Sonderregeln

Ancient Blood Power

Storm Caller

Commandment

Blood Magic

Crimson Rage

Ghoul Lord

Totem Animals

Crocodile

Jaguar

Piranha

Serpent

Artillery Weapon

Aether Battery

Artillery Weapon.
Volley Gun. Range 18″, Shots 2D6×2, Str 4, AP 1.
Before rolling for the number of shots, the owner may choose to discard 1–3 Veil Tokens from their Veil Token pool. If so, the number of shots is increased by +3 per discarded Veil Token.

Aether Battery

Volley Gun Artillery Weapon.
Range 18", Shots 2D6*2, Str 4, AP 1.
Before rolling for the number of shots, the owner may choose to discard 1-3 Veil Tokens from its Veil Token pool. If so, the number of shots is increased by +3 per discarded Veil Token.

Volley Gun

Artillery Weapon: Range 24", Shots 3D6*2, Str 5, AP 3.

Volley Gun

Artillery Weapon:
Range 30", Shots 2D6*2, Str 5, AP 3.

Elven Bolt Thrower

Artillery Weapon.
This Shooting Weapon can be fired in two ways:
- Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (5x1), [Multiple Wounds (D3)].
- Range 48″, Shots 6, Str 4, AP 2.

Elven Bolt Thrower

Artillery Weapon.
This Shooting Weapon can be fired in two ways:
- Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (5x1), [Multiple Wounds (D3)].
- Range 48″, Shots 6, Str 4, AP 2.

Daeb Bolt Thrower

Range 24″, Shots 8, Str 5, AP 2. Note that the model can move and shoot.

Hobgoblin Bolt Thrower

Artillery Weapon.
Range 48", Shots 1, Str 3[6], AP 10, [Multiple Wounds (D3)], Area Attack (5x1).

Dwarf Ballista

Artillery Weapon:
Range 48", Shots 1, Str 3[6], AP 10, [Multiple Wounds (D3)], Area Attack (5x1).

Ballista

Artillery Weapon.
Range 48", Shots 1, Str 3[6], AP 10, [Multiple Wounds (D3)], Area Attack (5x1).

Ballista

Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].

Rocket Battery

Range 18″, Shots 4, Str 6, AP 3, Multiple Wounds (D3), Quick to Fire.
When rolling to hit, if two or more dice rolled a natural ‘1’, all hits are ignored and the weapon Misfires. For each ‘1’ rolled after the second, the roll on the Misfire Table suffers a −2 modifier

Gunnery Volley Gun

Volley Gun Artillery Weapon.
Range 24”, Shots D6, 2D6 or 3D6, Str 4, AP 2

Canister Launcher

Artillery Weapon
0–9 Models/Army.
Catapult (2×2). Range 24′′, Mishap (Misfire), Toxic Attacks. The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to Range 18′′. Replace Catapult (2×2) with Catapult (3×3).

Volcano Cannon

Flamethrower Artillery Weapon:
Range 24", Shots 1, Str 4 [5], AP 1 [2], [Multiple Wounds (D3)], Flaming Attacks.
If used by a Bound Daemon, ignore the -1 modifier on the Misfire Table.

Shrapnel Guns

Volley Gun Artillery Weapon.
Range 18”, Shots D6+2, Str 6, AP 3, Quick to Fire, Multiple Wounds (D3), Daemonic Infusion.

Flamethrower

Artillery Weapon:
Range 24", Shots 1, Str 4{5}, AP 1{2}, {Multiple Wounds (D3)}, Flaming Attacks.

Rakachit Mauss Rifle

Artillery Weapon.
Range 48′′, Shots 1, Str 5 [7], AP 2 [4], Area Attack(1×5), Mishap (To-hit roll),[MultipleWounds (D3)].
Trial and Terror: The weapon’s range is set to 24′′, and it gains Accurate and [Multiple Wounds (D6)].

Rotary Gun

Volley Gun Artillery Weapon. 0-3 Weapons per Army.
Range 18", Shots (2D6)*2 or Shots (3D6)*2 (the owner chooses which to use), Str 4, AP 1, Magical Attacks, Quick to Fire.

Catapult

Artillery Weapon Catapult (4x4):
Range 12-60", Shots 1, Str 3[7], AP 0[4], [Multiple Wounds (D3, Clipped Wings)].

Catapult (1×1)

Artillery Weapon:
Range 15-48", Shots 3, Str 5, AP 3, Multiple Wounds (D3).
This weapon treats all results on the Misfire Table as Malfunction (each shot can cause a Misfire).

Catapult (6x6)

Artillery Weapon:
Range 12-48", Shots 1, Str 3[6], AP 1[4], [Multiple Wounds (D3)].

Git Launcher

Catapult Artillery Weapon.
Range 12-60", Shots 1, Str 5, AP 4.
This weapon follows the rules for Catapult Artillery Weapons with the following exceptions: if the weapon hits (including with a Partial Hit), instead of causing a hit with Area Attack, the unit suffers D3+1 hits with the weapon’s profile. In case of a Partial Hit, neither the number of hits nor their Strength and Armour Penetration are reduced.

Charnel Catapult

Artillery Weapon.

This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways:
- As a Catapult (4×4) with Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]
- As a Catapult (6×6) with Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Test, a unit suffering one or more Helth Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.

Charnel Catapult

Artillery Weapon.

This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways:
- As a Catapult (4×4) with Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]
- As a Catapult (6×6) with Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Test, a unit suffering one or more Helth Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.

Charnel Catapult

Artillery Weapon.

This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways:
- As a Catapult (4×4) with Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]
- As a Catapult (6×6) with Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Test, a unit suffering one or more Helth Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.

Hurl Attack

Artillery Weapon.
Catapult (4×4). Range 6–36″, Shots 1, Str 3 [7], AP 0 [4], Divine Attacks, Magical Attacks, [Multiple Wounds (D3, Clipped Wings)].
A Cyclops that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase

Deepfire Thrower

Artillery Weapon
0–9 Models/Army.
Flamethrower. Range 18′′, Shots 1, Str 3, AP 0, Flaming Attacks, Mishap (Misfire). The bearer gains Flammable.
The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 12′′ and its Strength is set to 4.

Sky Reaper

Artillery Weapon.
Range 24", Shots 4, Str 5, AP 3, Quick to Fire.

Sky Reaper

Artillery Weapon.
Range 24", Shots 4, Str 5, AP 3, Quick to Fire.

Fire Arrows

Artillery Weapon.
Cannon. Range 48′′, Shots 1, Str 3 [7], AP 10, [Multiple Wounds (D3, Clipped Wings)].

Fist of the Makhar

Artillery Weapon.
Catapult (4×4). Range 12-48″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3)].

Flame Cannon

Flamethrower, Range 24″, Shots 1, Str 4 {5}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}.

Giant Recurve Bow

Artillery Weapon
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].

Giant Repeater

Artillery Weapon.
Volley Gun. Range 24″, Shots 3D6×2, Str 4, AP 4.

Globe Launcher

Volley Gun Artillery Weapon. 0-3 Weapons per Army.
Range 18", Shots (2D6)*2, Toxic Attacks, Magical Attacks, Volley Fire, Quick to Fire.
If a Standard Size model equipped with a Globe Launcher is within 3" of a unit with at least one Rat-at-Arms or Vermin Guard model when shooting, it may draw Line of Sight to the target as if this unit was shooting instead of itself (i.e. the unit cannot be Fleeing, Shaken, or Engaged). The target must still be within range and in the Front Arc of the model shooting with the Globe Launcher.

Grenade Launcher

Volley Gun Artillery Weapon.
Range 18”, Shots D6+1, Str 6, AP 2.

Naphtha Launcher

Volley Gun Artillery Weapon. 0-3 Weapons per Army.
Range 18", Shots 2D6, Str 5, AP 1, Multiple Wounds (D3), Flaming Attacks, Magical Attacks, Quick to Fire.
This weapon ignores to-hit modifiers from Cover and Hard Target.

Skorchit Ordnance

Artillery Weapon.
Catapult (4×4). Range 12–48′′, Shots 1, Str 4, AP 0, Flaming Attacks, Mishap (Misfire).
The model gains Flammable
Trial and Terror: The weapon’s range is set to 12–30′′. Replace Catapult (4×4) with Catapult (6×6).

Titan Mortar

Catapult (4×4). Range 6–18″, Shots 1, Str 4 [8], AP 1 [5], [Multiple Wounds (D3, Clipped Wings)], Quick to Fire.

Naphtha Thrower

0–2 Models/Army.
Flamethrower. Range 12″, Shots 1, Str 4 {5}, AP 1 {2}, Flaming Attacks, March and Shoot, {Multiple Wounds (D3)}. The hits from an Explosion! Misfire Effect gain Flaming Attacks.

Organ Gun (4+)

Volley Gun, Range 30″, Shots 2D6×2, Str 5, AP 3.

Pet Salamander

Artillery Weapon.
Flamethrower. Range 18″, Shots 1, Str 3 {4}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}. Whenever a Misfire is rolled, instead of rolling on the Misfire Table, the model suffers D3 hits that wound automatically with no saves of any kind allowed.

Salamander – Spout Flames

Artillery Weapon.
Flamethrower, Range 8″, Shots 1, Str 4, AP 1, Flaming Attacks. If a Misfire is rolled, the Salamander always counts as rolling the 5+ Malfunction result.

Sapling Bow

Artillery Weapon.
Range 30″, Shots 1, Str 3 [6], AP 3 [10], Area Attack (1×5).

Scorpion

Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (5x1), [Multiple Wounds (D3+1, Clipped Wings)].

Shoreguardian Bow

Artillery Weapon.
Range 24″, Shots 4, Str 5, AP 3.

Volley Gun

Artillery Weapon:
Range 24", Shots 3D6*2, Str 5, AP 3.

Aspects of Nature

Scarred Bark

Oaken Crown

Entangling Vines

Toxic Spores

BattleScarred

Accurate

Magic Resistance (2)

Swiftstride

Lethal Strike

Devastating Charge (+1 Str, +1 AP)

Vanguard

Plate Armour

Poison Attacks

BattleScarred

Accurate

Plate Armour

Poison Attacks

Vanguard

Devastating Charge (+1 Str, +1 AP)

Lethal Strike

Swiftstride

Magic Resistance (2)

Battle Runes

Battle Rune

Rune of Oaths

Rune of Revocation

Rune of Reckoning

Rune of Resolve

Rune of Resilience

Rune of Gleaming

Beast Axe

Beast Axe

Close Combat Weapon
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 0.
The wielder gains +2 Defensive Skill unless wielding another weapon.
This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.

Big Names

Hoardmaster

Gut Roarer

Headhunter

Cult Leader

Wildheart

Firebrand

Spinesplitter

Rottenjaw

Trolleater

Big Names

Hoardmaster

Gut Roarer

Headhunter

Cult Leader

Wildheart

Firebrand

Spinesplitter

Rottenjaw

Trolleater

Blood Powers

Arcane Knowledge

The Vampire knows the Hereditary Spell in addition to its other spells. Spells cast by the Vampire gain +6" Range. This effect is decreased to +3" Range for Aura spells. Bound Spells and spells without Range are not affected. (Independent or Nosferatu only)

Bestial Bulk

The Vampire gains +1 Resilience and cannot use any Weapon Enchantments or Armour Equipment. The Vampire’s Height is changed to Large and its base size to 40×40 mm. As long as the Vampire is joined to a unit of Ghasts, the Vampire gains Scoring. If playing Capture the Flags, the Vampire gains Scoring (no matter if joined to a unit of Ghasts or not). (Models on foot only., Independent or Strigoi only)

Monster Hunter

The Vampire gains Multiple Wounds (2, against Towering Presence). (Independent or Brotherhood of the Dragon)

Eternal Duellist

The Vampire must reroll natural to-hit and to-wound of '1' with its Close Combat Attacks. The Vampire must reroll natural Armour Save rolls of '1' against Melee Attacks. (Independent or Brotherhood of the Dragon only)

Flying Horror

The Vampire gains Fly (7", 14"), Light Troops, Swiftstride and Storm of Wings (see Bat Swarms). (Models on foot only., Independent or Strigoi only)

Forbidden Path

A Wizard Master with this Blood Power becomes a Wizard Adept using two different Paths it has access to (it knows spells from both paths). A Wizard Adept becomes a Wizard Apprentice using two different Paths it has access to. (Independent or Nosferatu only)

Hour of the Wolf

The Vampire's unit gains Swiftstride. The Vampire gains Awaken (Zombies, Dire Wolves, Bat Swarms, Great Bats). (Independent or Von Karnstein only)

Mask of Innocence

Enemy units in base contact with one or more Vampires with the Mask of Innocence suffer -1 Discipline. (Independent or Lamia only)

Mesmerising Gaze

The Vampire can cast Whispers of the Veil from Evocation as a Bound Spell with Power Level (4/8). (Independent or Lamia only)

Unbreakable Will

At the beginning of each Round of Combat, select a single friendly unit Engaged in the same Combat as the Vampire (this can be the Vampire's own unit). This unit gains Stubborn until the end of the Melee Phase. (Independent or Von Karnstein only)

Bloodline

Brotherhood of the Dragon

Lamia

Strigoi

Nosferatu

Von Karnstein

Shield

Schild

+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.

Spiked Shield

Models on foot only.
Follows the rules for Shields (can be enchanted as if it was a Shield). For each successful Armour Save roll of 4+ made by the bearer against a Melee Attack while using a Spiked Shield, the bearer immediately inflicts 1 hit with the bearer’s Strength and Armour Penetration against the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.

Spiked Shield

Armour Equipment.
Models on foot only.
Shields.
For each successful Armour Save roll of 4+ made by the bearer against a Melee Attack while using a Spiked Shield, the model that caused the wound immediately suffers 1 hit with the bearer’s Strength and Armour Penetration, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.

Bow

Bow

Aspen Bow

Shooting Weapon.
Range 24", Shots 1, Str 3, AP 0, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.

Aspen Bow

Shooting Weapon.
Range 24", Shots 1, Str 3, AP 0, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.

Aspen Bow

Shooting Weapon.
Range 24", Shots 1, Str 3, AP 0, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.

Giant Aspen Bow

Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (5×1), [Multiple Wounds (D3)].
This Artillery Weapon always hits on a roll equal to or greater than its Aim.

Giant Aspen Bow

Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (5×1), [Multiple Wounds (D3)].
This Artillery Weapon always hits on a roll equal to or greater than its Aim.

Giant Aspen Bow

Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (5×1), [Multiple Wounds (D3)].
This Artillery Weapon always hits on a roll equal to or greater than its Aim.

Great Aspen Bow

Shooting Weapon.
Range 36", Shots 1, Str 5, AP 2, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.

Recurse Bow

Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.

Brace of Ogre Pistols

Brace of Ogre Pistols

Shooting Weapon.
Range 24", Shots 2, Str 4, AP 2, Quick to Fire.
Counts as Paired Weapons in Close Combat

Brace of Ogre Pistols

Shooting Weapon.
Range 24", Shots 2, Str 4, AP 2, Quick to Fire.
Counts as Paired Weapons in Close Combat

Clan Mons

Mon of the Daimatzu Clan

Mon of the Horumi Clan

Mon of the Shinzei Clan

Mon of the Taneka Clan

Mon of the Batake Clan

Mon of the Ashiwara Clan

Close Combat Weapon

Hellebarde

Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.

Zweihandwaffe

Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks

Handwaffe

All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry

Infernal Weapon

Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Waffenpaar

The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.

Tail Weapon

Close Combat.
When attacking with Paired Weapons, the model part gains +1 Attack Value.

Gladiator Weapons

Close Combat Weapon.
The wielder gains Weapon Master, Aegis (4+, against Melee Attacks), and counts as equipped with Shield, Hand Weapon, Paired Weapons, Spear, Great Weapon, and Halberd.

Beast Axe

Close Combat Weapon
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 0.
The wielder gains +2 Defensive Skill unless wielding another weapon.
This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.

Bastard Sword

Close Combat Weapon
Attacks made with this weapon gain +2 Strength, +2 Armour Penetration, and always strike at Initiative Step 0 (regardless of the wielder’s Agility). In the First Round of Combat, it may instead be used as a Spear if the wielder is Infantry or as a Light Lance if the wielder is not Infantry. All R&F models in the unit must use the weapon in the same way. A Bastard Sword can be enchanted as if it was a Great Weapon.

Wrecking Ball

Close Combat Weapon.
The wielder gains Fearless, Random Movement (3D6), Shambolic, and Grind Attacks (D6+X), where X is equal to the number of Health Points the model currently has below 7. The wielder cannot perform Close Combat Attacks.

Cavalry Pick

Close Combat Weapon.
Attacks made with this weapon gain +2 Armour Penetration

Whirling Chains of Doom

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility).
A model with this weapon cannot be joined by Characters.

Paired Katana

Close Combat Weapon.
This weapon follows the rules for Paired Weapons. In addition, attacks made with Paired Katanas gain +1 Armour Penetration.
Alternatively, this weapon can be used as a Katana (see above). The bearer can decide how to use this weapon at step 2 of the Round of Combat Sequence.

Plague Flail

Close Combat Weapon.
Attacks made with a Plague Flail gain +2 Strength and +2 Armour Penetration. Unless using another weapon, the wielder of a Plague Flail suffers -1 Defensive Skill.
In addition, at Initiative Step 10 (regardless of the wielder’s Agility) the wielder must choose an enemy unit that it could normally allocate Close Combat Attacks towards (including Supporting Attacks). The chosen enemy unit suffers a hit with Toxic Attacks. This hit is considered to be a Special Attack.
This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items

Flintlock Axe

Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).

Slavemaster's Whip

Close Combat Weapon.
The wielder gains +2 Agility and Commanding Presence which always has range 12". However, only Hobgoblins, Hobgoblin Wolf Riders, Orc Slaves, and Hobgoblin Chieftains may benefit from this instance of Commanding Presence. Friendly Hobgoblins, Orc Slaves, and Hobgoblin Chieftains on foot in units within 12" of the wielder gain +2 March Rate.

Giant Club

Close Combat Weapon.
Attacks with a Giant Club gain +1 Strength and +1 Armour Penetration.

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Hobgoblin Scimitar

Two-Handed. Attacks made with this weapon gain +1 Armour Penetration. In addition, attacks made with this
weapon that are allocated towards models that are Large and Beast, Large and Cavalry, or Gigantic gain +2 Strength.

Infernal Lash

Close Combat Weapon.
The model gains +2 Agility. At the start of each Melee Phase, you may choose a single friendly unit within 6″ of the wielder (including the wielder itself). The chosen unit’s Close Combat Attacks become Flaming Attacks and Magical Attacks until the end of the Melee Phase

Katana

Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Offensive Skill. Katanas can be enchanted as if they were Hand Weapons.

Sylvan Blades

Close Combat Weapon
Follows the rules for Paired Weapons. In addition, attacks made with Sylvan Blades gain +1 Armour Penetration.

Speer

Lanze

Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.

Light Lance

Sylvan Lance

Close Combat Weapon
Follows the rules for Light Lances. In addition, attacks made with a Sylvan Lance gain +1 Armour Penetration.

Makhar Lance

Close Combat Weapon
Lance. Attacks made with a Makhar Lance gain Fight in Extra Rank and TwoHanded

Mining Pick

Close Combat Weapon.
The wielder gains Crush Attack. If the wielder has an Attack Value of 8 or higher, it can perform two Crush Attacks instead of one.
The Giant gains +1 to hit with Close Combat Attacks when attacking a unit Garrisoning a Building, and ignores Distracting granted to enemy units by Defending a Wall.

Oil Flasks

Close Combat, Shooting
If one or more simultaneous attacks with Oil Flasks hit, after resolving these attacks, the target unit gains one Incendiary marker.

Talon Scythes

Close Combat Weapon.
Attacks made with Talon Scythes ignore Parry and, if allocated towards Standard or Large Infantry, gain a +1 to-hit modifier.

Short Spear

Close Combat Weapon.
Counts as a Hand Weapon in every respect. The wielder gains +1 Armour Penetration.

Talon Scythes

Close Combat Weapon.
Attacks made with Talon Scythes ignore Parry and, if allocated towards Standard or Large Infantry, gain a +1 to-hit modifier.

Tribal Warspear

Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains Not a Leader and War Platform with the following exception: it can only join units that include at least one R&F Åsklanders or Huskarls model.

Tribal Warspear

Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains Not a Leader and War Platform with the following exception: it can only join units that include at least one R&F Tamyir Vassals model.

Vaneb-Blessed Maul

Close Combat Weapon.
At the start of each Melee Phase, you may choose a single friendly unit within 6′′ of the wielder (including the wielder itself). The chosen unit’s Close Combat Attacks become Flaming Attacks and Magical Attacks until the end of the Melee Phase.

Yari

Close Combat Weapon.
When used by infantry models, Yari count as Spears.
Mounted model parts using a Yari gain +1 Armour Penetration and have their Strength set to 5 for as long as they are charging.

Kindreds

Blade Dancer

The model gains Aegis (6+), Fearless, and Dances of Cenyrn (see Blade Dancers unit). The bearer's unit gains Swiftstride. The model may only join or be joined by other Blade Dancer Kindred Characters and units of Blade Dancers. It cannot use any Shooting Weapons and benefit from Armour (neither mundane nor enchanted). (Models on foot only.)

Wild Hunter

The bearer’s model gains +1 Attack Value, -2 Defensive Skill, Battle Focus, Devastating Charge (+1 Att, Fear), Fearless, Frenzy, and Light Troops. (Models mounted on Elven Horse or Great Elk only)

Shapeshifter

The model has its Advance Rate set to 6" and its March Rate set to 18". It gains +1 Attack Value, +1 Resilience, Hard Target (1), Vanguard, Fear, and Swiftstride. The model may never join units or be joined by other Characters. (Models on foot only)

Forest Guardian

The model gains +1 Attack Value and +1 Armour. (Models on foot only.)

Pathfinder

The model gains Master Archer and Scout.
The Shots of a Sylvan Longbow wielded by the model are set to 3. If wielded by a Forest Prince, its Shots are set to 4 instead. (Models on foot only. Cannot be taken by the Battle Standard Bearer.)

Cuatl Lord Disciplines

Trained from Birth

Ancient Knowledge

Instead of selecting spells, the model knows all spells
from Divination. A single Learned Spell may be exchanged for the Hereditary Spell during Spell Selection. Ignore the rules for The Conclave and instead apply the following: spells from Divination gain +3″ range, up to a maximum of +9″:
• For each friendly model part with Telepathic Link within 12″ of the Caster
• For each additional friendly Wizard without Telepathic Link within 12″ of the Caster Models with Divination only.

Breaker of Spells

Grasp of the Immortal

Soulfire Weaver

Master of Reality

Protean Potentate

Symbiosis

Gift of the Dark Gods

Daemonic Wings

The bearer gains Fly (8″, 16″), Light Troops, and Swiftstride. (Models on foot only.)

Entropic Aura

Standard and Large models only.
Weapon Enchantments and Armour Enchantments carried by the bearer, models in the bearer’s unit, and models in units that are in base contact with the bearer are ignored. (Standard and Large models only.)

Luck of the Dark Gods

Dark Prelate

Idol of Spite

Favours of the Dark Gods

Favour of Akaan, God of Gluttony

Favour of Cibaresh, God of Lust

Favour of Kuulima, Goddess of Envy

Favour of Nukuja, Goddess of Sloth

Favour of Savar, God of Pride

Favour of Sugulag, God of Greed

Favour of Vanadra, Goddess of Wrath

Flintlock Axe

Flintlock Axe

0–60 R&F Models with Flintlock Axe or Blunderbuss or Pistol per Army.
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).

Great Bow

Great Bow

Artillery Weapon.
Range 36", Shots 1, Str 3[5], AP 10, [Multiple Wounds (D3)], Quick to Fire, Area Attack (5x1).

Great Weapon

Zweihandwaffe

Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks

No-Dachi (Great Weapon)

Halberd

Hellebarde

Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.

Naginata (Halberd)

Hand Weapon

Handwaffe

All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry

Short Spear

Close Combat Weapon.
Counts as a Hand Weapon in every respect. The wielder gains +1 Armour Penetration.

Heavy Armour

Schwere Rüstung

+2 Armor

Dragonforged Armour

Follows the rules for Heavy Armour (can be enchanted as if it was Heavy Armour).
In addition, the wearer gains Aegis (2+, against Flaming A ttacks) and Aegis (6+), and automatically fails all Fortitude Saves.

Hobgoblin Scimitar

Hobgoblin Scimitar

Two-Handed. Attacks made with this weapon gain +1 Armour Penetration. In addition, attacks made with this
weapon that are allocated towards models that are Large and Beast, Large and Cavalry, or Gigantic gain +2 Strength.

Honours

Master of Canreig Tower (Models on foot only)

Queen's Companion (Models on foot only)

High Warden of the Flame (Models on foot only)

Fleet Officer

Royal Huntsman

Queen's Cavalier

Mage's honours

Asfad Scholar (Wizard Masters only)

Infernal Armour

Infernal Armour

Armour Equipment
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer gains Aegis (5+, against Flaming Attacks).

Infernal Weapon

Infernal Weapon

Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Iron Fist

Iron Fist

Melee Weapon.
The wielder gains +1 Armour and +1 Attack Value unless using another weapon. If the wielder is on foot it also gains Parry. This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items

Iron Fist

Melee Weapon.
The wielder gains +1 Armour and +1 Attack Value unless using another weapon. If the wielder is on foot it also gains Parry. This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items

Jezail

Jezail

Shooting Weapon.
Range 36", Shots 1, Str 6, AP 4, Unwieldy, Magical Attacks, Accurate.
If rolling a natural ‘1’ to hit, the bearer suffers 1 hit with Toxic Attacks.

Jezail

Shooting Weapon
0–18 Models/Army.
Range 36′′, Shots 1, Str 5, AP 3, Accurate, Mishap (To-hit roll), Unwieldy.
The bearer loses Quick to Fire if it had it.
Trial and Terror: The weapon’s range is set to 24′′ and it gains Multiple Wounds (2) and Reload!.

Katana

Paired Katana

Close Combat Weapon.
This weapon follows the rules for Paired Weapons. In addition, attacks made with Paired Katanas gain +1 Armour Penetration.
Alternatively, this weapon can be used as a Katana (see above). The bearer can decide how to use this weapon at step 2 of the Round of Combat Sequence.

Katana

Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Offensive Skill. Katanas can be enchanted as if they were Hand Weapons.

Lance

Lanze

Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.

Makhar Lance

Close Combat Weapon
Lance. Attacks made with a Makhar Lance gain Fight in Extra Rank and TwoHanded

Light Armour

Leichte Rüstung

Armor +1

Berserker's Bear Pelt

Light Armour
In addition, at the start of any of your Player Turns all models with Berserker's Bear Pelt in a unit may choose to lose its Shield and gain Frenzy​, Fearless​, Battle Focus​, Lightning Reflexes​, and +1 Strength​. Effects lasts for the remainder of the game.

Elven Cloak

Armour
When combined with Light Armour, the wearer gains +1 Armour. Elven Cloaks cannot be enchanted.

Longbow

Langbogen

Portée 30", tir 1, Force 3, PA 0, tir de volée

Sylvan Longbow

Shooting Weapon
0-55 Models with Sylvan Longbow per Army.
Follows the rules for Longbows. In addition, attacks made with a Sylvan Longbow gain Armour Penetration 1 and Quick to Fire. Also, when shooting from Short Range, their Strength is set to 4.

Manifestation

Abiding Spirit

Unholy Avatar

Brand of the Dragon

Emissary of Chaos

Sorcerer Immortal

Manifestations of Sloth

Aura of Despair

Enemy units suffer −2″ Advance Rate to a minimum of 1 when rolling for Charge Range against units with this Manifestation in the Charge Phase. Dominant

Chilling Yawn

Enemy units in base contact with one or more models with this Manifestation suffer −2 Agility. Dominant.

Segmented Shell

Guiding Segmented Shell

When the model or a R&F model in its unit suffers a wound from an attack with Multiple Wounds (X), reduce X by 1, to a minimum of 1. Dominant

Manifestations of Envy

Piercing Spike

Venom Sacs

Greenfire Eyes

Guiding Piercing Spike

Close Combat Attacks made by the model and each R&F model in its unit gain +1 Armour Penetration. Dominant

Guiding Venom Sacs

The model and each R&F model in its unit gains Poison Attacks. If the model’s Close Combat Attacks or those from R&F models in its unit already were Poison Attacks from another source than this Manifestation, the attack will automatically wound on successful to-hit rolls of 5+, instead of 6+. Dominant

Manifestations of Pride

Bronze Backbone

Horns of Hubris

Guiding Bronze Backbone

The model and each R&F model in its unit gains Hatred. Dominant

Guiding Horns of Hubris

The model and each R&F model in its unit gains Vanguard (6″). Dominant

Stiff Upper Lip

Manifestations of Wrath

Red Haze

Whipcrack Tail

Guiding Incendiary Ichor

The model and each R&F model in its unit gains Aegis (2+, against Flaming Attacks). All Melee Attacks (including Special Attacks) and Shooting Attacks made by the model with Incendiary Ichor and each R&F model in its unit become Flaming Attacks. The model and each R&F model in its unit automatically fails all Fortitude Saves. Dominant

Guiding Red Haze

The model’s Close Combat Attacks and those of R&F models in its unit gain +1 Strength and +1 Armour Penetration, but each of its Close Combat Attacks with a natural to-hit roll of ‘1’ is distributed onto the bearer’s unit. Dominant

Guiding Whipcrack Tail

The model and each R&F model in its unit gains Lightning Reflexes. Dominant

Incendiary Ichor

Manifestations of Greed

Smothering Coils

Divining Stout

Grasping Proboscis

Guiding Divining Stout

When Charging a unit that contains one or more Special Item, the model and each R&F model in its unit gains +2″ Advance Rate for Charge Range rolls. The effects only apply in the Charge Phase and only if all models in the unit are affected by Divining Snout. Dominant

Guiding Grasping Proboscis

At the end of each Round of Combat during which the model’s unit was Engaged in Combat and the model and R&F model in its unit caused at least three Health Point losses against enemy units with Melee Attacks, the owner gains D3 Veil Tokens to their Veil Token pool. Dominant

Guiding Smothering Coils

Manifestations of Gluttony

Digestive Vomit

Broodmother

At the end of each Round of Combat during which the model’s unit was Engaged in Combat, and during which the model caused at least three Health Point losses against enemy units with Close Combat Attacks, the unit Raises D3 Health Points. Dominant

Guiding Broodmother

At the end of each Round of Combat during which the model’s unit was Engaged in Combat, and during which the model and R&F models in its unit caused at least three Health Point losses against enemy units with Close Combat Attacks, the unit Raises D3 Health Points. Dominant.

Guiding Digestive Vomit

One use only. Must be activated the first time the model’s unit performs a Post-Combat Pivot or a Post-Combat Reform.
The model and each R&F model inits unit gains +1 Strength and +1 Armour Penetration until the end of the game. Dominant

Guiding Unhinging Jaw

Failed to-wound rolls from Close Combat Attacks against Large or Gigantic models made by the model and each R&F model in its unit must be rerolled. Dominant

Unhinging Jaw

Manifestations of Lust

Guiding Hot Blood

The model and each R&F model in its unit gains Devastating Charge (+2 Agi). Dominant

Guiding Roaming Hands

While the unit is Engaged with an enemy unit’s Flank or Rear Facing, the model and each R&F model in its unit gains +1 Strength and +1 Armour Penetration. Dominant

Hot Blood

Roaming Hands

Mesmerising Plumage

Enemy units in base contact with one or more models with this Manifestation suffer −1 Offensive Skill and −1 Defensive Skill. Dominant

Manifestations of Father Chaos

Mirrored Scales

Sorcerous Antennae

Living Shield

Brimstone Secretions

Centipede Legs

Kaleidoscopic Flesh

Charged Tendrils

Chitinous Scales

Cloven Hooves

Iron Husk

Dark Hide

Dextrous Tentacles

Guiding Brimstone Secretions

Attacks that are Divine Attacks made against the model and against R&F models in its unit lose this Attack Attribute Dominant

Guiding Centipede Legs

The model and each R&F model in its unit gains +1″ Advance Rate. Dominant

Guiding Dextrous Tentacles

The model and each R&F model in its unit gains +1 Agility. Dominant

Guiding Kaleidoscopic Flesh

The model and each R&F model in its unit gains Hard Target (1). Dominant

Guiding Living Shield

The model and each R&F model in its unit gains Parry. Dominant

Guiding Mirrored Scales

Each Close Combat Attack allocated towards the model and R&F models in its unit for which a natural ‘1’ is rolled to hit is distributed onto the attacking model’s Health Pool. Dominant

Hammer Hand

Mark of the Eternal Champion

Unnatural Roots

Withering Vapour

Manifestations of Envy

Greenfire Eyes

Piercing Spike

Venom Sacs

Manifestations of Father Chaos

Brimstone Secretions

Centipede Legs

Charged Tendrils

Chitinous Scales

Cloven Hooves

Dark Hide

Dextrous Tentacles

Hammer Hand

Iron Husk

Kaleidoscopic Flesh

Living Shield

Mark of the Eternal Champion

Mirrored Scales

Sorcerous Antennae

Unnatural Roots

Withering Vapour

Manifestations of Gluttony

Broodmother

Digestive Vomit

Unhinging Jaw

Manifestations of Greed

Divining Snout

Grasping Proboscis

Smothering Coils

Manifestations of Lust

Bronze Backbone

Horns of Hubris

Stiff Upper Lip

Manifestations of Pride

Aura of Despair

Chilling Yawn

Segmented Shell

Manifestations of Sloth

Incendiary Ichor

Red Haze

Whipcrack Tail

Manifestations of Wrath

Hot Blood

Mesmerising Plumage

Roaming Hands

Melee Weapon

War Fan

Close Combat Weapon.
The War Fan always counts as a Shield against Ranged Attacks (and can be used differently depend- ing on the chosen Dance, see Kabuki Dance).

Uprooted Tree

Melee Weapon.
Attacks made with this weapon hit automatically and have their Strength set to 5 and their Armour Penetration set to 0.

Scales of Destiny

Melee Weapon.
The wielder suffers -1 Attack Value.
The model has two Bound Spells:
- Touch the Heart from Cosmology,
Power Level (4/8)
- Ice and Fire from Cosmology,
Power Level (4/8)

Scales of Destiny

Melee Weapon.
The wielder suffers -1 Attack Value.
The model has two Bound Spells:
- Touch the Heart from Cosmology, Power Level (4/8)
- Ice and Fire from Cosmology, Power Level (4/8)

Scales of Destiny

Melee Weapon.
The wielder suffers -1 Attack Value.
The model has two Bound Spells:
- Touch the Heart from Cosmology, Power Level (4/8)
- Ice and Fire from Cosmology, Power Level (4/8)

Cobalt Club

Melee Weapon.
Attacks made with this weapon gain +2 Strength.

Colossal Cleaver

Melee Weapon
The wielder gains +1 Attack Value. Attacks with Colossal Cleaver gain +1 Armour Penetration, and Battle Focus.
The wielder must Pursue and Overrun whenever possible.

Colossal Kopesh

Melee Weapon.
Attacks with this weapon gain +2 Strength, +2 Armour Penetration, and Multiple Wounds (D3, against Towering Presence).

Colossal Kopesh

Melee Weapon.
Attacks with this weapon gain +2 Strength, +2 Armour Penetration, and Multiple Wounds (D3, against Towering Presence).

Colossal Kopesh

Melee Weapon.
Attacks with this weapon gain +2 Strength, +2 Armour Penetration, and Multiple Wounds (D3, against Towering Presence).

Lambent Sword

Melee Weapon.
Attacks made with this weapon gain +2 Strength, +2 Armour Penetration, and ignore Parry.

Giant Club

Melee Weapon
Attacks with Giant Club gain +1 Strength and +1 Armour Penetration.

Giant Club

Melee Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Meat Grinder

Melee Weapon.
When using this weapon, the wielder gains Impact Hits (2D6) and Grind Attacks (2D6). These Impact Hits and Grind Attacks are resolved with Strength 4 and Armour Penetration 2.

Iron Fist

Melee Weapon.
The wielder gains +1 Armour and +1 Attack Value unless using another weapon. If the wielder is on foot it also gains Parry. This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items

Iron Fist

Melee Weapon.
The wielder gains +1 Armour and +1 Attack Value unless using another weapon. If the wielder is on foot it also gains Parry. This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items

Tribal Warspear

Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence). Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains War Platform and Not a Leader with the following exception: it can only join units that include at least one R&F Barbarians model.

Long Lance

Melee Weapon.
Attacks made with a Long Lance and allocated toward models in the wielder's Front Facing gain Devastating Charge (+1 Attack, +3 Agility, +3 Strenght and +3 Armour Penetration)

Sabre

Melee Weapon.
Attacks made with this weapon gain +1 Armour Penetration.

Oaths

Grail Oath

Oath of Fealty

Questing Oath

Ogre Crossbow

Ogre Crossbow

Shooting Weapon.
Range 30", Shots 1, Str 2[5], AP 1[3], Penetrating.

Ogre Crossbow

Shooting Weapon.
Range 30", Shots 1, Str 2[5], AP 1[3], Penetrating.

Paired Weapons

Waffenpaar

The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.

Paired Katana

Close Combat Weapon.
This weapon follows the rules for Paired Weapons. In addition, attacks made with Paired Katanas gain +1 Armour Penetration.
Alternatively, this weapon can be used as a Katana (see above). The bearer can decide how to use this weapon at step 2 of the Round of Combat Sequence.

Personal Protection

Warding Amulet

Personal Protection.
The bearer gains Aegis (+1, max. 3+) for each nonAttribute Spell with duration One Turn targeting at least one model in the bearer’s unit for as long as the spell’s effects are applied.

Lamellar barding

Personal Protection
The bearer’s model gains +1 Armour, up to a maximum of Armour 4, and −2″ March Rate.

Pistol

Pistol

Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire

Repeater Pistol

Plate Armour

Abyssal Armour

Follows the rules for Plate Armour. For each Veil Token in the owner’s Veil Token pool, attacks against the wearer suffer −1 Armour Penetration, up to a maximum of 3.

Plate Armour

+3 Armor

Dragonforged Armour

Follows the rules for Heavy Armour (can be enchanted as if it was Heavy Armour).
In addition, the wearer gains Aegis (2+, against Flaming A ttacks) and Aegis (6+), and automatically fails all Fortitude Saves.

Hell-Forged Armour

Armour Equipment.
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer’s model gains Aegis (5+, against Toxic Attacks).

Infernal Armour

Armour Equipment
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer gains Aegis (5+, against Flaming Attacks).

Hell-Forged Armour

Armour Equipment
Plate Armour
The wearer’s model gains Aegis (5+, against Toxic Attacks).

Hell-Forged Armour

Armour Equipment.
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer’s model gains Aegis (5+, against Toxic Attacks).

Infernal Armour

Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).

Poisons

Dripping Poison

Fauntei Shi

Night Milk

Snake Venom

Spider Venom

Ratlock Pistols

Ratlock Pistols

Shooting Weapon.
Range 12", Shots 2, Str 5, AP 3, Quick to Fire, Magical Attacks. Counts as Paired Weapons in close combat

Shooting Weapon

Repeater Crossbow

Range 18″, Shots 2, Str 3, AP 0. When shooting from Short Range, the weapon gains +1 Armour Penetration.

Repeater Handbow [X]

Range 12″, Shots X, Str 3, AP 1, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.

Ogre Crossbow

Shooting Weapon.
Range 30", Shots 1, Str 2[5], AP 1[3], Penetrating.

Ogre Crossbow

Shooting Weapon.
Range 30", Shots 1, Str 2[5], AP 1[3], Penetrating.

Aspen Bow

Shooting Weapon.
Range 24", Shots 1, Str 3, AP 0, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.

Aspen Bow

Shooting Weapon.
Range 24", Shots 1, Str 3, AP 0, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.

Aspen Bow

Shooting Weapon.
Range 24", Shots 1, Str 3, AP 0, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.

Giant Aspen Bow

Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (5×1), [Multiple Wounds (D3)].
This Artillery Weapon always hits on a roll equal to or greater than its Aim.

Giant Aspen Bow

Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (5×1), [Multiple Wounds (D3)].
This Artillery Weapon always hits on a roll equal to or greater than its Aim.

Giant Aspen Bow

Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (5×1), [Multiple Wounds (D3)].
This Artillery Weapon always hits on a roll equal to or greater than its Aim.

Great Bow

Artillery Weapon.
Range 36", Shots 1, Str 3[5], AP 10, [Multiple Wounds (D3)], Quick to Fire, Area Attack (5x1).

