the Magic Resistance (-1) special rule.
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Overseer’s Sigil
Beneath this hateful banner the workers of Zharr-Naggrund must swear devotion to their dark masters.
Whilst within 9" of the model carrying the Overseer’s Sigil, friendly units lose the Levies special rule.
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Overseer’s Sigil
Beneath this hateful banner the workers of Zharr-Naggrund must swear devotion to their dark masters.
Whilst within 9" of the model carrying the Overseer’s Sigil, friendly units lose the Levies special rule.
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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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Shroud Of The Ancestor
Those that march beneath this black pennant, supposedly torn from the corpse of an unnamed Ancestor in ages past, seethe with rage towards their hated western kin.
A unit carrying the Shroud of the Ancestor gains the Hatred (Dwarfs) special rule.
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Shroud Of The Ancestor
Those that march beneath this black pennant, supposedly torn from the corpse of an unnamed Ancestor in ages past, seethe with rage towards their hated western kin.
A unit carrying the Shroud of the Ancestor gains the Hatred (Dwarfs) 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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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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