Correspondence of translations with another language
| EN | FR | DE | PL | ES | IT | ZH | RU |
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Hand Weapon
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Arme de base
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Hand weapon
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Hand Weapon
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Arma de mano y escudo
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Arma a Una Mano
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Hand Weapon
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Одноручное оружие
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Heavy armour
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Armure lourde
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Schwere Rüstung
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Heavy armour
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Armadura pesada
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Armatura Pesante
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Heavy armour
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Тяжелый доспех
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Ensorcelled Weapon
R S AP Special Rules
Ensorcelled weapon Combat S -1 -
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Arme ensorcelée
P: Combat
F: F
PA : -1
Règles Spéciales : -
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Ensorcelled Weapon
R S AP Special Rules
Ensorcelled weapon Combat S -1 -
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Ensorcelled Weapon
R S AP Special Rules
Ensorcelled weapon Combat S -1 -
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Ensorcelled Weapon
R S AP Special Rules
Ensorcelled weapon Combat S -1 -
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Ensorcelled Weapon
R S AP Special Rules
Ensorcelled weapon Combat S -1 -
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Ensorcelled Weapon
R S AP Special Rules
Ensorcelled weapon Combat S -1 -
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Ensorcelled Weapon
R S AP Special Rules
Ensorcelled weapon Combat S -1 -
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Armour Bane
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Arme Perforante
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Armour Bane
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Armour Bane
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Armour Bane
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Armour Bane
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Armour Bane
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Armour Bane
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Armoured Hide
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Peau Blindée
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Armoured Hide
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Armoured Hide
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Armoured Hide
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Armoured Hide
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Armoured Hide
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Armoured Hide
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Chaos Armour
Chaos armour is the living gift of the gods. As mortal champions progress towards glory, their armour becomes ever more heavy and baroque as new plates are added, each new piece obscuring more of their humanity.
This model has a 4+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty.
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Armure du Chaos
L'Armure du Chaos est le cadeau vivant des dieux. Au fur et à mesure que les champions mortels progressent vers la gloire, leur armure devient de plus en plus lourde et baroque à mesure que de nouvelles plaques sont ajoutées, chaque nouvelle pièce masquant un peu plus leur humanité.
Cette figurine a une sauvegarde Invulnérable de 4+ contre toute blessure subie. De plus, un Sorcier ayant cette règle spéciale peut porter une armure sans pénalité.
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Chaos Armour
Chaos armour is the living gift of the gods. As mortal champions progress towards glory, their armour becomes ever more heavy and baroque as new plates are added, each new piece obscuring more of their humanity.
This model has a 4+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty.
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Chaos Armour
Chaos armour is the living gift of the gods. As mortal champions progress towards glory, their armour becomes ever more heavy and baroque as new plates are added, each new piece obscuring more of their humanity.
This model has a 4+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty.
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Chaos Armour
Chaos armour is the living gift of the gods. As mortal champions progress towards glory, their armour becomes ever more heavy and baroque as new plates are added, each new piece obscuring more of their humanity.
This model has a 4+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty.
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Chaos Armour
Chaos armour is the living gift of the gods. As mortal champions progress towards glory, their armour becomes ever more heavy and baroque as new plates are added, each new piece obscuring more of their humanity.
This model has a 4+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty.
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Chaos Armour
Chaos armour is the living gift of the gods. As mortal champions progress towards glory, their armour becomes ever more heavy and baroque as new plates are added, each new piece obscuring more of their humanity.
This model has a 4+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty.
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Chaos Armour
Chaos armour is the living gift of the gods. As mortal champions progress towards glory, their armour becomes ever more heavy and baroque as new plates are added, each new piece obscuring more of their humanity.
This model has a 4+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty.
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Flaming Attacks
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Attaque enflammée
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Flammenattacken
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Flaming Attacks
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Ataques Flamígeros
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Attacchi Infuocati
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Flaming Attacks
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Огненные атаки
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Stomp Attacks
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Attaques de Piétinement
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Niedertrampeln-Attacke
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Stomp Attacks
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Golpetazo
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Attacchi di Calpestamento
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Stomp Attacks
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Растаптывание
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Slashing Attack
Screamers’ slashing blades tear through the foe as they dive close and pass quickly by.