Sylvan Longbow

Shooting Weapon
0-55 Models with Sylvan Longbow per Army.
Follows the rules for Longbows. In addition, attacks made with a Sylvan Longbow gain Armour Penetration 1 and Quick to Fire. Also, when shooting from Short Range, their Strength is set to 4.

Assassin Throwing Weapons

Shooting Weapon.
Range 12", Shots 3, Str as user, AP as user, Quick to Fire.
*An Assassin with Path of Silent Death additionally counts towards Raiders.

Repeater Gun

Shooting Weapon.
Range 24", Shots 3, Str 4, AP 2, Unwieldy.

GuildCrafted Handgun

Shooting Weapon.
Range 24”, Shots 1, Str 4, AP 2, Unwieldy, Accurate.

Flintlock Axe

0–60 R&F Models with Flintlock Axe or Blunderbuss or Pistol per Army.
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).

Beer Barrel

Shooting Weapon.
The bearer gains Looted Booze.
Once per game, the weapon may be used as a Shooting Weapon with the following profile:
Range 8", Shots 1, Str 4, AP 0, Area Attack (3x3), Reload!, hits automatically.
After being used as a Shooting Weapon, the bearer loses Looted Booze.

Spearback – Shoot Spikes (4+)

Shooting Weapon.
Range 18″, Shots 2D6, Str 4, AP 2, Quick to Fire. This weapon may not be used if the model performed a March Move in this Player Turn. Spearbacks must declare Stand and Shoot as a Charge Reaction if possible, but they do not suffer the −1 to-hit modifier for it.

Blowpipe

Shooting Weapon.
Range 12", Shots 2, Str 2, AP 0, Poison Attacks, +1 to hit against units consisting entirely of models with Towering Presence.

Blunderbuss

0–60 R&F Models with Flintlock Axe or Blunderbuss or Pistol per Army.
Range 12″, Shots 1, Str 5, AP 3, Accurate, March and Shoot, Quick to Fire. Does not suffer the negative to-hit modifier from a Stand and Shoot Charge Reaction.

Blunderbuss

Range 12″, Shots 1, Str 5, AP 3, Accurate, March and Shoot, Quick to Fire. Does not suffer the negative to-hit
modifier from a Stand and Shoot Charge Reaction.

Fire Bola

Shooting Weapon.
Range 8", Shots 1, Str 4, AP 1, Flaming Attacks, Quick to Fire.

Brace of Ogre Pistols

Shooting Weapon.
Range 24", Shots 2, Str 4, AP 2, Quick to Fire.
Counts as Paired Weapons in Close Combat

Brace of Ogre Pistols

Shooting Weapon.
Range 24", Shots 2, Str 4, AP 2, Quick to Fire.
Counts as Paired Weapons in Close Combat

Brace of Pistols

Brace of Pistols

Shooting Weapon.
Range 12", Shots 2, Str 4, AP 2, Quick to Fire. Counts as Paired Weapons in Close Combat.

Caltrops

Shooting Weapon.These crow's foots are used when the model makes a Stand and Shoot reaction(additionally to the model's other shooting attacks). This causes a further -1 to Hit modifierfor the Stand and Shoot reaction for all models that are equipped with Caltrops. The enemy unit deducts D3" from its Charge Range. Models with Flyor Ghost Stepare not affected.

Hand Cannon

Shooting Weapon.
Range 24", Shots D6, Str 4, AP 2, Quick to Fire.

Hand Cannon

Shooting Weapon.
Range 24", Shots D6, Str 4, AP 2, Quick to Fire.

Giant Blowpipes

Volley Gun Artillery Weapon.
Range 12", Shots 8, Str 3, AP 0, Quick to Fire, Poison Attacks.

Ratlock Pistols

Shooting Weapon.
Range 12", Shots 2, Str 5, AP 3, Quick to Fire, Magical Attacks. Counts as Paired Weapons in close combat

Dark Fire

Shooting Weapon.
Range 18″, Shots 2, Str 4, AP 0.
Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire.

Dark Fire

Shooting Weapon.
Range 18″, Shots 2, Str 4, AP 0.
Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire.

Darkstone Generator

Shooting Weapon.
Range 12″, Shots D6, Lightning Attacks, March and Shoot, Mishap (Roll for number of Shots), Reload!. The attacks hit automatically.

Trial and Terror: The weapon instead targets and automatically hits all units within 6″ (including units not inside the Front Arc/Line of Sight, and units Engaged in Combat) except the shooting unit itself (remember that models that are Engaged in Combat cannot perform Shooting Attacks). Roll once for the number of shots and apply this value to all targeted units, then roll for the Strength of the hits for each targeted unit individually.
These shots are not randomised using the rules for Callous.

Deepfire Grenades

Shooting Weapon.
Range 8′′, Shots 2, Str 6, AP 2, Accurate, Flaming Attacks, Quick to Fire, Volley Fire.

Dragonsbane Harpoon

Shooting Weapon.
Range 18″, Shots 1, Str 7, AP 4, Multiple Wounds (2), Quick to Fire, Reload!

Energy Bolts

Shooting Weapon.
Range 24″, Shots 1, Str 5, AP 0, Reload!, Volley Fire.

Energy Bolts

Shooting Weapon.
Range 24″, Shots 1, Str 5, AP 0, Reload!, Volley Fire.

Poisoned Thorn

Shooting Weapon.
Range 12″, Shots 1, Str 3, AP 1, Quick to Fire.

Sling

Shooting Weapon.
Range 18", Shots 1, Str 3, AP 0, Quick to Fire.

Flintlock Axe

Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).

Forge Gun

Shooting Weapon.
Range 18”, Shots 1, Str 3, AP 0, Flaming Attacks, always hit on 2+.

Forge Repeater

Shooting Weapon.
Range 18", Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire.

Sling

Shooting Weapon.
Range 18′′, Shots 1, Str 3, AP 0. The attack gains +1 Strength when shooting from Short Range.

Gas Globes

Shooting Weapon.
Range 8", Shots 1, AP 10, Quick to Fire, Accurate, Magical Attacks. Hits from this weapon ignore the target's Resilience and are instead set to wound on 4+.

Poisoned Javelin

Shooting Weapon.
Range 12", Shots 1, Str as user, AP as user, Poison Attacks, Quick to Fire.

Great Aspen Bow

Shooting Weapon.
Range 36", Shots 1, Str 5, AP 2, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.

Hunting Spear

Shooting Weapon.
Range 12", Shots 1, Str as user +1, AP as user +1, Quick to Fire, Multiple Wounds (D3, against Gigantic).

Hunting Spear

Shooting Weapon.
Range 12", Shots 1, Str as user +1, AP as user +1, Quick to Fire, Multiple Wounds (D3, against Gigantic).

Impaling Roots

Shooting Weapon
Range 12″, Shots D6+1, Str 4, AP 1, Quick to Fire, March and Shoot, ignores to-hit modifiers from Cover. If its
target is in contact with a Forest, the Strength is set to 5 and Armour Penetration to 2.

Jezail

Shooting Weapon
0–18 Models/Army.
Range 36′′, Shots 1, Str 5, AP 3, Accurate, Mishap (To-hit roll), Unwieldy.
The bearer loses Quick to Fire if it had it.
Trial and Terror: The weapon’s range is set to 24′′ and it gains Multiple Wounds (2) and Reload!.

Jezail

Shooting Weapon.
Range 36", Shots 1, Str 6, AP 4, Unwieldy, Magical Attacks, Accurate.
If rolling a natural ‘1’ to hit, the bearer suffers 1 hit with Toxic Attacks.

Long Rifle

Shooting Weapon.
Range 48", Shots 1, Str 5, AP 3, Multiple Wounds (2, against Standard), Unwieldy

Long Rifle

Shooting Weapon.
Range 48", Shots 1, Str 5, AP 3, Multiple Wounds (2, against Standard), Unwieldy

Oil Flasks

Close Combat, Shooting
If one or more simultaneous attacks with Oil Flasks hit, after resolving these attacks, the target unit gains one Incendiary marker.

Petrifying Gaze

Shooting Weapon.
Range 12″, Shots D6+1, Str 2, AP 10, Quick to Fire.
When rolling to wound with this attack, use the target’s Agility instead of the target’s Resilience. For Multipart Models, use the highest Agility value.

Repeater Pistol

Shooting Weapon.
Range 12", Shots 3, Str 4, AP 2, Quick to Fire. If the model is also equipped with a Pistol or a Brace of Pistols, this weapon
gains Shots 4.

Recurse Bow

Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.

WyrmSlayer Rocket

Shooting Weapon.
Range 24", Shots 1, Str 6, AP 3, Multiple Wounds (D3), Flaming Attacks, Reload!

Rotary Gun

Shooting Weapon
0–12 Models/Army.
Range 18′′, Shots D6, Str 4, AP 2, Mishap (Roll for number of Shots).
Trial and Terror: The weapon’s range is set to Range 12′′, its Shots are set to D6×2, and it gains Reload!.

Saddle Cannon

Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.

Shortbow

Shooting Weapon.
Range 18'', Shots 2, Str 3, AP 0, Quick to Fire, Volley Fire

Shuriken

Shooting Weapon
Range 12′′, Shots: 2, Strength as user, Armour Penetration as user, Quick to Fire.

Sling

Range 18″, Shots 1, Str 3, AP 0. When shooting from Short Range, the Strength of attacks made with this weapon is set to 4.

Shuriken

Shuriken

Shooting Weapon
Range 12′′, Shots: 2, Strength as user, Armour Penetration as user, Quick to Fire.

Sode

Sode

Armour Equipment
Sode grant +1 Armour and can be enchanted with Shield Enchantments from the Common Special Equipment section.

Spear

Speer

Suit of Armour

Abyssal Armour

Follows the rules for Plate Armour. For each Veil Token in the owner’s Veil Token pool, attacks against the wearer suffer −1 Armour Penetration, up to a maximum of 3.

Leichte Rüstung

Armor +1

Schwere Rüstung

+2 Armor

Plate Armour

+3 Armor

Dragonforged Armour

Follows the rules for Heavy Armour (can be enchanted as if it was Heavy Armour).
In addition, the wearer gains Aegis (2+, against Flaming A ttacks) and Aegis (6+), and automatically fails all Fortitude Saves.

Dragonforged Armour

Follows the rules for Heavy Armour (can be enchanted as if it was Heavy Armour).
In addition, the wearer gains Aegis (2+, against Flaming A ttacks) and Aegis (6+), and automatically fails all Fortitude Saves.

Hell-Forged Armour

Armour Equipment.
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer’s model gains Aegis (5+, against Toxic Attacks).

Infernal Armour

Armour Equipment
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer gains Aegis (5+, against Flaming Attacks).

Berserker's Bear Pelt

Light Armour
In addition, at the start of any of your Player Turns all models with Berserker's Bear Pelt in a unit may choose to lose its Shield and gain Frenzy​, Fearless​, Battle Focus​, Lightning Reflexes​, and +1 Strength​. Effects lasts for the remainder of the game.

Horo Cloaks

Armour Equipment
The bearer gains +1 Resilience against Ranged Attacks. This has no effect on Flaming Attacks or Toxic Attacks.

Elven Cloak

Armour
When combined with Light Armour, the wearer gains +1 Armour. Elven Cloaks cannot be enchanted.

Hell-Forged Armour

Armour Equipment
Plate Armour
The wearer’s model gains Aegis (5+, against Toxic Attacks).

Hell-Forged Armour

Armour Equipment.
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer’s model gains Aegis (5+, against Toxic Attacks).

Infernal Armour

Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).

Pavise

Armour.
The model gains +3 Armour against Ranged Attacks.

Sode

Armour Equipment
Sode grant +1 Armour and can be enchanted with Shield Enchantments from the Common Special Equipment section.

Sylvan Blades

Sylvan Blades

Close Combat Weapon
Follows the rules for Paired Weapons. In addition, attacks made with Sylvan Blades gain +1 Armour Penetration.

Sylvan Longbow

Sylvan Longbow

Shooting Weapon
0-55 Models with Sylvan Longbow per Army.
Follows the rules for Longbows. In addition, attacks made with a Sylvan Longbow gain Armour Penetration 1 and Quick to Fire. Also, when shooting from Short Range, their Strength is set to 4.

Totems

Black Wing Totem

Blooded Horn Totem

Clouded Eye Totem

Gnarled Hide Totem

Two-Handed

Flintlock Axe

Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).

Hobgoblin Scimitar

Two-Handed. Attacks made with this weapon gain +1 Armour Penetration. In addition, attacks made with this
weapon that are allocated towards models that are Large and Beast, Large and Cavalry, or Gigantic gain +2 Strength.

Virtues

Daring

Audacity

Humility

Might

Piety

Renown

Valour

Yari

Yari

Close Combat Weapon.
When used by infantry models, Yari count as Spears.
Mounted model parts using a Yari gain +1 Armour Penetration and have their Strength set to 5 for as long as they are charging.

Yumi

Yumi (Longbow)

Global

Eldritch Tome

Universal Rule.
Units with Champion only.
The unit gains Wizard Conclave that knows only Spear of Infinity (Hereditary Spell).

Infiltrators

Universal Rule.
The model gains Scout and loses Scoring.

Sacrificial Offerings

Immediately before performing a Casting Attempt with a Wizard in a unit containing one or more models with Sacrificial Offerings, you may inflict 1 hit against that unit. This hit wounds automatically with Armour Penetration 10 and with no saves of any kind allowed. If a Health Point loss was caused against a model with Sacrificial Offerings, the Casting Attempt gains a +1 Casting Modifier. Each unit can be affected by Sacrificial Offerings only once per Magic Phase.

Release the Hounds

Universal Rule.
One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6″ March Rate and Devastating Charge (+1 Att, +1 Str) during this Player Turn.

Path of the Favoured

Universal Rule.
Units with more than half of their models with Path of the Favoured must reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is set to 9.

Way of the Warrior

You cannot refuse a Duel if a model with Way of the Warrior could accept it. Models with this rule must re-roll failed Panic tests. If at least half of the models in a unit have this rule, any Break Tests taken by the unit are subject to Minimised Roll. Any unit or Character with this rule that fails a Break Test during the game commits Seppuku (suicide) at the end of the game. It counts as a Destroyed Unit when determining Victory Points (including extra points for Defeated General and Defeated Battle Standard Bearer). This does not interact with the Secondary Objective (i.e. the unit can still score Secondary Objectives, does not count as destroyed for Capture the Flags, etc.).

Samurai's Drill

Attack Attribute.
Units of Ashigaru Bowmen and Matchlock Ashigarumay use Shooting Attacks from the 3rd rank (in addition to the 1st and 2nd).

Dusk Senator's Elixir

Attack Attribute.
One use only. May be used at the start of any phase or Round of Combat. For the duration of this phase, the model has its Armour Penetration set to 10. At the end of the Phase, the model loses one Health Point (with no saves of any kind allowed).

Master of Canreig Tower (Models on foot only)

Asfad Scholar (Wizard Masters only)

High Warden of the Flame (Models on foot only)

Mirrored Scales

Queen's Companion (Models on foot only)

Sashimonos

A unit with one or more models with Sashimonos adds +1 to its Combat Score.

Sword Sworn

Attack Attribute - Close Combat.
The model part gains a +1 to-hit modifier when attacking with a Great Weapon.

Nachladen!

A Shepherd and its Flock

Universal Rule.
The model cannot join a unit that contains another model with this rule.

Full Steam Ahead

Universal Rule.
At the end of step 2 of the the Movement Phase Sequence (directly after Rallying Fleeing units), the Infernal Engine may engage its boiler.
If so, until the end of this Player Turn, the unit may not shoot and gains Random Movement (3D6), with the following exception: it cannot move into base contact with an enemy unit that was not within the Infernal Engine’s Front Arc before the initial Pivot.

War Fan

Close Combat Weapon.
The War Fan always counts as a Shield against Ranged Attacks (and can be used differently depend- ing on the chosen Dance, see Kabuki Dance).

Volcanic Embrace

The model part gains Magical Attacks. All Melee Attacks (including Special Attacks) made by model parts with Volcanic Embrace become Flaming Attacks. In addition, at Initiative Step 0, all enemy models in base contact with one or more model parts with Volcanic Embrace suffer a hit with Strength 4, Armour Penetration 0, and Flaming Attacks.
Models with Volcanic Embrace automatically fail all Fortitude Saves.

Abiding Spirit

Ablenkend

Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.

Above the Masses

Universal Rule.
When a Magister riding the Doom Bell chooses targets for spells with Type Direct, it ignores the restriction of only choosing targets in its Front Arc.
When a Magister riding the Doom Bell chooses targets for spells with Type Missile, it can draw Line of Sight at 360° and from any point of the Doom Bell's base, and may cast Missile spells even when Engaged in Combat. All non-Bound Spells cast by the Magister gain +3" Range.

Macht Platz

Abyssal Armour

Follows the rules for Plate Armour. For each Veil Token in the owner’s Veil Token pool, attacks against the wearer suffer −1 Armour Penetration, up to a maximum of 3.

Abyssal Conduit

Universal Rule.
One model in the unit that is not a Champion or Musician becomes a Standard Bearer with Channel(1) and Daemonic Summon.

Academy Training

Units with more than half of their models with Academy Training are considered Academy Trained. While within 8″ of one or more other non-Fleeing, friendly Academy Trained units, Academy Trained units:
• Gain Devastating Charge (+1″ Adv) when declaring their first Charge in any Charge Phase. The effect lasts until the end of the Charge Phase. Characters without Academy Training that Charge out of the unit are not affected.
• Count as having one additional Full Rank for the purpose of Steadfast and Disrupted if they have at least one Full Rank.

Hoardmaster

Hoardmaster

Blessed Steel

Attack Attribute - Close Combat.
The model part gains +2 Agility. Close Combat Attacks made by the model part gain +1 Strength and +1 Armour Penetration.

Tag-Along

If the model is within 3" of a friendly non-fleeing unit with at least one Rat-at-Arms or Vermin Guard model, it gains Aegis (4+) against Ranged Attacks.

Accurate

Accurate

Treffsicher

Acid Blood

Special Attack.
For each Fortitude Save the model fails against Melee Attacks, the model immediately inflicts 1 hit with Toxic Attacks against the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool.

Acid Blood

Special Attack.
For each Fortitude Save the model fails against Melee Attacks, the model that caused the wounding hit immediately suffers 1 hit with Toxic Attacks, before any casualties are removed, distributed onto the model’s Health Pool.

Shadow Stalker

Universal Rule.
As long as the Shinobi is joined to a unit of Ninja orKabuki Dolls, the unit benefits from Soft Cover. If it benefits from Soft Cover already, it benefits from hard Cover instead.

Trained from Birth

Handlers

The unit may perform Swift Reforms as if it had a Musician.

Additional learned spell

Additional Limbs

Universal Rule.
The model has its March Rate set to 20″ and its Armour set to 3.

Additional Limbs

Universal Rule.
The model’s March Rate is set to 20″ and its Armour is set to 3.

Zauberadept

- Knows 2 spells.
- Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army.
The Wizard gains Channel (1) and selects its spells as described in Spell Selection.

Rettungswurf

Aether Battery

Artillery Weapon.
Volley Gun. Range 18″, Shots 2D6×2, Str 4, AP 1.
Before rolling for the number of shots, the owner may choose to discard 1–3 Veil Tokens from their Veil Token pool. If so, the number of shots is increased by +3 per discarded Veil Token.

Aether Battery

Volley Gun Artillery Weapon.
Range 18", Shots 2D6*2, Str 4, AP 1.
Before rolling for the number of shots, the owner may choose to discard 1-3 Veil Tokens from its Veil Token pool. If so, the number of shots is increased by +3 per discarded Veil Token.

Agent of the Obsidian Thrones

Universal Rule.
Assassins ignore Cult Rivalry for the purpose of joining units, and are ignored regarding Cult Rivalry by Characters joining their unit.

Hinterhalt

Underground Ambush

The model follows the rules for Ambush, with the following exception. Instead of entering the Battlefield from the Board Edge:
1. Choose an arriving unit with Underground Ambush.
2. Place the unit anywhere on the Battlefield in a legal formation more than 1″ from other units, Impassable Terrain, and the Board Edge.
3. Roll a D6:
• If 5–6 is rolled, the unit arrives where it was initially placed.
• If 1–4 is rolled, move the unit (without changing the direction it is facing) 2D6″ in a randomly chosen direction. If this would bring the unit within 1″ of other units, Impassable Terrain, or the Board Edge, the unit stops 1″ short of them and each model in the Ambushing unit must take a Dangerous Terrain (1) Test. The unit may then perform a Pivot (and must follow the Unit Spacing rule after the Pivot). None of these manoeuvres prevent the unit from moving following the rules for Ambush afterwards.
4. Repeat steps 1–3 for all other arriving units with Underground Ambush.

Underground Ambush

The model follows the rules for Ambush, with the following exception. Instead of entering the Battlefield from the Board Edge:
1. Choose an arriving unit with Underground Ambush.
2. Place the unit anywhere on the Battlefield in a legal formation more than 1″ from other units, Impassable Terrain, and the Board Edge.
3. Roll a D6:
• If 5–6 is rolled, the unit arrives where it was initially placed.
• If 1–4 is rolled, move the unit (without changing the direction it is facing) 2D6″ in a randomly chosen direction. If this would bring the unit within 1″ of other units, Impassable Terrain, or the Board Edge, the unit stops 1″ short of them and each model in the Ambushing unit must take a Dangerous Terrain (1) Test. The unit may then perform a Pivot (and must follow the Unit Spacing rule after the Pivot). None of these manoeuvres prevent the unit from moving following the rules for Ambush afterwards.
4. Repeat steps 1–3 for all other arriving units with Underground Ambush.

Underground Ambush

The model follows the rules for Ambush, with the following exception. Instead of entering the Battlefield from the Board Edge:
1. Choose an arriving unit with Underground Ambush.
2. Place the unit anywhere on the Battlefield in a legal formation more than 1″ from other units, Impassable Terrain, and the Board Edge.
3. Roll a D6:
• If 5–6 is rolled, the unit arrives where it was initially placed.
• If 1–4 is rolled, move the unit (without changing the direction it is facing) 2D6″ in a randomly chosen direction. If this would bring the unit within 1″ of other units, Impassable Terrain, or the Board Edge, the unit stops 1″ short of them and each model in the Ambushing unit must take a Dangerous Terrain (1) Test. The unit may then perform a Pivot (and must follow the Unit Spacing rule after the Pivot). None of these manoeuvres prevent the unit from moving following the rules for Ambush afterwards.
4. Repeat steps 1–3 for all other arriving units with Underground Ambush.

Wings

Universal Rule.
The model has its March Rate set to 16″ and gains Fly (8″, 16″) and Light Troops.

Daemonic Wings

The bearer gains Fly (8″, 16″), Light Troops, and Swiftstride. (Models on foot only.)

Aimed Shots

Universal Rule.
The Ranger and any friendly unit he has joined may reroll failed to-wound rolls against units with Large or Gigantic Size. This applies only to Shooting Attacks made with Shortbows and Bows.

Fan the Flames

Universal Rule.
The Overlord and all model parts without Harnessed in the same unit gain Hatred.

Im Hintergrund

Hellebarde

Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.

Uprooted Tree

Melee Weapon.
Attacks made with this weapon hit automatically and have their Strength set to 5 and their Armour Penetration set to 0.

Skorchit Alchemist

Universal Rule.
One use only. May be activated at the start of any Round of Combat. Standard Height R&F models in the model’s unit gain Lightning Reflexes until the end of the Player Turn. The unit suffers D6 hits that wound automatically with no saves of any kind allowed. These hits are considered Special Attacks.

Standard Bearer

Armeestandartenträger

Steam Powered

The model may choose not to move despite having Random Movement, and Pursuit or Overrun Distance are always 0".
Before moving in the Movement Phase, the model may choose to replace its Random Movement (4D3) with Random Movement (5D3) until the end of the Movement Phase. If so, the Steam Cannon cannot be used during this Player Turn.

All-around charge

Universal Rule.
At the Start of the player’s Charge Phase, the unit may Reform.

Allocating Attacks

Close Combat Attacks can be allocated as normal towards different Health Pools in base contact: Skink Braves, Caimans, Champion, Character(s). Alternatively, R&F models that could allocate Close Combat Attacks towards any model in the Skink Brave unit and R&F models that could not allocate Close Combat Attacks due to models in Duels may instead choose to allocate Close Combat Attacks towards one of the following:
• The Health Pool of the non-Champion Skink Brave models
• The Health Pool of the Caiman models; these Close Combat Attacks suffer -1 to hit
These rules replace Swirling Melee, which cannot be used against the unit.

Allocating Stomp Attacks

When distributing hits from Stomp Attacks, ignore all models in the unit that are not Standard Infantry. Hits distributed onto Skink Braves are not randomised.

Allocating Swirling Melee

All enemies allocating attacks using Swirling Melee (i.e. attacking R&F models not in base contact) may choose to do this either against Skink Braves or against Caimans. If this is used to attack Caimans, the attacks suffer a -1 to-hit modifier.

Altar of the Snake-God

Universal Rule.
The model gains an additional model part:
Offensive Att Off Str AP Agi Model Rules
Snakes 2D6 2 2 0 1 Poison Attacks

Überragend

Master of Spellcrafting

The Wizard’s spells have their Casting Value reduced by 1. When performing a Casting Attempt with a single Magic Dice, a natural roll of ‘1’ or ‘2’ is always a failed Casting Attempt, regardless of any modifiers.

Master of Spellcrafting

The Wizard’s spells have their Casting Value reduced by 1. When performing a Casting Attempt with a single Magic Dice, a natural roll of ‘1’ or ‘2’ is always a failed Casting Attempt, regardless of any modifiers.

Beloved

Universal Rule.
When the model is joined to a unit with at least one Full Rank of models with Lance Formation, it gains Stand Behind and cannot be chosen by the opponent as the model that suffers the penalties for refusing a Duel.

Fleet Commander

The model gains Kraken's Hide. For each Character with Fleet Commander in the Army, a single unit of Corsairs may be upgraded with Vanguard.

Fleet Officer

Warding Amulet

Personal Protection.
The bearer gains Aegis (+1, max. 3+) for each nonAttribute Spell with duration One Turn targeting at least one model in the bearer’s unit for as long as the spell’s effects are applied.

An Eye for an Eye

Attack Attribute.
If joined to a Taurukh Anointed unit, when a R&F model from its unit is removed as a casualty due to Melee Attacks, the bearer:
• Must immediately perform a Close Combat Attack if possible.
• Must reroll failed to-hit rolls until the end of the phase.

An forderster Front

Ancestral Memory

A General with Ancestral Memory affects the number of Grudges held by a Dwarven Holds Army (see Ancient Grudge).

Ancient Grudge

Dwarven Holds armies have a number of Grudges which confer a bonus when attacking specific enemies. The total number of Grudges held by a Dwarven Holds army is calculated in the following manner:
• One Grudge for a General with Ancestral Memory on the Army List
• One Grudge for each King on the Army List
• Two Grudges for each War Throne on the Army List

Right before the battle (during step 7 of the Deployment Phase Sequence), you must choose a single unit from the opponent’s Army List for each Grudge in your army (this may also be a Character). The models of this unit are considered “marked”. All models in the Dwarven Holds army gain Hatred against marked models, and against models joined to units with more than half of their models marked.

Ancient Knowledge

Instead of selecting spells, the model knows all spells
from Divination. A single Learned Spell may be exchanged for the Hereditary Spell during Spell Selection. Ignore the rules for The Conclave and instead apply the following: spells from Divination gain +3″ range, up to a maximum of +9″:
• For each friendly model part with Telepathic Link within 12″ of the Caster
• For each additional friendly Wizard without Telepathic Link within 12″ of the Caster Models with Divination only.

Angeschirrt

Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.

Angst

Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.

Animal Angel

The unit gains Hatred against any enemy unit in base contact with Characters whose Ancestor Spirit is associated with the unit. The unit may never benefit from the General’s Commanding Presence and the Battle Standard Bearer’s Rally Around the Flag, unless stated otherwise in the present Army Book.

Animal Master

Universal Rule.
The model gains Commanding Presence, but only units of Sabretooth Tigers may benefit from it.

Animal Master

Universal Rule.
The model gains Commanding Presence, but only units of Sabretooth Tigers may benefit from it.

Smothering Coils

Sorcerous Antennae

Unhandlich

Apex Predator

Universal Rule.
When charging a single model unit with Gigantic Height and/or Fly, the model gains +2" to its Charge Range roll.

Apostate Automaton

Universal Rule.
The model gains +1 Resilience, Crush Attack, and its Armour is set to 3.

Hunting Call

If the Army includes a model with Hunting Call, the owner may:
- Choose to roll for Ambush for units with one or more models with Pack Tactics starting from the owner’s Player Turn 1 (but still at the end of step 2 of the Movement Phase Sequence), unless the owner has the first Player Turn.
- Reroll Ambush rolls of 1-2 for units with one or more models with Pack Tactics.
Hunting Call is in effect even if the bearer is Ambushing and has not arrived on the Battlefield yet.

Storm Caller

Unholy Appetite

After a Round of Combat in which attacks with Unholy Appetite caused an enemy model to lose one or more Health Points, all attacks with Unholy Appetite from models in the same unit must reroll failed to-hit rolls until the end of the next Player Turn.

Zau- bernovize

- Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.

Pursuit Mode

Universal Rule.
The roll for the distance moved with Random Movement in the Movement Phase is subject to Maximised Roll (consider only the used 3 dice for the purpose of Shambolic).

Crossbow

Range 30" Shots 1 Strength 4 Armour Penetration 1 Unwieldy

Repeater Crossbow

Range 18″, Shots 2, Str 3, AP 0. When shooting from Short Range, the weapon gains +1 Armour Penetration.

Repeater Handbow [X]

Range 12″, Shots X, Str 3, AP 1, Accurate, Quick to Fire. When shooting from Short Range, the weapon gains +1 Armour Penetration.

Ogre Crossbow

Shooting Weapon.
Range 30", Shots 1, Str 2[5], AP 1[3], Penetrating.

Ogre Crossbow

Shooting Weapon.
Range 30", Shots 1, Str 2[5], AP 1[3], Penetrating.

Bow

Aspen Bow

Shooting Weapon.
Range 24", Shots 1, Str 3, AP 0, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.

Aspen Bow

Shooting Weapon.
Range 24", Shots 1, Str 3, AP 0, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.

Aspen Bow

Shooting Weapon.
Range 24", Shots 1, Str 3, AP 0, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.

Giant Aspen Bow

Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (5×1), [Multiple Wounds (D3)].
This Artillery Weapon always hits on a roll equal to or greater than its Aim.

Giant Aspen Bow

Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (5×1), [Multiple Wounds (D3)].
This Artillery Weapon always hits on a roll equal to or greater than its Aim.

Giant Aspen Bow

Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (5×1), [Multiple Wounds (D3)].
This Artillery Weapon always hits on a roll equal to or greater than its Aim.

Great Bow

Artillery Weapon.
Range 36", Shots 1, Str 3[5], AP 10, [Multiple Wounds (D3)], Quick to Fire, Area Attack (5x1).

Langbogen

Portée 30", tir 1, Force 3, PA 0, tir de volée

Sylvan Longbow

Shooting Weapon
0-55 Models with Sylvan Longbow per Army.
Follows the rules for Longbows. In addition, attacks made with a Sylvan Longbow gain Armour Penetration 1 and Quick to Fire. Also, when shooting from Short Range, their Strength is set to 4.

Sacred Ark

Friendly Wizards add +6″ to the range of their non-Bound Spells for each Ark of Ages they are within 12″ of. Spells of type Aura only gain +3″ range.

Sacred Ark

Friendly Wizards add +6″ to the range of their non-Bound Spells for each Ark of Ages they are within 12″ of. Spells of type Aura only gain +3″ range.

Sacred Ark

Friendly Wizards add +6″ to the range of their non-Bound Spells for each Ark of Ages they are within 12″ of. Spells of type Aura only gain +3″ range.

Handgun

Range 24″, Shots 1, Str 4, AP 2, Unwieldy

Arcane Knowledge

The Vampire knows the Hereditary Spell in addition to its other spells. Spells cast by the Vampire gain +6" Range. This effect is decreased to +3" Range for Aura spells. Bound Spells and spells without Range are not affected. (Independent or Nosferatu only)

Arcane Shield

Universal Rule.
Friendly units within 6" of the model gains Distracting.
The model can cast Perception of Strength from Cosmology as a Bound Spell with Power Level (4/8).

Archery Commander

Universal Rule.
Units in Line Formation joined by the model never count as having moved for the purpose of Volley Fire.

Schlachtfokus

If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.

Daring

Flächenangriff

Zweihandwaffe

Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks

Volley Gun

Artillery Weapon:
Range 30", Shots 2D6*2, Str 5, AP 3.

Volley Gun

Artillery Weapon: Range 24", Shots 3D6*2, Str 5, AP 3.

Salvenkanone

Handwaffe

All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry

Infernal Weapon

Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Leichte Rüstung

Armor +1

Schwere Rüstung

+2 Armor

Waffenpaar

The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.

Plate Armour

+3 Armor

Dragonforged Armour

Follows the rules for Heavy Armour (can be enchanted as if it was Heavy Armour).
In addition, the wearer gains Aegis (2+, against Flaming A ttacks) and Aegis (6+), and automatically fails all Fortitude Saves.

Dragonforged Armour

Follows the rules for Heavy Armour (can be enchanted as if it was Heavy Armour).
In addition, the wearer gains Aegis (2+, against Flaming A ttacks) and Aegis (6+), and automatically fails all Fortitude Saves.

Hell-Forged Armour

Armour Equipment.
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer’s model gains Aegis (5+, against Toxic Attacks).

Infernal Armour

Armour Equipment
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer gains Aegis (5+, against Flaming Attacks).

Tail Weapon

Close Combat.
When attacking with Paired Weapons, the model part gains +1 Attack Value.

Tail Weapon

When attacking with Paired Weapons, the model part gains +1 Attack Value.

Assassin Throwing Weapons

Shooting Weapon.
Range 12", Shots 3, Str as user, AP as user, Quick to Fire.
*An Assassin with Path of Silent Death additionally counts towards Raiders.

Gladiator Weapons

Close Combat Weapon.
The wielder gains Weapon Master, Aegis (4+, against Melee Attacks), and counts as equipped with Shield, Hand Weapon, Paired Weapons, Spear, Great Weapon, and Halberd.

Throwing Weapons

Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire

Plate Armour

Veil Walker

When a model with Veil Walker casts a non-Bound Spell, you may discard a single Veil Token when declaring the target(s) of the spell and activate one of the following effects:
• Secret of Flesh: Failed to-wound rolls from this spell that occur during a Magic Phase must be rerolled.
• Secret of Separation: The spell’s range is increased by 6″. Aura spells only gain +3″ range. Spells with type Caster are unaffected.
• Secret of Substance: Successful Armour Saves against wounds caused by this spell’s effect must be rerolled.

Forest Walker

The model gains Strider (Forest). If a unit comprised entirely of models with Forest Walker starts a Round of Combat with more than half of its models with the centre of their bases inside a Forest, then all model parts without Harnessed must reroll to-wound rolls of ‘1’ with their Close Combat Attacks for the duration of that Round of Combat.

Repeater Gun

Shooting Weapon.
Range 24", Shots 3, Str 4, AP 2, Unwieldy.

GuildCrafted Handgun

Shooting Weapon.
Range 24”, Shots 1, Str 4, AP 2, Unwieldy, Accurate.

Arrogance

Universal Rule.
The model’s unit automatically passes Fear Tests.

Arrogance

Universal Rule.
The model’s unit automatically passes Fear Tests.

Arroganz

Die folgenden Effekte gelten, während das Modell einer Infanterieeinheit angeschlossen ist: • Das Modell muss verpatzte Trefferwürfe mit Nahkampfwaffenattacken gegen den gegnerischen General wiederholen. • Feindliche Charaktermodelle und Champions erhalten Raserei, wenn die Einheit des Despoten innerhalb von 12" und in Sichtlinie ihrer Einheit ist.

Martial Arts

Models on foot with this special rule add+1 Armour in Close Combat and can Parry.

Mechanical Limbs

Special Attack.
A Rakachit Machinist may use a single of the following attacks once per Player Turn. If used as a Shooting Attack, the attack may be used in addition to using a Shooting Weapon, provided both Shooting Attacks target the same unit.
Lightning Coil: Shooting Attack. Range 18", Shots D6, Str 2, AP 3. This attack hits automatically.
Naphtha Thrower: Breath Attack (Str 3, AP 0, Flaming Attacks). This Breath Attack is not limited to being used only once per game.

Artistry of Death

Close Combat
The attack gains +1 to wound.

As One

Defensive Trait.
If the unit has at least 2 Full ranks and a majority of its models have Shields and As One, all models of Standard Size in the unit gains +1 Armour against Ranged Attacks and in the first Round of Combat.

Beast Axe

Close Combat Weapon
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 0.
The wielder gains +2 Defensive Skill unless wielding another weapon.
This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.

Flintlock Axe

0–60 R&F Models with Flintlock Axe or Blunderbuss or Pistol per Army.
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).

Silent Killer

Units other than Ninja, Kabuki Dolls, or alone Shinobi cannot use the Shinobi’s Discipline. Shinobi can never benefit from Bodyguard.

Ash Storm

Enemy units cannot declare Stand and Shoot Charge Reactions against the model’s unit

Ash Storm

Enemy units cannot declare Stand and Shoot Charge Reactions against the model’s unit

Ashes to Ashes

At the end of any phase in which the Master is removed as a casualty, every unit in the army with one or more models with Ashes to Ashes must pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed. These Health Point losses are allotted following the rules for Unstable, except that they can never be allotted to models that do not have Ashes to Ashes. The number of Health Points lost is reduced by 1 if the unit is within range of Rally Around the Flag.

At the end of the Player Turn in which the Master was removed as a casualty, a new Master may be selected. In order to do so, nominate a friendly Wizard Character that either has Vampiric or has chosen Evocation. This Character becomes the new Master.

At the start of each friendly Player Turn after the army’s Master has been removed as a casualty and no new Master has been selected, every unit with Ashes to Ashes must once again pass a Discipline Test or lose Health Points as described above.

Åsklander Battle Fever

Infantry models in units with at least 10 models gain either:
• Fight in Extra Rank if using a Close Combat Weapon with Two-Handed
• +1 Armour if using a Shield
This cannot be used while the model’s unit is engaged in its Flank or Rear Facing.

Master of Assassins

Universal Rule.
The Shinobi's March Rate is set to 14 as long as he is joined to a unit of Kabuki Dolls.

Master of Assassins

Universal Rule.
Units other than Footpads, Gutter Blades, or a lone Sicarra Assassin cannot use the Sicarra Assassin's Discipline for Discipline Tests the units are required to take.

Assegai

Spears thrown exclusively when the unit charges, represented by Impact Hits (1).
Additionally, the charged unit suffers from -1 Agi during the first round of combat.

Zerschmet- tern

Atemattacke

Heilige Attacken

Successful Aegis saves taken against the attack must be rerolled.

Giftattacken

If the attack successfully hits with a natural to-hit roll of '6', it automatically wounds with no to-wound roll needed. Shooting Attacks using the Hopeless Shot can only automatically wound if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target. If the attack can be turned into more than one hit (e.g. a hit with Area Attack, Battle Focus, or Penetrating), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.

Flammenattacken

The attack doesn't have any special effect. However, it interacts with other rules, such as Flammable and Regeneration.

Magische Attacken

The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).

Zermahlen

A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.

Toxische Attacken

Niedertrampeln-Attacke

Lightning Attack

At the end of a phase in which a unit that consists entirely of models with Fly has suffered one or more hits from attacks with Lightning Attack, the unit suffers an additional D6 hits with Strength 4 and Armour Penetration 1. These hits are considered Special Attacks if the hits with Lightning Attack were suffered in the Melee Phase, and they are considered ranged Special Attacks if the hits with Lightning Attack were suffered from Ranged Attacks.

Sweeping Attack

This attack may be used by units containing models with Sweeping Attack.
When the unit Advance Moves or March Moves, you may nominate a single unengaged enemy unit that the unit with Sweeping Attack moved through or over during this move (meaning their bases were overlapping, even partially).
The whole unit makes the Sweeping Attack against the nominated enemy unit, which is resolved when the March or Advance Move is completed. Follow the description in the unit profile.
These attacks hit automatically and count as ranged Special Attacks. Each Sweeping
Attack can only be performed once per Player Turn.

Lightning Attacks

Close Combat, Shooting
The attacks become Magical Attacks, their Strength is set to D6, and their Armour Penetration is set to 2. If the target’s unit is in contact with Water Terrain, failed to-wound rolls must be rerolled. Roll only once for the Strength value of all simultaneous hits with Lightning Attacks from a single unit and apply the result to all hits.