A unit with this special rule may perform a ‘Slashing Attack’ against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers D3 Strength 4 hits, each with an AP of -, for each model in this unit that moved over it.
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Attaque au Passage
Les lames tranchantes des Hurleurs transpercent l'ennemi en plongeant au plus près et en passant rapidement.
Une unité ayant cette règle spéciale peut effectuer une "Attaque au Passage" contre une seule unité ennemie qui n'est pas engagée dans un combat. Pour ce faire, cette unité doit se déplacer (en volant) au-dessus de l'unité qu'elle souhaite attaquer pendant la sous-phase des Autres Mouvements. Une fois le mouvement de cette unité terminé, l'unité ennemie subit D3 touches de Force 4, chacune avec une PA de -, pour chaque figurine de cette unité qui s'est déplacée au-dessus d'elle.
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Slashing Attack
Screamers’ slashing blades tear through the foe as they dive close and pass quickly by.
A unit with this special rule may perform a ‘Slashing Attack’ against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers D3 Strength 4 hits, each with an AP of -, for each model in this unit that moved over it.
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Slashing Attack
Screamers’ slashing blades tear through the foe as they dive close and pass quickly by.
A unit with this special rule may perform a ‘Slashing Attack’ against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers D3 Strength 4 hits, each with an AP of -, for each model in this unit that moved over it.
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Slashing Attack
Screamers’ slashing blades tear through the foe as they dive close and pass quickly by.
A unit with this special rule may perform a ‘Slashing Attack’ against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers D3 Strength 4 hits, each with an AP of -, for each model in this unit that moved over it.
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Slashing Attack
Screamers’ slashing blades tear through the foe as they dive close and pass quickly by.
A unit with this special rule may perform a ‘Slashing Attack’ against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers D3 Strength 4 hits, each with an AP of -, for each model in this unit that moved over it.
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Slashing Attack
Screamers’ slashing blades tear through the foe as they dive close and pass quickly by.
A unit with this special rule may perform a ‘Slashing Attack’ against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers D3 Strength 4 hits, each with an AP of -, for each model in this unit that moved over it.
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Slashing Attack
Screamers’ slashing blades tear through the foe as they dive close and pass quickly by.
A unit with this special rule may perform a ‘Slashing Attack’ against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers D3 Strength 4 hits, each with an AP of -, for each model in this unit that moved over it.
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Poisoned Attacks
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Attaques Empoisonnées
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Poisoned Attacks
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Poisoned Attacks
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Poisoned Attacks
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Poisoned Attacks
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Poisoned Attacks
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Poisoned Attacks
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Attention Seeker
Beasts of Nurgle bound enthusiastically towards newcomers, lavishing affection upon them.
Every model in a unit of Beasts of Nurgle can issue and accept challenges in the same manner as a character.
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En Quête d’Attention
Les Bêtes de Nurgle bondissent avec enthousiasme vers les nouveaux arrivants, leur prodiguant des marques d’affections.
Toutes les figurines d’une unité de Bêtes de Nurgle peuvent relever et accepter des défis comme un personnage.
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Attention Seeker
Beasts of Nurgle bound enthusiastically towards newcomers, lavishing affection upon them.
Every model in a unit of Beasts of Nurgle can issue and accept challenges in the same manner as a character.
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Attention Seeker
Beasts of Nurgle bound enthusiastically towards newcomers, lavishing affection upon them.
Every model in a unit of Beasts of Nurgle can issue and accept challenges in the same manner as a character.
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Attention Seeker
Beasts of Nurgle bound enthusiastically towards newcomers, lavishing affection upon them.
Every model in a unit of Beasts of Nurgle can issue and accept challenges in the same manner as a character.
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Attention Seeker
Beasts of Nurgle bound enthusiastically towards newcomers, lavishing affection upon them.
Every model in a unit of Beasts of Nurgle can issue and accept challenges in the same manner as a character.
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Attention Seeker
Beasts of Nurgle bound enthusiastically towards newcomers, lavishing affection upon them.
Every model in a unit of Beasts of Nurgle can issue and accept challenges in the same manner as a character.
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Attention Seeker
Beasts of Nurgle bound enthusiastically towards newcomers, lavishing affection upon them.