Durchschlagend

Magic Resistance (2)

Poison Attacks

Flaming Shot

Attack Attribute - Shooting.
All hits caused by Field Artillery's Shooting Attacks gain Flaming Attacks and Magical Attacks.

Oi it bites!

Units with model with Oi it bites! cannot be joined by Characters.

Back to Work!

Universal Rule.
The Scrapling Foreman is a Champion that loses First Among Equals and has the same model rules as the other R&F models in its unit. It is not forced to choose the same Close Combat Weapon in close combat as the other R&F models in its unit, and it gains Rally Around the Flag, but only Scraplings, Scrapling Trappers, and Scratapults may benefit from it.

Back to Work!

Universal Rule.
The Scrapling Foreman is a Champion, except it does not benefit from First Among Equals. It gains Rally Around the Flag, but only Scraplings, Scratapults, and Scrapling Trappers may benefit from it.

Audacity

Aufpralltreffer

At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.

Entropic Aura

Standard and Large models only.
Weapon Enchantments and Armour Enchantments carried by the bearer, models in the bearer’s unit, and models in units that are in base contact with the bearer are ignored. (Standard and Large models only.)

Aura of Despair

Enemy units suffer −2″ Advance Rate to a minimum of 1 when rolling for Charge Range against units with this Manifestation in the Charge Phase. Dominant

Aura of Madness

Universal Rule.
Enemy units within 6" of one or more models with Aura of Madness suffer -1 Discipline.

Aura of Unbinding

Universal Rule.
Weapon Enchantments carried by models (friend and enemy) in base contact with a Lammasu cannot be used. A Character riding a Lamassu is unaffected.

Both the mount and the rider Wizard count as two separate models for rules and effects that affect Wizards (like Spell Selection, Casting Modifiers, Artefacts).

Aura of Undeath

Special Attack.
During its Shooting Phase, the model part can make Shooting Attack that targets all enemy units within 12" of the model (including those Engaged in Combat and outside Front Arc and/or Line of Sight).
This attack can be used even if the Altar is Engaged in Combat.
The targets suffer D6 hits with a Strength equal to the current Game Turn number and Armour Penetration 2.

Befehlsgewalt

Freezing Aura

Universal Rule.
The model can cast Chilling Howl from Shamanism as a Bound Spell with Power Level (4/8).
Enemy units within 9” of one or more Frost Mammoths suffer -3 Agility. The roll for Flee Distance of enemy units that Break from Combat while in base contact with one or more Frost Mammoths is subject to Minimised Roll.

Freezing Aura

Universal Rule.
The model can cast Chilling Howl from Shamanism as a Bound Spell with Power Level (4/8).
Enemy units within 9” of one or more Frost Mammoths suffer -3 Agility. The roll for Flee Distance of enemy units that Break from Combat while in base contact with one or more Frost Mammoths is subject to Minimised Roll.

Necromantic Aura

All friendly units within 6" of one or more models with Necromantic Aura reduce the number of Health Point losses caused by Ashes to Ashes and Unstable by 1.

Aura of Despair

Legion Charioteers

Universal Rule.
The model loses Light Troops and gains Scoring. Its Charioteers gain Devastating Charge (+1 Str, Fight in Extra Rank).

Legion Charioteers

Universal Rule.
The model loses Light Troops and gains Scoring. Its Charioteers gain Devastating Charge (+1 Str, Fight in Extra Rank).

Legion Charioteers

Universal Rule.
The model loses Light Troops and gains Scoring. Its Charioteers gain Devastating Charge (+1 Str, Fight in Extra Rank).

Spider-Mother Shrine

Universal Rule.
All friendly Wizards within 12" of the model with Spider-Mother Shrine gain Channel (1). The model mounted on the Gargantula knows one additional Learned Spell (if availabe).

Autonomous

ndead units consisting entirely of models with Autonomous may perform March Moves as normal even when outside the range of friendly models' Commanding Presence. The unit must still pass a Discipline Test in order to do so if within 8" of non-fleeing enemy units.

Autonomous

ndead units consisting entirely of models with Autonomous may perform March Moves as normal even when outside the range of friendly models' Commanding Presence. The unit must still pass a Discipline Test in order to do so if within 8" of non-fleeing enemy units.

Autonomous

Undead units consisting entirely of models with Autonomous may perform March Moves as normal, even when outside the range of friendly models' Commanding Presence. The unit must still pass a Discipline Test in order to do so if within 8" of non-Fleeing enemy units.

Autonomous

ndead units consisting entirely of models with Autonomous may perform March Moves as normal even when outside the range of friendly models' Commanding Presence. The unit must still pass a Discipline Test in order to do so if within 8" of non-fleeing enemy units.

Commandment

Living Avalance

Attack Attribute - Close Combat
The model’s Impact Hits gain +1 Strength and +1 Armour Penetration.

Living Avalance

Attack Attribute - Close Combat
The model’s Impact Hits gain +1 Strength and +1 Armour Penetration.

Vorhut

After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.

Vanguard

Swiftstride

Avatar of Acratos

Universal Rule.
The model gains Lightning Reflexes and adds +2 to its side’s Combat Score in combats which it is Engaged in when Combat Scores are calculated.

Avatar of Udius

Universal Rule.
The model gains Fortitude (4+, against non-Magical Melee Attacks).

Avatar of Favana

Universal Rule.
The model gains Multiple Wounds (D3) and Swiftstride.

Unholy Avatar

Avert Your Gaze

Universal Rule.
Enemy units within 6” of one or more models with Avert Your Gaze suffer -2 Discipline when taking Combat Reform tests.

Avrasi Formations

Universal Rule.
The model gains the following rules based on its unit’s Formation:
• Testudo: While the model’s unit is in Close Formation, the model gains +1 Armour against Shooting Attacks.
• Phalanx: While the model’s unit is in Line Formation, the model must reroll natural towound rolls of ‘1’ with its Close Combat Attacks.

Awaken

The model can Raise Health Points above a unit’s starting size for the units stated within brackets. However, units cannot be increased beyond twice their starting size or beyond the maximum unit size written in their unit entry. A unit’s starting size is the size of the unit as written on the Army List or the size of the unit when it is Summoned.

Back to the Burrows

Universal Rule.
Once per game, at the end of the owner’s Movement Phase, the model’s unit may be removed from the Battlefield and placed in Tunnel Reserve. Before the unit is removed, it loses Scoring until it returns to the Battlefield. This can only be done if the model’s unit is not Engaged or Shaken and has 50 or fewer Health Points.

Backstabber Boss

Universal Rule.
The model gains Backstabbers (see Hobgoblins).
As long as the General is on the Battlefield and not Fleeing, a model with Backstabber Boss may set its Discipline to the General’s Discipline value.

Backstabbers

Universal Rule.
The model gains Poison Attacks and Paired Weapons.
It loses its Armour and all weapons other than Paired Weapons and cannot be equipped with any kind of Armour or weapons other than Paired Weapons.
In addition, the model gains +2” Advance Rate when Charging an enemy unit’s Flank and +4” Advance Rate when Charging an enemy unit’s Rear Facing.

Chilling Yawn

Enemy units in base contact with one or more models with this Manifestation suffer −2 Agility. Dominant.

Battle-Scarred

Universal Rule.
Each unit of Mercenary Veterans may be given up to two of the upgrades listed below (the upgrades must be written on the Army List). The models gain:
• Accurate
• Devastating Charge (+1 Str, +1 AP)
• Lethal Strike
• Magic Resistance (2)
• Plate Armour
• Poison Attacks
• Swiftstride
• Vanguard
Each upgrade may only be taken by a single unit of Mercenary Veterans in your army.

Battle-Scarred

Universal Rule.
Each unit of Mercenary Veterans may be given up to two of the upgrades listed below (the upgrades must be written on the Army List). The models gain:
• Accurate
• Devastating Charge (+1 Str, +1 AP)
• Lethal Strike
• Magic Resistance (2)
• Plate Armour
• Poison Attacks
• Swiftstride
• Vanguard
Each upgrade may only be taken by a single unit of Mercenary Veterans in your army.

Scales of Destiny

Melee Weapon.
The wielder suffers -1 Attack Value.
The model has two Bound Spells:
- Touch the Heart from Cosmology, Power Level (4/8)
- Ice and Fire from Cosmology, Power Level (4/8)

Scales of Destiny

Melee Weapon.
The wielder suffers -1 Attack Value.
The model has two Bound Spells:
- Touch the Heart from Cosmology,
Power Level (4/8)
- Ice and Fire from Cosmology,
Power Level (4/8)

Scales of Destiny

Melee Weapon.
The wielder suffers -1 Attack Value.
The model has two Bound Spells:
- Touch the Heart from Cosmology, Power Level (4/8)
- Ice and Fire from Cosmology, Power Level (4/8)

Baleig Highlander

The model gains Hard Target (1), Light Troops, and Skirmisher. The unit loses Scoring.

Baleig Highlanders

The model gains Hard Target (1), Light Troops, and Skirmisher.

Elven Bolt Thrower

Artillery Weapon.
This Shooting Weapon can be fired in two ways:
- Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (5x1), [Multiple Wounds (D3)].
- Range 48″, Shots 6, Str 4, AP 2.

Elven Bolt Thrower

Artillery Weapon.
This Shooting Weapon can be fired in two ways:
- Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (5x1), [Multiple Wounds (D3)].
- Range 48″, Shots 6, Str 4, AP 2.

Daeb Bolt Thrower

Range 24″, Shots 8, Str 5, AP 2. Note that the model can move and shoot.

Hobgoblin Bolt Thrower

Artillery Weapon.
Range 48", Shots 1, Str 3[6], AP 10, [Multiple Wounds (D3)], Area Attack (5x1).

Dwarf Ballista

Artillery Weapon:
Range 48", Shots 1, Str 3[6], AP 10, [Multiple Wounds (D3)], Area Attack (5x1).

Ballista

Artillery Weapon.
Range 48", Shots 1, Str 3[6], AP 10, [Multiple Wounds (D3)], Area Attack (5x1).

Ballista

Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].

Bannerman

Universal Rule.
0–2 Models/Army.
The Castellan gains Stand Behind and is a Standard Bearer.

Eagle Standard

While a non-Fleeing unit with one or more Eagle Standards is within range of its General’s Commanding Presence, the unit gains Rally Around the Flag with the following rules and exceptions:
• Its range is always 6″.
• Discipline Tests taken by units while within range of one or more instances of this Rally Around the Flag are subject to Minimised Roll.

Barding

+ 1 Armour

Barding

+1 Armour

Barding

+ 1 Armour

Beer Barrel

Shooting Weapon.
The bearer gains Looted Booze.
Once per game, the weapon may be used as a Shooting Weapon with the following profile:
Range 8", Shots 1, Str 4, AP 0, Area Attack (3x3), Reload!, hits automatically.
After being used as a Shooting Weapon, the bearer loses Looted Booze.

Barrow Giant

Universal Rule.
The model gains a Halberd and Multiple Wounds (2, against Standard).

Base Plate

Universal Rule.
The maximum range of the model’s Artillery Weapon is increased by 6″ if it is a Naphtha Thrower or Titan Mortar, and by 12″ if it is a Rocket Battery.

Lowborn

Universal Rule.
The model may only join units comprised entirely of models with Insignificant.

Bastard Sword

Close Combat Weapon
Attacks made with this weapon gain +2 Strength, +2 Armour Penetration, and always strike at Initiative Step 0 (regardless of the wielder’s Agility). In the First Round of Combat, it may instead be used as a Spear if the wielder is Infantry or as a Light Lance if the wielder is not Infantry. All R&F models in the unit must use the weapon in the same way. A Bastard Sword can be enchanted as if it was a Great Weapon.

Rocket Battery

Range 18″, Shots 4, Str 6, AP 3, Multiple Wounds (D3), Quick to Fire.
When rolling to hit, if two or more dice rolled a natural ‘1’, all hits are ignored and the weapon Misfires. For each ‘1’ rolled after the second, the roll on the Misfire Table suffers a −2 modifier

Gunnery Volley Gun

Volley Gun Artillery Weapon.
Range 24”, Shots D6, 2D6 or 3D6, Str 4, AP 2

Battle Fever

Battle Fever

Units with more than half of their models with Battle Fever must reroll failed Panic and Break Tests.

Battle Hardened

The model ́s Discipline value cannot be lower than 6 when taking any kind of Discipline Tests regardless of negative modifiers. (e.g negative Combat Score).

Battle Oracle

Universal Rule.
The model gains Wizard Adept, and must select spells from Divination. The bearer and models using Blades of Darag in the bearer’s unit gain Distracting.

Battle Platform

In Shooting Phase and Stand and Shoot Charge Reaction the crew can draw a Line of Sight in 360º from any point of the Tabor's Wagon base. Additonally, the Crew and mounted artillery weapon ignore the to-hit modifier for Moving and Shooting in the Shooting Phase.

Battle Rune

Beacon of the Dark Gods

Instead of selecting spells as normal, the Wizard must select one of the following spells during Spell Selection:
• Whispers of the Veil (Evocation)
• The Grave Calls (Occultism)
• Hellfire (Hereditary Spell)

Beast Breaker

Universal Rule.
The model gains Cannot be Stomped and Shield. At the start of each friendly Player Turn, for each unit that contains one or more models with Beast Breaker, choose another friendly unit within 8″ of that unit. Model parts with Harnessed in the chosen units gain Devastating Charge (Hatred) until the end of the next Player Turn.

Beast Hunters

Attack Attribute - Shooting.
When using a Bow, the Shooting Attack gains Lethal Strike (against Beast) and Shots 2.

Beast Hunters

Attack Attribute - Shooting.
When using a Bow, the Shooting Attack gains Lethal Strike (against Beast) and Shots 2.

Beast Master

When taking Discipline Tests, all friendly Hydras and Krakens within 12" of one or more Characters with Beast Master roll one additional D6 and remove the highest D6 rolled.
At the start of each Melee Phase, choose one friendly Hydra, Kraken, or Manticore (rider is unaffected) within 12" of the Beast Master. This model part must reroll failed to-hit rolls with its Close Combat Attacks during this phase.

Beast Taker

Universal.
Close Combat Attacks and Shooting Attacks from Short Range made by the rider gain Lethal Strike (against Beasts and Cavalry).

Beasts’ Herald

Universal Rule.
Rally Around the Flag which applies only to units belonging to the Beast Type.

Bedeutungslos

Belly Flop

Special Attack.
When declaring a Charge, the model may declare to perform a Belly Flop in the First Round of Combat. If so, this Special Attack must be made against the Charged unit at the model’s Agility.
• The Charged unit suffers 1 hit with Str 5, AP 2, and Area Attack (3×4).
• The model’s Defensive Skill is set to 1, it cannot perform any other Special Attacks nor Close Combat
Attacks, and it becomes Shaken.
The effects last until the end of the Round of Combat.

Blessings of the Kami

Universal rule.
Friendly units in 6′′ gain Aegis (5+, against Ranged Attacks).
Additionally, the model may cast Ancestral Aid (Evocation) as a Bound Spell with Power Level (4/8).

Blessing of the Crescent Moon

Universal Rule.
All models in a unit containing one or more models with this rule gain +1 Agility.

Blessing of Nezibkesh

Personal Protection.
The Strength of all Melee Attacks from Special Attacks against models with Blessing of Nezibkesh is halved, rounding fractions up, and in addition the attacks suffer -2 Armour Penetration

Blessings

The model part and all model parts in the same unit, except model parts with Harnessed gain Hatred. The model can cast the following three Bound Spells with Power Level (4/8) with Type: Caster's Unit and Augment, and Duration: Lasts One Turn:

-"Ullor's Blessing"
The target gains Aegis (5+) against Melee Attacks

- "Sunna's Blessing"
The target gains Flaming Attacks. All enemy units in base contact with one or more targets of this spell, when the spell is cast, suffer D6 hits with Strength 4, Armour Penetration 1, Flaming Attacks, and Magical Attacks.

- "Volund's Blessing"
The target must reroll failed to-wound rolls with Melee Attacks.

Luck of the Dark Gods

Divine Blessing

Drunkard

The unit may gain one of two different sets of effects depending on whether it shows up Sober or Drunk on the Battlefield. At step 8 of the Pre-Game Sequence (after Spell Selection) the player must choose whether a Drunkard unit is Sober or Drunk. Drunk Characters cannot join units containing any Sober models and vice versa (models without Drunkard are considered neither Drunk nor Sober).

Sober
The model gains Light Troops and Vanguard. A unit that has been Sober once loses Scoring for the rest of the game. If playing Capture the Flags, Scoring is not lost.

Drunk
The model gains Devastating Charge (+1 Str, +1 AP) and Fearless. Drunk units cannot Ambush.

Schwieriges Ziel

Berserker's Bear Pelt

Light Armour
In addition, at the start of any of your Player Turns all models with Berserker's Bear Pelt in a unit may choose to lose its Shield and gain Frenzy​, Fearless​, Battle Focus​, Lightning Reflexes​, and +1 Strength​. Effects lasts for the remainder of the game.

Bestial Bulk

The Vampire gains +1 Resilience and cannot use any Weapon Enchantments or Armour Equipment. The Vampire’s Height is changed to Large and its base size to 40×40 mm. As long as the Vampire is joined to a unit of Ghasts, the Vampire gains Scoring. If playing Capture the Flags, the Vampire gains Scoring (no matter if joined to a unit of Ghasts or not). (Models on foot only., Independent or Strigoi only)

Underworld Beast

Universal Rule.
The model gains Random Movement (3D6″) and its Attack Value is set to 4D3. It loses Harnessed and the Pitmaster model part, and its base size is changed to 60×100 mm.

Spearback – Shoot Spikes (4+)

Shooting Weapon.
Range 18″, Shots 2D6, Str 4, AP 2, Quick to Fire. This weapon may not be used if the model performed a March Move in this Player Turn. Spearbacks must declare Stand and Shoot as a Charge Reaction if possible, but they do not suffer the −1 to-hit modifier for it.

Bewegen oder Schießen

The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during
the current Player Turn.

Big Brother

Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Big Brother

The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of
hits from its Stomp Attacks is subject to Maximised Roll.

Big Brother

Universal Rule.
The model’s gains +1 Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Big Brother

Universal Rule.
The model's HealthPoints are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from
its Stomp Attacks is subject to Maximised Roll.

Big Brother

Universal Rule
The model gains +1 Health Point and changes its base size to 75x100mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Big Brother

Universal Rule
The model gains +1 Health Point and changes its base size to 75x100mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Big Brother

Universal Rule.
The model’s Health Points are set to 7, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Big Fan of Sunna

Universal Rule.
The model gains Battle Focus, Fearless, and Fanatical (see Flagellants unit).

Big Sneaker

Universal Rule.
The model gains Multiple Wounds (2, against Character) and Poison Attacks. In addition, while within 6″ of any other Large or Gigantic unit or any Terrain Feature other than Open Terrain, the model gains Hard Target (1).

Bigwing

Universal Rule.
The Wyvern gains Devastating Charge (+1 Str, +1 AP), and its base size is changed to 75×100 mm.

Digestive Vomit

Black Griffon Wings

Universal Rule
The model causes Terror instead of Fear when charging

Black Wing Totem

Blade Dancer

The model gains Aegis (6+), Fearless, and Dances of Cenyrn (see Blade Dancers unit). The bearer's unit gains Swiftstride. The model may only join or be joined by other Blade Dancer Kindred Characters and units of Blade Dancers. It cannot use any Shooting Weapons and benefit from Armour (neither mundane nor enchanted). (Models on foot only.)

Blades of Darag

Two-Handed. While using this weapon, the wielder gains +1 Attack Value, and attacks made with this weapon become Magical Attacks. For each non-Attribute Spell with duration One Turn targeting at least one model in the wielder’s unit, attacks made with this weapon gain +1 Strength, up to a maximum of +2, for as long as the spell’s effects are applied. This weapon cannot be enchanted with Weapon Enchantments.

Blessed Steel

Attack Attribute - Close Combat.
The model part gains +2 Agility. Close Combat Attacks made by the model part gain +1 Strength and +1 Armour Penetration.

Blessings

The bearer's unit gains Hatred. Model parts with Harnessed are not affected. The model can cast the following three Bound Spells with Power Level (4/8) with Type: Caster’s Unit and Augment, and Duration: One Turn:
Ullor’s Blessing
The target gains Aegis (5+, againstMelee Attacks).

Sunna’s Blessing
The target gains Flaming Attacks. All enemy units in base contact with one or more targets of this spell, when the spell is cast, suffer D6 hits with Strength 4, Armour Penetration 1, Flaming Attacks, and Magical Attacks.

Volund’s Blessing
The target must reroll failed to-wound rolls with Melee Attacks.

Multiple Lebenspunktverluste

Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.

Blitzartige Reflexe

Blood Magic

Blood Offering

Universal Rule.
A unit that includes at least one Character with Blood Offering may reroll failed Panic Tests at the cost of inflicting one wound with no saves of any kind allowed to a Character with Blood Offering in the unit.

Blutsbande

Einige Armeebuchtruppen sind bekannt als Blutsbande, in Klammern gefolgt von einer vampirischen Linie.
Wenn die Armee mindestens einen Vampir-Grafen oder einen Hofschützen aus dieser Vampir-Linie enthält, kannst du die unten beschriebene Option wählen.

Blooded Horn Totem

Bloodfur Praetorians

Universal Rule.
The model gains Bodyguard (Vermin Senator that is the General) and Great Weapon, and loses Halberd.

Bloodpox Blades

Universal Rule.
The model gains Paired Weapons and Poison Attacks.

Blowpipe

Shooting Weapon.
Range 12", Shots 2, Str 2, AP 0, Poison Attacks, +1 to hit against units consisting entirely of models with Towering Presence.

Blunderbuss

Range 12″, Shots 1, Str 5, AP 3, Accurate, March and Shoot, Quick to Fire. Does not suffer the negative to-hit
modifier from a Stand and Shoot Charge Reaction.

Blunderbuss

0–60 R&F Models with Flintlock Axe or Blunderbuss or Pistol per Army.
Range 12″, Shots 1, Str 5, AP 3, Accurate, March and Shoot, Quick to Fire. Does not suffer the negative to-hit modifier from a Stand and Shoot Charge Reaction.

Leibwache

When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.

Boiling Oil

Attack Attribute – Shooting.
If one or more simultaneous attacks with Boiling Oil hit, after resolving these attacks, the target unit gains one
Boiling Oil marker. If a unit with one or more Boiling Oil markers is targeted by Shooting Attacks with Iron Rain,
the shooting models are considered to be Located in the target’s Rear Arc for the purpose of Iron Rain (not for
the purpose of other rules like Area Attack). Remove all markers from a unit when it suffers one or more Health
Point losses from attacks with Iron Rain or at the end of the Shooting Phase, whichever comes first.

Fire Bola

Shooting Weapon.
Range 8", Shots 1, Str 4, AP 1, Flaming Attacks, Quick to Fire.

Shrapnel Bombs

Special Attack.
Sweeping Attack.
The enemy unit suffers D6*2 hits with Strength 3 and Armour Penetration 1. If a natural '6' is rolled for the number of hits, after the attack has been resolved, the Shrapnel Bombs cannot be used anymore during this battle.

Bouncers

Universal Rule.
May only join units of Gnasher Dashers and other Characters on Cave Gnasher (ignore the restrictions under Oi it bites!).

Bone Break Dancer

Universal Rule.
At the start of each Round of Combat, choose one of the dances listed below and apply its effects until the end of the Round of Combat. The model cannot choose this dance again until after one of the following has happened:
• The model is no longer Engaged in Combat.
• The model has chosen a different dance.

Belly Dancing: +2 Offensive Skill and +2 Defensive Skill.
Jump!: +1 Armour Penetration and Lethal Strike.
Tap Dancing: Stomp Attacks (D6+2).
The Twist: Enemy units in base contact do not receive any Rank Bonus to their Combat Score.

Born Predator

Close Combat
Natural to-hit rolls of ‘1’ of attacks with this Attack Attribute must be rerolled.

Born to Fight

Close Combat.
The model part’s Close Combat Attacks gain +1 Strength and +1 Armour Penetration during a Round of Combat
● If it is the First Round of Combat.
● Or if the model part’s unit is Steadfast at the start of the Round of Combat.

Born to Fight

Attack Attribute - Close Combat.
The model part’s Close Combat Attacks gain +1 Strength and +1 Armour Penetration during a Round of Combat
● If it is the first Round of Combat.
● Or if the model part’s unit is Steadfast at the start of the Round of Combat

Borne into Battle

The model must be deployed in, and can only join, a unit that includes at least one model from one of the unit entries stated in brackets (X). The model can never voluntarily leave its unit.

Looted Booze

One use only.
May be activated at the start of any Player Turn. All models with Drunkard in the bearer’s unit change from Sober to Drunk.

Schild

+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.

Spiked Shield

Models on foot only.
Follows the rules for Shields (can be enchanted as if it was a Shield). For each successful Armour Save roll of 4+ made by the bearer against a Melee Attack while using a Spiked Shield, the bearer immediately inflicts 1 hit with the bearer’s Strength and Armour Penetration against the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.

Unliving Shield

Enemy models cannot allocate Close Combat Attacks towards a Necromancer as long as they can allocate attacks towards a model with Unliving Shield in the same unit as the Necromancer. This rule cannot be used if there are also models with Vampiric in the same unit.

Living Shield

Wrecking Ball

Close Combat Weapon.
The wielder gains Fearless, Random Movement (3D6), Shambolic, and Grind Attacks (D6+X), where X is equal to the number of Health Points the model currently has below 7. The wielder cannot perform Close Combat Attacks.

Bound in Death

Universal Rule.
R&F models in this unit must be fewer than 3 before hits can be distributed onto Characters with the same Type and Height as this unit.

Bound in Death

Universal Rule.
R&F models in this unit must be fewer than 3 before hits can be distributed onto Characters with the same Type and Height as this unit.

Bound in Death

Universal Rule.
R&F models in this unit must be fewer than 3 before hits can be distributed onto Characters with the same Type and Height as this unit.

Bound or Broken

The model cannot take any Special Items from this Army Book and cannot cast Curse of Nezibkesh (Hereditary Spell).
In addition, if the model’s unit is within 6″ of a friendly non-Fleeing model with Infernal Brand, the model:
• Gains Battle Focus.
• Must reroll failed Charge Range rolls in the Charge Phase.

Bound Spells: Fate's Judgment from Divination, Power Level (4/8)

18″ Hex Missile Damage Instant
The target suffers<D3> {D6} hits with Magical Attacks that wound automatically, with no Special Saves allowed (note that Armour Saves are allowed).

Bound Spells: Fate's Judgment from Divination, Power Level (4/8)

18″ Hex Missile Damage Instant
The target suffers<D3> {D6} hits with Magical Attacks that wound automatically, with no Special Saves allowed (note that Armour Saves are allowed).

Bound Spells: Ice and Fire from Cosmology, Power Level (4/8)

range 24+
Cosmos
Hex, Missile, Damage Instant
The target suffers 2D6 hits with Strength 4, Armour Penetration 0, and Magical Attacks. Successful Special Saves against wounds caused by this spell must be rerolled.

Chaos
The target suffers 2D6 hits with Strength 4 and Armour Penetration 0. Successful Armour Saves against wounds caused by this spell must be rerolled.

Bound Spells: Ice and Fire from Cosmology, Power Level (4/8)

range 24+
Cosmos
Hex, Missile, Damage Instant
The target suffers 2D6 hits with Strength 4, Armour Penetration 0, and Magical Attacks. Successful Special Saves against wounds caused by this spell must be rerolled.

Chaos
The target suffers 2D6 hits with Strength 4 and Armour Penetration 0. Successful Armour Saves against wounds caused by this spell must be rerolled.

Bowmen's Stakes

Universal Rule.
When deploying the unit, you may place a Wall Terrain Feature fully within 1″ of the unit’s Front Facing but not in contact with any other Terrain Feature except Open Terrain. This Wall is up to 20 mm deep, and its length cannot be wider than the unit, to a maximum of 12″. It follows the normal rules for Walls, with the exception that it contributes to Soft Cover instead of Hard Cover

Brace of Ogre Pistols

Shooting Weapon.
Range 24", Shots 2, Str 4, AP 2, Quick to Fire.
Counts as Paired Weapons in Close Combat

Brace of Ogre Pistols

Shooting Weapon.
Range 24", Shots 2, Str 4, AP 2, Quick to Fire.
Counts as Paired Weapons in Close Combat

Brace of Pistols

Shooting Weapon.
Range 12", Shots 2, Str 4, AP 2, Quick to Fire. Counts as Paired Weapons in Close Combat.

Brace of Pistols

Braziers

Attack Attribute - Shooting.
Before shooting a Longbow, the model may choose to use Braziers to gain Flaming Attacks for its Shooting Attack. Effects last for the duration of the Phase.

Dying Embers

Attack Attribute.
After using the Breath Attack, the model loses a
Health Point (no saves of any kind allowed).

Brand of the Dragon

Breaker of Spells

Brennbar

Brimstone Secretions

Brimstone Secretions

Mountain Breaker

Universal Rule.
The model gains +2″ Advance Rate when rolling for Charge Range against units that consist entirely of models with Towering Presence in the Charge Phase.
In addition, the model’s Impact Hits gain Multiple Wounds (D3, against Towering Presence).

Bronze Backbone

Bronze Backbone

Brood's Courage

A unit with more than half of its models with Brood's Courage (X) within 6” of a unit that includes at least one model from one of the unit entries stated in brackets (X), may use the Full Ranks of this unit for the purpose of calculating the Discipline modifier it gains from Safety in Numbers.

Brood's Courage

When the model is within 6" of a unit that includes at least one model from one of the unit entries stated in brackets (X), it may use the Full Ranks of this unit for the purpose of calculating the Discipline modifier it gains from Safety in Numbers.

Broodmother

Broodmother

At the end of each Round of Combat during which the model’s unit was Engaged in Combat, and during which the model caused at least three Health Point losses against enemy units with Close Combat Attacks, the unit Raises D3 Health Points. Dominant

Brotherhood of the Dragon

Brotherhood of the Dragon Bloodline

The Vampire cannot refuse Duels and must issue one whenever possible, unless another model does so first.

Brothers of Vengeance

Universal Rule.
0-1 Units per Army and 0-15 Models per Unit.
The model gains Skirmisher, Light Troops, and Hard Target (1).

Red Haze

Praetorian Brute

Universal Rule.
The model’s base size is changed to 40×40 mm. The model part gains +1 Offensive Skill, +1 Armour, and Halberd. The model part can use this Halberd even though it has Harnessed.

Gut Roarer

Gut Roarer

Buried Head

Universal Rule.
During the Movement Phase, the Unit may choose to bury its heads in the sand instead of doing an Advance, a March or a Reform. In that case, the unit may Raise 2D3 models as a Bound Spell (4/8) during the next Magic Phase.

It's A Trap!

Universal Rule.
Each unit of Scrapling Trappers may place a Trap Counter:
• Right before the battle (during step 7 of the Deployment Phase Sequence), on a single Terrain Feature other than Open Terrain that the unit was deployed in or was in contact with at any point during its Vanguard move
• Once during each friendly Movement Phase, on a single Terrain Feature other than Open Terrain that the unit was in contact with during an Advance Move, March Move, or a Reform in this phase.
If an enemy unit performs an Advance Move, March Move, Reform, Pivot, Charge Move, Failed Charge Move, Pursuit Move, or Flee Move inside or into contact with a Terrain Feature with one or more Trap Counters, remove all Trap Counters in that particular Terrain Feature. Each model in the unit must take a Dangerous Terrain (1) Test. These tests are not considered to be caused by the Terrain Feature; any Dangerous Terrain Tests that would normally be caused by the Terrain Feature still need to be taken.

It's A Trap!

Universal Rule.
Each unit of Scrapling Trappers may place a Trap Counter:
• Right before the battle (during step 7 of the Deployment Phase Sequence), on a single Terrain Feature other than Open Terrain that the unit was deployed in or was in contact with at any point during its Vanguard move
• Once during each friendly Movement Phase, on a single Terrain Feature other than Open Terrain that the unit was in contact with during an Advance Move, March Move, or a Reform in this phase.
If an enemy unit performs an Advance Move, March Move, Reform, Pivot, Charge Move, Failed Charge Move, Pursuit Move, or Flee Move inside or into contact with a Terrain Feature with one or more Trap Counters, remove all Trap Counters in that particular Terrain Feature. Each model in the unit must take a Dangerous Terrain (1) Test. These tests are not considered to be caused by the Terrain Feature; any Dangerous Terrain Tests that would normally be caused by the Terrain Feature still need to be taken.

Monster Hunter

The Vampire gains Multiple Wounds (2, against Towering Presence). (Independent or Brotherhood of the Dragon)

Headhunter

Headhunter

Royal Huntsman

Wild Hunter

The bearer’s model gains +1 Attack Value, -2 Defensive Skill, Battle Focus, Devastating Charge (+1 Att, Fear), Fearless, Frenzy, and Light Troops. (Models mounted on Elven Horse or Great Elk only)

Heath Hunters

Universal Rule
The model loses Scoring and gains Sylvan Longbow (3+), Feigned Flight, Light Troops, and Vanguard.

Caelysian Pantheon

Universal Rule.
The model’s Path access is replaced with:
- Thaumaturgy
- Witchcraft

Higher Calibre

Universal Rule.
The maximum range of the model’s Artillery Weapon is doubled. Enemy units hit by the weapon suffer −1″ Advance Rate to a minimum of 3″ and −2″ March Rate to a minimum of 6″ until the start of the next friendly Player Turn.

Callous

Health Point losses of the model that are caused by friendly models are ignored for Panic (including units destroyed due to attacks from friendly models). The model may use Shooting Attacks against enemy units Engaged in Combat, with the following rules and restrictions:
• The enemy unit is Engaged only with friendly models that are of Standard Height and/or Infantry.
• Friendly units Engaged in this Combat are ignored for Cover purposes (but not for drawing Line of Sight).
• Roll to hit as normal against the intended target. Each hit from attacks without Area Attack must then be randomised to determine which unit is hit by rolling a D6 for each hit. On a roll of 4+, unless specifically stated otherwise, the intended target is hit; otherwise, the friendly unit Engaged with the intended target is hit. If there is more than one friendly unit, randomise which one is hit.
• In case of Area Attacks, the initial hit is not randomised. Determine the number of hits caused by the Area Attack based on the attack’s initial target. Then randomise each hit as specified above.

Callous

The model is allowed to use Shooting Attacks and The Awakened Swarm (Hereditary Spell) against enemy units that are Engaged in Combat with friendly units, as long as all friendly units Engaged in the Combat are of Standard Height. All units Engaged in this Combat are ignored for Cover purposes (but not for drawing Line of Sight). When a model with this rule targets an enemy unit Engaged in Combat with a Shooting Attack or with The Awakened Swarm, roll to hit as normal against the intended target. Each hit must then be randomised to see which unit it hits. Roll a D6 for each hit. On 3+ it hits the intended target; otherwise it hits a friendly unit Engaged in that Combat. If there are several friendly units involved in the combat, randomise which one is hit.

Caltrops

Shooting Weapon.These crow's foots are used when the model makes a Stand and Shoot reaction(additionally to the model's other shooting attacks). This causes a further -1 to Hit modifierfor the Stand and Shoot reaction for all models that are equipped with Caltrops. The enemy unit deducts D3" from its Charge Range. Models with Flyor Ghost Stepare not affected.

Path of the Exiled

Units with more than half of their models with Path of the Exiled must reroll failed Break Tests. At the end of step 7 of a Round of Combat (after taking Break Tests), models with Path of the Exiled in a unit that failed a Break Test simultaneously perform Close Combat Attacks (ignoring the rules for Initiative Order, but otherwise following the normal rules such as Supporting Attacks and Allocating Attacks). Afterwards, they are removed as casualties. Models with Path of the Exiled cannot join or be joined by models with Path of the Favoured.

Queen's Cavalier

Eternal Champion

Universal Rule.
The Green Knight cannot be deployed during the Deployment Phase. Once per game, at the start of any of your Movement Phases, you may deploy The Green Knight within 6″ of a friendly Damsel.
The Green Knight cannot perform a March Move this Player Turn.
If The Green Knight has not been deployed by the end of the game, it counts as destroyed.
While The Green Knight is within 12″ of a friendly Damsel, it gains Stubborn and may Issue and Accept Duels as if it was a Champion.

Soul Conduit

Universal Rule.
If the model is present on the Battlefield at the beginning of a friendly Magic Phase, you don't draw a Flux Card. Instead apply the following:
5 Magic Dice (both players)
4+D3 Veil Tokens (Active Player)

Kanalisieren

During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).

Gates of the Netherworld

Whenever a model with Gates of the Netherworld successfully casts Arise!, after resolving the spell's effect, choose a friendly unit with a Reanimated value and within 12" of the Caster. This unit, or a single Character inside the unit, Raises 1 Health Point. No unit can be chosen more than twice per Magic Phase by Gates of the Netherworld.

Canister Launcher

Artillery Weapon
0–9 Models/Army.
Catapult (2×2). Range 24′′, Mishap (Misfire), Toxic Attacks. The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to Range 18′′. Replace Catapult (2×2) with Catapult (3×3).

Cannon

Can be fired in two ways:
- As a Cannon Artillery Weapon: Range 72", Shots 1, Str 4[10], AP 0[10], Area Attack (1×5), [Multiple Wounds (D3+1, Clipped Wings)].
- As a Volley Gun Artillery Weapon: Range 12", Shots 2D6, Str 4, AP 4.

Cannon

Can be fired in two ways:
- As a Cannon Artillery Weapon: Range 72", Shots 1, Str 3[10], AP 0[10], [Multiple Wounds (D3+1, Clipped Wings)].
- As a Volley Gun Artillery Weapon: Range 12", Shots 2D6, Str 4, AP 4.

Kanone

Cannon of empire

This Artillery Weapon can be fired in two ways:

- As a Cannon Artillery Weapon:
Range 72", Shots 1, Str 3[10], AP 0[10], Area Attack (5x1), [Multiple Wounds (D3+1, Clipped Wings)].

- As a Volley Gun Artillery Weapon:
Range 12", Shots 2D6, Str 4, AP 4.

Hand Cannon

Shooting Weapon.
Range 24", Shots D6, Str 4, AP 2, Quick to Fire.

Hand Cannon

Shooting Weapon.
Range 24", Shots D6, Str 4, AP 2, Quick to Fire.

Thunder Cannon

This weapon can be fired in two ways:

- As a Cannon Artillery Weapon:
Range 48", Shots 1, Str 5[10], AP 2[10], Area Attack (5×1), [Multiple Wounds (D3+1, Clipped Wings)].

- As a Volley Gun Artillery Weapon:
Range 12", Shots 2D6, Str 5, AP 4.

A Thunder Cannon that only Pivots (and moves no further) during its owner's Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.

Thunder Cannon

This weapon can be fired in two ways:

- As a Cannon Artillery Weapon:
Range 48", Shots 1, Str 5[10], AP 2[10], Area Attack (5×1), [Multiple Wounds (D3+1, Clipped Wings)].

- As a Volley Gun Artillery Weapon:
Range 12", Shots 2D6, Str 5, AP 4.

A Thunder Cannon that only Pivots (and moves no further) during its owner's Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.

Dwarf Cannon

Can be fired in two ways:
- As a Cannon Artillery Weapon:
Range 60", Shots 1, Str 4[10], AP 0[10], Area Attack (5×1), [Multiple Wounds (D3+1, Clipped Wings)].

- As a Volley Gun Artillery Weapon:
Range 12", Shots 2D6, Str 4, AP 4.

Volcano Cannon

Flamethrower Artillery Weapon:
Range 24", Shots 1, Str 4 [5], AP 1 [2], [Multiple Wounds (D3)], Flaming Attacks.
If used by a Bound Daemon, ignore the -1 modifier on the Misfire Table.

Shrapnel Guns

Volley Gun Artillery Weapon.
Range 18”, Shots D6+2, Str 6, AP 3, Quick to Fire, Multiple Wounds (D3), Daemonic Infusion.

Kann nicht getrampelt werden

Cannot use Stomp Attacks

Steam Cannon

Steam Cannon: Cannon Artillery Weapon.
Range: 36", Shots 1, Str 2[7], AP 0[6], Area Attack (5x1), [Multiple Wounds (D3, Clipped Wings)].

Lightning Cannon

Range 48", Shots 1, Str 7, AP 10, Accurate, Magical Attacks, Lightning Attacks, [Multiple Wounds (D3+1, Clipped Wings)].
Before rolling to hit, the Lightning Cannon may be supercharged.
If supercharged, the weapon’s Strength is set to 10 and its Range is set to 18" for the duration of the phase.
After the shot has been resolved, roll a D6.
On a roll of '1' or ‘2’, the Lightning Cannon cannot be supercharged again this game.

Flamethrower

Artillery Weapon:
Range 24", Shots 1, Str 4{5}, AP 1{2}, {Multiple Wounds (D3)}, Flaming Attacks.

Rakachit Mauss Rifle

Artillery Weapon.
Range 48′′, Shots 1, Str 5 [7], AP 2 [4], Area Attack(1×5), Mishap (To-hit roll),[MultipleWounds (D3)].
Trial and Terror: The weapon’s range is set to 24′′, and it gains Accurate and [Multiple Wounds (D6)].

Rotary Gun

Volley Gun Artillery Weapon. 0-3 Weapons per Army.
Range 18", Shots (2D6)*2 or Shots (3D6)*2 (the owner chooses which to use), Str 4, AP 1, Magical Attacks, Quick to Fire.

Tree Singing

Each model with Tree Singing may discard 1 Veil Token once per friendly Magic Phase, immediately after Siphon the Veil. If so, choose a Forest Terrain Feature within 24″ of the model with Tree Singing that is not in contact with any unit.
Move this Forest in a straight line up to 6″. This movement stops immediately before moving into contact with any units or any Terrain Features other than Open Terrain. Each Forest may only be moved with Tree Singing once per Magic Phase.

Shambolic

Units with Shambolic models cannot be joined by Characters. When rolling the distance of a Random Movement move with a Shambolic unit, if all the dice show the same result, the unit loses D3 Health Points (with no saves of any kind allowed), and then moves in a random direction instead of the chosen direction. When units with Shambolic touch the Board Edge, stop 1" away from Impassable Terrain, or come into contact with or move inside any Terrain Feature other than Open Terrain or Hills, all models in the unit must take a Dangerous Terrain (2) Test.

Horo Cloaks

Armour Equipment
The bearer gains +1 Resilience against Ranged Attacks. This has no effect on Flaming Attacks or Toxic Attacks.

Elven Cloak

Armour
When combined with Light Armour, the wearer gains +1 Armour. Elven Cloaks cannot be enchanted.

Leader of the Pack

Universal Rule.
The Mammoth Hunter’s base size is changed to 50×50 mm. As long the model is joined to a unit of Sabretooth Tigers, the unit (including the Mammoth Hunter) gains Swift Reform and Vanguard, and the Mammoth Hunter counts as being a Standard Beast for the purposes of distributing hits, except for Stomp Attacks.

Leader of the Pack

Universal Rule.
The Mammoth Hunter’s base size is changed to 50×50 mm. As long the model is joined to a unit of Sabretooth Tigers, the unit (including the Mammoth Hunter) gains Swift Reform and Vanguard, and the Mammoth Hunter counts as being a Standard Beast for the purposes of distributing hits, except for Stomp Attacks.

Cult Leader

Cult Leader

Punktend

Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.

Vernichtender Angriff

Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.

Strength from Flesh

Attack Attribute – Close Combat.
Whenever a Gortach inflicts an unsaved wound with Lethal Strike (rolling a natural ‘6’ to wound with a Close Combat Attack with Lethal Strike), the attack gains Multiple Wounds (D3), and the Gortach Recovers 1 Health Point at the end of the Initiative Step (unless the Gortach was removed as a casualty in this Initiative Step).
No more than 1 Health Point may be Recovered by each Gortach per phase in this manner.

Streitwagen

The model must roll an additional D6 when taking Dangerous Terrain Tests . A model with Chariot can only be part of a unit consisting entirely of models with Chariot, unless noted otherwise.

Catapult

Artillery Weapon Catapult (4x4):
Range 12-60", Shots 1, Str 3[7], AP 0[4], [Multiple Wounds (D3, Clipped Wings)].

Katapult

- As a Catapult (4) Artillery Weapon :
Range 12-60", Shots 1, Str 3 [7], AP 0[4], [Multiple Wounds (D3, Clipped Wings)].
This weapon always hits on a roll equal to or greater than its Aim.

Catapult (1×1)

Artillery Weapon:
Range 15-48", Shots 3, Str 5, AP 3, Multiple Wounds (D3).
This weapon treats all results on the Misfire Table as Malfunction (each shot can cause a Misfire).

Catapult (6x6)

Artillery Weapon:
Range 12-48", Shots 1, Str 3[6], AP 1[4], [Multiple Wounds (D3)].

Catapult of fire

- As a Catapult (6) Artillery Weapon:
Range 12-48", Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks.
Units that suffer at least one casualty from this weapon must take a Panic Test just as if they had suffered 25% casualties.
Panic Tests caused by a Charnel Catapult are taken at -1 Discipline.
This weapon always hits on a roll equal to or greater than its Aim.

Catapult of fire

- As a Catapult (6) Artillery Weapon:
Range 12-48", Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks.
Units that suffer at least one casualty from this weapon must take a Panic Test just as if they had suffered 25% casualties.
Panic Tests caused by a Charnel Catapult are taken at -1 Discipline.
This weapon always hits on a roll equal to or greater than its Aim.

Catapult of fire

- As a Catapult (6) Artillery Weapon:
Range 12-48", Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks.
Units that suffer at least one casualty from this weapon must take a Panic Test just as if they had suffered 25% casualties.
Panic Tests caused by a Charnel Catapult are taken at -1 Discipline.
This weapon always hits on a roll equal to or greater than its Aim.

Git Launcher

Catapult Artillery Weapon.
Range 12-60", Shots 1, Str 5, AP 4.
This weapon follows the rules for Catapult Artillery Weapons with the following exceptions: if the weapon hits (including with a Partial Hit), instead of causing a hit with Area Attack, the unit suffers D3+1 hits with the weapon’s profile. In case of a Partial Hit, neither the number of hits nor their Strength and Armour Penetration are reduced.

Charnel Catapult

Artillery Weapon.

This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways:
- As a Catapult (4×4) with Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]
- As a Catapult (6×6) with Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Test, a unit suffering one or more Helth Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.

Charnel Catapult

Artillery Weapon.

This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways:
- As a Catapult (4×4) with Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]
- As a Catapult (6×6) with Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Test, a unit suffering one or more Helth Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.

Charnel Catapult

Artillery Weapon.

This Artillery Weapon always hits on a roll equal to or greater than its Aim. It can be fired in two ways:
- As a Catapult (4×4) with Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]
- As a Catapult (6×6) with Range 12–48″, Shots 1, Str 3, AP 0, Flaming Attacks, Magical Attacks. For the purpose of Panic Test, a unit suffering one or more Helth Point losses from this weapon is treated as having suffered 25% Health Point losses. Panic Tests caused by this weapon are taken at −1 Discipline.

Plague Catapult

Catapult (4×4) Artillery Weapon
Range 12-48", Shots 1, Toxic Attacks, Magical Attacks.

Hurl Attack

Artillery Weapon.
Catapult (4×4). Range 6–36″, Shots 1, Str 3 [7], AP 0 [4], Divine Attacks, Magical Attacks, [Multiple Wounds (D3, Clipped Wings)].
A Cyclops that only Pivots (and moves no further) during its owner’s Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase

Catch me not

Universal Rule.
The unit may only choose Flee as Charge Reaction. If it was Fleeing because of a charge reaction, the unit rallies automatically during the player’s next Movement Phase.

Cavalry Commander

Universal Rule.
The model must take a mount. Cavalry units containing one or more model with this rule gain Devastating Charge (+1″ Adv).

Cavalry Pick

Close Combat Weapon.
Attacks made with this weapon gain +2 Armour Penetration

Cave Goblin

The model gains Insignificant.

Centipede Legs

Centipede Legs

Giant Blowpipes

Volley Gun Artillery Weapon.
Range 12", Shots 8, Str 3, AP 0, Quick to Fire, Poison Attacks.

Chain Lightning

Special Attack.
The model’s Grind Attacks are resolved as Lightning Attacks.

Whirling Chains of Doom

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility).
A model with this weapon cannot be joined by Characters.

Kaleidoscopic Flesh

Pestilent Pulpit

Universal Rule.
The model can cast Breath of Corruption (Occultism) as a Bound Spell with Power Level (4/8).
The model gains Borne into Battle (Plague Disciples).
The model’s unit gains Poison Attacks with the following exceptions:
• Only models with Cult of Errahman are affected.
• Close Combat Attacks that already were Poison Attacks from another source will automatically wound on successful to-hit rolls of 5+ instead of 6+.

Champion

Power 'Shroom

Universal Rule.
Each instance of Power ‘Shroom is One use only. Declare usage immediately before the model rolls to cast a non-Bound Spell. Any Dispelling Attempt made against this Casting Attempt suffers -D3 to the dispelling roll. Roll this dice directly when using the Power ‘Shroom. If a natural ‘1’ is rolled for this D3, the model using the Power ‘Shroom suffers 1 hit with Toxic Attacks. This is an exception to the Casting and Dispelling Modifier rule (i.e. it is allowed to modify the dispelling roll by more than -2).

Shapeshifter

The model has its Advance Rate set to 6" and its March Rate set to 18". It gains +1 Attack Value, +1 Resilience, Hard Target (1), Vanguard, Fear, and Swiftstride. The model may never join units or be joined by other Characters. (Models on foot only)

Lethal Strike

Devastating Charge (+1 Str, +1 AP)

Charged Tendrils

Charged Tendrils

Chariot Host

Special Attack.
If the model part's unit has at least one Full Rank, and there is a model in the rank directly behind it (in the same file), its Impact Hits cause an additional hit (normally D3+2 instead of D3+1).

Chariot Host

Special Attack.
If the model part's unit has at least one Full Rank, and there is a model in the rank directly behind it (in the same file), its Impact Hits cause an additional hit (normally D3+2 instead of D3+1).

Chariot Host

Special Attack.
If the model part's unit has at least one Full Rank, and there is a model in the rank directly behind it (in the same file), its Impact Hits cause an additional hit (normally D3+2 instead of D3+1).

Monster Seeker

Melee.
The model gains Multiple Wounds (2, against Large, Gigantic).

Steam Powered Chassis

Universal Rule.
The model gains March and Shoot and cannot voluntarily choose Flee as a Charge Reaction.

Extended Chassis

Universal Rule.
The Dark Coach’s base size is changed to 50×150 mm, and its Undead Mounts’ Attack Value is set to 2.

Unholy Conduit

Universal Rule.
Friendly units within 6” of the model gainAutonomous

Chill of the Grave

Enemy units within 6" of one or more models with Chill of the Grave suffer -2
Agility and -2 Defensive Skill, both to a minimum
of 1.

Chilling Shriek

Special Attack.
A model with this Special Attack can use it as 1. a Shooting Attack, and as 2. a Special Attack when Engaged in Combat.
1. Choose a target using the normal rules for Shooting Attacks. The attack has Range 8″ and March and Shoot.
2. The attack is made at the model part’s Agility. Declare that you are using Chilling Shriek when allocating attacks. If used, the model part cannot perform any Close Combat Attacks. Choose a single unit in base contact as the target.
Regardless of whether it is used as a Shooting or Melee Attack, the Chilling Shriek inflicts 1 hit for each Health Point the model with Chilling Shriek currently has. These hits always have Strength 10, Armour Penetration 10, and Magical Attacks. When rolling to wound with this attack, use the enemy’s Discipline instead of its Resilience.

Chilling Yawn

Chitinous Scales

Chitinous Scales

Chitinous Tide

Attack Attribute - Melee.
The model can make a number of Supporting Attacks equal to its Attack Value.

Chitinous Tide

Attack Attribute - Melee.
The model can make a number of Supporting Attacks equal to its Attack Value.

Chitinous Tide

Attack Attribute - Melee.
The model can make a number of Supporting Attacks equal to its Attack Value.

Chosen of Ashuruk

The model automatically passes all Fear Tests (but still suffers -1 Discipline from Fear) and considers all units without Chosen of Ashuruk as Insignificant. Furthermore, model parts without Harnessed gain Battle Focus, which cannot be used during the first Round of Combat. R&F models with Chosen of Ashuruk cannot be joined by Characters without Chosen of Ashuruk.

Clearing Spirits

Universal Rule.
The model gains Skirmisher, Light Troops, and Hard Target (1).

Clouded Eye Totem

Cloven Hooves

Cloven Hooves

Cluster Munitions

Shooting
If the attack scores one or more hits against an enemy unit, the next closest unengaged enemy unit within 6″ of the original target immediately suffers D3+1 hits with Strength 4 and Armour Penetration 1. If there is more than one eligible unit, the Active Player chooses which is hit. These hits are considered Special Attacks and aren’t affected by Cluster Munitions.

Coastal Predator

Universal Rule.
While the centre of the model’s base is inside a Water Terrain Feature, the model gains Devastating Charge (+2″ Adv) and Hard Target (1).

Cobalt Club

Melee Weapon.
Attacks made with this weapon gain +2 Strength.

Crocodile

Wildheart

Wildheart

Wildheart

The bearer loses Not a Leader and must be the General.
Its Special Equipment allowance is increased to 150 pts.
Another Mammoth Hunter in the Army may be the Battle Standard Bearer for 50 pts;
this Battle Standard Bearer gains Scrapling Lookout when joined to Yeti units.
The Core limit is reduced to “at least 20%”.
The Army may not include any Great Khans, Khans, Bruisers, Mercenary Veterans, Bombardiers, or Thunder Cannons.

Grasp of the Immortal

Cohort Coordination

The model gains two instances of Fight in Extra Rank while its unit is Steadfast and does not suffer from Disrupted Ranks. Check if the conditions are met and apply the effects at the start of each Initiative Step.

Cold-Blooded

The model’s Discipline Tests are subject to Minimised Roll.

Guardian's Wrath

Attack Attribute - Melee.
The model and all model parts in the same unit, except model parts without Harnessed in its unit gain Battle Focus.

Guardian's Wrath

Attack Attribute - Melee.
The model and all model parts in the same unit, except model parts without Harnessed in its unit gain Battle Focus.

Guardian's Wrath

Attack Attribute - Melee.
The model and all model parts in the same unit, except model parts without Harnessed in its unit gain Battle Focus.

Searing Rage

Attack Attribute - Close Combat.
The model's Close Combat Attacks become Divine Attacks when allocated towards models with Aegis (2+, against Flaming Attacks). Each time the model fails a Frenzy Test it gains +1 Attack Value for the rest of the game.

Colossal Cleaver

Melee Weapon
The wielder gains +1 Attack Value. Attacks with Colossal Cleaver gain +1 Armour Penetration, and Battle Focus.
The wielder must Pursue and Overrun whenever possible.

Colossal Kopesh

Melee Weapon.
Attacks with this weapon gain +2 Strength, +2 Armour Penetration, and Multiple Wounds (D3, against Towering Presence).

Colossal Kopesh

Melee Weapon.
Attacks with this weapon gain +2 Strength, +2 Armour Penetration, and Multiple Wounds (D3, against Towering Presence).

Colossal Kopesh

Melee Weapon.
Attacks with this weapon gain +2 Strength, +2 Armour Penetration, and Multiple Wounds (D3, against Towering Presence).

Colossal Kraken

Universal Rule.
The model gains +2 HP, 2 additional Lashmasters and its base size is changed to 100×150 mm.

Colossal Stature

Universal Rule.
The model counts as Gigantic for the purpose of determining the number of Full Ranks.

Colossal Stature

Universal Rule.
The model counts as Gigantic for the purpose of determining the number of Full Ranks.

Silver Shots

Attack Attribute - Shooting.
The attack gains Multiple Wounds (D3), Lethal Strike, and must reroll failed to-wound rolls.

Todesstoß

If the attack wounds with a natural to-wound roll of 6+, its Armour Penetration is set to 10 and the target of the
attack cannot take a Regeneration save against it.

Kämpft aus zusätzlichem Glied

Combined Strength

Combined Strength:
Skink Braves may add Caimans to their unit. Caimans are R&F models of a different Model Classification (Large Infantry). Follow the normal rules for determining if the Height of the unit is Standard or Large (see Model Classification). Caimans follow the rules for Matching Bases (see Front Rank), except that they do not have to be placed as far forwards as possible. Instead, they can be placed anywhere in the unit.
Skink Braves and Caimans in the same unit do not share a common Health Pool even though they are both R&F models. Instead, they each have their own Health Pool (lost Health Points are never passed between them, and any excess Health Points losses are ignored). . Caimans are not forced to choose the same Close Combat Weapons
in close combat as the Skink Braves in their unit.

Common Goblin

The model gains Insignificant.

Common Orc

The model part gains Born to Fight.

Companions

Universal Rule.
May only join Units of Infantry or other Characters. If the model is the general, all Characters may take a Mount, either their own Spirit Animal or the related Living Legend, for the cost indicated.
Giant Bow: Shooting Weapon.
Range 30", Shots 2, Str 5, AP 2, Lethal Strike, Reload!, Multiple Wounds (D3).

Schemer

Universal Rule.
Spells cast by the model gain +3" Range. Instead of selecting spells as normal, the model knows 5 of the
following spells (select which during Spell Selection): The Awakened Swarm (Hereditary Spell), Scrying,
Fate’s Judgement , Unerring Strike, Portent of Doom , and Know Thy Enemy from Divination.

Schemer

Universal Rule.
Spells cast by the model gain +3" range. The model knows one additional spell, and selects its spells from Divination and The Awakened Swarm (Hereditary Spell). If a Vermin Daemon is part of the army, the Tunnel Gunners Category is reduced to “Max. 25%”.

Zauberkonklave

The Champion of a unit with Wizard Conclave gains +1 Health Point in addition to the normal Characteristics increases associated with being a Champion, and is a Wizard Adept.
This Champion may select up to two spells from predetermined spells given in brackets after Wizard Conclave.
This overrides the Spell Selection rules connected to being a Wizard Adept.

Herding the Swarm

Universal Rule.
The model’s range of Commanding Presence (if available) is increased by 6".

Engine of the Ancients

0-1 Choice per Army
The model gains Telepathic Link.
All friendly units within 6" of the Engine of the Ancients gain Aegis (5+, against Ranged Attacks). At the beginning of each friendly Player Turn, you may choose to replace Aegis with one of the following effects until the start of the next friendly Player Turn:
• Choose a Path of Magic. The Casting Values of spells from this Path cast by friendly Wizards are reduced by 1. A natural roll of ‘1’ or ‘2’ for Casting Attempts of spells of the chosen Path with a single Magic Dice from friendly models is always a failed Casting Attempt, regardless of any modifiers.
• During the owner’s Shooting Phase, choose an enemy unit that is not Engaged in Combat and within 9″ of the Engine of the Ancients. That unit suffers D3 hits with Flaming Attacks and Armour Penetration 10 that always wound on a roll equal to or greater than "7 minus the target's Armour. A natural '6' always wounds and a natural '1' always fails to wound. This is considered a Special Attack.

Know 2 extra spell

Know 2 extra spell

Know Thyself

Universal Rule.
At the start of the Initiative Step in which the bearer’s Close Combat Attacks will be performed, choose one model part from each enemy model in base contact and add their Attack Value Characteristics, excluding any modifiers, to the Attack Value of Kuulima’s Deceiver.
At the end of each Round of Combat, the bearer’s Attack Value is set to 1.

Tightening Grasp

Special Attack.
The model gains Grind Attacks (X), and can make Grind Attacks as Supporting Attacks, ignoring the maximum number of Supporting Attacks. When the model is not Engaged in Combat, X is set to 1.
At the start of each Round of Combat other than the First Round of Combat, if the model is Engaged, X is increased by +1 (e.g. Grind Attacks (1) becomes Grind Attacks (2)).

Contract Driven

Universal Rule.
Failed Charge Range rolls of the model in the Charge Phase must be rerolled.

Contract Driven

Universal Rule.
Failed Charge Range rolls of the model in the Charge Phase must be rerolled.

Sicarran Smugglers

Universal Rule.
The unit may start the game in Tunnel Reserve. Ambush rolls of units consisting entirely of models with Sicarran Smugglers may be rerolled. This overrides the restriction of rules and abilities not working while their bearer is off the board.

Stygian Overseer

Universal Rule.
The model gains Heavy Armour and Great Weapon.
At the start of any friendly Shooting Phase, a single model with Stygian Overseer may detonate a single Tunnel Marker within 24′′ of it. If so, all units within 6′′ of the Tunnel Marker suffer 2D6 hits with Strength 4 and Armour Penetration 1. Then remove the Tunnel Marker.

Mishap

The model suffers a Mishap when it rolls a natural ‘1’ for the type of roll described in brackets (X). If X is “Misfire”, the model suffers a Mishap instead of suffering effects from Misfire. A roll resulting in a Mishap can never be rerolled and an attack resulting in a Mishap is always lost. When suffering a Mishap, the model’s unit suffers 2 hits with Strength 5 and Armour Penetration 10. If the Trial and Terror shooting mode was used, the number of hits is increased to 4.

Ratlock Pistols

Shooting Weapon.
Range 12", Shots 2, Str 5, AP 3, Quick to Fire, Magical Attacks. Counts as Paired Weapons in close combat

Segmented Shell

Furchtlos

If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.

Sharp Horns

Attack Attribute.
The model part may reroll the roll for the number of its Impact Hits. If so, all dice must be rerolled.

Hunting Horn

Universal Rule.
All friendly units within 6″ of one or more models with Hunting Horn gain +1″ to their Charge Range rolls.

Horns of Hubris

Corsair

Universal Rule.
The model gains Kraken’s Hide and Paired Weapons. In addition, each Charging unit with one or more models with Corsair adds +1 to its side’s Combat Score if fighting an enemy unit in the enemy’s Flank or Rear.

Lugar's Court

Universal Rule.
The model can only join units of Disciples of Lugar, and when joined to Disciples of Lugar, the model gains Scoring. If the secondary objective is Capture the Flags, the model gains Scoring (no matter if joined to a unit of Disciples of Lugar or not).

Scarred Bark

Professional Courtesy

Universal Rule.
Shinobi cannot join units that contain another Shinobi.

Professional Courtesy

The model cannot join units that contain another model from the same unit entry

Professional Courtesy

Universal Rule.
Sicarra Assassins cannot join (or be deployed in) units that contain another Sicarra Assassin. Sicarra Assassins may perform Make Way moves even when they are in base contact with an enemy model.

Iron Husk

Lethal Strike

Devastating Charge (+1 Str, +1 AP)

Oaken Crown

Vanguard

Swiftstride

Schnelle Bewegung

When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.

Cover Volley

Attack Attribute - Shooting.
When an enemy unit declares a Charge against another unit containing one or more models with Martial Discipline in the Charge Phase, a single friendly unit containing one or more models with Cover Volley may immediately perform a Stand and Shoot Charge Reaction with the following conditions and restrictions:
• The distance between the Charger and the Charged unit must be greater than the Charger’s Advance Rate (using the lowest value among the Charging models if there is more than one).
• The unit with Cover Volley is within 12″ of the Charged unit.
• Only model parts with Cover Volley may shoot, and they may only shoot once per Charge Phase.
• The unit must use Stand and Shoot before the Charged unit declares its Charge Reaction. If the Charge is no longer possible after the unit’s Stand and Shoot (e.g. due to the Charging unit being destroyed or failing a Panic Test), the Charged unit does not declare any Charge Reaction.
• The Stand and Shoot Charge Reaction is performed as if the enemy had declared the Charge against the unit with Cover Volley in their current position (apply the normal rules for the Stand and Shoot Charge Reaction, i.e. the Charging unit must be Located in the Front Arc of the unit with Cover Volley, the unit with Cover Volley cannot be Shaken or Fleeing, etc.).

Cover Volley

Attack Attribute - Shooting.
When an enemy unit declares a Charge against a unit with Martial Discipline, a single friendly unit containing one or more model with Cover Volley may immediately perform a Stand and Shoot Charge Reaction with the following conditions and restrictions:
• The distance between the Charger and the Charged unit must be greater than the Charger’s Advance Rate (using the lowest value among the Charging models if there is more than one).
• The unit with Cover Volley is within 12″ of the Charged unit.
• Only models with Cover Volley may shoot.
• The unit must use Stand and Shoot before the Charged unit declares its Charge Reaction. If the Charge is no longer possible after the unit’s Stand and Shoot (e.g. due to the Charging unit being destroyed or failing a Panic Test), the Charged unit does not declare any Charge Reaction.
• The Stand and Shoot Charge Reaction is performed as if the enemy had declared the Charge against the unit with Cover Volley in their current position (apply the normal rules for the Stand and Shoot Charge Reaction, i.e. the Charging unit must be Located in the Front Arc of the unit with Cover Volley, the unit with Cover Volley cannot be Shaken or Fleeing, etc.).

Firebrand

Firebrand

Crag Warden

Universal Rule.
0-15 Models per Unit.
The model loses Scoring and gains Skirmisher, Light Troops, and Hard Target (1).

Creepers

Universal Rule.
0-20 Models per Unit.
The model loses Scoring and gains Skirmisher, Light Troops, and Hard Target (1).

Mammoth Stabber

If the unit is Charging and has at least one Full Rank, nominate a single R&F model in the unit at Initiative Step 10. This model gains Impact Hits (D3). These Impact Hits are resolved with Strength 5, Armour Penetration 2, and Multiple Wounds (D3+1, against Towering Presence).

War Cry!

Once per game, at the start of a Player Turn, an Orcs and Goblins army with its General on the Battlefield may utter a War Cry!. All friendly units gain +1” Advance Rate, +2” March Rate, and Swiftstride until the end of the Player Turn.

Crimson Rage

Venomous Fangs

Melee.
Before rolling to hit, nominate one Close Combat Attack from a model part with Venomous Fangs. This attack gains Multiple Wounds (D3+1).
If the attack is turned into more than one hit (e.g. a hit with Battle Focus), only a single hit, chosen by the owner, gains the effect.

Crucible of Slaughter

Universal Rule.
The model gains Not a Leader and War Platform.
In addition, during the Melee Phase, the model’s unit and enemy units in base contact with the model’s unit suffer −1 Resilience. Models with Crucible of Slaughter are not affected.
While part of an Infantry unit, Attendants gain the same Close Combat Weapons as the R&F models in the unit.
They can use Spears despite not being Infantry.

Geländeerfahren

The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.

Mountain Hide

When a model with Mountain Hide suffers a wound from an attack with Multiple Wounds, the number of wounds that it is multiplied into (due to Multiple Wounds) is halved, rounding fractions up.

Mountain Hide

When a model with Mountain Hide suffers a wound from an attack with Multiple Wounds, the number of wounds that it is multiplied into (due to Multiple Wounds) is halved, rounding fractions up.

Cult General

If the General belongs to a Cult and the Army List does not include any models from any other Cult, then all Dread Legionnaires, Repeater Auxiliaries, and Corsairs gain the same Cult rules as the Army's General.

Cult Legate

Universal Rule.
Model parts with a Cult gain Killer Instinct as long as a Cult Priest on foot is joined to their unit.

Cult of Cadaron

The model gains Cult Rivalry.
Shooting Attacks made by the model part gain +1 to hit when shooting from Short Range. A m odel part with Cult of Cadaron and a Shooting Weapon loses Killer Instinct if it had it.

Cult of Errahman

Whenever a Close Combat Attack allocated towards a model with Cult of Errahman rolls a natural ‘1’ to hit, the model part inflicts 1 hit with Toxic Attacks against the attacking model’s unit in the same Initiative Step, before any casualties are removed.
R&F models with Cult of Errahman cannot be joined by models without Cult of Errahman.

Cult of Nabh

The model gains Cult Rivalry.
The model part gains Hatred and loses Killer Instinct if it had it.

Cult of Olaron

The model gains Cult Rivalry.
Discipline Tests taken by Dread Princes with Cult of Olaron and their units are subject to Minimised Roll. All other models with Cult of Olaron gain +1 Discipline instead.

Cult of Yema

The model gains Cult Rivalry, Strider, +1 Advance Rate, and +2 March Rate (this also affects mounts).
The model part loses Killer Instinct if it had it.

Cult Rivalry

A model can never belong to more than one Cult. Characters belonging to a Cult cannot join units which contain any model from another Cult.

Cumbersome

Universal Rule.
The model may only declare Hold as voluntary Charge Reaction.

Cut one off...

Universal Rule.
For each successful Fortitude Save roll of a natural ‘6’, the model disregards another simultaneously suffered wound. If there aren’t enough simultaneously suffered wounds to disregard, the model immediately Recovers 1 Health Point instead.

Daemonic Fury

Universal Rule.
At the start of each friendly Player Turn, the Bound Daemon must take a Discipline Test. If the test is failed the Bound Daemon gains Random Movement (3D6) until the end of the Player Turn. It cannot freely choose which direction to rotate towards but must move directly towards the closest enemy unit in the Movement Phase (in case the initial Pivot is impeded, the model Pivots as far as possible towards the closest enemy unit and then moves no further).

Daemonic Infusion

Close Combat and Shooting.
The model part gains Magical Attacks, and any Panic Tests they cause to enemy units through 25% casualties suffer -1 Discipline.

Daemonic Summon

At the end of step 3 of the owner’s Magic Phase (Siphon the Veil) and before Veil Token Limits are applied, each non-Fleeing model with Daemonic Summon may perform a single Daemonic Summon:
1. Choose a unit from the Summoned Daemons Army Category on your Army List.
2. Discard a number of Veil Tokens from your Veil Token pool corresponding to the chosen unit’s Point Cost divided by 200, rounding fractions up. During the owner’s Player Turn 1, only 2 Veil Tokens may be discarded for Daemonic Summon. Otherwise, a maximum of 6 Veil Tokens may be discarded for Daemonic Summon per Player Turn.
3. The chosen unit is deployed in a legal formation fully within 12″ of the model that performs the Daemonic Summon. All models must be placed at least 1″ away from other units and from Impassable Terrain. If the whole unit cannot be deployed, then no models can be deployed.

The unit counts as having moved during the Player Turn it arrives on the Battlefield. Any unit that entered the Battlefield on Game Turn 4 or later loses Scoring. If a unit from the Summoned Daemons Army Category has not entered the Battlefield before the end of the game, the unit counts as destroyed.

Until deployed on the Battlefield, units from the Summoned Daemons Army Category cannot perform any actions at all, and all their Special Items, rules, and abilities don’t work while off the board.

Damnation

Universal Rule.
The unit cannot be joined by any Characters, and it may never have more ranks than files. When the unit fails a Break Test, it does not perform the extra Close Combat Attacks from Path of the Exiled. Instead replace each model of the unit with a Wretched One model after step 8 of the Round of Combat Sequence (after taking Panic Tests):
• The unit with Damnation is considered destroyed and its models are considered to be removed as casualties.
• Each Wretched One model is placed in the same position and facing the same direction as the replaced model, even if the replaced model was in base contact with an enemy unit. In this case, the Wretched One model is placed in base contact with the enemy unit too.
• The Wretched One models form a new unit.
• The Wretched One unit follows the rules for Summoned Units, except that it ignores the Unit Spacing rule when placed on the Battlefield.
• The Wretched One unit cannot perform any Combat Reforms during that Round of Combat, however the enemy units can do so as normal.
• Note that the following Round of Combat is not considered the First Round of Combat for the Wretched One unit nor the enemy units it is Engaged with.

Dances of Cenyrn

Universal Rule.
At the start of each Round of Combat, units consisting entirely of models with this rule must choose one of the dances listed below and apply its effects until the end of the Round of Combat.

The unit cannot choose this dance again until after one of the following has happened:
• The unit is no longer Engaged in Combat.
• The unit has chosen a different dance.


Dance of Bedevilments:
Fear and enemy units in base contact with the model do not receive any Rank Bonus to their Combat Score.

Dance of Biting Wind:
+1 Armour Penetration and Lethal Strike.

Dance of the Parting Mists:
Aegis (3+), −1 Strength, and −1 Armour Penetration.

Dance of Whirling Blades:
+1 Attack Value.

Kabuki Dance

Universal Rule.
The model must choose one of the two dances to perform at step 2 of the Round of Combat Sequence and apply its effects until the end of the Round of Combat. All Kabuki Dolls in the unit must choose the same dance:
• Jidaimono: +1 Armour Penetration. The War Fan counts as Paired Weapons with this dance.
• Sewamono: Distracting. The War Fan counts as a Shield with this dance.

Dark Conclave

Universal Rule.
Spells cast by the model gain +3″ range for each additional friendly Wizard within 12″ of the Caster. This bonus can never increase the combined modifier beyond +9″, however other sources may.
The model must select 2 spells from: Spear of Infinity (Hereditary Spell), Hand of Heaven (Thaumaturgy), and The Grave Calls (Occultism) during Spell Selection. This overrides the normal Spell Selection rules connected to being a Wizard Adept.
When performing a Daemonic Summon with the model, divide the chosen unit’s Point Cost by 300 (instead of 200), rounding fractions up, for determining the number of discarded Veil Tokens.

Dark Doorways

Universal Rule.
The model cannot be deployed during the Deployment Phase. Instead, at the start of any Player Turn, the owner may choose a friendly unit of Vermin Velites, Vermin Legionaries, Blackfur Veterans, Shadowfur Stalkers, or Ignifier Grenadiers that is not Fleeing and that the model can join, and apply the following rules:
• Remove a R&F model from the chosen unit’s first rank as a casualty. You cannot remove the last R&F model from a unit.
• Deploy the Duskblade Assassin inside the unit in the position of the removed model.
• The Duskblade Assassin cannot voluntarily leave its unit during the Player Turn in which it was deployed.
• If the model is not deployed by the end of Game Turn 4, it counts as a casualty and cannot be deployed for the rest of the game.
• The model cannot be deployed in a Summoned unit

Dark Fire

Shooting Weapon.
Range 18″, Shots 2, Str 4, AP 0.
Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire.

Dark Fire

Shooting Weapon.
Range 18″, Shots 2, Str 4, AP 0.
Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire.

Dark Hide

Dark Hide

Dark Prelate

Dark Shards

One use only.
A model can use each of its Dark Shards once per game. Declare usage just before the model rolls to cast a non-Bound Spell. Any Dispelling Attempt made against this Casting Attempt suffers -D3 to the dispelling roll.
Roll this dice as soon as the Dark Shard is used. If a natural ‘1’ is rolled for this D3, the model using the Dark Shard suffers 1 hit with Toxic Attacks. This is an exception to the Casting and Dispelling Modifier rules (i.e. it is allowed to modify the dispelling roll by more than -2).

Darkstone Generator

Shooting Weapon.
Range 12″, Shots D6, Lightning Attacks, March and Shoot, Mishap (Roll for number of Shots), Reload!. The attacks hit automatically.

Trial and Terror: The weapon instead targets and automatically hits all units within 6″ (including units not inside the Front Arc/Line of Sight, and units Engaged in Combat) except the shooting unit itself (remember that models that are Engaged in Combat cannot perform Shooting Attacks). Roll once for the number of shots and apply this value to all targeted units, then roll for the Strength of the hits for each targeted unit individually.
These shots are not randomised using the rules for Callous.

Dash

Universal Rule.
Roll an additional D6 on a charge and drop the lowest dice.

Dust to Dust

At the end of any phase in which the Hierophant was removed as a casualty, every unit in the army with Dust to Dust must pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed. These Health Point losses are allotted following the rules for Unstable. The number of Health Points lost is reduced by 1 if the unit is within range of Rally Around the Flag.

At the end of the Player Turn in which the Hierophant was removed as a casualty, a new Hierophant may be selected. In order to do so, nominate a friendly Wizard Character. This Character becomes the new Hierophant.

At the start of each friendly Player Turn after the army’s Hierophant has been removed as a casualty and no new Hierophant has been selected, every unit with Dust to Dust must once again pass a Discipline Test or lose Health Points as described above.

Dust to Dust

At the end of any phase in which the Hierophant was removed as a casualty, every unit in the army with Dust to Dust must pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed. These Health Point losses are allotted following the rules for Unstable. The number of Health Points lost is reduced by 1 if the unit is within range of Rally Around the Flag.

At the end of the Player Turn in which the Hierophant was removed as a casualty, a new Hierophant may be selected. In order to do so, nominate a friendly Wizard Character. This Character becomes the new Hierophant.

At the start of each friendly Player Turn after the army’s Hierophant has been removed as a casualty and no new Hierophant has been selected, every unit with Dust to Dust must once again pass a Discipline Test or lose Health Points as described above.

Dust to Dust

At the end of any phase in which the Hierophant was removed as a casualty, every unit in the army with Dust to Dust must pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with no saves of any kind allowed. These Health Point losses are allotted following the rules for Unstable. The number of Health Points lost is reduced by 1 if the unit is within range of Rally Around the Flag.

At the end of the Player Turn in which the Hierophant was removed as a casualty, a new Hierophant may be selected. In order to do so, nominate a friendly Wizard Character. This Character becomes the new Hierophant.

At the start of each friendly Player Turn after the army’s Hierophant has been removed as a casualty and no new Hierophant has been selected, every unit with Dust to Dust must once again pass a Discipline Test or lose Health Points as described above.

Deadly Riposte

Attack Attribute – Close Combat.
For each enemy Close Combat Attack allocated towards the model for which a natural ‘1’ is rolled to hit, the Dread Prince must perform a Close Combat Attack at the same Initiative Step that must be allocated towards the model (or Health Pool) that rolled the ‘1’ to hit. If this is not possible, ignore the effect.

Death before Dishonour

If at least half of the models in a unit have Death before Dishonour, any Break Tests taken by the unit are subject to minimise Roll. If the test is failed, the entire unit commits Seppuku (suicide); remove it and every character that joined it from the game. The unit is treated as being wiped out entirely in combat. If less than half of the models in a unit have Death before Dishonour, resolve the Break test as normal; if it is failed, only models with Death before Dishonour commit Seppukku; the remaining models flee as normal (and the enemy can pursue as normal).

Death Trance

Melee.
The attack gains +1 to wound during the first Round of Combat. Close Combat Attacks from models with more than one instance of Death Trance gain +1 to wound during all Rounds of Combat instead.

Death Wish

Universal rule
Immediately after an unengaged unit of Ronin comes into contact with an enemy unit (regardless of whether it charged or is charged), the Ronin unit performs a Combat Reform, retains its facing, but maximises the number of models in contact.

Electric Discharge

Special Attack.
Model parts with this Special Attack can use it as 1. a Shooting Attack, and as 2. a Special Attack when Engaged in Combat.

- As a Shooting Attack: Choose a target using the normal rules for Shooting Attacks. The Shooting Attack has Range 18”, Shots 3, Reload!, Accurate, Quick to Fire, and Aim (4+).

- As a Special Attack in Close Combat: The Melee Attack is made at the model part's Initiative Step. Choose a single enemy in base contact and roll three D6 (these rolls are not considered to-hit rolls). For each roll of 3+ the target suffers a hit from the Electric Discharge.

Hits from Electric Discharge are resolved with Strength 5, Armour Penetration 10, Multiple Wounds (D3), Lightning Attacks, and Magical Attacks.

Before using the Electric Discharge, the Dreadmill may be supercharged. If supercharged, the attacks from the Electric Discharge are set to Strength 6 and their Range is set to 12” for the duration of the phase. After the Ele

Decimation

Universal Rule.
When the model’s unit fails a Discipline Test after any rerolls, you may apply the following rules:
1. Roll a D6.
2. Add the result to the initial dice rolled for the Discipline Test as an (additional) instance of Minimised Roll, ignoring all dice that were discarded from any other instances of Minimised Roll.
3. The model’s unit suffers a number of hits equal to the discarded diceD6 from this instance of Minimised Roll that wound automatically with no saves of any kind allowed.

Deeds not Words

Attack Attribute.
The model part gains Battle Focus and Hatred while joined to one or more R&F models with Makhar Battle Fever.

Deeds not Words

Attack Attribute.
The model part gains Battle Focus and Hatred while joined to one or more R&F models with Åsklander Battle Fever.

Deepfire Grenades

Shooting Weapon.
Range 8′′, Shots 2, Str 6, AP 2, Accurate, Flaming Attacks, Quick to Fire, Volley Fire.

Deepfire Thrower

Artillery Weapon
0–9 Models/Army.
Flamethrower. Range 18′′, Shots 1, Str 3, AP 0, Flaming Attacks, Mishap (Misfire). The bearer gains Flammable.
The total number of simultaneous hits from a unit with this weapon cannot exceed the number of models in the target unit.
Trial and Terror: The weapon’s range is set to 12′′ and its Strength is set to 4.

Defensive Skill Initials

Defensive Skill Initials

Underground Arrival

Universal Rule.
The model adds one Tunnel Marker to the army. In addition, the model may choose to start the game in Tunnel Reserve. Once per game, at the end of the owner’s Movement Phase, the model’s unit may be removed from the Battlefield and placed in the Tunnel Reserve. This cannot be done if the model is Engaged or Shaken.