Every model in a unit of Beasts of Nurgle can issue and accept challenges in the same manner as a character.
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Impact Hits
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Touches d'Impact
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Aufpralltreffer
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Impact Hits
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Impactos por Carga
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Colpi d'Impatto
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Impact Hits
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Таранные попадания
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Vanguard
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Avant-garde
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Vorhut
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Vanguard
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Vanguardia
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Avanguardia
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Vanguard
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Авангард
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Brass bound hoove
R S AP Special Rules
Brass bound hooves Combat S -2 -
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Sabots sertis d'airain
P F PA Règles Spéciales
Combat F -2 -
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Brass bound hoove
R S AP Special Rules
Brass bound hooves Combat S -2 -
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Brass bound hoove
R S AP Special Rules
Brass bound hooves Combat S -2 -
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Brass bound hoove
R S AP Special Rules
Brass bound hooves Combat S -2 -
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Brass bound hoove
R S AP Special Rules
Brass bound hooves Combat S -2 -
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Brass bound hoove
R S AP Special Rules
Brass bound hooves Combat S -2 -
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Brass bound hoove
R S AP Special Rules
Brass bound hooves Combat S -2 -
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Brazen hide
counts as barding
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Brazen hide
counts as barding
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Brazen hide
counts as barding
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Brazen hide
counts as barding
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Brazen hide
counts as barding
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Brazen hide
counts as barding
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Brazen hide
counts as barding
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Brazen hide
counts as barding
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Brazen wheels
The brazen bulk of a Skull Cannon grinds inexorably across the battlefield, its churning wheels, driven by its daemonic engine, crushing all before it.
Stomp Attacks made by a Skull Cannon of Khorne have an Armour Piercing characteristic of -3. However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath a Skull Cannon’s wheels.
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Roues d'Airain
La masse d’airain d'un Canon à Crânes s'abat inexorablement sur le champ de bataille, ses rouages, entraînés par son moteur démoniaque, écrasant tout ce qui se présente à lui.
Les Attaques de Piétinement effectuées par un Canon à Crânes de Khorne ont une caractéristique de Pénétration d’Armure de -3. Cependant, cette règle ne peut pas être utilisée contre les figurines dont le type de troupe est “béhémoth” – ils sont tout simplement trop grands pour être pris sous les roues d'un Canon à Crânes.
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Brazen wheels
The brazen bulk of a Skull Cannon grinds inexorably across the battlefield, its churning wheels, driven by its daemonic engine, crushing all before it.
Stomp Attacks made by a Skull Cannon of Khorne have an Armour Piercing characteristic of -3. However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath a Skull Cannon’s wheels.
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Brazen wheels
The brazen bulk of a Skull Cannon grinds inexorably across the battlefield, its churning wheels, driven by its daemonic engine, crushing all before it.
Stomp Attacks made by a Skull Cannon of Khorne have an Armour Piercing characteristic of -3. However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath a Skull Cannon’s wheels.
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Brazen wheels
The brazen bulk of a Skull Cannon grinds inexorably across the battlefield, its churning wheels, driven by its daemonic engine, crushing all before it.
Stomp Attacks made by a Skull Cannon of Khorne have an Armour Piercing characteristic of -3. However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath a Skull Cannon’s wheels.
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Brazen wheels
The brazen bulk of a Skull Cannon grinds inexorably across the battlefield, its churning wheels, driven by its daemonic engine, crushing all before it.
Stomp Attacks made by a Skull Cannon of Khorne have an Armour Piercing characteristic of -3. However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath a Skull Cannon’s wheels.
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Brazen wheels
The brazen bulk of a Skull Cannon grinds inexorably across the battlefield, its churning wheels, driven by its daemonic engine, crushing all before it.
Stomp Attacks made by a Skull Cannon of Khorne have an Armour Piercing characteristic of -3. However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath a Skull Cannon’s wheels.
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Brazen wheels
The brazen bulk of a Skull Cannon grinds inexorably across the battlefield, its churning wheels, driven by its daemonic engine, crushing all before it.
Stomp Attacks made by a Skull Cannon of Khorne have an Armour Piercing characteristic of -3. However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath a Skull Cannon’s wheels.
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Calloused Hide
counts as light armour
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Calloused Hide
counts as light armour
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Calloused Hide
counts as light armour
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Calloused Hide
counts as light armour
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Calloused Hide
counts as light armour
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Calloused Hide
counts as light armour
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Calloused Hide
counts as light armour
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Calloused Hide
counts as light armour
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Cannon of Khorne
Cannon of Khorne R S AP Special Rules
Solid shot 36" 8 -2 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3)
Scatter shot N/A 4 -1 Breath Weapon
Notes: A Cannon of Khorne has two profiles, representing its two modes of firing. When firing solid shot, this weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. If a ‘Misfire’ is rolled on the Artillery dice during step 2, this model loses a single Wound (instead of rolling on a Misfire table).
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Canon de Khorne
Tir solide
P: 36"
F: 8
PA: -2
Règles Spéciales: Arme Perforante (2), Tir au Canon, Encombrant, Blessures Multiples (D3)
Tir de mitraille
P: N/A
F: 4
PA: -1
Règles Spéciales: Arme À Souffle
Notes : Un Canon de Khorne possède deux profils, représentant ses deux modes de tir.
Lorsqu'il réalise un tir solide, cette arme tire comme un canon, en utilisant la règle spéciale “Tir au Canon”. Si un “Misfire” est obtenu sur les dés d'artillerie lors de l'étape 2, cette figurine perd un seul Point de Vie (au lieu de faire un jet sur le tableau des Incidents de Tir).
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Cannon of Khorne
Cannon of Khorne R S AP Special Rules
Solid shot 36" 8 -2 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3)
Scatter shot N/A 4 -1 Breath Weapon
Notes: A Cannon of Khorne has two profiles, representing its two modes of firing. When firing solid shot, this weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. If a ‘Misfire’ is rolled on the Artillery dice during step 2, this model loses a single Wound (instead of rolling on a Misfire table).
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Cannon of Khorne
Cannon of Khorne R S AP Special Rules
Solid shot 36" 8 -2 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3)
Scatter shot N/A 4 -1 Breath Weapon
Notes: A Cannon of Khorne has two profiles, representing its two modes of firing. When firing solid shot, this weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. If a ‘Misfire’ is rolled on the Artillery dice during step 2, this model loses a single Wound (instead of rolling on a Misfire table).
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Cannon of Khorne
Cannon of Khorne R S AP Special Rules
Solid shot 36" 8 -2 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3)
Scatter shot N/A 4 -1 Breath Weapon
Notes: A Cannon of Khorne has two profiles, representing its two modes of firing. When firing solid shot, this weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. If a ‘Misfire’ is rolled on the Artillery dice during step 2, this model loses a single Wound (instead of rolling on a Misfire table).
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Cannon of Khorne
Cannon of Khorne R S AP Special Rules
Solid shot 36" 8 -2 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3)
Scatter shot N/A 4 -1 Breath Weapon
Notes: A Cannon of Khorne has two profiles, representing its two modes of firing. When firing solid shot, this weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. If a ‘Misfire’ is rolled on the Artillery dice during step 2, this model loses a single Wound (instead of rolling on a Misfire table).
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Cannon of Khorne
Cannon of Khorne R S AP Special Rules
Solid shot 36" 8 -2 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3)
Scatter shot N/A 4 -1 Breath Weapon
Notes: A Cannon of Khorne has two profiles, representing its two modes of firing. When firing solid shot, this weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. If a ‘Misfire’ is rolled on the Artillery dice during step 2, this model loses a single Wound (instead of rolling on a Misfire table).
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Cannon of Khorne
Cannon of Khorne R S AP Special Rules
Solid shot 36" 8 -2 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3)
Scatter shot N/A 4 -1 Breath Weapon
Notes: A Cannon of Khorne has two profiles, representing its two modes of firing. When firing solid shot, this weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. If a ‘Misfire’ is rolled on the Artillery dice during step 2, this model loses a single Wound (instead of rolling on a Misfire table).
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Harvester cannon
R S AP Special Rules
Harvester cannon 12" 4 -1 Cumbersome, Needs More Nails
Notes: This weapon shoots like a cannon firing grape shot, using the ‘Needs More Nails’ special rule. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table).