Destrian Discipline

A character with this rule grants the Destrian Discipline rule to any Parent Unit he joins where at least half of the models are equipped with spears or halberds.

Destrian Square

A unit in which half or more models possess this rule will not be disrupted by enemy units in its βlank (it may be disrupted from the rear). It does not suffer a combat resolution penalty from being attacked in the rear either. If the general is present in the unit, then the unit may not be disrupted from the rear either.

Unnachgiebig

A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.

Devour

Personal Protection.
For each Health Point loss the model causes with Close Combat Attacks, roll a D6 at the end of the Initiative Step.
For each rolled 4+, the model gains +1 Health Point.
When the model has 18 Health Points, all units within 9″ immediately suffer 2D6 hits with Toxic Attacks, and the model is removed as a casualty

Devotees of Tyranny

Universal Rule.
The model gains Fearless and Frenzy while Engaged in Combat. In addition, units consisting entirely of models with Devotees of Tyranny and, if applicable, a Drum Gogyag, may reroll failed Charge Range rolls in the Charge Phase

Dextrous Tentacles

Dextrous Tentacles

Digestive Vomit

Dire Rats

Universal Rule.
The model gains +1 Strength, +1 Armour Penetration, and +1 Resilience, and its base size is changed to 25×50 mm. The model loses Insignificant.

Martial Discipline

If more than half of a unit’s models have Martial Discipline, their Discipline Tests are subject to Minimised Roll except for Panic and Break Tests.

Martial Discipline

If more than half of a unit’s models have Martial Discipline, their Discipline Tests are subject to Minimised Roll except for Panic and Break Tests.

Disdain for Plebs

Universal Rule.
The model cannot be chosen by the opponent as the model that suffers the penalties for refusing a Duel.

Schnell Schussbereit

Disposable

Universal Rule.
If the unit Breaks from Combat, it is immediately removed as a casualty.
When checking if an enemy unit is Steadfast, your Slave units count as having 0 Full Ranks, unless the Slave unit is Engaged in the enemy unit’s Flank or Rear Facing.
When shooting into a combat where the only Engaged friendly models are Slaves:
● The Shooting Attack gains +2 to hit.
● When randomising to see which unit is hit, the intended target is hit on 4+ (instead of 3+).

Distributing Hits

When distributing hits to the unit (i.e. for attacks towards the unit as a whole), first distribute hits between R&F models and Characters. Then randomise all hits distributed onto R&F models. Roll a D6 for each hit: 1-4 hits a Skink Brave, 5-6 hits a Caiman. If the Skink Braves lose enough Health Points in order to wipe them all out, any remaining Health Point losses suffered are distributed onto the Champion.

Divine Light

Universal Rule.
Enemy Wizards within 36" of one or more Caskets of Phatep suffer a -1 modifier to their casting rolls. When a Casket of Phatep is removed as a casualty, all units within 12" suffer 3D3+3 hits with Strength 1 and Armour Penetration 10.

Divine Light

Universal Rule.
Enemy Wizards within 36" of one or more Caskets of Phatep suffer a -1 modifier to their casting rolls. When a Casket of Phatep is removed as a casualty, all units within 12" suffer 3D3+3 hits with Strength 1 and Armour Penetration 10.

Divine Light

Universal Rule.
Enemy Wizards within 36" of one or more Caskets of Phatep suffer a -1 modifier to their casting rolls. When a Casket of Phatep is removed as a casualty, all units within 12" suffer 3D3+3 hits with Strength 1 and Armour Penetration 10.

Divine Right

Universal Rule.
The model cannot join units with other Characters and other Characters cannot join its unit. The model must issue a Duel whenever possible (this cannot be prevented by issuing a Duel with another friendly model first). This duel must (if possible) be accepted by a Character unless a Champion accepts first. In addition, when fighting a Duel, the model gains Lethal Strike and Multiple Wounds (2).

Divining Snout

Divining Stout

Dominion of Envy

Universal Rule.
The model’s Close Combat Attacks allocated towards models equipped with Close Combat Weapons other than Hand Weapons (regardless if they are using them or not) gain +2 Offensive Skill.

Dominion of Gluttony

Universal Rule.
The model must reroll natural to-wound rolls of ‘1’ with its Melee Attacks.

Dominion of Greed

Universal Rule.
The model gains +2 Defensive Skill while its unit is in base contact with an enemy Scoring Unit.

Dominion of Lust

Universal Rule.
The model gains Strider. When rolling their Charge Range in the Charge Phase, units consisting entirely of models with Dominion of Lust must reroll failed Charge Range rolls if they are Located in the Charged unit’s Flank or Rear Facing.

Dominion of Pride

Universal Rule.
Units with more than half of their models with this rule may reroll failed Discipline Tests.

Dominion of Sloth

Universal Rule.
The model gains Aegis (+1, against Special Attacks).

Dominion of Wrath

Universal Rule.
The model’s attacks ignore Parry.

Doomsday Colossus

Universal Rule.
The model’s Health Points are set to 8, and its base size is changed to 75×100 mm. The roll for the number of hits from its Stomp Attacks is subject to Maximised Roll.

Paired Katana

Close Combat Weapon.
This weapon follows the rules for Paired Weapons. In addition, attacks made with Paired Katanas gain +1 Armour Penetration.
Alternatively, this weapon can be used as a Katana (see above). The bearer can decide how to use this weapon at step 2 of the Round of Combat Sequence.

Sleeper

Universal Rule.
The model follows the rules for Ambush with the following exceptions:
• Immediatly after step 2 of the owner’s Movement Phase Sequence (including the owner’s Player Turn 1), the owner may decide for each of their Briar Beasts if they will enter the Battlefield or not (no dice rolls are required).
• When the model enters the Battlefield, it must be placed completely within any Forest Terrain Feature instead of having its Rear Facing touch the Board Edge. If the model cannot be placed, it cannot enter the Battlefield this turn.

Dragonsbane Harpoon

Shooting Weapon.
Range 18″, Shots 1, Str 7, AP 4, Multiple Wounds (2), Quick to Fire, Reload!

Drain Magic

Range 18", Type Universal, Duration Instant.
All spells with Duration Lasts one Turn affecting the target immediately come to an end. If any of these spells had more than one target, their effects also end for these targets.

Drain Magic

Range 18", Type Universal, Duration Instant.
All spells with Duration Lasts one Turn affecting the target immediately come to an end. If any of these spells had more than one target, their effects also end for these targets.

Dread Mask

Universal Rule.
The model gains Devastating Charge (Distracting) and can cast Twisted Effigy (Witchcraft) as a Bound Spell with Power level (4/8). In addition, Fear Tests caused by the model and rolls for Flee Distance of enemy units that Break from Combat while in base contact with the model are subject to Maximised Roll.

Dripping Poison

Eternal Duellist

The Vampire must reroll natural to-hit and to-wound of '1' with its Close Combat Attacks. The Vampire must reroll natural Armour Save rolls of '1' against Melee Attacks. (Independent or Brotherhood of the Dragon only)

Dwarf Catapult

Universal Rule.
Catapult (4×4), Range 12–60″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3, Clipped Wings)]. The model’s Height is changed to Large.

Earthbreaker Drill

Universal Rule.
The model can only perform its Grind Attacks against units Engaged with its Front Facing. The model gains +3 Armour against:
• Shooting Attacks from enemy models Located in the model’s Front Arc.
• Melee Attacks from units Engaged with the model’s Front Facing.

Kundschafter

At step 8 of the Pre-­Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.

Splatterer

Catapult (4x4) Artillery Weapon.
Range 12-60", Shots 1, Str 3[7], AP 0[4], [Multiple Wounds (D3, Clipped Wings)].

Effigy of Dread

Universal Rule.
The model gains Channel (3), Fear, Fearless, Unbreakable, Blades of Darag, and its Health Points are set to 6. The model cannot declare any Charges nor perform Pursuit Moves, and its Advance Rate and March Rate. are always 0″, i.e. the model cannot perform any Advance Moves, March Moves, Magical Moves, nor Random Movement.
In addition, friendly units within 18″ of the model gain Fear. Enemy units within 18″ of the model cannot benefit from Rally Around the Flag for Fear Tests.
At the end of each friendly Magic Phase, the owner may discard up to 2 Veil Tokens from their Veil Token pool to increase the range of Effigy of Dread by +3″ for each discarded Veil Token. The effect lasts until the start of the next friendly Magic Phase.

Elder Rule

Universal Rule.
May only join Units of Infantry or other Characters. A Wizard Master may only join an army which general is a Wizard Master.

Elusive

Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.

Elusive

Universal Rule.
Units composed entirely of models with Elusive may declare a Flee Charge Reaction despite being Fearless.

Emboldening Boughs

A unit with more than half of its models with Emboldening Boughs gains Stubborn while more than half of the unit’s models are inside a Forest with the centre of their bases.

Emissary of Chaos

Greater Dominion

At the start of each friendly Player Turn, you may choose one friendly unit within the Commanding Presence range of the model with Greater Dominion.
All R&F models in the chosen unit gain the Dominion rule in the Character’s unit entry until the end of the next Player Turn.

Safety in Numbers

Non-fleeing units comprised entirely of models with Safety in Numbers add their number of Full Ranks after the first one to their Discipline, up to a maximum of +3 and never above 10. Safety in Numbers cannot be used to modify the Discipline that is distributed by models with Commanding Presence (but the received Commanding Presence can be modified by Safety in Numbers). Furthermore, units comprised entirely of models with Safety in Numbers gain +1" to their Flee Distance rolls.

Runic Anvil

Each Anvil of Power may choose up to three different Battle Runes during Spell Selection.

Endless Tide

Universal Rule.
Rat Swarms cannot declare any Charges and always count as Fleeing when Charged (i.e. they must Flee as a Charge Reaction if able to, are destroyed if Pursued into, etc.). They cannot benefit from Commanding Presence.
A Rat Swarms unit can make a Sweeping Attack against a single unengaged enemy unit when passing within 1″ (it does not need to and cannot move through or over that unit). The enemy unit suffers 1 hit for each Health Point in the Rat Swarms unit with Strength 2 and Armour Penetration 1. If the enemy unit is Engaged in Combat, then randomise the hits as per the Callous rules.
If another unit (friend or foe) comes into base contact with a Rat Swarms unit, then that unit suffers hits as if. the Rat Swarms had performed a Sweeping Attack against it. The Rat Swarms unit is then removed as a casualty.

Energy Bolts

Shooting Weapon.
Range 24″, Shots 1, Str 5, AP 0, Reload!, Volley Fire.

Energy Bolts

Shooting Weapon.
Range 24″, Shots 1, Str 5, AP 0, Reload!, Volley Fire.

Engine of Damnation

Universal Rule.
The model’s base is changed to 150x100mm and its Height to Gigantic. Its Health Points are set to 7, Resilience is set to 6, March Rate is set to 15”, and it loses War Platform.

Ingenieur

Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects:
- Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+).
- You may reroll the roll on the Misfire Table.
- You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.

Engineering Rune

Universal Rule.
Field Artillery adds +4 to any roll on the Misfire Table.

Enslaved Porters

Universal Rule.
Shackled Slaves do not cause Panic Tests in other friendly units. At start of the First Game Turn and at the start of each friendly Player Turn, if the Shackled Slaves unit is not Fleeing, Shaken, or Engaged, choose a single friendly Standard Height unit with more than half of its models with Infernal Brand within 6″:
• If the Shackled Slaves unit is equipped with Shields, the chosen unit gains Soft Cover.
• If the Shackled Slaves unit is equipped with Paired Weapons, the chosen unit must reroll natural to hit rolls of ‘1’ with its Close Combat Attacks.
The effects last until the start of the next friendly Player Turn.

Ensouled Statue

The model gains Undead and Dust to Dust. If more than half of the models in a unit have Ensouled Statue, reduce the number of Health Points lost by this unit due to Dust to Dust and Unstable by 1.

Ensouled Statue

The model gains Undead and Dust to Dust. If more than half of the models in a unit have Ensouled Statue, reduce the number of Health Points lost by this unit due to Dust to Dust and Unstable by 1.

Ensouled Statue

The model gains Undead and Dust to Dust. If more than half of the models in a unit have Ensouled Statue, reduce the number of Health Points lost by this unit due to Dust to Dust and Unstable by 1.

Entangling Vines

Entrench

Right before the battle (during step 7 of the Deployment Phase Sequence), the model with this rule may Entrench a single War Machine. The War Machine counts as being in Hard Cover. The War Machine loses this rule permanently if it makes an Advance or March Move.

Entsetzen

The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.

Lambent Sword

Melee Weapon.
Attacks made with this weapon gain +2 Strength, +2 Armour Penetration, and ignore Parry.

Poisoned Thorn

Shooting Weapon.
Range 12″, Shots 1, Str 3, AP 1, Quick to Fire.

Piercing Spike

Putrid Scholar

Universal Rule.
The model selects its spells from all Learned Spells of its chosen Path and The Awakened Swarm (Hereditary Spell). This overrides the normal Spell Selection rules connected to being a Wizard Apprentice or Adept.

Ogre Slave

Universal Rule.
The model treats all rolls of Jammed (3-4) on the Misfire Table as Malfunction (5+).

Slaves

Universal Rule.
At the end of a phase, if there are no friendly models with Chosen of Ashuruk or Opportunist on the Battlefield, immediately remove all your Orc Slaves models as casualties.

At the start of a friendly Player Turn, if there aren't any friendly units with Chosen of Ashuruk or Opportunist within 6" of an unengaged non-Fleeing Orc Slave unit, roll a D6:
1-2: The Orc Slave unit immediately flees directly towards the nearest Board Edge.
3-4: The Orc Slave unit is Shaken until the end of the Player Turn.
5-6: No effect. The Orc Slave unit behaves normally.

Royal Guard

Universal Rule.
The model counts as a R&F model for the purpose of Undying Will. If in the same unit as a Pharaoh or a Nomarch, unless another model does so first:
• A Tomb Harbinger must issue a Duel.
• A Tomb Harbinger must accept a Duel.

Royal Guard

Universal Rule.
The model counts as a R&F model for the purpose of Undying Will. If in the same unit as a Pharaoh or a Nomarch, unless another model does so first:
• A Tomb Harbinger must issue a Duel.
• A Tomb Harbinger must accept a Duel.

Royal Guard

Universal Rule.
The model counts as a R&F model for the purpose of Undying Will. If in the same unit as a Pharaoh or a Nomarch, unless another model does so first:
• A Tomb Harbinger must issue a Duel.
• A Tomb Harbinger must accept a Duel.

Forlorn Hope

Personal Protection.
Enemy models do not count as charging for the purpose of Devastating Charge when attacking models with Forlorn Hope.

Strixian Spirit

Universal Rule.
The model changes its Height to Gigantic, gains Fly (6”, 18”), Light Troops, and +1 Health Point.

Sylvan Spirit

Models with Sylvan Spirit can only join or be joined by models with Sylvan Spirit.

Trial and Terror

The Trial and Terror section in a weapon’s profile describes an alternative shooting mode. If one model uses the Trial and Terror shooting mode, then all models in its unit must use it. The effects last until the end of the phase.

Prized Stallion

Universal Rule.
The model has its March Rate set to 16″

State of Trance

The model's unit gains Fearless. The model must be deployed in, and can only join, units that include at least one model from one of the unit entries stated in brackets (X). The model can never voluntarily leave its unit.

State of Trance

The model’s unit gains Fearless. The model must be deployed in, and can only join, units that include at least one model
from one of the unit entries stated in brackets (X). The model can never voluntarily leave its unit.

Eternal Guardian

Personal Protection.
When the model suffers a wound from an attack with Multiple Wounds (X), reduce X by half, rounding fractions up.

Eternal Guardian

Personal Protection.
When the model suffers a wound from an attack with Multiple Wounds (X), reduce X by half, rounding fractions up.

Eternal Guardian

Personal Protection.
When the model suffers a wound from an attack with Multiple Wounds (X), reduce X by half, rounding fractions up.

Ether Cloud

Shooting
If the attack scores one or more hits, the target and all enemy War Machines within 6″ of the target lose Channel and suffer −1 to hit until the start of the next friendly Shooting Phase. Being affected by more than one instance of Ether Cloud does not stack.

Rising Star

Universal Rule.
Each time attacks made by the model kill an enemy model in a Duel, the model gains a +1 Combat Score modifier for the rest of the game.

Falling Star

Universal Rule.
The model’s Offensive Skill and Defensive Skill are set to twice the model’s current number of Health Points.
The model counts as a Character for the purpose of Duels. When the model fights a Duel during a Round of Combat, it gains Stubborn until the end of the Round of Combat.

Reanimated

Some unit profiles contain the additional Characteristic Reanimated, shortened Rea, which determines the number of Health Points Raised with Arise! (Hereditary Spell) and The Dead Arise (Bound Spell).

Executionner's Blade

Draich: Melee weapon. Follow the rule for Great Weapon. In addition, attacks made with this weapon gains lethal strike and multiple wounds (2, against standard)

Exotic Poisons

Attack Attribute – Close Combat, Shooting.
The attack gains Poison Attacks and Multiple Wounds (2, against Standard). Additionally, the Poison Attacks wound automatically on a successful to-hit roll of 5+ instead of 6+. Furthermore, the model gains +1 Armour Penetration for every automatic wound caused with Poison Attacks until the end of the phase.

Extraordinary Specimen

Universal Rule.
The Manticore gains Stomp Attacks (D3), its Resilience is set to 5, and its base size is changed to 50×100 mm.

Fae Miasma

Close Combat and Shooting.
This Attack Attribute can only be used with Longbows and Paired Weapons.
When a unit is hit by attacks with Fae Miasma, it must take a Resilience Test for each hit, using the Resilience that the largest proportion of models in the unit has (use the higher value in case of a tie). If one or more Resilience Tests are failed, all models in the unit are affected by Fae Miasma until the start of the Active Player's next Player Turn. A model that is affected by (one or more instances of) Fae Miasma suffers a -1 to-hit modifier (both for Shooting Attacks and Close Combat Attacks).

Fae Miasma

Close Combat and Shooting.
This Attack Attribute can only be used with Longbows and Paired Weapons.
When a unit is hit by attacks with Fae Miasma, it must take a Resilience Test for each hit, using the Resilience that the largest proportion of models in the unit has (use the higher value in case of a tie). If one or more Resilience Tests are failed, all models in the unit are affected by Fae Miasma until the start of the Active Player's next Player Turn. A model that is affected by (one or more instances of) Fae Miasma suffers a -1 to-hit modifier (both for Shooting Attacks and Close Combat Attacks).

Faith Militant

Up to one unit of Flagellants per army may count as Core (in addition to Sunna’s Fury).

Falling Star

Universal Rule.
The model’s Offensive Skill and Defensive Skill are set to twice the model’s current number of Health Points.
The model counts as a Character for the purpose of issuing, accepting, and refusing Duels. When the model fights a Duel during a Round of Combat, it gains Stubborn until the end of the Round of Combat.

Fame

Universal Rule.
The Beast Giant model part gains Harnessed and the model gains an additional model part:
Offensive Att Off Str AP Agi Model Rules
Mongrel Herald 1 3 3 0 3 Musician, Primal Instinct
Friendly units within 6′′ of one or more models with Fame gain a +2 Discipline modifier for Discipline Tests for Primal Instinct. The model’s range of Fame is increased to:
• 9′′ the first time an enemy Large Height model is removed as a casualty due to the model’s attacks.
• 12′′ the first time an enemy Gigantic Height model is removed as a casualty due to the model’s attacks.

Monstrous Familiar

Universal Rule.
The model gains Wizard Apprentice. Instead of selecting spells as normal, it must select a single spell (during Spell Selection) from the following list: Breath of Corruption (Occultism), Pentagram of Pain (Occultism), or Hellfire (Hereditary Spell).

Monstrous Familiar

Universal Rule.
The model gains Wizard Apprentice. Instead of selecting spells as normal, it must select one of the following spell (during Spell Selection) Glory of Gold (Alchemy), Breath of Corruption (Occultism), or Hellfire (Hereditary Spell).

Fanatical

When a model with Fanatical is killed by a Melee Attack during any Initiative Step of a Round of Combat it is fighting, remove it as a casualty only at the end of Initiative Step 0.

Fanatical

Universal Rule.
When a model with Fanatical is killed by a Melee Attack during any Initiative Step of a Round of Combat it is fighting, remove it as a casualty only at the end of Initiative Step 0.

Father’s Pride

Universal rule.
Every friendly unit within 6” gains Stubborn. Additionally, the Model gains Commanding Presence, applicable to all friendly units of Spirit Animals and Living Legend.

Sky Reaper

Artillery Weapon.
Range 24", Shots 4, Str 5, AP 3, Quick to Fire.

Sky Reaper

Artillery Weapon.
Range 24", Shots 4, Str 5, AP 3, Quick to Fire.

Fauntei Shi

Favour of Akaan, God of Gluttony

Favour of Akaan, God of Gluttony

Attack Attribute – Close Combat
The first time a model with this Favour successfully Charges a Fleeing unit, or is on the winning side of a combat and does not Pursue or Overrun, its model parts with this Favour gain +1 Strength on all their Close Combat Attacks (the effect lasts for the duration of the game).

Favour of Cibaresh, God of Lust

Universal Rule
The model gains Strider. In addition, units with more than half of their models with this Favour are subject to the following rules:
• They gain Feigned Flight.
• They may declare Flee as a Charge Reaction even if they have Fearless.
• Their Rally Test after voluntarily declaring Flee as a Charge Reaction is subject to Minimised Roll.

Favour of Cibaresh, God of Lust

Favour of Kuulima, Goddess of Envy

Favour of Kuulima, Goddess of Envy

Attack Attribute – Close Combat
The model gains Swiftstride. In addition, a Charging model part with this Attack Attribute must reroll any natural to-hit rolls of ‘1’. Units with all of their models with this Favour must reroll any natural rolls of ‘1’ when rolling for Charge Range.

Favour of Nukuja, Goddess of Sloth

Universal Rule
Models with this Favour gain +1 Resilience. If a model with this Favour declares a Charge against an enemy unit that is more than 10″* away or performs an Advance or March Move of more than 10″*, this effect is lost until the start of the Melee Phase in the next Player Turn.
* These distances are decreased to 6″ if the model is Gigantic.

Favour of Nukuja, Goddess of Sloth

Favour of Savar, God of Pride

Favour of Savar, God of Pride

Universal Rule
Discipline Tests taken by units with at least one model with this Favour are subject to Minimised Roll.

Favour of Sugulag, God of Greed

Universal Rule
The bearer gains Great Weapon, Halberd, Paired Weapons, and Weapon Master. A Character with this Favour has its Special Item allowance increased by 50 pts.

Favour of Sugulag, God of Greed

Favour of Vanadra, Goddess of Wrath

Favour of Vanadra, Goddess of Wrath

Attack Attribute – Close Combat
The model part gains Lightning Reflexes and +1 Agility. Close Combat Attacks allocated towards the model gain +1 to hit. These effects are only applied in the First Round of Combat.

Favoured Giant

Universal Rule.
The model loses Battle Fever and gains Trophy Rack, Hellforged Armour, Paired Weapons, and counts as a Character for the purpose of issuing, accepting, and refusing Duels.

Fear no Evil

Universal Rule.
While the model’s unit is Steadfast and does not suffer from Disrupted Ranks, it gains Unbreakable. In addition, while in the same unit as a Swarm Priest, the model gains Fearless.

Vorgetäuschte Flucht

A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.

Spinesplitter

Spinesplitter

Feral Orc

The model part gains Born to Fight and Battle Focus. The model gains Frenzy, Fearless, and Aegis (6+).

Holy Fervor

Universal Rule.
A unit joined by a Sacred Reliquary gains Fight in Extra Rank. If the Sacred Reliquary is in base contact with an enemy model, the Sacred Reliquary and all friendly units that are Engaged in the same Combat gain +1 Armour.

Fetthis Broodmaster

Universal Rule.
The Chief has its Advance Rate set to 7", its March Rate set to 14", and gains Swiftstride.

Fetthis Fleshmaster

Universal Rule.
The model gains Heavy Armour and Shield. Charge Range rolls in the Charge Phase of units consisting entirely of Giant Rats, Fetthis Brutes, Arena Beasts, and models on Praetorian Brute within 12′′ are subject to Maximised Roll.

Fire

The model may perform a Sweeping Attack.
The enemy unit suffers D6 hits and an additional D3 hits for each rank after the first. The Grind Attacks and Sweeping Attacks are resolved with Strength 4, Armour Penetration 1, and Flaming Attacks.

Fire on Impact!

Attack Attribute - Close Combat.
A charging model part with Fire on Impact! using aPistol, a Brace of Pistols, or a Repeater Pistol always strikes at Initiative Step 10, and has the Strength of its Close Combat Attacks set to 4 and their Armour Penetration set to 2 (regardless of the user's Agility, Strength, and Armour Penetration).

Sons of the Avalanche

The model part gains Impact Hits (1). If its unit has 2 or more Full Ranks, the model part gains Impact Hits (2). A Character with Sons of the Avalanche instead gains Impact Hits (D3), or Impact Hits (D3+1) if its unit has 2 or more Full Ranks.​ In addition, the model is immune to the effects of Fear of enemy models.

Sons of the Avalanche

The model part gains Impact Hits (1). If its unit has 2 or more Full Ranks, the model part gains Impact Hits (2). A Character with Sons of the Avalanche instead gains Impact Hits (D3), or Impact Hits (D3+1) if its unit has 2 or more Full Ranks.​ In addition, the model is immune to the effects of Fear of enemy models.

Rows of Teeth

Gnashers can make Supporting Attacks even though they have Harnessed. Their Goblin Riders cannot make Supporting Attacks.
Gnasher Dashers gain Impact Hits with the following exception instead of causing a number of hits per charging model, a charging Gnasher Dasher unit of up to 5 models causes D3 hits to a single enemy unit in base contact with the unit's Front Facing, while a unit of 6 or more Gnasher Dashers inflicts 2D3 hits instead.

Nets

At the start of each Round of Combat, each unit with one or more models with Nets must choose one enemy unit in base contact and roll a D6. On 2+, the chosen unit is Netted. On a roll of ‘1’, the unit with Nets is Netted. Units Netted one or more times suffer -1 Strength and -1 Armour Penetration until the end of the Round of Combat.

Sling

Shooting Weapon.
Range 18", Shots 1, Str 3, AP 0, Quick to Fire.

Fire

The model may perform a Sweeping Attack.
The enemy unit suffers D6 hits and an additional D3 hits for each rank after the first. The Grind Attacks and Sweeping Attacks are resolved with Strength 4, Armour Penetration 1, and Flaming Attacks.

Fire Arrows

Artillery Weapon.
Cannon. Range 48′′, Shots 1, Str 3 [7], AP 10, [Multiple Wounds (D3, Clipped Wings)].

Fire on Impact!

Attack Attribute - Close Combat.
A Charging model part with Fire on Impact! using a Pistol, a Brace of Pistols, or a Repeater Pistol always strikes at Initiative Step 10, and has the Strength of its Close Combat Attacks set to 4 and their Armour Penetration set to 2 (regardless of the user's Agility, Strength, and Armour Penetration).

Fire Phoenix

Universal Rule.
The Phoenix model part gains Aegis (2+, against Flaming Attacks), Flaming Attacks, and Grind Attacks (D6).
The model may perform a Sweeping Attack. The enemy unit suffers D6 hits and an additional D3 hits for each rank after the first.
The Grind Attacks and Sweeping Attacks are resolved with Strength 4, Armour Penetration 1, and Flaming Attacks.

Firebolts

Firebolts

Fires of Industry

The sum of the Fires of Industry values stated in brackets of all models in the army is restricted to 1 per 750 Army Points, rounding fractions up.

Firestarter

Universal Rule
The Standard Bearer can cast the spell stated in brackets as a Bound Spell with Power Level (5/8).

Firestarter (X)

Universal Rule.
The Standard Bearer can cast the spell stated in brackets as a Bound Spell with Power Level (5/8).

Firing Platform

The model can use Crush Attacks only against enemy units Engaged in the model’s Front Facing. All models in the same unit as the model are considered to be in Soft Cover. In addition, they may choose to draw Line of Sight as if they were Gigantic and from any point of the Infernal Bastion’s Front Facing when shooting or casting spells. If so, as long as the unit has at least one Full Rank:
• A maximum of 20 models can shoot. These models can shoot regardless of the rank they are positioned in.
• Measure their range from the Infernal Bastion.

Firing Platform

Universal Rule.
The model can use Special Attacks only against enemy units Engaged in the model’s Front Facing. All models in the same unit as the model are considered to be in Soft Cover. In addition, they may choose to draw Line of Sight as if they were Gigantic and from any point of the Infernal Bastion’s Front Facing when shooting or casting spells. If so, as long as the unit has at least one Full Rank:
• A maximum of 20 models can shoot. These models can shoot regardless of the rank they are positioned in.
• Measure their range from the Infernal Bastion.

First Amongst Inferiors

Universal Rule.
The model is a Champion that loses First Amongst Equals and that has the same Model Rules as the other R&F models in its unit. For the purpose of receiving Commanding Presence and Rally Around the Flag from friendly models, as well as for benefiting from Vassal Governor from friendly models, the model counts as 6″ closer to those models.

First Knight

When the model is joined to a unit of Knightly Orders, the unit gains Fearless, and if the model is the General, the R&F models in the unit also gains Parent Unit.

First Raised

As long as the unit has a Champion, it can perform Swift Reforms as if it had a Musician.

Fist of the Makhar

Artillery Weapon.
Catapult (4×4). Range 12-48″, Shots 1, Str 3 [7], AP 0 [4], [Multiple Wounds (D3)].

Prey Scent

Attack Attribute – Close Combat.
Right before the battle (during step 7 of the Deployment Phase Sequence), if you have one or more units of Rhamphodon Riders or Skink Captains on Alpha Rhamphodon in your army, you must choose 2 units from your opponent’s Army List (this may also be Characters). The models of these units are considered “marked”.

Rhamphodon mounts gain +D3 Attack Value and must reroll failed to-hit rolls for attacks allocated either towards marked models, or towards models joined to units with more than half of their models marked. The additional attacks must be allocated towards models meeting either of those criteria.

Plague Flail

Close Combat Weapon.
Attacks made with a Plague Flail gain +2 Strength and +2 Armour Penetration. Unless using another weapon, the wielder of a Plague Flail suffers -1 Defensive Skill.
In addition, at Initiative Step 10 (regardless of the wielder’s Agility) the wielder must choose an enemy unit that it could normally allocate Close Combat Attacks towards (including Supporting Attacks). The chosen enemy unit suffers a hit with Toxic Attacks. This hit is considered to be a Special Attack.
This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items

Flame Cannon

Flamethrower, Range 24″, Shots 1, Str 4 {5}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}.

Flamethrower

This weapon has two modes of fire:
­ Flamethrower Artillery Weapon.
Range 12", Shots 1, Str 4{5}, AP 1{2}, {Multiple Wounds (D3)}, Flaming Attacks.
­ Flamethrower Artillery Weapon.
Range 18", Shots 1, Str 0, AP 0.
All models in a unit hit by this weapon gain Flammable. The effect lasts until the end of the next Player Turn, or until one or more models are wounded (including rerolling to wound) by Flaming Attacks (whichever comes first)

Flammenwerfer

Flaming Shot

Attack Attribute - Shooting.
All hits caused by Field Artillery’s Shooting Attacks gain Flaming Attacks and Magical Attacks

Moonlight Arrows

Shooting.
This Attack Attribute can only be used with Bows or Longbows without Weapon Enchantments. The attacks become Flaming Attacks and Magical Attacks, and have their Strength set to 4 and their Armour Penetration set to 1.

Moonlight Arrows

Shooting.
This Attack Attribute can only be used with Bows or Longbows without Weapon Enchantments. The attacks become Flaming Attacks and Magical Attacks, and have their Strength set to 4 and their Armour Penetration set to 1.

Fleet of Hoof

Units consisting entirely of models with Fleet of Hoof may reroll pursuit, overrun and fleeing rolls.

Fliegen

The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.

Flintlock Axe

Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).

Flying Horror

The Vampire gains Fly (7", 14"), Light Troops, Swiftstride and Storm of Wings (see Bat Swarms). (Models on foot only., Independent or Strigoi only)

Follow The Herd

Universal Rule.
The unit can never benefits from Commanding Presence or Rally Around the Flag. The unit gains +1 Discipline for each Full Rank.

For the Money

Models with this rule cannot use neither the General's Commanding Presence nor Battle Standard Bearer's Rally Around the Flag rule.

Forbidden Path

A Wizard Master with this Blood Power becomes a Wizard Adept using two different Paths it has access to (it knows spells from both paths). A Wizard Adept becomes a Wizard Apprentice using two different Paths it has access to. (Independent or Nosferatu only)

Forced Compliance

Universal Rule.
The unit may set its Discipline to the value of a non-Fleeing friendly model with Infernal Brand within 6″. At the start of each friendly Player Turn, each unengaged non-Fleeing unit with one or more models with Forced Compliance must take a Discipline Test:
• If the test is failed, all models in the unit become Shaken until the end of the Player Turn.
• If the test is passed, the unit may immediately, if it has at least one Full Rank, receive an order from a single friendly unit with Infernal Brand within 6″, and apply one of the following effects:
– Ammo-Bearers: Shooting Attacks made with a Blunderbuss, Flintlock Axe, or Pistol from the unit which gave the order gain Battle Focus. For every natural to-hit roll of ‘1’ with Shooting Attacks from the unit that gave the order, the unit with Forced Compliance suffers 1 hit with Armour Penetration 10 that wounds automatically, with no saves of any kind allowed.
– Sacrificial Wretches: Any Health Point loss caused by Dangerous Terrain Tests on the unit that gave the order is ignored. Instead, for each ignored Health Point loss, the unit with Forced Compliance suffers 1 hit with Armour Penetration 10 that wounds automatically, with no saves of any kind allowed.

The effects last until the end of the Player Turn.

Foresight

Universal Rule.
Friendly units within 6" of the model gains Lightning Reflexes.
The model can cast Ice and Fire from Cosmology as a Bound Spell with Power Level (4/8).

Forest Goblin

The model gains Insignificant and Strider (Forest).

Forest Guardian

The model gains +1 Attack Value and +1 Armour. (Models on foot only.)

Forest Guide

Universal Rule.
The model’s unit gains Magical Attacks and Strider (Forest).

Forge Gun

Shooting Weapon.
Range 18”, Shots 1, Str 3, AP 0, Flaming Attacks, always hit on 2+.

Forge Repeater

Shooting Weapon.
Range 18", Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire.

Ghostly form

The model gains Ghost Step and Magical Attacks. R&F models with Ghostly Form can only be joined by Characters with Ghostly Form.

Loose Formation

Universal Rule.
The model gains Hard Target (1) and Skirmisher.

Lance Formation

Attack Attribute - Close Combat
The model gains Fight in Extra Rank.
If more than half of a unit’s models have Lance Formation, it only needs to be 3 models wide in order to form Full Ranks. In addition, the model gains Devastating Charge (Fight in Extra Rank) if its unit is exaclty 3 models wide.

Zähigkeit

Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks

Unstoppable Force

Universal Rule.
Any unit of Standard Size that is charged by a unit of Sumo Warriors with at least two full ranks reduce their Defensive Skill by 1 for the next round of combat (to a minimum of 1).

Whipcrack Tail

Lash of Souls

Universal Rule.
The model can cast Pentagram of Pain (Occultism) as a Bound Spell with Power Level (4/8).

Slavemaster's Whip

Close Combat Weapon.
The wielder gains +2 Agility and Commanding Presence which always has range 12". However, only Hobgoblins, Hobgoblin Wolf Riders, Orc Slaves, and Hobgoblin Chieftains may benefit from this instance of Commanding Presence. Friendly Hobgoblins, Orc Slaves, and Hobgoblin Chieftains on foot in units within 12" of the wielder gain +2 March Rate.

Skinning Lash

Special Attack.
A unit with at least one model with Skinning Lash can make a Sweeping Attack against a single unengaged enemy unit when passing within 1″ (it does not need to and cannot move through or over that unit). The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 0 for each model with Skinning Lash in the unit. A unit that loses one or more Health Points due to the Skinning Lash Sweeping Attack suffers -1 Discipline until the end of its next Player Turn.

Lion's Fur

If on foot, the wearer gains +1 Armour which is improved to +2 Armour against Shooting Attacks.
Lion's Fur cannot be taken by a model with Dragonforged Armour.

Lion's Fur

If on foot, the wearer gains +1 Armour which is improved to +2 Armour against Shooting Attacks.
Lion's Fur cannot be taken by a model with Dragonforged Armour.

Fox Fire

Universal Rule.
Enemy models in units in Base Contact with one or more Kitsune suffer -1 Offensive Skill and -1 Defensive Skill.

Freezing Mist

Universal Rule.
Attacks with Flaming Attacks must reroll successful to-wound rolls against the model.
All enemy units in base contact with the Jötunn suffers:
● -3 Agility to a minimum of 1.
● -1 Armour to a minimum of 0.
● -1 Armour Penetration to a minimum of 0.

Raserei

A unit with at least half its models with Frenzy cannot choose Flee as Charge Reaction, and when taking Discipline Tests, apply the following:
- If it is a Panic Test, Decimated Test or Fear Test: the unit gains +2 Discipline.
- If it is a Break Test, roll the test as normal.
- If it is anyother Discipline Test, the unit suffers -2Discipline.
At the start of the Charge Phase, each of your units with at least one model with Frenzy that could Declare a Charge against an enemy unit within the unit's Advance Rate +7" (using the lowest Advance Rate among the unit's models; if a model has more than 1 Advance Rate available, use the highest one) must take a Discipline Test, called a Frenzy Test. If the test is failed, the whole unit must Declare a Charge this Player Turn. Note that Characters are never forced to charge out of their units.

Sling

Shooting Weapon.
Range 18′′, Shots 1, Str 3, AP 0. The attack gains +1 Strength when shooting from Short Range.

Frontiersmen

Universal Rule.
The model automatically passes Panic Tests caused by Terror.

Frontiersmen

The model automatically passes Panic Tests caused by Terror.

Frost

The model gains Aegis (5+), Fearless, and Supernal. Enemy units in base contact with one or more Frost
Phoenixes suffer −2 Agility, −2 Offensive Skill, and −2 Defensive Skill.

Frost

The model gains Aegis (5+), Fearless, and Supernal. Enemy units in base contact with one or more Frost
Phoenixes suffer −2 Agility, −2 Offensive Skill, and −2 Defensive Skill.

Frost Phoenix

Universal Rule.
The model gains Aegis (5+), Fearless, and Supernal. Enemy units in base contact with one or more Frost Phoenixes suffer −2 Agility, −2 Offensive Skill, and −2 Defensive Skill.

Frostbite

Attacks made with this weapon always have armour Piercing 10 and Multiple Wounds (D3).
If an enemy model receives an unsaved wound from attack made by Frostbite, it will receive an additional D3 automatic hits with Strengh 6, Armour Piercing 10 at initiative 0 step of combat.

Frozen Heart

Any enemy units within 6 ́ ́ of one or more model with this rule suffer -1 Offensive Skill, -1 Defensive Skill and -1 Agility. When this model is removed as a casualty, its Frozen Heart explodes and all enemy units in basecontact suffer an additional -3 Offensive Skill, -3 Defensive Skill and -3 Agility. This effect lasts for one turn.

Outlaws

The total number of units with this rule cannot exceed 3. This limit is increased to 6 for Grand Armies.

Full Steam Ahead!

Universal Rule.
The model may only perform a single Pivot or Wheel during a March Move. If the model is Charging, it must Pursue or Overrun if possible. If the model is not Charging, it always passes Restrain Pursuit Tests and its Pursuit Distance is always 0″.

Running Amok!!

When a unit with Running Amok!! moves using Random Movement, it must move in a randomised direction instead of the chosen direction.

Furnace Breach

Universal Rule.
Instead of rolling on the Misfire Table as normal, apply the following Misfire Effects:
• 2 or less: The model may not shoot its Artillery Weapon until the end of the game. In addition, the model’s Grind Attacks become Flaming Attacks and Magical Attacks.
• 3+: The model loses 1 Health Point with no saves of any kind allowed.

Sneaky!

Universal Rule.
The model gains +3 Agility and Lightning Reflexes in the First Round of Combat. Shady Gits are deployed in the unit that purchased them and are Champions, except they gain neither First Among Equals nor Order the Charge, nor any model rules that the other R&F models in their unit may have, unless specifically stated otherwise. Shady Gits are not forced to choose the same Close Combat Weapons in close combat as the other R&F models in their units.