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Canon Moissonneur
P: 12"
F : 4
PA: -1
Règles Spéciales: Cumbersome, Needs More Nails
Notes : Cette arme tire comme un canon faisant un tir de mitraille, en utilisant la règle spéciale 'Plus de Clous'. Si un ‘Incident de Tir’ est obtenu sur le dé d'artillerie, cette figurine perd un seul Point de Vie (au lieu d'obtenir un résultat sur une table des Incidents de Tir).
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Harvester cannon
R S AP Special Rules
Harvester cannon 12" 4 -1 Cumbersome, Needs More Nails
Notes: This weapon shoots like a cannon firing grape shot, using the ‘Needs More Nails’ special rule. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table).
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Harvester cannon
R S AP Special Rules
Harvester cannon 12" 4 -1 Cumbersome, Needs More Nails
Notes: This weapon shoots like a cannon firing grape shot, using the ‘Needs More Nails’ special rule. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table).
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Harvester cannon
R S AP Special Rules
Harvester cannon 12" 4 -1 Cumbersome, Needs More Nails
Notes: This weapon shoots like a cannon firing grape shot, using the ‘Needs More Nails’ special rule. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table).
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Harvester cannon
R S AP Special Rules
Harvester cannon 12" 4 -1 Cumbersome, Needs More Nails
Notes: This weapon shoots like a cannon firing grape shot, using the ‘Needs More Nails’ special rule. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table).
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Harvester cannon
R S AP Special Rules
Harvester cannon 12" 4 -1 Cumbersome, Needs More Nails
Notes: This weapon shoots like a cannon firing grape shot, using the ‘Needs More Nails’ special rule. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table).
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Harvester cannon
R S AP Special Rules
Harvester cannon 12" 4 -1 Cumbersome, Needs More Nails
Notes: This weapon shoots like a cannon firing grape shot, using the ‘Needs More Nails’ special rule. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table).
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Fast Cavalry
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Cavalerie Rapide
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Fast Cavalry
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Fast Cavalry
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Swiftstride
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Fast Cavalry
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Fast Cavalry
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Fast Cavalry
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Daemonic Charge
Filled with rage and fury, a charging Bloodthirster crushes its foes beneath its brazen hooves.
Impact Hits caused by this model have an Armour Piercing characteristic of -2.
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Charge Démoniaque
Empli de rage et de fureur, un Buveur de Sang en charge écrase ses ennemis sous ses sabots d’airain.
Les Touches d’Impact causées par cette figurine ont une caractéristique de Pénétration d’Armure de -2.
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Daemonic Charge
Filled with rage and fury, a charging Bloodthirster crushes its foes beneath its brazen hooves.
Impact Hits caused by this model have an Armour Piercing characteristic of -2.
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Daemonic Charge
Filled with rage and fury, a charging Bloodthirster crushes its foes beneath its brazen hooves.
Impact Hits caused by this model have an Armour Piercing characteristic of -2.
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Daemonic Charge
Filled with rage and fury, a charging Bloodthirster crushes its foes beneath its brazen hooves.
Impact Hits caused by this model have an Armour Piercing characteristic of -2.
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Daemonic Charge
Filled with rage and fury, a charging Bloodthirster crushes its foes beneath its brazen hooves.
Impact Hits caused by this model have an Armour Piercing characteristic of -2.
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Daemonic Charge
Filled with rage and fury, a charging Bloodthirster crushes its foes beneath its brazen hooves.
Impact Hits caused by this model have an Armour Piercing characteristic of -2.
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Daemonic Charge
Filled with rage and fury, a charging Bloodthirster crushes its foes beneath its brazen hooves.
Impact Hits caused by this model have an Armour Piercing characteristic of -2.
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Claws And Fangs
counts as hand weapons
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Griffes et crocs
compte comme une arme de base
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Claws And Fangs
counts as hand weapons
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Claws And Fangs
counts as hand weapons
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Claws And Fangs
counts as hand weapons
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Claws And Fangs
counts as hand weapons
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Claws And Fangs
counts as hand weapons
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Claws And Fangs
counts as hand weapons
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Close Order
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Ordre Serré
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Close Order
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Close Order
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Close Order
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Close Order
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Close Order
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Close Order
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Counter Charge
|
Contre Charge
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Counter Charge
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Counter Charge
|
ers
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Counter Charge
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Counter Charge
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Counter Charge
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Daemon(s) Of Khorne
The ranks of Khorne’s daemonic hosts are filled with ferocious and frenzied fiends, fuelled by a constant hunger to spill blood and claim skulls.
Daemons of Khorne have the Hatred (Daemons of Slaanesh) special rule. In addition, during a turn in which it made a charge move, a Daemon of Khorne (but not its mount) gains a +1 modifier to its Strength characteristic.
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Démon(s) de Khorne
Les rangs des Démons de Khorne sont remplis de monstres féroces et frénétiques, animés par une faim constante de sang et de crânes.
Les Démons de Khorne ont la Règle Spéciale Haine (Démons de Slaanesh). De plus, lors d'un tour où il a effectué un mouvement de charge, un Démon de Khorne gagne un modificateur de +1 à sa Force (mais pas sa monture).
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Daemon(s) Of Khorne
The ranks of Khorne’s daemonic hosts are filled with ferocious and frenzied fiends, fuelled by a constant hunger to spill blood and claim skulls.
Daemons of Khorne have the Hatred (Daemons of Slaanesh) special rule. In addition, during a turn in which it made a charge move, a Daemon of Khorne (but not its mount) gains a +1 modifier to its Strength characteristic.
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Daemon(s) Of Khorne
The ranks of Khorne’s daemonic hosts are filled with ferocious and frenzied fiends, fuelled by a constant hunger to spill blood and claim skulls.
Daemons of Khorne have the Hatred (Daemons of Slaanesh) special rule. In addition, during a turn in which it made a charge move, a Daemon of Khorne (but not its mount) gains a +1 modifier to its Strength characteristic.
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Daemon(s) Of Khorne
The ranks of Khorne’s daemonic hosts are filled with ferocious and frenzied fiends, fuelled by a constant hunger to spill blood and claim skulls.
Daemons of Khorne have the Hatred (Daemons of Slaanesh) special rule. In addition, during a turn in which it made a charge move, a Daemon of Khorne (but not its mount) gains a +1 modifier to its Strength characteristic.
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Daemon(s) Of Khorne
The ranks of Khorne’s daemonic hosts are filled with ferocious and frenzied fiends, fuelled by a constant hunger to spill blood and claim skulls.
Daemons of Khorne have the Hatred (Daemons of Slaanesh) special rule. In addition, during a turn in which it made a charge move, a Daemon of Khorne (but not its mount) gains a +1 modifier to its Strength characteristic.
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Daemon(s) Of Khorne
The ranks of Khorne’s daemonic hosts are filled with ferocious and frenzied fiends, fuelled by a constant hunger to spill blood and claim skulls.
Daemons of Khorne have the Hatred (Daemons of Slaanesh) special rule. In addition, during a turn in which it made a charge move, a Daemon of Khorne (but not its mount) gains a +1 modifier to its Strength characteristic.
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Daemon(s) Of Khorne
The ranks of Khorne’s daemonic hosts are filled with ferocious and frenzied fiends, fuelled by a constant hunger to spill blood and claim skulls.
Daemons of Khorne have the Hatred (Daemons of Slaanesh) special rule. In addition, during a turn in which it made a charge move, a Daemon of Khorne (but not its mount) gains a +1 modifier to its Strength characteristic.
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Daemon(s) Of Nurgle
Enshrouded in dense clouds of flies, the legions of Nurgle trudge across the battlefield, spreading his multitudinous gifts and cataloguing their effects upon mortals.
Daemons of Nurgle have the Hatred (Daemons of Tzeentch) special rule. In addition, any enemy model that directs its attacks against a Daemon of Nurgle during the Combat phase must re-roll any rolls To Hit of a natural 6.
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Démon(s) de Nurgle
Enveloppées dans d'épais nuages de mouches, les légions de Nurgle parcourent le champ de bataille, répandant ses multiples dons et cataloguant leurs effets sur les mortels.
Les Démons de Nurgle ont la Règle Spéciale Haine (Démons de Tzeentch). De plus, toute figurine ennemie qui dirige ses attaques contre un Démon de Nurgle pendant la phase de combat doit relancer tous les jets de 6 naturel pour Toucher.