Warden's Bond

Universal Rule.
The model gains +1 Discipline, Martial Discipline and passes its Rebirth roll on 3+ instead of 5+.
The Phoenix model part gains Harnessed. The model gains an additional model part:
Offensive Att Off Str AP Agi Model Rules
Warden's Bond 2 5 3 0 6 Halberd, Lightning Reflexes

Warden's Bond

Universal Rule.
The model gains +1 Discipline, Martial Discipline and passes its Rebirth roll on 3+ instead of 5+.
The Phoenix model part gains Harnessed. The model gains an additional model part:
Offensive Att Off Str AP Agi Model Rules
Warden's Bond 2 5 3 0 6 Halberd, Lightning Reflexes

Gas Globes

Shooting Weapon.
Range 8", Shots 1, AP 10, Quick to Fire, Accurate, Magical Attacks. Hits from this weapon ignore the target's Resilience and are instead set to wound on 4+.

Gateway

Universal Rule.
At the end of each friendly Magic Phase, each Hellmaw may do one of the following:
• Open a Gateway: Mark a single point on the Battlefield with a Gateway Marker. This point must be within Line of Sight and 24″ of the Hellmaw, and more than 6″ away from enemy units. There can never be more than 4 friendly Gateway Markers on the Battlefield (including Ominous Gateways).
• Close a Gateway: Choose a friendly Gateway Marker with its centre within Line of Sight and 24″ of the Hellmaw. All units within 6″ of the centre of the marker suffer D6 hits with Toxic Attacks and Magical Attacks. Then remove the marker. If all friendly Hellmaws have been removed as casualties, immediately close all friendly Gateways as described above.

A friendly unit may choose to enter the Gateway if all the following conditions are met:
• The unit does not contain any Gigantic models.
• The unit is in contact with the centre of a friendly Gateway Marker.
• All models in the unit just performed an Advance or March Move and no other model has moved since.

Remove the unit from the Battlefield. The unit:
1. Is then placed back on the Battlefield within 3″ of the centre of any other friendly Gateway Marker. No model can end up with its centre farther away than its March Rate from the centre of the chosen marker.
2. Must have the same formation, but may face any direction.
3. Must follow the Unit Spacing rule.
4. Suffers D6 + X hits with Toxic Attacks and Magical Attacks, distributed by the owner, where X is equal to the number of ranks in the unit. Hits distributed onto models with Hell-Forged Armour or Supernal automatically fail to wound.
5. Loses Scoring until its next Player Turn.

Only a single unit may exit the same Gateway Marker in each Player Turn

Giant See, Giant do

Universal Rule.
The model gains Åsklander Battle Fever and Shield.

Giant See, Giant Do

Universal Rule.
The model gains Infernal Armour and Infernal Brand

Giant See, Giant Do

Universal Rule.
The model gains Born to Fight.

Giant See, Giant Do

Universal Rule.
The model gains Sons of the Avalanche and counts as a Character for the purpose of Sons of the Avalanche.
The model is a Musician. The range of the Giant's March to the Beat, and to enemy units that are required to take a March Test due to the Slave Giant, are both extended to 18".

Giant See, Giant Do

Universal Rule.
The model gains Drunkard and Strider (Forest).
At the end of a friendly Movement Phase, if the model is in contact with a Forest Terrain Feature it may lose its current Weapon (if applicable) and gain Uprooted Tree.

Giant See, Giant Do

Universal Rule.
The model gains Sons of the Avalanche and counts as a Character for the purpose of Sons of the Avalanche.
The model is a Musician. The range of the Giant's March to the Beat, and to enemy units that are required to take a March Test due to the Slave Giant, are both extended to 18".

General

Körperlose Bewegung

The model treats all Terrain Features as Open Terrain for movement purposes, but must abide by the Unit Spacing rule upon the completion of its moves.

Ghoul Giant

Universal Rule.
The model gains Poison Attacks and Unholy Appetite.

Ghoul Lord

Jaguar

Giant Club

Melee Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Giant Club

Melee Weapon
Attacks with Giant Club gain +1 Strength and +1 Armour Penetration.

Giant Club

Close Combat Weapon.
Attacks with a Giant Club gain +1 Strength and +1 Armour Penetration.

Giant Club

Close Combat Weapon.
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.

Giant Drum

Universal Rule.
The model must be deployed in, and can only join Blasted Plains Emissaries, Hob Levies, or Tyrannical Disciples units. The model can never voluntarily leave its unit. In addition, the range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the Drum Gogyag’s unit, are both extended to 12″.

Giant Leap

Universal Rule.
Once in a game, the model may perform a Flying Movement up to a distance of 20”.

Giant of the Deep

Universal Rule.
The model gains Shield Wall and Light Armour.

Giant Recurve Bow

Artillery Weapon
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].

Giant Repeater

Artillery Weapon.
Volley Gun. Range 24″, Shots 3D6×2, Str 4, AP 4.

Giant See, Giant Do

Universal Rule.
The model gains +1 Armour and Cold Blooded.

Giant See, Giant Do

Universal Rule.
The model gains Insignificant, Serf, and Light Armour.

Giant See, Giant Do

Universal Rule.
The model gains Fearless and Supernal. In addition, at the start of each friendly Player Turn, before taking any Frenzy Tests, the model must take a Discipline Test that is modified by −X, where X corresponds to the difference between the number of Health Points that the model started the game with and its current number of Health Points. If failed, the model gains Battle Focus and Frenzy until the end of the game.

Giant See, Giant Do

Universal Rule.
The model gains Hatred (against Gigantic) and Sturdy.

Giant See, Giant Do

Universal Rule.
The model gains Brood’s Courage (Rats-at-Arms) and Safety in Numbers.

Giant See, Giant Do

Universal Rule.
The model gains Light Armour and Martial Discipline.

Giant See, Giant Do

Universal Rule.
The model gains Support Unit.

Giant See, Giant Do

Universal Rule.
The model gains Battle Fever.

Giant See, Giant Do

Universal Rule.
The Ancient Giant model part gains Dust to Dust, Fearless, Lethal Strike, and Undead

Giant See, Giant Do

Universal Rule.
The model gains Scent of Blood.

Giant See, Giant Do

Universal Rule.
The model gains Ashes to Ashes, Fearless, and Undead.

Giant See, Giant Do

Universal Rule.
The model gains Feigned Flight, Light Troops, and Strider (Forest).

Giant Seeker

Universal Rule.
The model gains Aegis (6+), Fearless, The bigger they are…, Unbreakable, Yer comin’ with me!, and loses the Shield.

Giant Sentinel

Universal Rule.
The model gains Poison Attacks and Sapling Bow (4+).

Poisoned Javelin

Shooting Weapon.
Range 12", Shots 1, Str as user, AP as user, Poison Attacks, Quick to Fire.

Venom Sacs

Whispering Bell

Universal Rule.
The model can cast Speaking in Tongues (Thaumaturgy) as a Bound Spell with Power Level (4/8).
The model gains Borne into Battle (Blackfur Veterans, Vermin Legionaries), Channel (1), and Musician.
The range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the model’s unit, are both extended to 18″. Friendly units within 12″ of the Sacred Platform gain Aegis (6+).

Globe Launcher

Volley Gun Artillery Weapon. 0-3 Weapons per Army.
Range 18", Shots (2D6)*2, Toxic Attacks, Magical Attacks, Volley Fire, Quick to Fire.
If a Standard Size model equipped with a Globe Launcher is within 3" of a unit with at least one Rat-at-Arms or Vermin Guard model when shooting, it may draw Line of Sight to the target as if this unit was shooting instead of itself (i.e. the unit cannot be Fleeing, Shaken, or Engaged). The target must still be within range and in the Front Arc of the model shooting with the Globe Launcher.

Gnarled Hide Totem

Grail Oath

0-1 Characters with Grail Oath per Army.
- Universal Rule.
The model gains Fearless.
- Personal Protection.
The model gains Aegis (5+). Characters with Grail Oath gain +1 Defensive Skill.
- Attack Attribute - Close Combat.
The model part gains Magical Attacks. Characters with Grail Oath gain +1 Offensive Skill.

Grail Oath

Great Aspen Bow

Shooting Weapon.
Range 36", Shots 1, Str 5, AP 2, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.

Grand Council

Universal Rule.
The model’s Health Points and Attack Value are set to 8, and its base size is changed to 120 mm round. The model can also select Wrath of God (Thaumaturgy) as one of its 2 spells.

Grasping Proboscis

Grasping Proboscis

Runic Engravings

At step 8 of the Pre-­Game Sequence (after Spell Selection), each Hold Guardian unit must choose one of the following effects, which is applied for the duration of the game:
+1 Strength and +1 Armour Penetration.
Vanguard.
+2 Agility.

Great Monstrous Revenant

Universal Rule.
The Monstrous Revenant gains Devastating Charge (+1 Str, +1 AP) and changes its base size to 60x100mm.

Great Tactician

Universal Rule.
The model may give two Orders per turn instead of one.

Greater Eagle Standard

Universal Rule.
The bearer gains Standard Bearer and Eagle Standard, with the exception that the requirement for being within range of its General’s Commanding Presence is ignored.

Greater Totem Bearers

Greater Totems borne by Characters contain all four Bound Spells from the list above and have the Types: Augment and Range 18″.
Totems are upgrades that certain Beast Herds Characters and Champions may take. Each Totem contains one or more Totemic Bound Spells with Power Level (4/8) and Duration: Lasts One Turn

Greenfire Eyes

Greenfire Eyes

Grenade Launcher

Volley Gun Artillery Weapon.
Range 18”, Shots D6+1, Str 6, AP 2.

Shrapnel Grenades

Special Attack.
Sweeping Attack which can be used once per game.
The enemy unit suffers D3 hits for each Steam Copter in the unit. Hits are resolved with Strength 3 and Armour Penetration 0.

Grim Resolve

Melee.
The model gains +1 Attack Value for each enemy model in base contact with it.

Hellish Growl

Universal Rule.
At the start of each Round of Combat, enemy units in base contact with one or more models with Hellish Growl must take a Discipline Test with a -1 modifier.
Failed to-wound rolls from attacks made by the model against units that fail this test must be rerolled. The effect lasts until the end of the Round of Combat.

Look At 'Em Go!

Universal Rule.
After contacting a unit for the first time, a Gnasher Wrecking Team gains Running Amok!! for the remainder of the game.

Guerilla Tactics

Universal Rule.
Any unit of Cossacks or Plastoons joined by Ranger gains Feigned Flight and Vanguard.

Scrapling Lookout

If a unit includes a Standard Bearer or a Battle Standard Bearer with Scrapling Lookout, R&F models must be fewer than 3 before hits can be distributed onto Characters with the same Type and Size as the unit.

Scrapling Lookout

If a unit includes a Standard Bearer or a Battle Standard Bearer with Scrapling Lookout, R&F models must be fewer than 3 before hits can be distributed onto Characters with the same Type and Size as the unit.

Guiding Brimstone Secretions

Attacks that are Divine Attacks made against the model and against R&F models in its unit lose this Attack Attribute Dominant

Guiding Bronze Backbone

The model and each R&F model in its unit gains Hatred. Dominant

Guiding Broodmother

At the end of each Round of Combat during which the model’s unit was Engaged in Combat, and during which the model and R&F models in its unit caused at least three Health Point losses against enemy units with Close Combat Attacks, the unit Raises D3 Health Points. Dominant.

Guiding Centipede Legs

The model and each R&F model in its unit gains +1″ Advance Rate. Dominant

Guiding Dextrous Tentacles

The model and each R&F model in its unit gains +1 Agility. Dominant

Guiding Digestive Vomit

One use only. Must be activated the first time the model’s unit performs a Post-Combat Pivot or a Post-Combat Reform.
The model and each R&F model inits unit gains +1 Strength and +1 Armour Penetration until the end of the game. Dominant

Guiding Divining Stout

When Charging a unit that contains one or more Special Item, the model and each R&F model in its unit gains +2″ Advance Rate for Charge Range rolls. The effects only apply in the Charge Phase and only if all models in the unit are affected by Divining Snout. Dominant

Guiding Grasping Proboscis

At the end of each Round of Combat during which the model’s unit was Engaged in Combat and the model and R&F model in its unit caused at least three Health Point losses against enemy units with Melee Attacks, the owner gains D3 Veil Tokens to their Veil Token pool. Dominant

Guiding Horns of Hubris

The model and each R&F model in its unit gains Vanguard (6″). Dominant

Guiding Hot Blood

The model and each R&F model in its unit gains Devastating Charge (+2 Agi). Dominant

Guiding Incendiary Ichor

The model and each R&F model in its unit gains Aegis (2+, against Flaming Attacks). All Melee Attacks (including Special Attacks) and Shooting Attacks made by the model with Incendiary Ichor and each R&F model in its unit become Flaming Attacks. The model and each R&F model in its unit automatically fails all Fortitude Saves. Dominant

Guiding Kaleidoscopic Flesh

The model and each R&F model in its unit gains Hard Target (1). Dominant

Guiding Living Shield

The model and each R&F model in its unit gains Parry. Dominant

Guiding Mirrored Scales

Each Close Combat Attack allocated towards the model and R&F models in its unit for which a natural ‘1’ is rolled to hit is distributed onto the attacking model’s Health Pool. Dominant

Guiding Piercing Spike

Close Combat Attacks made by the model and each R&F model in its unit gain +1 Armour Penetration. Dominant

Guiding Red Haze

The model’s Close Combat Attacks and those of R&F models in its unit gain +1 Strength and +1 Armour Penetration, but each of its Close Combat Attacks with a natural to-hit roll of ‘1’ is distributed onto the bearer’s unit. Dominant

Guiding Roaming Hands

While the unit is Engaged with an enemy unit’s Flank or Rear Facing, the model and each R&F model in its unit gains +1 Strength and +1 Armour Penetration. Dominant

Guiding Segmented Shell

When the model or a R&F model in its unit suffers a wound from an attack with Multiple Wounds (X), reduce X by 1, to a minimum of 1. Dominant

Guiding Smothering Coils

Guiding Unhinging Jaw

Failed to-wound rolls from Close Combat Attacks against Large or Gigantic models made by the model and each R&F model in its unit must be rerolled. Dominant

Guiding Venom Sacs

The model and each R&F model in its unit gains Poison Attacks. If the model’s Close Combat Attacks or those from R&F models in its unit already were Poison Attacks from another source than this Manifestation, the attack will automatically wound on successful to-hit rolls of 5+, instead of 6+. Dominant

Guiding Whipcrack Tail

The model and each R&F model in its unit gains Lightning Reflexes. Dominant

Meat Grinder

Melee Weapon.
When using this weapon, the wielder gains Impact Hits (2D6) and Grind Attacks (2D6). These Impact Hits and Grind Attacks are resolved with Strength 4 and Armour Penetration 2.

Hass

During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.

Half Off

Personal Protection.
If the model suffers a wound from an attack with Multiple Wounds (X), reduce X by half, rounding fractions up.

Hammer Hand

Hammer Hand

Harpooned

Attack Attribute - Shooting.
A model with Towering Presence that has lost one or more Health Points due to an attack with this Attack Attribute suffers -2” Advance Rate, -4” March Rate, and loses Fly until the end of the next Player Turn.

Heavy Weapon

Attack Attribute – Shooting.
The model may not use its Shooting Weapon if the model performed a March Move in this Player Turn

Hell-Forged Armour

Armour Equipment
Plate Armour
The wearer’s model gains Aegis (5+, against Toxic Attacks).

Hell-Forged Armour

Armour Equipment.
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer’s model gains Aegis (5+, against Toxic Attacks).

Hellish Growl

Universal Rule.
At the start of each Round of Combat, enemy units in base contact with one or more models with Hellish Growl must take a Discipline Test with a −1 modifier.
Failed to-wound rolls from attacks made by the model against units that fail this test must be rerolled. The effect lasts until the end of the Round of Combat.

Heretic Golem

Universal Rule.
The model gains +1 Strength and +1 Armour Penetration.

Hewn out of Mountains

The Casting Values of all spells cast by enemy models are increased by +1 as long as at least one friendly model from a Dwarven Holds army is on the Battlefield.

Hidden in the Shades

Soft Cover counts as Hard Cover.

Hierophant

One of a Kind. An Undying Dynasties army mustinclude a single model with this Universal Rule. When the Hierophant casts Death is Only the Beginning as a non-Bound Spell, you may choose to set the spell range to 18″ (instead of the spell’s normal target restrictions).

Hierophant

One of a Kind. An Undying Dynasties army mustinclude a single model with this Universal Rule. When the Hierophant casts Death is Only the Beginning as a non-Bound Spell, you may choose to set the spell range to 18″ (instead of the spell’s normal target restrictions).

Hierophant

One of a Kind. An Undying Dynasties army mustinclude a single model with this Universal Rule. When the Hierophant casts Death is Only the Beginning as a non-Bound Spell, you may choose to set the spell range to 18″ (instead of the spell’s normal target restrictions).

Higher Calibre

Universal Rule.
The maximum range of the model’s Artillery Weapon is doubled. Enemy units hit by the weapon suffer −1″ Advance Rate to a minimum of 3″ and −2″ March Rate to a minimum of 6″ until the start of the next friendly Player Turn.

Seen It All

Friendly units within 6" of a Greybeards unit may reroll failed Panic Tests and Decimated Tests.

Hobgoblin Scimitar

Two-Handed. Attacks made with this weapon gain +1 Armour Penetration. In addition, attacks made with this
weapon that are allocated towards models that are Large and Beast, Large and Cavalry, or Gigantic gain +2 Strength.

Holdstone

One use only. May be activated at the start of any Round of Combat. The effects last until the unit is no longer Engaged in Combat. Apply the following effects:
● Enemy units cannot claim Combat Score bonuses for fighting the Flank or the Rear of the unit.
● The unit cannot be Disrupted.
● Shield Wall, Wall of Iron, and Parry can be used in any Facing.
● For the purpose of Supporting Attacks, all Facings are considered to be the Front Facing (i.e. a model can perform Supporting Attacks also to the Flanks and Rear).
● The unit cannot Pursue (nor Overrun).

Holy Migh

Attack Attribute - Melee.
The model part can make up to 2 Supporting Attacks while its unit has at least one Full Rank.

Holy Presence

Universal Rule.
All friendly units within 12” gain Regeneration (+1).

Holy Relic

Universal Rule.
Friendly units within 6" of the bearer gain Hatred.
Model parts with Harnessed are not affected.

All Blessings Bound Spells cast by the rider have Type: Aura and Range 6" (replace Type: Caster’s Unit).

The model can cast Unerring Strike from Divination as a Bound Spell with Power Level (4/8).

Holy Relic

Friendly units within 6" of the bearer gain Hatred. Model parts with Harnessed are not affected.

For Bound Spells from Blessings cast by the rider, Type: Caster's Unit is replaced with Type: 6" Aura.

The model can cast Unerring Strike from Divination as a Bound Spell with Power Level (4/8).

Holy Triumvirate

Universal Rule.

If there are at least 3 models with Holy Triumvirate on your Army List and they all have either Caelysian Pantheon or they all have Cult of Errahman, these models can all select spells as follows:
• Wizard Apprentices select from the Learned Spells 1, 2, 3, and 4 of their chosen Path and the Hereditary Spell.
• Wizard Adepts select from the Learned Spells 1, 2, 3, 4, 5, and 6 of their chosen Path and the Hereditary Spell.

Honours: Fleet Officer

+2 to-hit when using a Sky Reaper. When rolling to determine which player chooses their Deployment Zone, add +1 if there are one or more Fleet Officers in the Army. All models with Martial Discipline within the model's range of Rally Around the Flag or Commanding Presence (if applicable) also have their Panic Tests subject to
minimised roll.

Honours: Fleet Officer

+2 to-hit when using a Sky Reaper. When rolling to determine which player chooses their Deployment Zone, add +1 if there are one or more Fleet Officers in the Army. All models with Martial Discipline within the model's range of Rally Around the Flag or Commanding Presence (if applicable) also have their Panic Tests subject to
minimised roll.

Honours : Royal Huntsman

the model’s unit gains Valiant. When using a Great Weapon, the bearer gains Multiple Wounds (2, against Large Beasts, Large Cavalry, Gigantic).

Honours : Royal Huntsman

the model’s unit gains Valiant. When using a Great Weapon, the bearer gains Multiple Wounds (2, against Large Beasts, Large Cavalry, Gigantic).

Honours : Asfad Scholar

The Range of spells cast by the Wizard is increased by 6", except for Aura spells which only increase in range by 3". Spells with the type: Caster or Caster’s Unit, and Bound Spells are not affected. The Wizard may cast Drain Magic as a Bound Spell with Power Level (4/8).
Drain Magic: Range 18", Type Universal, Duration Instant.
All spells with Duration Lasts one Turn affecting the target immediately come to an end. If any of these spells had more than one target, their effects also end for these targets.

Honours : Asfad Scholar

The Range of spells cast by the Wizard is increased by 6", except for Aura spells which only increase in range by 3". Spells with the type: Caster or Caster’s Unit, and Bound Spells are not affected. The Wizard may cast Drain Magic as a Bound Spell with Power Level (4/8).
Drain Magic: Range 18", Type Universal, Duration Instant.
All spells with Duration Lasts one Turn affecting the target immediately come to an end. If any of these spells had more than one target, their effects also end for these targets.

Honours : High Warden of the Flame

Honours : High Warden of the Flame

Honours : Order of the Fiery Heart

ignores the Missile and Damage spell
Types for Molten Copper (Alchemy) and all Pyromancy spells, but only when targeting units which are
Engaged in Combat with the model.
The first time in each Magic Phase that the bearer successfully casts a Learned Spell, its mount (if
there is any) gains +1 Advance Rate, +2 March Rate, and +2 Attack Value. The effects last until the start
of the owner’s next Magic Phase.

Honours : Order of the Fiery Heart

ignores the Missile and Damage spell
Types for Molten Copper (Alchemy) and all Pyromancy spells, but only when targeting units which are
Engaged in Combat with the model.
The first time in each Magic Phase that the bearer successfully casts a Learned Spell, its mount (if
there is any) gains +1 Advance Rate, +2 March Rate, and +2 Attack Value. The effects last until the start
of the owner’s next Magic Phase.

Honours : Queen's Companion

When shooting with a Longbow without Weapon Enchantment, the weapon gains Shots 3.

Honours : Queen's Companion

When shooting with a Longbow without Weapon Enchantment, the weapon gains Shots 3.

Honours : Master of Canreig Tower

It knows 3 spells, and always knows The Oaken Throne in addition to these spells. Fountain of Youth becomes the Attribute Spell for all non-Bound Learned Spells cast by the model (except The Oaken Throne) , replacing the spells' corresponding Attribute Spells where applicable.

Master of Canreig Tower

It knows 3 spells, and always knows The Oaken Throne in addition to these spells. Fountain of Youth becomes the Attribute Spell for all non-Bound Learned Spells cast by the model (except The Oaken Throne) , replacing the spells' corresponding Attribute Spells where applicable.

Valorous Discretion

Single model units of Standard Height with Valorous Discretion treat all enemy units as units with Terror.

Honourless

A Character with Honourless cannot be chosen by the enemy as the model that suffers the penalties for refusing a Duel.

Horde Thresher

Universal Rule.
Changes to the model’s profile:
• Its base size is changed to 100×100 mm.
• Its Health Points are set to 6.
• It gains 1 additional Tiller.
• It gains 1 additional Draft Beast.
• It gains Colossal Stature.
• The Chassis gains Impact Hits (3D3).

Horns of Hubris

Horo Cloak

Models equipped with Horo Cloaks gain +1 Resilienceagainst Ranged Attacks.This has no effect on Flaming Attacks orToxic Attacks.

Orc Overseer

Universal Rule.
The Greenhide Catapult loses Insignificant, gains +1 Health Point, its Discipline is set to 7, and its Height changed to Large. When the Greenhide Catapult rolls on the Misfire Table, it may choose to lose 1 Health Point in order to reroll the dice.

Plänkler

The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.

Hot Blood

Hot Blood

Hour of the Wolf

The Vampire's unit gains Swiftstride. The Vampire gains Awaken (Zombies, Dire Wolves, Bat Swarms, Great Bats). (Independent or Von Karnstein only)

Humility

Hunters

Universal Rule.
The model gains Hard Target (1), Light Troops and Skirmisher.

Hunting Bolas

The roll for Flee Distance of enemy units that Break from Combat while in base contact with one or more models with Hunting Bolas is subject to Minimised Roll.

Hunting Spear

Shooting Weapon.
Range 12", Shots 1, Str as user +1, AP as user +1, Quick to Fire, Multiple Wounds (D3, against Gigantic).

Hunting Spear

Shooting Weapon.
Range 12", Shots 1, Str as user +1, AP as user +1, Quick to Fire, Multiple Wounds (D3, against Gigantic).

I am the Senate

Universal Rule.
When friendly units within range of the model’s Commanding Presence (including the model itself) lose Health Points due to Unstable, the number of lost Health Points is reduced by the unit’s number of Full Ranks, to a maximum of 3.

Iaijutsu

Attack Attribute.
At step 5 of the Round of Combat Sequence, a the model must use one of the following fighting techniques and apply its effects until the end of the Round of Combat. The model cannot choose this technique again until either the model is no longer Engaged in Combat or the model has chosen a different technique.
• Ritual of Steel: +1 Strength and +1 Armour Penetration.
• Feather in the Wind: Aegis (4+).
• A single Moment: +1 Attack Value and Attacks ignore Parry.

Ice Troll

Flaming Attacks must reroll successful to-wound rolls against the model.

Incendiary Ichor

Idol of Spite

Impaling Roots

Shooting Weapon
Range 12″, Shots D6+1, Str 4, AP 1, Quick to Fire, March and Shoot, ignores to-hit modifiers from Cover. If its
target is in contact with a Forest, the Strength is set to 5 and Armour Penetration to 2.

Imperial Prince

Universal Rule.
The model is equipped with a Hand Weapon enchanted with the Light of Sonnstahl, and may only take up to 50 pts of Special Equipment

Imperial Rocketeer

Catapult (1) Artillery Weapon:
Range 15-48", Shots 3, Str 5, AP 3, Multiple Wounds (D3), This weapon treats all results on the Misfire Table as Malfunction (each shot can cause a Misfire).

Impetuous

Universal Rule.
A unit consisting entirely of models with this rule may reroll failed Charge Range rolls. The model gains Frenzy and Fearless while Engaged in Combat.

Unbelebt

Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).

Set Ablaze

Attack Attribute – Shooting.
Before shooting, the model may choose to gain Flaming Attacks for its Shooting Attack. The effect lasts for the duration of the phase.

Incendiary

Place one Incendiary marker for each instance of Incendiary next to the unit. A unit with one or more Incendiary markers gains Flammable. Remove one Incendiary marker:
• Immediately when the unit suffers one or more wounds (before saves are performed) from Ranged Attacks that are Flaming Attacks.
• At the end of a Round of Combat in which the unit suffers one or more wounds (before saves are performed) from Melee Attacks that are Flaming Attacks.
A Character leaving a unit affected by Incendiary is no longer affected, unless the Character was a single model unit when it gained Incendiary. In that case, the Character keeps those Incendiary markers.

Incendiary Ichor

Unerschütterlich

The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.

Without Number

If this option is taken for any model in the army, then all models in the army that can take it must take it. When the model is removed as a casualty, place it in a Reinforcement Pool next to the Battlefield. At any time, you may remove 40 models from this Reinforcement Pool and place one of the following Summoned units in Tunnel Reserve:
• 25 Vermin Legionaries with a Champion, a Musician, a Standard Bearer with Eagle Standard, and Without Number. The unit loses Scoring. The unit may take Shield and Spear.
• 40 Vermin Slaves with a Musician and Without Number.

Instabil

Infernal Armour

Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).

Infernal Brand

The model gains Commanding Presence with the following restrictions: it has a range of 6″ and can only benefit Insignificant models. In addition, Standard Height units with more than half of their models with Infernal Brand double their number of Full Ranks for the purpose of Steadfast in the First Round of Combat unless Charging.

Infernal Lackey

Universal Rule.
The model gains Infernal Armour and Flintlock Axe (3+). Its Discipline is set to 8, and it must select spells from Pyromancy.

Infernal Lash

Close Combat Weapon.
The model gains +2 Agility. At the start of each Melee Phase, you may choose a single friendly unit within 6″ of the wielder (including the wielder itself). The chosen unit’s Close Combat Attacks become Flaming Attacks and Magical Attacks until the end of the Melee Phase

Inquisitorial Mob

Universal Rule.
Inquisitors may join this unit and gain Unbreakable and Fearless while in the unit.

Teachings of the Kami

Universal Rule.
When a Mikoshi Shrines confers a Blessing of the Kami onto a unit of Warrior Monks, no Veil Token is discarded for the blessing.

Inspiring Leader

If a model with Inspiring Leader is the General of the army, all infantry models in the same unit gain +1 AdvanceRate and +2 March Rate.

Killer Instinct

Melee.
The Attack must reroll natural to-wound rolls of '1'.

Primal Instinct

Attack Attribute – Close Combat
At the start of each Round of Combat, each unit with one or more model parts with this Attack Attribute must take a Discipline Test.
If the test is passed, all model parts with Primal Instinct in the unit must reroll failed to-hit rolls during this Round of Combat.

Master-at-Arms

Universal Rule.
The Castellan gains +1 Attack Value and its unit gains Weapon Master.

Valiant

The model is immune to the effects of Fear. If more than half of a unit's models have Valiant, the unit automatically
passes Panic Tests caused by Terror.

Valiant

The model is immune to the effects of Fear. If more than half of a unit's models have Valiant, the unit automatically
passes Panic Tests caused by Terror.

Summonend from the Underworld

Universal Rule.
The model cannot benefit from Commanding Presence or Rally Around the Flag.

Iron Fist

Melee Weapon.
The wielder gains +1 Armour and +1 Attack Value unless using another weapon. If the wielder is on foot it also gains Parry. This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items

Iron Fist

Melee Weapon.
The wielder gains +1 Armour and +1 Attack Value unless using another weapon. If the wielder is on foot it also gains Parry. This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items

Iron Husk

Iron Orc

The model part gains Born to Fight and Weapon Master. The model gains Fearless.

Iron Rain

Shooting
Shooting Attacks made by the model while Located in the target’s Flank or Rear Arc gain +1 to hit and +1 Armour Penetration.

Irredeemable

The model cannot make Stomp Attacks and can make Grind Attacks as Supporting Attacks, ignoring the maximum number of Supporting Attacks). When a model with Irredeemable is killed by a Melee Attack, remove it as a casualty only at Initiative Step 0. A unit with at least one model with Irredeemable may never have more ranks than files.

Irregulars

Universal Rule
0-15 Models per Unit.
The model gains Skirmisher, Light Troops, and Hard Target (1).

Irresistible Will

Universal Rule.
The Casting Values of spells cast by the model are increased by +1. Dispelling rolls against non-Bound spells cast by the model suffer a −2 modifier.

Irresistible Will

Universal Rule.
The Casting Values of spells cast by the model are increased by +1. Dispelling rolls against spells cast by the model suffer a −2 modifier.

Jarl

Universal Rule
The Åsklander Chief gains +2 Attack Value and may take Special Items for an additional 50 pts.

Maximised Roll

For dice rolls subject to Maximised Roll, roll one additional D6 and discard the lowest D6 rolled.
These rules are cumulative (e.g. for a roll affected by two instances of Maximised Roll, you roll two additional D6 and discard the two lowest D6 rolled).
The results of the discarded D6 are ignored for all intents and purposes.

Minimised Roll

roll one additional D6 and discard the highest D6 rolled.
These rules are cumulative (e.g. for a roll affected by two instances of Maximised Roll, you roll two additional D6 and discard the two lowest D6 rolled).
The results of the discarded D6 are ignored for all intents and purposes

Scratapult

Catapult (5x5) Artillery Weapon.
Range 12-48", Shots 1, Str 3, AP 1, Lethal Strike.
A Scratapult that only Pivots (and moves no further) during its owner's Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.

Scratapult

Catapult (5x5) Artillery Weapon.
Range 12-48", Shots 1, Str 3, AP 1, Lethal Strike.
A Scratapult that only Pivots (and moves no further) during its owner's Movement Phase ignores the to-hit modifier from Moving and Shooting in the next Shooting Phase.

Jezail

Shooting Weapon
0–18 Models/Army.
Range 36′′, Shots 1, Str 5, AP 3, Accurate, Mishap (To-hit roll), Unwieldy.
The bearer loses Quick to Fire if it had it.
Trial and Terror: The weapon’s range is set to 24′′ and it gains Multiple Wounds (2) and Reload!.

Jezail

Shooting Weapon.
Range 36", Shots 1, Str 6, AP 4, Unwieldy, Magical Attacks, Accurate.
If rolling a natural ‘1’ to hit, the bearer suffers 1 hit with Toxic Attacks.

Kadim Blessed

Shooting
The attacks become Flaming Attacks and gain +1 Strength, and +1 Armour Penetration (including any values in brackets).

Kadim Manifestation

Close Combat, Shooting
The attacks become Flaming Attacks and Magical Attacks. Close Combat Attacks and Shooting Attacks with Kadim Manifestation that become Flaming Attacks from more than one source, including other instances of Kadim Manifestation, also become Divine Attacks.

Kaleidoscopic Flesh

Karkadan Bulls

Universal Rule.
The model’s base size is changed to 50×75 mm and its Discipline is set to 7.

Katana

Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Offensive Skill. Katanas can be enchanted as if they were Hand Weapons.

Keeper of the Beacon (mount)

Universal Rule.
After Spell Selection, the Wizard must replace one of its non-Hereditary Learned Spells with one of the following spells:
• Whispers of the Veil (Evocation)
• The Grave Calls (Occultism)
• Wrath of God (Thaumaturgy) (only if Wizard Master)
• Hellfire (Hereditary Spell)

Kein Anführer

The model cannot be the General.

Kenjutsu

Attack Attribute – Close Combat
For every X successful to-hit rolls against the same Health Pool, an additional hit is caused. Count seperately for each
Character and each Initiative Step. While fighting in a Duel, the model part gains Kenjutsu (2) until the Duel ends. If a model has multiple instances of Kenjutsu (X), use the one with the lowest value for X.

Keys to the Citadel

Universal Rule.
The model must buy Weapon Enchantments for two of its mundane weapons.

Knighted Giant

Universal Rule.
The model gains Devastating Charge (+3 Str, +3 AP), Impetuous, Oath of Fealty, Heavy Armour, and loses Insignificant and Serf.

Knightly Orders

Universal Rule.
The model gains +1 Defensive Skill, and the Knight gains +1 Offensive Skill, +1 Strength, and +1 Armour Penetration. Knightly Orders cannot take Great Weapons.

Kraken's Hide

If on foot, the wearer gains +1 Armour

Kriegsmaschine

The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.

Kriegsplattform

Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.

Kyudo

Attack Attribute – Shooting.
The Shooting Attack gains Shots 2.
Additionally, when shooting from Short Range, the attack gains +1 Armour Penetration.

The Blessing

The model gains Aegis (6+). Before rolling for the first turn (at the beginning of step 7 of the Deployment Phase Sequence), decide if the Kingdom of Equitaine army Prays or not. If it does, friendly models with The Blessing gain an additional Aegis (5+, against Strength 5 or more), and the army cannot gain any bonus to the Roll for First Turn.

The Forest Follows

Immediately after determining who deploys first (after step 1 of the Deployment Phase Sequence), you must place a single Forest Terrain Feature:
• Entirely within your half of the Battlefield
• Not in contact with any other Terrain Feature except Open Terrain
• More than 6″ away from the centre of the board when playing Hold the Ground, and more than 6″ away from the center of any marker used for the Secondary Objective.
If both players are fielding Sylvan Elves, the player that selected their Deployment Zone places their Forest first.
This Terrain Feature may not be larger than 27 cm in length and 19 cm in width. All Forests on the Battlefield are considered Dangerous Terrain (1) for all units except those with Strider or Strider (Forest).

The Light of Sonnstahl

Attacks made with this weapon wound automatically, always have Armour Penetration 10, and Magical Attacks.

Life is Cheap

Each Health Point loss of models with Life is Cheap is only counted as half a Health Point loss for the purpose of Combat Score, rounding fractions up. This does not include Combat Score bonuses from Overkill.

Sylvan Blades

Close Combat Weapon
Follows the rules for Paired Weapons. In addition, attacks made with Sylvan Blades gain +1 Armour Penetration.

Lamellar barding

Personal Protection
The bearer’s model gains +1 Armour, up to a maximum of Armour 4, and −2″ March Rate.

Wail of Woe

Special Attack.
A model with this Special Attack can use it as 1. a Shooting Attack, and as 2. a Special Attack when Engaged in Combat.
1. Choose a target using the normal rules for Shooting Attacks. The attack has Range 8″, March and Shoot, and inflicts D6+2 hits with Strength 4, Armour Penetration 1, and Magical Attacks.
2. The attack is made at the model part’s Agility. Declare that you are using Wail of Woe when allocating attacks. If used, the model part cannot perform any Close Combat Attacks. Choose a single unit in base contact as the target. The target unit suffers D3+1 hits with Strength 4, Armour Penetration 1, and Magical Attacks.

Lamia

Lamia Bloodline

Enemy units in base contact with one or more Lamia Vampires suffer -1 Agility, to a minimum of 1. If the Vampire is not equipped with Heavy Armour and/or Shield, it gains Distracting. Duels issued by the Vampire must be accepted if possible. Enemy model parts in a Duel with the Vampire suffer -1 Attack Value, to a minimum of 1.

Speer

Lanze

Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.

Tribal Warspear

Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence). Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains War Platform and Not a Leader with the following exception: it can only join units that include at least one R&F Barbarians model.

Light Lance

Sylvan Lance

Close Combat Weapon
Follows the rules for Light Lances. In addition, attacks made with a Sylvan Lance gain +1 Armour Penetration.

Naphtha Launcher

Volley Gun Artillery Weapon. 0-3 Weapons per Army.
Range 18", Shots 2D6, Str 5, AP 1, Multiple Wounds (D3), Flaming Attacks, Magical Attacks, Quick to Fire.
This weapon ignores to-hit modifiers from Cover and Hard Target.

Web Launcher

Catapult (4) Artillery Weapon
Range 6-36", Shots 1, Str 3, AP 0.
All models in a unit that is hit by one or more Web Launchers are considered Stuck until the end of the next Player Turn. Stuck models suffer -D3* Agility. In addition, they treat Dangerous Terrain (1) as Dangerous Terrain (2), and all terrain (including Open Terrain) that normally would not be Dangerous Terrain for them as Dangerous Terrain (1).
*Roll a single D3 directly when hitting with the weapon and apply the result to all models in the unit.

Release Rocks

Special Attack.
Sweeping Attack which can be used once per game. The enemy unit suffers D3 hits with Strength 4 and Armour Penetration 1 for each Pteradon in the unit.

Night Milk

Telepathic Link

A Cuatl Lord may cast spells through a friendly model with Telepathic Link with the following conditions and restrictions:
• The Cuatl Lord is considered to be the Caster.
• The model with Telepathic Link must be within 24″ of the Cuatl Lord.
• The spell must have type Damage.
• Line of Sight and Front Arc of the model with Telepathic Link are used.
• The spell’s range is reduced by half and is measured from the model with Telepathic Link.
• The Cuatl Lord may cast spells of type Missile even if it is Engaged in Combat, as long as the model with Telepathic Link is not.

If the spell is Miscast, apply the following effects:
• The Cuatl Lord suffers the Miscast effect as normal.
• The model with Telepathic Link suffers a single hit with Armour Penetration 2 and a Strength equal to the number of Magic Dice used.

If the Cuatl Lord casts a spell using Telepathic Link, the Attribute Spell gets cast through the model with Telepathic Link as well, applying the same conditions and restrictions listed above. If not all of the conditions are met, the Attribute Spell is not cast.

Primal Legend

Universal Rule.
The limit of Legendary Beasts is increased to “Max. 45%”. A model with this rule counts all units of Standard Height as Insignificant, and while it is on the board, friendly units with Fly may not use Flying Movement.

Legion Thresher

Universal Rule.
Changes to the model’s profile:
• Its base size is changed to 100×150 mm.
• Its Health Points are set to 8.
• It gains 2 additional Tillers.
• It gains 2 additional Draft Beasts.
• It gains Colossal Stature.
• The Chassis gains Impact Hits (4D3)

Leichte Truppen

Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.

Let Them Come

Universal Rule.
If the model has not performed a March Move during this Player Turn, it may shoot from the third rank (in addition to the first and second).