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Daemon(s) Of Nurgle
Enshrouded in dense clouds of flies, the legions of Nurgle trudge across the battlefield, spreading his multitudinous gifts and cataloguing their effects upon mortals.
Daemons of Nurgle have the Hatred (Daemons of Tzeentch) special rule. In addition, any enemy model that directs its attacks against a Daemon of Nurgle during the Combat phase must re-roll any rolls To Hit of a natural 6.
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Daemon(s) Of Nurgle
Enshrouded in dense clouds of flies, the legions of Nurgle trudge across the battlefield, spreading his multitudinous gifts and cataloguing their effects upon mortals.
Daemons of Nurgle have the Hatred (Daemons of Tzeentch) special rule. In addition, any enemy model that directs its attacks against a Daemon of Nurgle during the Combat phase must re-roll any rolls To Hit of a natural 6.
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Daemon(s) Of Nurgle
Enshrouded in dense clouds of flies, the legions of Nurgle trudge across the battlefield, spreading his multitudinous gifts and cataloguing their effects upon mortals.
Daemons of Nurgle have the Hatred (Daemons of Tzeentch) special rule. In addition, any enemy model that directs its attacks against a Daemon of Nurgle during the Combat phase must re-roll any rolls To Hit of a natural 6.
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Daemon(s) Of Nurgle
Enshrouded in dense clouds of flies, the legions of Nurgle trudge across the battlefield, spreading his multitudinous gifts and cataloguing their effects upon mortals.
Daemons of Nurgle have the Hatred (Daemons of Tzeentch) special rule. In addition, any enemy model that directs its attacks against a Daemon of Nurgle during the Combat phase must re-roll any rolls To Hit of a natural 6.
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Daemon(s) Of Nurgle
Enshrouded in dense clouds of flies, the legions of Nurgle trudge across the battlefield, spreading his multitudinous gifts and cataloguing their effects upon mortals.
Daemons of Nurgle have the Hatred (Daemons of Tzeentch) special rule. In addition, any enemy model that directs its attacks against a Daemon of Nurgle during the Combat phase must re-roll any rolls To Hit of a natural 6.
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Daemon(s) Of Nurgle
Enshrouded in dense clouds of flies, the legions of Nurgle trudge across the battlefield, spreading his multitudinous gifts and cataloguing their effects upon mortals.
Daemons of Nurgle have the Hatred (Daemons of Tzeentch) special rule. In addition, any enemy model that directs its attacks against a Daemon of Nurgle during the Combat phase must re-roll any rolls To Hit of a natural 6.
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Daemon(s) Of Slaanesh
Shrouded in hypnotic glamour, the Daemons of Slaanesh surge across the battlefield on lithe limbs, capering from foe to foe, claw-hands slicing through flesh and armour.
Daemons of Slaanesh have the Hatred (Daemons of Khorne) special rule. In addition, Daemons of Slaanesh increase their maximum possible charge range by 1" and have a +1 modifier to the result of any Charge or Pursuit roll they make.
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Démon(s) de Slaanesh
Enveloppés d'un charme hypnotique, les Démons de Slaanesh traversent le champ de bataille sur leurs membres graciles, bondissant d'un ennemi à l'autre, leurs griffes tranchant la chair et l'armure.
Les Démons de Slaanesh ont la Règle Spéciale Haine (Démons de Khorne). De plus, les Démons de Slaanesh augmentent leur portée de charge maximale possible de 1" et ont un modificateur de +1 au résultat de tout jet de Charge ou de Poursuite qu'ils effectuent.
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Daemon(s) Of Slaanesh
Shrouded in hypnotic glamour, the Daemons of Slaanesh surge across the battlefield on lithe limbs, capering from foe to foe, claw-hands slicing through flesh and armour.
Daemons of Slaanesh have the Hatred (Daemons of Khorne) special rule. In addition, Daemons of Slaanesh increase their maximum possible charge range by 1" and have a +1 modifier to the result of any Charge or Pursuit roll they make.
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Daemon(s) Of Slaanesh
Shrouded in hypnotic glamour, the Daemons of Slaanesh surge across the battlefield on lithe limbs, capering from foe to foe, claw-hands slicing through flesh and armour.
Daemons of Slaanesh have the Hatred (Daemons of Khorne) special rule. In addition, Daemons of Slaanesh increase their maximum possible charge range by 1" and have a +1 modifier to the result of any Charge or Pursuit roll they make.