Liberal Magics

During Spell Selection, if a Wizard from Empire of Sonnstahl chooses the Hereditary Spell or gains it by any other means, it must instead choose a Path from the ones available to it other than its own chosen Path. The Wizard gains the Learned Spell #1 from that Path as if it was the Hereditary Spell.

Lightning Bird

Breath Attack (Str 4). The target suffers -1 to hit in Close Combat and shooting for one turn.

Lightning Reflexes

Lightning Reflexes

Close Combat
A Close Combat Attack with Lightning Reflexes gains a +1 to-hit modifier. Model parts with this Attack Attribute wielding Great Weapons do not gain this +1 to-hit modifier, but strike with the Great Weapon at the Initiative Step corresponding to their Agility instead of always striking at Initiative Step 0.

Strigoi

Nosferatu

Von Karnstein

Von Karnstein Bloodline

Lion Cloak and Axe

Universal Rule.
The model replaces its Light Armour with Lion’s Fur and gains Multiple Wounds (2, against Large and Beasts,
Large and Cavalry, Gigantic).

Lion’s Roar

Universal Rule.
This ability may be used by the Player once per game for all the Prides of Lions and Father Lions simultaneously. All friendly units within 18” of Prides of Lions or Father Lions, with at least one Character associated with Lions, gain Unbreakable until the start of the next friendly Player’s Turn.

Litigator

Universal Rule.
The model gains Feigned Flight, Hard Target (1), Light Troops, and Skirmisher and loses Scoring.

Living Bomb

Universal Rule.
When the model is removed as a casualty, all units within 6″ suffer 2D6 hits with Strength 4 and Armour Penetration 1.

Living Shield

Loner

Universal Rule.
If on foot, the model can only join units of Yetis and Sabretooth Tigers; ignore the Insignificant rule for joining units. If mounted, it cannot join any unit. A model with Loner cannot join a unit containing any other Characters, and Characters cannot join a unit containing a model with Loner.

Loner

Universal Rule.
If on foot, the model can only join units of Yetis and Sabretooth Tigers; ignore the Insignificant rule for joining units. If mounted, it cannot join any unit. A model with Loner cannot join a unit containing any other Characters, and Characters cannot join a unit containing a model with Loner.

Long Rifle

Shooting Weapon.
Range 48", Shots 1, Str 5, AP 3, Multiple Wounds (2, against Standard), Unwieldy

Long Rifle

Shooting Weapon.
Range 48", Shots 1, Str 5, AP 3, Multiple Wounds (2, against Standard), Unwieldy

Long Lance

Melee Weapon.
Attacks made with a Long Lance and allocated toward models in the wielder's Front Facing gain Devastating Charge (+1 Attack, +3 Agility, +3 Strenght and +3 Armour Penetration)

Longship Raid

Universal Rule.
The model gains Ambush. During step 8 of the Pre-Game Sequence, nominate a unit of Åsklanders, Huskarls, or Berserkers that includes no more than 30 models if Åsklanders and no more than 20 models if Huskarls or Berserkers. This unit gains Ambush, with the following exceptions:
• The model with Longship Raid must either be deployed in this unit or Ambush in this unit.
• Units using Longship Raid do not roll for Ambush but automatically enter the Battlefield in the owner’s second Player Turn.
• All units using Longship Raid must arrive from the same Board Edge.

Lord of the Legions

Universal Rule.
The model gains Great Weapon and Paired Weapons.

Lord of the Plains

Universal Rule.
While joined by a mounted model with this rule, Cavalry units gain Strider.

Skorchit Ordnance

Artillery Weapon.
Catapult (4×4). Range 12–48′′, Shots 1, Str 4, AP 0, Flaming Attacks, Mishap (Misfire).
The model gains Flammable
Trial and Terror: The weapon’s range is set to 12–30′′. Replace Catapult (4×4) with Catapult (6×6).

Unhinging Jaw

Rottenjaw

Rottenjaw

Majesty of High Kings

The range of Commanding Presence of a General mounted on a War Throne is set to 18".

Rune Craft Mastery

Close Combat Attacks from models in the same unit as one or more models with Rune Craft Mastery gain +1 Armour Penetration.
Each Runic Smith may select up to three different Battle Runes during Spell Selection, provided it paid for them.

Master Archer

Shooting.
When shooting with a Sylvan Longbow, all models of a unit with Master Archer may choose to gain either +2 Armour Penetration or +2 to hit.

Waffenmeister

Master of Stone

Universal Rule.
Right before the battle (during step 7 of the Deployment Phase Sequence), and at the start of each friendly Player Turn, choose a friendly unit consisting entirely of models with Ensouled Statue within 18″ of the Tomb Architect. This unit gains Fortitude (5+) until the start of your next Player Turn or until the Tomb Architect is removed as a casualty, whichever comes first.

Master of Stone

Universal Rule.
Right before the battle (during step 7 of the Deployment Phase Sequence), and at the start of each friendly Player Turn, choose a friendly unit consisting entirely of models with Ensouled Statue within 18″ of the Tomb Architect. This unit gains Fortitude (5+) until the start of your next Player Turn or until the Tomb Architect is removed as a casualty, whichever comes first.

Master of Stone

Universal Rule.
Right before the battle (during step 7 of the Deployment Phase Sequence), and at the start of each friendly Player Turn, choose a friendly unit consisting entirely of models with Ensouled Statue within 18″ of the Tomb Architect. This unit gains Fortitude (5+) until the start of your next Player Turn or until the Tomb Architect is removed as a casualty, whichever comes first.

Meisterzauberer

- Knows 4 spells.
- Can select from the Learned Spells 1, 2, 3, 4, 5, and 6 of its chosen Path and the Hereditary Spell of its army.
The Wizard gains Channel (1) and a +1 modifier to its casting rolls, and selects its spells as described in Spell Selection
.

Soulfire Weaver

Wandelmagie

During Spell Selection, the Wizard must select its spells between the Learned Spell 1 of the Paths it has access to and the Hereditary Spell of its army. This rule overrides the Spell Selection rules connected to being Wizard Apprentice, Adept or Master.

Magieresistenz

Magic Resistance (2)

Magma Tunnelling

Universal Rule.
During the Charge Phase, the model ignores other units and Terrain when moving and automatically passes Dangerous Terrain Tests caused by Terrain.

Roaming Hands

Master Artificer

The Master Artificer may give the Order Ready! Aim! Fire! to a Parent Unit or Support Unit it has joined.

Master of Undeath

One Character in the Vampire Covenant Army must be nominated to be the Master. At the start of the game, the General is always the Master.

Master of Reality

Masters of Battle

Attack Attribute.
The model’s maximum number of Supporting Attacks is set to 3.

Makhar Battle Fever

Units with more than half of their models with Makhar Battle Fever must reroll any natural rolls of ‘1’ when rolling for Charge Range. In addition, the model gains Devastating Charge (Fearless, Hard Target (1)).

Makhar Lance

Close Combat Weapon
Lance. Attacks made with a Makhar Lance gain Fight in Extra Rank and TwoHanded

Mummy's Curse

When the model with Mummy’s Curse is removed as a casualty, it immediately inflicts 1 hit with Strength 6 and Armour Penetration 10 against the model that caused the final Health Point loss. This is considered a Ranged Attack. If more than one model was part of the action which brought the downfall of the model with Mummy’s Curse, randomise which of those models suffers the hit.

Mummy's Curse

When the model with Mummy’s Curse is removed as a casualty, it immediately inflicts 1 hit with Strength 6 and Armour Penetration 10 against the model that caused the final Health Point loss. This is considered a Ranged Attack. If more than one model was part of the action which brought the downfall of the model with Mummy’s Curse, randomise which of those models suffers the hit.

Mummy's Curse

When the model with Mummy’s Curse is removed as a casualty, it immediately inflicts 1 hit with Strength 6 and Armour Penetration 10 against the model that caused the final Health Point loss. This is considered a Ranged Attack. If more than one model was part of the action which brought the downfall of the model with Mummy’s Curse, randomise which of those models suffers the hit.

Phatep's Curse

Universal Rule.
Unless this model made an Advance Move or March Move during the current Player Turn, it can cast the following Bound Spell with Power Level (6/6):
Type: Damage, Hex, Range 36", Duration: Instant.
The target must take a Discipline Test rolling an additional D6. If failed, the target suffers a number of hits equal to the amount by which the test was failed. Hits are resolved with Armour Penetration 10 and wound automatically.

Phatep's Curse

Universal Rule.
Unless this model made an Advance Move or March Move during the current Player Turn, it can cast the following Bound Spell with Power Level (6/6):
Type: Damage, Hex, Range 36", Duration: Instant.
The target must take a Discipline Test rolling an additional D6. If failed, the target suffers a number of hits equal to the amount by which the test was failed. Hits are resolved with Armour Penetration 10 and wound automatically.

Phatep's Curse

Universal Rule.
Unless this model made an Advance Move or March Move during the current Player Turn, it can cast the following Bound Spell with Power Level (6/6):
Type: Damage, Hex, Range 36", Duration: Instant.
The target must take a Discipline Test rolling an additional D6. If failed, the target suffers a number of hits equal to the amount by which the test was failed. Hits are resolved with Armour Penetration 10 and wound automatically.

Mangonel

Attack Attribute.Catapult. Range 12-60′′, Shots 1, Str 3 [7], AP 0[4], [Multiple Wounds (D3, Clipped Wings)], Flaming Attacks.

Trolleater

Trolleater

Manifestation

Universal Rule.
During Spell Selection, each Exalted Herald must choose two different Manifestations from the list below and apply the effects during the game. The model knows the spells indicated on the chosen Manifestations. This replaces the normal rules for Spell Selection connected to being a Wizard Adept. In addition, Guiding Light (Divination) becomes the Attribute Spell for all non-Bound Spells cast by the model, replacing the spells’ corresponding Attribute where applicable.

Scorched Fur

Universal Rule.
When the model rolls Breakdown on the Misfire Table it is removed as a casualty.

Marauding Giant

A Marauding Giant wielding a Tribal Warspear and following the rules for War Platform may additionally join Infantry units that include at least one Åsklander or Huskarl model.
If the model is upgraded with Monstrous Familiar, it must select one of the following spells: Raven’s Wing (Witchcraft), Cleansing Fire (Thaumaturgy), or Frostbite (Hereditary Spell).

March and Shoot

Mare’s Shelter

Universal.
The Makhar Gyula gains +1 Attack Value and may take Special Items for an additional 50 pts. The model’s Commanding Presence range is increased by 6″.

Venomous Tide

All models in enemy units must take a Dangerous Terrain (1) Test after successfully charging a unit of Snake Swarms.

Mark of the Eternal Champion

Mark of the Eternal Champion

Tunnel Markers

Each Vermin Swarm army gains one Tunnel Marker and can gain additional Tunnel Markers by including certain units in the Army List. At the start of step 7 of the Pre-Game Sequence (Spell Selection), for each of your army’s Tunnel Markers, mark a point inside your half of the Battlefield with a Tunnel Marker. A player can only use up to 4 Tunnel Markers.

Mask of Innocence

Enemy units in base contact with one or more Vampires with the Mask of Innocence suffer -1 Discipline. (Independent or Lamia only)

Massiv

If the model is mounted by a Character, ignore the rider’s Armour Equipment (including Armour Enchantments) and Personal Protections, unless specifically stated otherwise (such as Armour Enchantments that affect the bearer’s model).

Master of Destruction

The bearer can use a Shield (or a Spiked Shield) simultaneously with a Great Weapon or a Halberd.

Master of Ritual

Universal Rule.
The model gains +1 Discipline, Daemonic Summon, Scout, and its Commanding Presence range is set to 18″.

Mechanised Support

The model must be deployed in, and can only join, a unit that includes at least one R&F model with Infernal Brand. The model can never voluntarily leave its unit.

Mechanisierte Unterstützung

Das Modell muss in einer Einheit aufgestellt werden, die mindestens ein R&F Modell mit Mal des Infernos enthält und darf sich auch nur solchen Einheiten anschließen. Das Modell kann seine Einheit nicht freiwillig verlassen.

Medusa Mask

Universal Rule.
The model can cast Bewitching Glare (Witchcraft) as a Bound Spell with Power level (4/8). In addition, the model counts as having 1 additional Full Rank for the purpose of Steadfast (for both himself and enemies).

Meeting of Minds

Universal Rule.
The model gains Scent of Blood and treats all friendly Beast models as Insignificant.

Mesmerising Gaze

The Vampire can cast Whispers of the Veil from Evocation as a Bound Spell with Power Level (4/8). (Independent or Lamia only)

Mesmerising Plumage

Enemy units in base contact with one or more models with this Manifestation suffer −1 Offensive Skill and −1 Defensive Skill. Dominant

Mesmerising Plumage

Metaphysisch

Reaper

A unit consisting entirely of models on foot with Reaper ignores all other units during Advance Moves and March Moves, but it must follow the Unit Spacing rule at the end of its move.

The unit can make a Sweeping Attack. The enemy unit suffers 1 hit with Strength 5 and Armour Penetration 10 for each model part with Reaper in the unit.

Might

Mind-linked

Universal Rule.
The model gains Telepathic Link. Whenever a spell is cast through the model, it suffers 1 hit that wounds
automatically with no saves of any kind allowed.

Mining Pick

Close Combat Weapon.
The wielder gains Crush Attack. If the wielder has an Attack Value of 8 or higher, it can perform two Crush Attacks instead of one.
The Giant gains +1 to hit with Close Combat Attacks when attacking a unit Garrisoning a Building, and ignores Distracting granted to enemy units by Defending a Wall.

Tiny

Universal Rule.
The model ignores friendly units when moving in the Charge and Movement Phase, but must follow the Unit Spacing rule at the end of the move.

Steady Aim

Attack Attribute - Shooting.
The model can shoot from the third rank (in
addition to the 1st and 2nd) and it does not suffer
to-hit penalties for Stand and Shoot Charge
Reactions.

Steady Aim

Attack Attribute - Shooting.
The model can shoot from the third rank (in
addition to the 1st and 2nd) and it does not suffer
to-hit penalties for Stand and Shoot Charge
Reactions.

Mirrored Scales

Mon of the Daimatzu Clan

Mon of the Horumi Clan

Mon of the Shinzei Clan

Mon of the Taneka Clan

Mon of the Batake Clan

Mon of the Ashiwara Clan

Monstrous Familiar

Universal Rule.
The model gains Wizard Apprentice. Instead of selecting spells as normal, it must select one of the following spells (during Spell Selection): Glory of Gold (Alchemy), Breath of Corruption (Occultism), or Hellfire (Hereditary Spell).

Monstrous Whip

Universal Rule.
Rolls for Charge Range of other friendly Gigantic models that are within 12″ of one or more models with Monstrous Whip are subject to Maximised Roll.

Morphlings

Universal Rule.
During Spell Selection, each unit of Veil Serpents must choose a Manifestation from the list below and apply the effects during the game.
• Writhing Nightmares
• Mesmerising Plumage
• Chilling Yawn

Morphlings

Universal Rule.
During Spell Selection, each unit of Veil Serpents must choose a Manifestation from the list below and apply the effects during the game.
• -Writhing Nightmares
• -Mesmerising Plumage
• -Chilling Yawn

Untot

The model gains Unstable. Models with Undead cannot perform March Moves, unless their unit starts the March Move within the range of a friendly model's Commanding Presence. The only Charge Reaction a unit with one or more models with Undead can make is Hold.
When units consisting entirely of models with Undead lose Health Points due to Unstable, the number of lost Health Points can be reduced in some situations. Apply the modifiers in the following order:
1. IftheunitisStubborn,halvethenumberoflostHealthPoints(roundfractionsup).
2. IftheunitisSteadfast,reducealllostHealthPointsabove12to12.
3. IftheunitreceivesRallyAroundtheFlag,reducethenumberoflostHealthPointswiththeunit'scurrentRank Bonus. Units with no Rank Bonus reduce the number of Health Points lost by 1 instead.
4. Applyallothermodifiers(fromSpecialEquipment,ModelRules,spells,etc.)afterwards.

Mortar

Catapult (6x6) Artillery Weapon:
Range 12-48", Shots 1, Str 3[6], AP 1[4], [Multiple Wounds (D3)].

Titan Mortar

Catapult (4×4). Range 6–18″, Shots 1, Str 4 [8], AP 1 [5], [Multiple Wounds (D3, Clipped Wings)], Quick to Fire.

Unstable Engines

Universal Rule.
Units consisting entirely of models with Unstable Engines:
• Gain +D6′′ to their Charge Range rolls in the Charge Phase. Also add this D6 to the Failed Charge distance.
• Immediately after choosing to perform a March Move, gain +D6′′ March Rate.
Immediately before a model is removed as a casualty from the unit, the model inflicts D6 hits with Strength 4, Armour Penetration 0 and Flaming Attacks against all units (including the model’s unit) within 6′′ of the model.
Roll once for the number of hits inflicted against each unit. These hits are considered Special Attacks.

Mountain Breaker

Universal Rule.
The model gains +2″ Advance Rate when rolling for Charge Range against units that consist entirely of models with Towering Presence in the Charge Phase.
In addition, the model’s Impact Hits gain Multiple Wounds (D3, against Towering Presence).

Zufällige Bewegung

The unit cannot Declare Charges and cannot move normally (Advance, March, Reform) in the Movement Phase (which also means they cannot perform Magical Moves). The model loses Swiftstride (and can never gain it), but always charges, Flees, Pursues and Overruns the distance stated in brackets.
In the Movement Phase, at the end of step 2 of the the it with Random Movement moves using the rules for Pursuing units, except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, cannot move off the Board Edge and only take Dangerous Terrain Tests if they actually charge an enemy unit (they still test as normal when Fleeing, Pursuing a Broken enemy or Overrunning).
Whenever a unit with Random Movement needs a March Rate (e.g. when Post-Combat Reforming), use the potential maximum value of X as its March Rate.
Characters with Random Movement can only join units with Random Movement (by moving into contact with them during the Movement Phase or by being deployed inside), and units with Random Movement can only be joined by Characters with Random Movement. Units with Random Movement cannot enter Buildings. If a unit has several sets of Random Movement, use the one with the lowest average (in case of a tie, you may choose which version to use). A model with Random Movement cannot move in the same phase as it arrives on the Battlefield as Reinforcement (Dawn Assault) or Ambusher.

Wall of Iron

The model gains Aegis (5+, against Close Combat Attacks). This rule can only be used against attacks from enemies Engaged in the model's unit’s Front Facing.

Shield Wall

When using a Shield, the model gains Aegis (6+, against Close Combat Attacks). This is improved to Aegis (5+, against Close Combat Attacks) if the attacker is Charging. This Special Save can only be used against attacks from enemies Engaged in the model's unit’s Front Facing.

Musician

Mystic Traveller

The model part gains Telepathic Link and is a Wizard Adept that selects 2 spells from Swarm of Insects, Savage Fury, Awaken the Beast (Shamanism), and Spark of Creation (Hereditary Spell) during Spell Selection. This rule overrides the normal Spell Selection rules connected to being a Wizard Adept.

Naginata (Halberd)

Naphtha Thrower

0–2 Models/Army.
Flamethrower. Range 12″, Shots 1, Str 4 {5}, AP 1 {2}, Flaming Attacks, March and Shoot, {Multiple Wounds (D3)}. The hits from an Explosion! Misfire Effect gain Flaming Attacks.

Natural Leader

Universal Rule.
May only join Units of Infantry or other Characters. The radius of Commanding Presence and Rally Around the Flag rules conferred to this model is increased by 6″.

No Rest for the Wicked

Universal Rule.
All R&F models in friendly units within 6″ gain Fortitude (6+). Ghasts in friendly units within 6″ gain Fortitude (4+) instead. In addition, all R&F models in friendly units that count towards Core within 6″ of one or more Cadaver Wagons gain Fortitude (+1, max. 5+) during their First Round of Combat.

No-Dachi (Great Weapon)

Nobody Expects...

At the start of step 6 of the Pre-Game Sequence (Determine the Deployment Zones), the opponent may choose to gain a +6 or −6 modifier to the roll for choosing the Deployment Zone. If so, the Cultists player must nominate one of the opponent’s Characters as Destrian Inquisitor. If the Destrian Inquisitor has been removed as a casualty or is Fleeing at the end of the game, the Cultists player gains +200 Victory Points.
Ignore Nobody Expects… if the opponent’s army is also from the Cultists Supplement.

Oath of Fealty

Oath of Fealty

Universal Rule.
The model gains Commanding Presence with the following restrictions: It has a range of 6″ and can only benefit units with more than half of their models with Serf.

Petrifying Stare

Special Attack.
At Initiative Step 10, each enemy unit in base contact with the model suffers 2 hits with Armour Penetration 10 and Magical Attacks that wound on:
• 4+ for models of Standard Height
• 5+ for models of Large Height
• 6+ for models of Gigantic Height

Scent of Blood

The model gains Fearless and Frenzy while Engaged in Combat. In addition, the model gains Devastating Charge (+1″ Adv) with the following restrictions:
• The Charged unit has at least one Health Pool that contains fewer Health Points than it did when the unit was deployed or otherwise entered the Battlefield.
• The effect ends immediately before the unit declares a new Charge.

Oil Flasks

Close Combat, Shooting
If one or more simultaneous attacks with Oil Flasks hit, after resolving these attacks, the target unit gains one Incendiary marker.

Oil Kegs

Universal Rule.
The model loses Infernal Brand and Infernal Armour and gains Flammable, Insignificant, and Throwing Weapons (4+). Any unit that suffers one or more hits from the model’s Shooting Attacks gains 1 Incendiary marker.

Oil Kegs

Universal Rule.
The model loses Infernal Brand and Infernal Armour and gains Light Armour, Oil Flasks, Flammable, Insignificant, and Throwing Weapons (4+) with Shots 4.

Oil Skins

Close Combat, Shooting
Model parts with this rule may:
• Immediately before performing a Melee Attack, set the Strength of their attacks to 1 until the end of the Round of Combat.
• If they haven’t performed a March Move during the Player Turn, immediately before performing a Shooting Attack, set the Strength of their attacks to 1 and reduce the range of their Shooting Attacks by −6″ until the end of the phase.

If so, all model parts with Oil Skins in the unit must do so. If one or more of these attacks hit, after resolving these attacks, the target unit gains:
• One Incendiary marker if the attacking unit has fewer than 3 Full Ranks.
• Two Incendiary markers if the attacking unit has 3 Full Ranks or more

Ominous Gateway

Universal Rule.
0-2 Choice per Army.
At the start of step 7 of the Pre-Game Sequence (Spell Selection), for each Ominous Gateway in your army, mark a point on the Battlefield outside the opponent’s Deployment Zone with a Gateway Marker.

Omniscience

Universal Rule.
In the owner’s Magic Phase, if the model did not March Move or declare a Charge this Player Turn, the cost of converting Veil Tokens into Magic Dice is decreased to 2:1 during this Player Turn (1 Magic Dice per 2 Veil Tokens).

One with the Swarm

Universal Rule.
The model can only join units of Rats-at-Arms, and loses Insignificant while joined to such units.

Opportunist

Close Combat
When fighting an enemy unit in the enemy’s Flank or Rear Facing while only being Engaged in the Front Facing, a model part with this rule must reroll failed to-hit rolls.

Opposition Research

Universal Rule.
If an army includes one or more units with Opposition Research, immediately before step 1 of the Deployment Phase Sequence (Determine who deploys first), the owner may choose one of the non-Character units on the opponent’s Army List that can be deployed during the Deployment Phase. This unit loses Scout and Vanguard if it had it, and the opponent must immediately deploy this unit. This is done outside the normal Deployment procedure and is ignored when determining the first deployed unit and the number of deployed units.

Prayers of the Kami

Universal Rule.
The model can cast the following Bound Spells with Power Level (4/8), Type: Caster′s Unit and Augment, and Duration: One Turn. Multiple instances of the same Prayer are not cumulative.
• Prayer of the Gleaming Sun: The target gains Swiftstride, +1 Offensive Skill, +1 Defensive Skill and +1 Agility.
• Prayer of the Rising Star: The target gains +1 Strength and +1 Armour Penetration.
• Prayer of the Waning Moon: All to-Wound rolls against the target suffer a -1 modification. This applies to both Melee Attacks and Ranged Attacks.

Orders

A Character with Orders may give a single order to a Parent or Support Unit within 8". A General with Orders may instead give a single order to a friendly Parent or Support Unit within the range of its Commanding Presence.
Orders are given at the start of each friendly Player Turn, and their effects last until the end of the next Player Turn. A unit cannot receive the same Order more than once during the same Player turn. Only models of Standard Size are affected.

The available orders are listed below:
- On the Double: The target gains +1 Advance Rate and +4 March Rate.
- Steady Men: The target must roll an additional D6 when taking Discipline Tests and discard the highest D6 rolled. A unit that receives this Order and passes a Rally Test doesn't become Shaken, and the Reform that is made after Rallying doesn't prevent the - unit from moving and/or shooting (but it still counts as having moved for shooting purposes).
- Ready Aim Fire: The target gains Accurate.
- Brace for impact: The target gains Fight in Extra Rank

Orders

A Character with Orders may give a single Order to a Parent or Support Unit within 8". A General with Orders may instead give a single Order to a friendly Parent or Support Unit within the range of its Commanding Presence. Orders are given at the start of each friendly Player Turn. The effects of Orders apply immediately to the target unit and last until the end of the next Player Turn. A unit cannot receive the same Order more than once during the same turn. Only models of Standard Height are affected. The available Orders are listed below:

On The Double!
The target gains +1” Advance Rate and +4” March Rate.

Steady, Men!
Discipline Tests taken by the target are subject to Minimised Roll. A unit that receives this Order and passes a Rally Test doesn’t become Shaken, and the Reform that is made after Rallying doesn’t prevent the unit from moving and/or shooting (but it still counts as having moved for shooting purposes).

Ready! Aim! Fire!
The target gains Accurate.

Brace For Impact!
The target gains Fight in Extra Rank.

Organ Gun (4+)

Volley Gun, Range 30″, Shots 2D6×2, Str 5, AP 3.

Ostrich Feathers

The Model gets Divine Attacks.

Tunnelling Tools

Universal Rule.
The unit adds a single Tunnel Marker to the army.

Pack Tactics

Units fully composed of models with Pack Tactics gain Swiftstride for the Charge Range roll if they are Located in the Charged unit’s Flank or Rear Facing when rolling their Charge Range in the Charge Phase.

Pact of Fire

Universal Rule.
One use only. At step 2 of the Round of Combat Sequence, all models with Pact of Fire in the same unit may gain Volcanic Embrace (1) and lose Distracting until the end of the game.

Pact of Fire

Universal Rule.
One use only. At the start of the Melee Phase, all models with Pact of Fire in the same unit may gain Fearless, Volcanic Embrace (1), and suffer −1 Armour Penetration and −1 Offensive Skill until the end of the game.

Painted Shield

Counts as a Shield in every respect. The wielder gains Distracting.

Palanquin

Universal Rule.
When the model is in a unit with Bodyguard, it gains Stand Behind. The model can be the General even if it is also the Battle Standard Bearer, and it cannot be chosen by the opponent as the model that suffers the penalties for refusing a Duel. The model counts as being mounted.

Skink Palanquin

Universal Rule.
The model gains Stand Behind while it is joined to a unit of Saurian Warriors or Skink Braves that does not contain any Caiman models. In addition to its regular spells, the model knows Learned Spell 1 from its chosen Path (which can never be swapped for any other spell).

Parieren

Parent Unit

A unit is considered a Parent Unit if at least half of its models have this Universal Rule. Parent Units treat all Support Units as Insignificant.

Immediately after a Parent Unit passes a Charge Range roll against a non-fleeing enemy unit in the Charge Phase, before performing the Charge Move, any Support Units within 6" of the Parent Unit may perform a support charge. To do so, the Support Unit Declares a Charge against the same enemy unit. Apply all of the usual rules for charging for this out-of-sequence charge (such as Line of Sight, Front Arc, must roll for Charge Range, max one Wheel, etc.), with the exception that the enemy cannot choose a Charge Reaction other than Hold. For the purpose of Charge Moves, treat this as any other case of Combined Charges. When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful support charge (following all normal restrictions), up to a maximum of +6.

Parent Unit

A unit is considered a Parent Unit if at least half of its models have this Universal Rule. Parent Units treat all Support Units as Insignificant. When a Parent Unit rolls successfully on a Charge Range roll against a non-fleeing enemy unit, before performing the Charge Move, any Support Units within 6" of the Parent Unit may perform a support charge. To do so, the Support Unit Declares a Charge against the same enemy unit. Apply all of the usual rules for charging for this out-of-sequence charge (such as Line of Sight, Front Arc, must roll for Charge Range, max one Wheel, etc.), with the exception that the enemy cannot choose a Charge Reaction other than Hold. For the purpose of Charge Moves, treat this as any other case of Multiple Charges. When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful support charge (following all normal restrictions), up to a maximum of +6.

They're Everywhere!

Special Attack.
When a Gnasher Herd Breaks from Combat, it is removed as a casualty at the end of step 7 of the Round of Combat Sequence (after taking Break Tests), and all units within 6’’ suffer 1 hit for every 5 Gnashers in the Gnasher Herd, rounding fractions down. Hits are resolved with Strength 5 and Armour Penetration 2.

Parting Shot

As a special Charge Reaction, a unit containing at least one model with this rule may declare a Parting Shot Charge Reaction. All models with Parting Shot in the unit perform a Shoot Charge Reaction. Immediately after this, the unit performs a Flee Charge Reaction. The roll for the Flee Distance of the Parting Shot Charge Reaction is subject to Minimised Roll.
Enemy models shooting at a non-Gigantic unit with majority of models with Parting Shot always count as shooting at Long Range.

Path of the Favoured

Universal Rule.
Units with more than half of their models with Path of the Favoured must reroll failed Break Tests. In addition, model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum of 3, and their Discipline is set to 9.

Pathfinder

The model gains Master Archer and Scout.
The Shots of a Sylvan Longbow wielded by the model are set to 3. If wielded by a Forest Prince, its Shots are set to 4 instead. (Models on foot only. Cannot be taken by the Battle Standard Bearer.)

Pathmaster

Pathmaster

Pavise

Armour.
The model gains +3 Armour against Ranged Attacks.

Pendulum

Attack Attribute - Melee.
The model part can only use its Grind Attacks against enemy units Engaged in the model's Front Facing.

Ponderous

Universal Rule.
The Infernal Engine may not declare Charges, and its Pursuit and Overrun Distance is always 0".

Pet Salamander

Artillery Weapon.
Flamethrower. Range 18″, Shots 1, Str 3 {4}, AP 1 {2}, Flaming Attacks, {Multiple Wounds (D3)}. Whenever a Misfire is rolled, instead of rolling on the Misfire Table, the model suffers D3 hits that wound automatically with no saves of any kind allowed.

Petrifying Gaze

Shooting Weapon.
Range 12″, Shots D6+1, Str 2, AP 10, Quick to Fire.
When rolling to wound with this attack, use the target’s Agility instead of the target’s Resilience. For Multipart Models, use the highest Agility value.

Piercing Spike

Piety

Piranha

Veil Stalker

Universal Rule.
The model follows the rules for Ambush with the following exceptions:
When the unit arrives, the owner may choose to place it within 6″ of an enemy model with Channel (instead of entering the Battlefield from the Board Edge). If so, it cannot perform any Advance Moves this Movement Phase (note that this does not prevent the unit from performing a Reform).

Pistol

Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire

Repeater Pistol

Shooting Weapon.
Range 12", Shots 3, Str 4, AP 2, Quick to Fire. If the model is also equipped with a Pistol or a Brace of Pistols, this weapon
gains Shots 4.

Plaque of the Snake God

Universal Rule.
All Skink* model parts in the same unit as the model gain Hatred.
*The following model parts are considered Skinks: Skink Captains, Skink Priests, Skink Braves, Skink Hunters, Chameleons, Pteradon Sentries - Rider only, Rhamphodon Riders - Rider only.

Plate Armour

Pledged to Darkness

Models with Pledged to Darkness can only join or be joined by models with Pledged to Darkness. While joined by one or more Characters, R&F models with Pledged to Darkness gain Fearless.

Fallen Heroes
• Base: 25×25 mm
• Resilience set to 4
• −1 Agility

Kinslayers
• Base: 25×25 mm
• +1 Offensive Skill
• +1 Defensive Skill

The Dishonoured
• −1″ Advance Rate
• March Rate setto at least
9″*
• Resilience set to 4
• −1 Agility

Wayward Children
• +1″ Advance Rate
• +2″ March Rate
• +1 Agility

*The March Rate of Daemon Symbiotes and Possessed is set to at least 12″ instead

The bigger they are…

When Charging a unit that contains at least one Large or Gigantic model, the model gains Swiftstride for the Charge Range roll.

Poison Attacks

Pontifex Maximus

Universal Rule.
The model knows The Awakened Swarm (Hereditary Spell) in addition to its other spells. In addition, the model always selects its spells from all Learned Spells of its chosen Path.

Totem Bearers

Totems borne by Champions contain a single Bound Spell chosen from the list above,which must be noted on the Army List, and have the Type: Caster’s Unit.
Totems are upgrades that certain Beast Herds Characters and Champions may take. Each Totem contains one or more Totemic Bound Spells with Power Level (4/8) and Duration: Lasts One Turn

Protean Potentate

Pounce

Universal Rule.
When charging, the Sabretooth Panther may perform a Flying Movement: Fly (10).

Unlimited Power!

Universal Rule.
The model must be the General. While within range of the model’s Commanding Presence, other friendly units gain Unstable and cannot voluntarily choose Flee as a Charge Reaction.

Riesige Statur

The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".

Prized Stallion

Universal Rule.
The model’s March Rate is set to 16″.

Prophet of Ashuruk

Universal Rule.
Regardless of its chosen Path, the model knows Alchemical Fire (Alchemy) and Blaze (Pyromancy).
When successfully casting a spell from:
• Alchemy, the model may cast Blaze (Pyromancy) instead of Alchemical Fire as Attribute Spell.
• Pyromancy, the model may cast Alchemical Fire (Alchemy) instead of Blaze as Attribute Spell.
• Occultism without performing The Sacrifice, the model may cast Alchemical Fire or Blaze as Attribute Spell.

Prophet of Lugar

Universal Rule.
The model gains Aegis (4+) and loses Infernal Armour. The model part gains Volcanic Embrace (1). If on foot,
the model gains Feigned Flight, +1″ Advance Rate, and +3″ March Rate. The model gains access to the options
below

Prophet of Nezibkesh

Universal Rule.
The model gains Fires of Industry (1) and Engineer (3+) that it can use on a single friendly Gunnery Team, Infernal Artillery, or Infernal Engine within 6″. The model gains access to the options below.

Prophet of Shamut

Universal Rule.
The model gains access to the options below

Pure of Heart

Universal Rule.
Only Damsels and Characters with Grail Oath may join a unit with this rule.

Questing Oath

Questing Oath

- Universal Rule.
The model is immune to the effects of Fear from enemy models. Models with Questing Oath gain +2 Advance Rate when rolling for Charge Range against enemy units with at least one model with Fear.
- Attack Attribute - Close Combat.
The model part gains +1 to-hit with Close Combat Attacks against models with Fear

Rage

Attack Attribute - Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.

Um die Flagge Sammeln

Unnatural Roots

Rage - Hydra

Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.

Rakachit Technocrat

Universal Rule.
The model gains Engineer (3+) that can also be used on Experimental Weapon Teams, affecting all Experimental Weapon Team models in the chosen unit.

Razor Tentacles

Attack Attribute – Close Combat.
If the attack is allocated towards an enemy R&F model while the attacker is Engaged with the Flank or Rear Facing of the target’s unit, the attack gains Area Attack (1×5), and its Strength and Armour Penetration are set to half the model’s [the model’s] Strength, respectively Armour Penetration, rounding fractions up. This is done after applying other modifiers.

Rebirth

Universal Rule.
The first time a Phoenix loses its last Health Point, the owner must roll a D6. On a roll of 5+ (or 3+ if the model has Warden's Bond), remove the model and place a marker where its centre was. If the roll fails, the model counts as a casualty. Otherwise, at the start of step 3 of the Movement Phase Sequence (after Rallying Fleeing units) in the next Player Turn, the Phoenix model is placed back on the Battlefield. The centre of the model must be placed within 3" of the marker and the model must be placed more than 1" away from other units and Impassable Terrain, facing any direction (if this is not possible, the Phoenix cannot return and counts as a casualty). The returned model is the same model that left the game, including any and all ongoing effects (such as spells affecting the model), with the exception that it always returns with only 1 Health Point left and counts as Rallied in case it was Fleeing when it lost its last Health Point (and thus is Shaken until the end of the Player Turn).

Rebirth

Universal Rule.
The first time a Phoenix loses its last Health Point, the owner must roll a D6. On a roll of 5+ (or 3+ if the model has Warden's Bond), remove the model and place a marker where its centre was. If the roll fails, the model counts as a casualty. Otherwise, at the start of step 3 of the Movement Phase Sequence (after Rallying Fleeing units) in the next Player Turn, the Phoenix model is placed back on the Battlefield. The centre of the model must be placed within 3" of the marker and the model must be placed more than 1" away from other units and Impassable Terrain, facing any direction (if this is not possible, the Phoenix cannot return and counts as a casualty). The returned model is the same model that left the game, including any and all ongoing effects (such as spells affecting the model), with the exception that it always returns with only 1 Health Point left and counts as Rallied in case it was Fleeing when it lost its last Health Point (and thus is Shaken until the end of the Player Turn).

Rebirth

Universal Rule.
The first time a Phoenix loses its last Health Point, the owner must roll a D6. The roll is succesful on a roll of 5+
(or 3+ if the model has Warden’s Bond):
• Remove the model as a casualty as usual, but place a marker on the centre of the model’s final position.
• In the next Player Turn, at the start of step 3 of the Movement Phase Sequence (after Rallying Fleeing units), the Phoenix model is placed back on the Battlefield. The centre of the model must be placed within 3″ of the marker and the model must be placed more than 1″ away from other units and Impassable Terrain, facing any direction.
• If the model cannot be placed following these rules, it cannot return for the rest of the game.
• The returned model is the same model that left the game, including any and all ongoing effects (such as spells affecting the model), with the exception that it always returns with only 1 Health Point left and counts as Rallied in case it was Fleeing when it lost its last Health Point (and thus is Shaken until the end of the Player Turn).
• The model does not grant Victory Point for being Destroyed if it still has Health Points left at the end of the
game.
If the roll fails, follow the normal rules (i.e the model is removed as a casualty)

Rebirth

Universal Rule.
Follows the same rule from the Highborn Elves Army Book. If the Crowned Bennu Bird is mounted, it may not use that rule.

Rebirth

Universal Rule.
The first time a Phoenix loses its last Health Point, the owner must roll a D6. The roll is succesful on a roll of 5+
(or 3+ if the model has Warden’s Bond):
• Remove the model as a casualty as usual, but place a marker on the centre of the model’s final position.
• In the next Player Turn, at the start of step 3 of the Movement Phase Sequence (after Rallying Fleeing units), the Phoenix model is placed back on the Battlefield. The centre of the model must be placed within 3″ of the marker and the model must be placed more than 1″ away from other units and Impassable Terrain, facing any direction.
• If the model cannot be placed following these rules, it cannot return for the rest of the game.
• The returned model is the same model that left the game, including any and all ongoing effects (such as spells affecting the model), with the exception that it always returns with only 1 Health Point left and counts as Rallied in case it was Fleeing when it lost its last Health Point (and thus is Shaken until the end of the Player Turn).
• The model does not grant Victory Point for being Destroyed if it still has Health Points left at the end of the
game.
If the roll fails, follow the normal rules (i.e the model is removed as a casualty)

Recurse Bow

Shooting Weapon
Bow. Attacks made with a Recurve Bow gain Quick to Fire. Furthermore, when shooting from Short Range, they gain +1 to hit and +1 Armour Penetration.

Red Haze

Swift Reform

During the Movement Phase, a unit containing one or more models with Swift Reform may execute a Swift Reform
instead of a Reform . The unit makes a Reform with the following exceptions:
• The unit is not prohibited from shooting in the next Shooting Phase (but will still suffer the to-hit modifier for
moving and shooting).
• The unit can perform an Advance Move after the Reform. For the purpose of no model being able to end its
movement with its centre farther away than its Advance Rate from its starting position, measure this distance
after the Reform.
• No model can end its movement (after an Advance Move) with its centre farther away than its March Rate
from its starting position before the Reform.

Release the Hounds

Universal Rule.
One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this rule at the same time). The model gains +6″ March Rate and Devastating Charge (+1 Att, +1 Str) during this Player Turn.

Renown

Repeater Pistol

Tunnel Reserve

Certain units have the ability to either enter or start the game in Tunnel Reserve. Units in Tunnel Reserve follow the rules for Ambush, with the following differences:
• Instead of entering the Battlefield from a Board Edge, the owner chooses a friendly Tunnel Marker. Place the unit within 3′′ of the centre of this marker. No model can be placed with its centre farther away from the centre of the chosen marker than its March Rate. If this is not possible for any friendly marker on the Battlefield, the unit cannot enter the Battlefield during this Player Turn. Roll again in the next friendly Player Turn.
• A unit that enters the Battlefield from Tunnel Reserve cannot perform any Advance Moves, March Moves, or Reforms in the same Movement Phase. The unit counts as having performed a March Move for the purpose of shooting.
• A unit that enters the Battlefield from Tunnel Reserve in Game Turn 5 or 6 loses Scoring.
• A unit that enters Tunnel Reserve and does not return to the Battlefield before the end of the game counts as destroyed.

Reserves

Universal Rule.
The unit is treated as Insignificant by Parent and Support Units.

Reserves

Universal Rule.
The unit is treated as Insignificant by Parent and Support Units

Resurrected

Some unit profiles contain the additional Characteristic Resurrected, shortened Rsr, which determines the number of Health Points Raised with Death is Only the Beginning (Hereditary Attribute Spell).

Resurrected

Some unit profiles contain the additional Characteristic Resurrected, shortened Rsr, which determines the number of Health Points Raised with Death is Only the Beginning (Hereditary Attribute Spell).

Resurrected

Some unit profiles contain the additional Characteristic Resurrected, shortened Rsr, which determines the number of Health Points Raised with Death is Only the Beginning (Hereditary Attribute Spell).

Ricochet

Models with Ricochet cannot Charge enemy units and can move through all units (friend and foe) as if they were Open Terrain. If its move is ended in contact with another unit, or within 1" of a unit that it has moved through, its move distance is extended; keep moving the model in the same direction (still moving through other units) until it can be placed 1" away from all other units. If, after an extended move, the model would end up within 1" of Impassable Terrain or in contact with the Board Edge, immediately remove the model as a casualty. If there is no legal position where it follows the Unit Spacing rule when backtracking the model's move (based on the rules for
Random Movement), immediately remove the model as a casualty.

If a unit's Unit Boundary is contacted by a Ricochet model’s initial move (i.e. excluding an extension of the move distance needed to clear units), this unit suffers X hits, where X corresponds to the value given in brackets (after completing the move). For this purpose, all units Engaged in the same Combat are treated as a single unit. The owner of the model with Ricochet distributes the hits between all units Engaged in this Combat as evenly as possible (after this follow the normal rules for distributing hits to models within each unit).

Enemy units cannot Charge models with Ricochet. Units (friend and foe) ignore models with Ricochet regarding the Unit Spacing rule for all movement (including Ambush). In addition, they can move onto and through models with Ricochet. However, if a unit moves into contact with a Ricochet model, it immediately (before completing the move) suffers X+D6 hits, and the model with Ricochet is removed as a casualty. This is not triggered by moves that can move through units normally (e.g. Flying Movement), unless the move is ended in contact (note that units can move into contact with multiple Ricochet models simultaneously).

Hits are resolved with the Strength and Armour Penetration of the model with Ricochet.

a) The Ricochet model cannot be placed 1" behind unit B, because unit A is too close. The model is thus moved through both units following its original direction. Only unit B suf ers the Ricochet hits as unit A is not within the initial Shambolic move.

b) After moving through units, the Ricochet model comes into contact with Impassable Terrain and is thus removed as a casualty. The Ricochet model moves through at least one unit Engaged in the Combat, inflicting 5 hits in total, which are distributed evenly amongst all units in the combat.

Riddle of the Lamassu

Universal Rule.
The model is a Wizard Adept that selects 2 spells from Word of Iron (Alchemy), Breath of Corruption (Occultism), Flaming Swords (Pyromancy), Deceptive Glamour (Witchcraft), and Curse of Nezibkesh (Hereditary Spell). This rule overrides the normal Spell Selection rules connected to being a Wizard Adept.
Before Spell Selection (at the start of step 7 of the Pre-Game Sequence), the opponent must choose Power or Wisdom.
• If they choose Power, the Lamassu gains Channel (1) for the duration of the game.
• If they choose Wisdom, the model knows an additional spell that it selects immediately from the list of spells above.

Sturdy

Melee.
The model gains Devastating Charge (+1 Str, +1 AP) and it does not suffer from negative to-hit modifiers from a Stand and Shoot Charge Reaction.

Ritual Meditation

Dispelling rolls from your opponent against any spell targeting models with this rule suffer a -1 modifier. This also affects a Yamabushi’s Prayers of the Kami Bound Spells and the Bound Spell from the Mikoshi Shrine, but no other Bound Spells.
This rule only takes effect if the total number of affected models with Ritual Meditation is higher than the number of affected models without this rule (this is also true for Aura spells).

Ritual Scarifications

Provides Ægis 6+ to the model.

River Lord

Universal Rule.
If the model touches a Water Terrain feature at the beginning of any of its movements, it can choose to gain Fly (7′′, 14′′) until the end of the Phase.

Roaming Hands

Rock Crusher

Universal Rule.
The number of the Chassis’ Grind Attacks is increased by +2D3.

WyrmSlayer Rocket

Shooting Weapon.
Range 24", Shots 1, Str 6, AP 3, Multiple Wounds (D3), Flaming Attacks, Reload!

Rotary Gun

Shooting Weapon
0–12 Models/Army.
Range 18′′, Shots D6, Str 4, AP 2, Mishap (Roll for number of Shots).
Trial and Terror: The weapon’s range is set to Range 12′′, its Shots are set to D6×2, and it gains Reload!.

Round Shield

Follows the rules for Shields (can be enchanted as if it was a Shield). In addition, if the unit has at least 2 Full Ranks and more than half of its models have Round Shields, all models of Standard Height in the unit gain +1 Armour in the First Round of Combat and against Ranged Attacks.

Rune of Oaths

Rune of Revocation

Rune of Reckoning

Rune of Resolve

Rune of Resilience

Rune of Gleaming

Rune crafted

Organ Gun - Hits caused by the Organ Gun gain a +1 to-wound modifier and Magical Attacks.

Rune crafted

Catapult - Hits caused by the Catapult gain +1 Strength, +2 Armour Penetration, and Magical Attacks.

Rune crafted

Dwarf Cannon - Attack Attribute.
The model’s Shooting Attacks gain +1 Strength, +1 Armour Penetration, and become Magical Attacks

Rune crafted

Dwarf Ballista - Shots from a Dwarf Ballista gain Magical Attacks and Accurate.
The model gains Scout with the following exception: It must be deployed fully inside the owner’s Deployment Zone.

Rune Crafted

Universal Rule.
Flame Cannon - The model’s Height is changed to Large.

Rune of Resonance

Bound Spell, Power Level (5/8). Range 12", Type Augment, Duration Permanent.
Once per Magic Phase, a single unit with at least one model affected by the Rune of Resonance may be chosen as an additional target of a Battle Rune that a friendly model is casting anywhere on the Battlefield (during step 1 of the Casting Attempt), with the following restrictions:
● A unit cannot be chosen if it is already a target of the Battle Rune.
● All instances of the Rune of Resonance on a unit immediately end when a Battle Rune is successfully cast on the unit.
● Characters that leave a Combined Unit are no longer affected by the Rune of Resonance.

Ruthless Efficiency

Close Combat
The attack gains +1 to wound during the First Round of Combat.

Troll Belch

Special Attack.
At the model part’s Initiative Step, the owner may choose an enemy unit Engaged in Combat that the model part is able to attack with Close Combat Attacks.
If so, this unit suffers a hit, which is resolved with Strength 5 and Armour Penetration 10, and the model part may not perform any Close Combat Attacks.

Sabre

Melee Weapon.
Attacks made with this weapon gain +1 Armour Penetration.

Saddle Cannon

Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.

Salamander – Spout Flames

Artillery Weapon.
Flamethrower, Range 8″, Shots 1, Str 4, AP 1, Flaming Attacks. If a Misfire is rolled, the Salamander always counts as rolling the 5+ Malfunction result.

Salvenfeuer

Sapling Bow

Artillery Weapon.
Range 30″, Shots 1, Str 3 [6], AP 3 [10], Area Attack (1×5).

Sashimonos

If there are either at least 3 models with Standard Size or 2 models with Large Size in a unit equipped with Sashimonos, the unit countsas having one more Rank than normal. Note that the maximum Rank bonus for the Combat Score is +3. If at least half of the models of a unit have Light Troops, the unitadds+1 to itsCombat Score instead.

Scarab Giant

Universal Rule.
The Ancient Giant model part gains Harnessed. The model gains Distracting and the following additional model part that is not affected by Undying Will:
Offensive Att Off Str AP Agi Model Rules
Scarabs 8 3 2 1 3 Poison Attacks

Scorpion

Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (5x1), [Multiple Wounds (D3+1, Clipped Wings)].

Scouting Party

Universal Rule.
The model loses Devastating Charge (+1 Att) and Scoring, and gains Light Armour, Yumi (Longbow, 3+), Feigned Flight and Light Troops.

Searing Heat

Attack Attribute.
The model’s Grind Attacks from Volcanic Embrace gain +1 to wound. In addition, enemy units suffer −1 Armour while in base contact with the model.

Seasoned Hunters

The unit automatically passes all Panic Tests caused by Terror. Additionally, all shooting attacks made with Bow against models with Large or Gigantic size gets +1 to wound and Multiple Wounds (2)

Secrets of Nezibkesh

When the model successfully casts Curse of Nezibkesh (Hereditary Spell), the target immediately gains 1 Incendiary marker.

Secrets of Nezibkesh

When the model successfully casts Curse of Nezibkesh (Hereditary Spell), the target immediately gains 1 Incendiary marker.

Segmented Shell

Sepulchral Guard

Universal Rule.
The model gains Lethal Strike, Magical Attacks, and Poison Attacks

Serf

A unit gains +2 March Rate until the end of the Movement Phase if both the following conditions are met:
- more than half of its models with Type Infantry and/or Cavalry have Serf and
- the unit is under the effect of Commanding Presence from one or more models with Oath of Fealty at the start of its March Move.

Serf (Help! Help! I’m being Oppressed)

Universal Rule.
The model loses The Blessing and gains Insignificant, Serf, and Vanguard.

Serf Helper

Universal Rule.
The model gains a Shield.

Sword Sworn

Attack Attribute - Close Combat.
The model part gains a +1 to-hit modifier when attacking with a Great Weapon.

Serpent

Talon Scythes

Close Combat Weapon.
Attacks made with Talon Scythes ignore Parry and, if allocated towards Standard or Large Infantry, gain a +1 to-hit modifier.

Shamut’s Thunder

Special Attack.
If the model’s unit has at least one Full Rank, and there is a model in the rank directly behind it (in the same file), its Impact Hits cause an additional hit. While joined to the unit, Taurukh Commissioners gain Shamut’s Thunder.

Sharp Horn

Attack Attribute.
The model part may reroll the roll for the number of Impact Hits

Shoreguardian Bow

Artillery Weapon.
Range 24″, Shots 4, Str 5, AP 3.

Short Spear

Close Combat Weapon.
Counts as a Hand Weapon in every respect. The wielder gains +1 Armour Penetration.

Shortbow

Shooting Weapon.
Range 18'', Shots 2, Str 3, AP 0, Quick to Fire, Volley Fire

Shuriken

Shooting Weapon
Range 12′′, Shots: 2, Strength as user, Armour Penetration as user, Quick to Fire.

Sic Semper Tyrannis

Universal Rule.
While the model’s unit is in base contact with one or more enemy Characters, the model gains +1 Attack Value for each other Duskblade Assassin in the same unit.

Silver Shots

Attack Attribute - Shooting.
The attack gains Multiple Wounds (D3), Lethal Strike, and must reroll failed to-wound rolls.

Symbiosis

Skink Companion

Universal Rule.
The Saurian Giant model part gains Poison Attacks. The model gains the following additional model parts:
Offensive Att Off Str AP Agi Model Rules
Skink Crew (6) 1 2 3 0 4 March and Shoot, Poisoned Javelin (4+)

Skinning Lash

Special Attack.
A unit with at least one model with Skinning Lash can make a Sweeping Attack against a single unengaged enemy unit when passing within 1″(it does not need to and cannot move through or over that unit). The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 0 for each model with Skinning Lash in the unit. A unit that loses one or more Health Points due to the Skinning Lash Sweeping Attack suffers −1 Discipline until the end of its next Player Turn.

Skinning Lash

Special Attack.
A unit with at least one model with Skinning Lash can make a Sweeping Attack against a single unengaged enemy unit when passing within 1″(it does not need to and cannot move through or over that unit). The enemy unit suffers 1 hit with Strength 4 and Armour Penetration 0 for each model with Skinning Lash in the unit. A unit that loses one or more Health Points due to one or more Skinning Lash Sweeping Attacks suffers −1 Discipline until the end of its next Player Turn.

Sling

Range 18″, Shots 1, Str 3, AP 0. When shooting from Short Range, the Strength of attacks made with this weapon is set to 4.

Smash 'Em Flat

Universal Rule.
Natural to-wound rolls of ‘1’ with Melee Attacks from units within 6" of a friendly Great Green Idol must be rerolled.
Break Tests taken by units within 6” of one or more friendly Engaged Great Green Idols are subject to Minimised Roll.

Smother

Attack Attribute – Close Combat.
If the attack is allocated towards a Large model, it gains +1 to hit and +1 to wound.

Smother

Attack Attribute - Close Combat.
If the attack is allocated towards a Large model, it gains +1 to hit and +1 to wound.

Smothering Coils

Snake Venom

Sode

Armour Equipment
Sode grant +1 Armour and can be enchanted with Shield Enchantments from the Common Special Equipment section.

Spell Craving

Attack Attribute - Close Combat.
The model can perform up to 3 Supporting Attacks. When determining Combat Score, a side with at least one model with Spell Craving Engaged in Combat adds +X to its side’s Combat Score, where X is the number of non-Bound non-Attribute Spells known by enemy Wizards in units in base contact with it.

Solitary

The model may never join units or be joined by other Characters

Sounding The Bell

Universal Rule.
Enemy units within 18” of one or more models with this Universal Rule suffer -1 Offensive Skill and -1 Defensive Skill. At the start of each friendly Magic Phase, the owner may choose to roll a D6. On 2+, the Offensive and Defensive Skill modifiers are increased to -2 each, until the start of the next friendly Magic Phase. If a '1' is rolled, the Doom Bell loses Sounding The Bell until the end of the next friendly Movement Phase, and all units (friend and foe) with models in base contact with the Doom Bell suffer D6 hits with Strength 4 and Armour Penetration 2.

Sorcerer Immortal

Sorcerous Antennae

Surprise!

Universal Rule.
A Mad Git is not deployed. Instead it is said to be concealed inside the unit that purchased it. It is a unit upgrade, and as such is ignored when calculating Victory Points (its points are already included in the Goblin unit concealing it, and Victory Points are awarded for destroying the unit concealing it). Until released and moved out of its unit, a Mad Git cannot be harmed or otherwise affected, or affect the game in any way. When a Mad Git is removed as a casualty, it does not cause Panic Tests. It still moves, acts, and is influenced by all rules independently like a normal unit (once released) and does not count towards the model count of the unit concealing it.

Mad Gits can be released in two ways:
- Mad Gits may be released when their unit is declaring a Stand and Shoot Charge Reaction with a Shooting Weapon (the unit still shoots as normal). If the unit does not have any Shooting Weapons, it may declare a Stand and Shoot Charge Reaction with Mad Gits. If so, all Mad Gits in the unit must be released.​ This is not considered a Shooting Attack.
- At the start of owning player's Shooting Phase, if a unit with one or more concealed Mad Gits is not Engaged in Combat, not Fleeing, and is within 8" of an enemy unit, it must immediately release all its Mad Gits.
Resolve released Mad Gits one at a time. Place the released Mad Git just outside of base contact with the concealing unit and choose a direction to move the Mad Git in (ignore the Mad Git's Running Amok!!). This cannot be a direction that can potentially bring the released Mad Git into contact with its concealing unit. When releasing it move it using the Shambolic rules in the chosen direction. During this move, rolling the same result does not cause the Mad Git to lose D3 Health Points or move in a random direction.

Spell Craving

Attack Attribute – Close Combat.
The model can perform up to 3 Supporting Attacks.
When determining Combat Score, a side with at least one model with Spell Craving Engaged in Combat adds +X to its side’s Combat Score, where X is the number of non-Bound non-Attribute Spells known by enemy Wizards in units in base contact with it (note that multiple instances of the same spell count as 1 each).

Spider Venom

Spiked Shield

Armour Equipment.
Models on foot only.
Shields.
For each successful Armour Save roll of 4+ made by the bearer against a Melee Attack while using a Spiked Shield, the model that caused the wound immediately suffers 1 hit with the bearer’s Strength and Armour Penetration, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.

Spirit of the Ancestors

Universal Rule.
The unit may not be joined by any Character except Were-men.
The unit gets permanently the first two qualities associated with their Animal Spirit. Additionally, the unit may cast the Hereditary Spell, on itself or on one Spirit Animal unit associated with the same Animal Spirit, as a Bound Spell (4/8), range 18”. The unit may not be the target of a Hereditary Spell otherwise.

Spirit Whisperers

Universal Rule.
Wizard Conclave (Awaken the Beast, Savage Fury - Shamanism, Healing Waters, Stone Skin – Druidism, The Wisdom of Our Ancestors -Hereditary Sell).
If a Wise Man joins the unit, the range of his Hereditary Spell increases by 6”.

Toxic Spores

Stallion’s Tempest

Universal.
The Makhar Gyula gains +1 Attack Value and may take Special Items for an additional 50 pts. Model parts with Makhar Battle Fever and without Harnessed in a unit that contains Stallion’s Tempest gain Battle Focus.

Stampede

Attack Attribute.
If the model’s unit has at least one Full Rank, the model’s Impact Hits cause an additional D3 hits for each model in the same file behind it (normally 2D3/3D3/etc. instead of D3).

Steel Juggernaut

Universal Rule.
• The model’s base size is changed to 100×150 mm.
• The model gains +1 Health Point.
• The Chassis’ Attack Value and Offensive Skill are set to 3.
• The model’s Defensive Skill is set to 3.

Stiff Upper Lip

Stiff Upper Lip

Still As Death

Universal Rule.
Unless ridden by a Character, the Giant Snake follows the rule Underground Ambush from the Undying Dynasties Army Book.

Storm of Beaks

Enemy units in base contact with one or more Flock of Hawks suffer -1 Offensive Skill and -1 Defensive skill

Storm of Wings

Enemy units in base contact with one or more Bat Swarms suffer -1 Offensive Skill and -1 Defensive Skill, both to a minimum of 1.

Strike from the Shadows

Universal Rule.
The model cannot be deployed during the Deployment Phase. Instead, at the start of any Player Turn, the owner may choose an unengaged friendly Standard Infantry unit that is not Fleeing and apply the following rules:
• Remove a non-Champion R&F model from the chosen unit and deploy the Silent Assassin inside that unit.
• You cannot remove the last R&F model from a unit, and removing the model never causes a Panic Test.
• The Silent Assassin cannot voluntarily leave its unit during the Player Turn in which it was deployed.
• If the model is not deployed by the end of Game Turn 4, it counts as a casualty and cannot be deployed for the rest of the game.

Strike from the Shadows

Universal Rule.
The Shinobi cannot be deployed during the Deployment Phase. Instead, at the start of any Player Turn, the owner may choose an unengaged friendly Standard Infantry unit that is not Fleeing and apply the following rules:
• Remove a non-Champion R&F model from the chosen unit and deploy the Shinobi inside that unit.
• You cannot remove the last R&F model from a unit, and removing the model never causes a Panic Test.
• The Shinobi cannot voluntarily leave its unit during the Player Turn in which it was deployed.
• If the Shinobi is not deployed by the end of Game Turn 4, it counts as a casualty and cannot be deployed for the rest of the game.

Stupid

Universal Rule.
At the start of each friendly Player Turn, each unengaged non-fleeing unit with one or more models with Stupid must take a Discipline Test. If the test is failed, all models in the unit become Shaken until the end of the Player Turn, and in the Movement Phase, immediately after Rallying Fleeing units, the unit must move D6" directly forward, stopping 1" before Impassible Terrain or other units.

Sun Engine

Universal Rule.
The Thyroscutus model part gains Channel (1).

Support Unit

A unit is considered a Support Unit if at least half of its models have this Universal Rule. Support Units are treated as Insignificant by Parent Units.

Support Units within 6" of at least one Parent Unit gain Fight in Extra Rank and may use Shooting Attacks from the third rank (in addition to the first and second). If the Support Unit has at least one Full Rank, it counts as having the same number of Full Ranks as a Parent Unit within 6" for the purpose of being Steadfast.
During the opponent's Charge Phase, Support Units may perform one of the following actions:
1. Immediately after a Parent Unit within 6" voluntarily chooses a Charge Reaction, the Support Unit may Stand and Shoot as if the enemy had Declared a Charge against them in their current position (apply the normal rules for the Stand and Shoot Charge Reaction).
2. Immediately after all enemy units have completed their Charge Moves, Support Units within 6" of any Parent Unit that was successfully charged in this Phase may counter charge. To do so, choose one enemy unit that successfully charged the Parent Unit and Declare a Charge with the Support Unit. Apply all of the usual rules for charging for this out-of-sequence charge (such as Line of Sight, Front Arc, must roll Charge Range, max one Wheel, etc.). When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful counter charge (following all normal restrictions), up to a maximum of +6.

Support Unit

A unit is considered a Support Unit if at least half of its models have this Universal Rule. Support Units are treated as Insignificant by Parent Units.
Support Units within 6" of at least one Parent Unit gain Fight in Extra Rank and may use Shooting Attacks from the 3rd rank (in addition to the 1st and 2nd). If the Support Unit has at least one Full Rank, it counts as having the same number of Full Ranks as a Parent Unit within 6" for the purpose of being Steadfast.
During the opponent's Charge Phase, Support Units may perform one of the following actions:
1. Immediately after a Parent Unit within 6" voluntarily chooses a Charge Reaction, the Support Unit may Stand and Shoot as if the enemy had Declared a Charge against them in their current position (apply the normal rules for the Stand and Shoot Charge Reaction).
2. Immediately after all enemy units have completed their Charge Moves, Support Units within 6" of any Parent Unit that was successfully charged in this Phase may counter charge. To do so, choose one enemy unit that successfully charged the Parent Unit and Declare a Charge with the Support Unit. Apply all of the usual rules for charging for this out-of-sequence charge (such as Line of Sight, Front Arc, must roll Charge Range, max one Wheel, etc.). When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful counter charge (following all normal restrictions), up to a maximum of +6.

Suppressing Volley

Universal Rule.
At the start of each friendly Charge Phase, each unengaged non-Shaken friendly Silexian Auxiliaries unit. with at least one Full Rank may nominate a single. unengaged enemy unit within 18″ and within Line of Sight. If so, the Silexian Auxiliaries unit cannot declare any Charges during this Charge Phase. Until the end of the Player Turn, the nominated enemy unit suffers −1 to-hit against Charging Academy Trained units. Nominating a unit from more than one Silexian Auxiliaries unit has no stacking effect.

Tactician

Universal Rule.
The range of Academy Training to and from the bearer’s unit is increased from 8″ to 12″.

Take Cover

Friendly infantry units within 6'' of the Tabor Wagon receive the Hard Target rule

Tallest of them all

Universal Rule.
The model sees literally from above. When checking Line of Sight from or to this model, ignore any Soft Cover and consider any Hard Cover as a Soft Cover instead.

Talon Scythes

Close Combat Weapon.
Attacks made with Talon Scythes ignore Parry and, if allocated towards Standard or Large Infantry, gain a +1 to-hit modifier.

Taurukh Ritual

0–2 Models/Army
The model is subject to the following modifications:
• It gains Cannot be Stomped, Impact Hits (1), and Tall.
• It loses March and Shoot.
• Its Advance Rate is set to 7″, its March Rate is set to 14″.
• Its base size is changed to 25×50 mm.
• Its Type is changed to Beast.

Territorial Hunter

The model gains Ambush. In addition, when declaring if the model will Ambush (during step 8 of the Pre-Game Sequence), you may declare that the model Ambushes from an Impassable Terrain Feature instead of the Board Edge. If so, follow the rules for Ambush but replace all instances of “Board Edge” in the rules for Ambush with “edge of any Impassable Terrain”.

The Dead Arise

0–1 per Army.
The model can cast The Dead Arise as a Bound Spell with Power Level (4/8).
The Dead Arise: Range 12″, Type Ground, Duration Instant.
Summon a unit listed in the Awaken (X) Universal Rule of the Caster (declare which before casting) with a number of Health Points corresponding to the Reanimated value of the unit. All models must be placed within the spell’s range, with at least one model touching the target point. All upgrades except Command Group Options are allowed. The unit loses Scoring (if it had it).

The Die is Cast

Universal Rule.
The model gains +1 Discipline, up to a maximum of 8, while within 12″ of one or more enemy models.

The End is Nigh!

Universal Rule.
The model must select Wrath of God (Thaumaturgy) and Pentagram of Pain (Occultism) during Spell Selection.
This overrides the Spell Selection rules connected to being a Wizard Adept. If the model performed any kind of move during a Player Turn, it cannot cast any spells in that Player Turn’s Magic Phase. The range for spells cast by this model is doubled.

The Enemy Within

An army from the Cultists Army Book gains a +6 modifier to the roll for choosing the Deployment Zone.

The Misfire Table

The Path of Dal-Magoth

Universal Rule.
Instead of selecting spells as normal, the model must select the following Learned Spells during Spell Selection.
If it is a Wizard Apprentice:
• Smite the Unbeliever (Thaumaturgy)
If it is a Wizard Adept:
• Know Thine Enemy (Divination)
• Smite the Unbeliever (Thaumaturgy)
If it is a Wizard Master:
• Know Thine Enemy (Divination)
• Ancestral Aid (Evocation)
• Smite the Unbeliever (Thaumaturgy)
This replaces the normal rules for Spell Selection associated with being a Wizard Apprentice, Adept, or Master.

Theocratic Litigators

Universal Rule.
The bearer’s unit and enemy units in base contact with the bearer’s unit gain Magic Resistance (2) that is also applied to friendly spells. This Magic Resistance value cannot be increased.

Therianthrope

Universal Rule.
One Spirit Animals unit associated with the Model’s Ancestor Spirit becomes Core. If the Model is General, all associated Spirit Animals become Core.
The only units which may be joined by the Model are Spirit Animals, Spirit Walkers or other Were-men. The Model may only join units associated exclusively with the same Ancestor Spirit.
The following applies to units joined by a Were-man:
- The unit may benefit from the General’s Commanding Presence and the Battle Standard Bearer’s Rally Around the Flag, even if they have different Ancestor Spirits.
- The Were-man gets the highest Adv and Mar of the unit as long as he stays with it.

Thick Skin

Personal Protection.
Immune to the effects of Poison Attacks. Multi-Wounds are halved, to a minimum of 1.

Third Eye

Universal Rule.
At the beginning of each friendly Charge Phase, draw the Flux Card for that Player Turn instead of step 2 of the Magic Phase Sequence.

Thrice Blessed

Personal Protection.
The Green Knight gains The Blessing.
If the Army Prayed, The Green Knight gains Aegis (+1).

Thunder Hulk

Universal Rule.
The model gains Heavy Armour and its base size is changed to 50×50 mm.

Tightening Grasp

Special Attack.
The model gains Grind Attacks (X), and can make Grind Attacks as Supporting Attacks, ignoring the maximum number of Supporting Attacks. When the model is not Engaged in Combat, X is set to 1.
At the start of each Round of Combat other than the First Round of Combat, if the model is Engaged, X is increased by +1 (e.g. Grind Attacks (1) becomes Grind Attacks (2)).

Touch of Frost

Universal Rule.
Enemy units suffer -1 Agility, to a minimum of 1 for each unit of Yetis in base contact with them.

Touch of Frost

Universal Rule.
Enemy units suffer -1 Agility, to a minimum of 1 for each unit of Yetis in base contact with them.

Tower Shield

Personal Protection.
The model gains Soft Cover against attacks from models Located in its Front Arc, and Parry.

Trebuchet

Catapult (4) Artillery Weapon
Range 12-60", Shots 1, Str 4 [8], AP 2 [6], [Multiple Wounds (D3, Clipped Wings)].

Tribal Warspear

Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains Not a Leader and War Platform with the following exception: it can only join units that include at least one R&F Tamyir Vassals model.

Tribal Warspear

Close Combat Weapon.
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence).
Charging enemy units in base contact with the wielder suffer −1 Agility. The wielder gains Not a Leader and War Platform with the following exception: it can only join units that include at least one R&F Åsklanders or Huskarls model.

Troll Stew Cauldron

Universal Rule.
The model gains Breath Attack (Str 3, AP 1) and Fortitude (5+). If the model has used this Breath Attack, it regains Breath Attack (Str 3, AP 1) at the end of a Melee Phase during which the bearer caused at least four Health Point losses against enemy units with Close Combat Attacks and Stomp Attacks.

Troll Stew Cauldron

Universal Rule.
The model gains Breath Attack (Str 3, AP 1) and Fortitude (5+). If the model has used this Breath Attack, it regains Breath Attack (Str 3, AP 1) at the end of a Melee Phase during which the bearer caused at least four Health Point losses against enemy units with Close Combat Attacks and Stomp Attacks.

Trophy Rack

The bearer’s unit may reroll failed Discipline Tests unless Fleeing. Each time attacks made by the bearer’s model kill an enemy model that it is fighting a Duel with, the bearer’s model gains a +1 Combat Score modifier for the rest of the game (this also applies to attacks made outside the Melee Phase). In addition, the bearer’s model may take a single Banner Enchantment (using the bearer’s Special Item allowance as normal).

Trumpeting

Universal Rule.
If the model declares a charge or is engaged against an enemy unit, that unit cannot borrow the Discipline of its General.

Yer comin' with me!

Close Combat.
In order to use this Attack Attribute, the unit must be at least as wide as it is deep at the start of the Round of Combat.
Close Combat Attacks made by models with this Attack Attribute can never wound on worse than 4+. In addition, when a model with this Attack Attribute is removed as a casualty during the Melee Phase due to an enemy Melee Attack, it must immediately, before removal, perform a single Close Combat Attack with the following rules and restrictions:
● The attack is always resolved with Strength 5 and Armour Penetration 2.
● The owner must choose one of the following options:
(1) The attack is allocated towards the model that caused the casualty.
(2) The attack is allocated towards a R&F model in that model’s unit. The hit is distributed onto the unit.
In either case, the model with Yer comin’ with me! is considered in base contact with the attacked model, and the models count as Engaged in the same Facing as their units.
● This Attack Attribute cannot be used against casualties caused by Impact Hits.

Unbranded

Universal Rule.
The model cannot take any Special Items from this Army Book and cannot cast Curse of Nezibkesh (Hereditary Spell). It cannot join units with more than half of their models with Infernal Brand or units of Shackled Slaves.

Unbranded

Universal Rule.
The model cannot take any Special Items from this Army Book and cannot cast Curse of Nezibkesh (Hereditary Spell). It cannot join units with more than half of their models with Infernal Brand or units of Shackled Slaves.

Unbreakable Will

At the beginning of each Round of Combat, select a single friendly unit Engaged in the same Combat as the Vampire (this can be the Vampire's own unit). This unit gains Stubborn until the end of the Melee Phase. (Independent or Von Karnstein only)

Unburnt

Successful to-wound rolls of attacks that are Flaming Attacks made against the model must be rerolled. In addition, the model considers all units consisting entirely of models without Unburnt as Insignificant.

Under the Cover of Mists

Universal Rule.
When determining Deployment Zones, in case of a tie, the player whose army contains one or more MistL eviathans may decide which player chooses their Deployment Zone instead of rolling again. Roll again if both armies contain one or more Mist Leviathans.
In addition, at the start of the owner’s first Player Turn, friendly Infantry units within 8″ of one or more Mist Leviathans may choose to set their March Rate to 14″. If so, they lose March and Shoot. The effects last until the end of the Player Turn.
When calculating Combat Scores, the Combat Score bonus of friendly Charging models within 8″ of one or more Mist Leviathan is +2 instead of +1.

Undying Will

Units with one or more models with Undying Will gain +2 Offensive Skill, +2 Defensive Skill, Lethal Strike, and replace their Shooting Weapons' Aim with (4+). Characters, models with Ensouled Statue, and model parts with Harnessed are not affected by Undying Will.

Undying Will

Units with one or more models with Undying Will gain +2 Offensive Skill, +2 Defensive Skill, Lethal Strike, and replace their Shooting Weapons' Aim with (4+). Characters, models with Ensouled Statue, and model parts with Harnessed are not affected by Undying Will.

Undying Will

Units with one or more models with Undying Will gain +2 Offensive Skill, +2 Defensive Skill, Lethal Strike, and replace their Shooting Weapons' Aim with (4+). Characters, models with Ensouled Statue, and model parts with Harnessed are not affected by Undying Will.

Unhinging Jaw

Unnatural Roots

Valour

Vampiric

At the end of each Melee Phase, check and resolve the following effects for all models with Vampiric:

• Character – If at least one attack with Vampiric made by the Character caused an unsaved wound against enemy units, the Character can make a single Vampiric roll. If successful, the Character Recovers a single Health Point.
• R&F model – If at least one attack with Vampiric made by a R&F model in the unit caused an unsaved wound against enemy units, the unit can make a single Vampiric roll. If successful, the unit Raises a single Health Point.

A Vampiric roll is successful if the D6 scores X+, where X is the number stated within brackets. Use only the best value if a unit or Character has multiple parts with this Attack Attribute that each caused unsaved wounds. A roll of ‘1’ on a Vampiric roll is always a failure and a ‘6’ is always a success. Models with Towering Presence suffer a −2 modifier to their Vampiric rolls.

Vaneb-Blessed Maul

Close Combat Weapon.
At the start of each Melee Phase, you may choose a single friendly unit within 6′′ of the wielder (including the wielder itself). The chosen unit’s Close Combat Attacks become Flaming Attacks and Magical Attacks until the end of the Melee Phase.

Vaneb’s Judgement

Shooting
The attacks become Divine Attacks and their Armour Penetration is set to 0. Armour Save rolls of ‘1’, ‘2’, and ‘3’ are always considered failed when saving wounds caused by attacks with Vaneb’s Judgement.

Withering Vapour

Vassal Governor

Universal Rule.
Friendly units with more than half of their models with Oil Flasks within 12″ of one or more models with Vassal Governor at the start of their March Move gain +2″ March Rate. In addition, the model may join Vassal Levies units. This overrides the corresponding restriction from Insignificant.

Vassal Slingshot

Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Bolt Thrower: Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
• Oil Flask Thrower: Range 36″, Shots 3, Str 1, AP 0. The target unit gains one Incendiary marker for every successful hit.

Venom Sacs

Volcanic Embrace

Attacks made by the model part, including Special Attacks, become Flaming Attacks and Magical Attacks. In addition, the model part gains Grind Attacks (X), where X corresponds to the value stated in brackets. These Grind Attacks are resolved with Armour Penetration 10 and they always wound on a roll equal to or greater than “7 minus the Armour of the model that the hit is distributed onto”. An unmodified ‘6’ always wounds and an unmodified ‘1’ always fails to wound.

Volley Gun

Artillery Weapon:
Range 24", Shots 3D6*2, Str 5, AP 3.

Vox Populi

Universal Rule.
The range of the model’s Commanding Presence is set to 18″ when measured to units with one or more models with Eagle Standard.

Vox Populi

Universal Rule.
The range of the model’s Commanding Presence is set to 18′′ when measured to units with one or more models with Eagle Standard.

Walking Earthquake

Universal Rule.
The model gains Swiftstride, Volcanic Embrace (D3+1), and +3 Attack Value. Its March Rate is
set to 14″. While in base contact with the model, enemy units suffer −1 Offensive Skill and −1 Defensive Skill.

Walking Volcano

Universal Rule.
The model gains Furnace Breach, Volcanic Embrace (1), and access to the options below.

Wallbreaker

Universal Rule.
The Battering Ram can only use its Crush Attack against enemy units Engaged in the model’s Front Facing. The model must be deployed in and can only join a unit that contains at least 1 R&F models with Infernal Brand, and it can never voluntarily leave its unit.

Wallbreaker

Universal Rule.
The Battering Ram can only use its Crush Attack against enemy units Engaged in the model’s Front Facing. The model must be deployed in and can only join a unit that consists entirely of models with Infernal Brand, and it can never voluntarily leave its unit.

War Smith

Universal Rule.
The model gains Wizard Adept, and must select spells from Alchemy. Models with Armour 4 or more in enemy units in base contact with the model must reroll successful Armour Saves against wounds caused by Blades of Darag.

Warrior Vassals

The total Combat Score bonus gained by each player from Duels (from lost Health Points on enemy units and Overkill), is reduced by 1, to a minimum of 0.

Waterborne

Universal Rule.
Light cover in Water Terrain. May be deployed in any Water Terrain, outside of the opponent’s Deployment Zone. Must be deployed more than 6” away from enemy units. Enemy units must be deployed more than 6” away from that unit.

Well of Souls

Universal Rule.
One use only. May be activated at the start of any of your Magic Phases. Until the start of your next Player Turn, whenever either player would draw a Flux Card, they draw the Well of Souls Flux Card instead (if either player doesn’t draw a Flux Card, that player ignores this effect).

Well of Souls (Flux Card) - 5 Magic Dice (both players) - 5 Veil Tokens (Active Player)
When making a casting roll with 3 or more Magic Dice, all doubles count as triples. Note that a Caster can suffer multiple Miscast effects from a single casting roll. However, no Miscast effect can be applied more than once.

Whipcrack Tail

Whispers of the Mask

Universal Rule.
At step 2 of the Round of Combat Sequence, all models with Whispers of the Mask in the same unit may gain Aegis (+1, against Melee Attacks) and lose Battle Focus until the end of the Round of Combat.

Wicker Man

Universal Rule.
The model gains Flammable, Flaming Attacks, and Grind Attacks (3D3). These Grind Attacks are resolved with Strength 4, Armour Penetration 0, and Flaming Attacks.

Will of the Senate

Universal Rule.
Friendly units within 6″ of a non-Fleeing unit containing one or more models with Will of the Senate must reroll failed Panic Tests.

Willbreaker’s Craft

Universal Rule.
Discipline Tests taken by friendly non-Construct models with Towering Presence within 12″ of one or more models with Willbreaker’s Craft are subject to Minimised Roll.
If within 12″ of one or more models with Willbreaker’s Craft, the roll for determining the number of hits from Stomp Attacks of:
• Friendly models is subject to Maximised Roll.
• Enemy models is subject to Minimised Roll.

Wings

Universal Rule.
The model’s March Rate is set to 16″ and it gains Fly (8″, 16″) and Light Troops.

Withering Vapour

Writhing Nightmares

Manifestation.
Enemy units in base contact with one or more models with Writhing Nightmares suffer −1 Discipline.

Yari

Close Combat Weapon.
When used by infantry models, Yari count as Spears.
Mounted model parts using a Yari gain +1 Armour Penetration and have their Strength set to 5 for as long as they are charging.

Yojimbo

Universal rule.
A Hatamoto may be assigned as a Yojimbo, meaning bodyguard, to one character (but not another Hatamoto or a Shinobi) in the army at the start of the game after deployment if he is in the same unit.
While in the same unit as this character and within 3" of each other, half of the hits (rounded up) from Ranged Attacks assigned to the chosen character are taken by the Hatamoto instead (the attacker still chooses how hits are distributed).
If the protected character does not have the Way of the Warrior rule, it loses the Front Rank rule as long as it is in base contact with the Hatamoto.
If the character the Hatamoto is assigned to protect is killed by an enemy, the Hatamoto will immediately commit Seppuku as per the Death before Dishonour special rule. This does not apply if the model killed itself (by a miscast, for example).

Yumi (Longbow)

Zealots

Prelates may join the unit and gain Unbreakable and Fearless while joined to the unit.

Zealots

Universal Rule.
Prelates may join this unit and gain Unbreakable and Fearless while in the unit.

Ziggurat Regulars

Universal Rule.
The model gains Fight in Extra Rank and Great Weapon.

Zombie Giant

Universal Rule.
The model gains Stubborn, its Reanimated is set to D6+1, and its Offensive Skill and Defensive Skill are set to 1.
The model does not count as a model with Towering Presence for the purpose of Arise! (Hereditary Spell).