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Daemon(s) Of Slaanesh
Shrouded in hypnotic glamour, the Daemons of Slaanesh surge across the battlefield on lithe limbs, capering from foe to foe, claw-hands slicing through flesh and armour.
Daemons of Slaanesh have the Hatred (Daemons of Khorne) special rule. In addition, Daemons of Slaanesh increase their maximum possible charge range by 1" and have a +1 modifier to the result of any Charge or Pursuit roll they make.
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Daemon(s) Of Slaanesh
Shrouded in hypnotic glamour, the Daemons of Slaanesh surge across the battlefield on lithe limbs, capering from foe to foe, claw-hands slicing through flesh and armour.
Daemons of Slaanesh have the Hatred (Daemons of Khorne) special rule. In addition, Daemons of Slaanesh increase their maximum possible charge range by 1" and have a +1 modifier to the result of any Charge or Pursuit roll they make.
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Daemon(s) Of Slaanesh
Shrouded in hypnotic glamour, the Daemons of Slaanesh surge across the battlefield on lithe limbs, capering from foe to foe, claw-hands slicing through flesh and armour.
Daemons of Slaanesh have the Hatred (Daemons of Khorne) special rule. In addition, Daemons of Slaanesh increase their maximum possible charge range by 1" and have a +1 modifier to the result of any Charge or Pursuit roll they make.
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Daemon(s) Of Slaanesh
Shrouded in hypnotic glamour, the Daemons of Slaanesh surge across the battlefield on lithe limbs, capering from foe to foe, claw-hands slicing through flesh and armour.
Daemons of Slaanesh have the Hatred (Daemons of Khorne) special rule. In addition, Daemons of Slaanesh increase their maximum possible charge range by 1" and have a +1 modifier to the result of any Charge or Pursuit roll they make.
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Daemon(s) Of Tzeentch
Created from the raw stuff of magic by the Changer of Ways, the Daemons of Tzeentch blur with ever-changing colours and crawling warpflame.
Daemons of Tzeentch have the Hatred (Daemons of Nurgle) special rule. In addition, a Daemon of Tzeentch that is also a Wizard may apply a +1 modifier to any Casting roll they make.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Démon(s) de Tzeentch
Créés à partir de la matière première de la magie par le Modeleur de Voies, les Démons de Tzeentch mutent dans le flou d'innombrables couleurs et de flammes rampantes.
Les Démons de Tzeentch ont la Règle Spéciale Haine (Démons de Nurgle). De plus, un Démon de Tzeentch qui est aussi un Sorcier peut appliquer un modificateur de +1 à tout jet de Lancement qu'il effectue.
Notez qu'il s'agit d'un modificateur du résultat d'un jet – il n'annule pas un jet naturel de double 1.
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Daemon(s) Of Tzeentch
Created from the raw stuff of magic by the Changer of Ways, the Daemons of Tzeentch blur with ever-changing colours and crawling warpflame.
Daemons of Tzeentch have the Hatred (Daemons of Nurgle) special rule. In addition, a Daemon of Tzeentch that is also a Wizard may apply a +1 modifier to any Casting roll they make.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Daemon(s) Of Tzeentch
Created from the raw stuff of magic by the Changer of Ways, the Daemons of Tzeentch blur with ever-changing colours and crawling warpflame.
Daemons of Tzeentch have the Hatred (Daemons of Nurgle) special rule. In addition, a Daemon of Tzeentch that is also a Wizard may apply a +1 modifier to any Casting roll they make.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Daemon(s) Of Tzeentch
Created from the raw stuff of magic by the Changer of Ways, the Daemons of Tzeentch blur with ever-changing colours and crawling warpflame.
Daemons of Tzeentch have the Hatred (Daemons of Nurgle) special rule. In addition, a Daemon of Tzeentch that is also a Wizard may apply a +1 modifier to any Casting roll they make.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Daemon(s) Of Tzeentch
Created from the raw stuff of magic by the Changer of Ways, the Daemons of Tzeentch blur with ever-changing colours and crawling warpflame.
Daemons of Tzeentch have the Hatred (Daemons of Nurgle) special rule. In addition, a Daemon of Tzeentch that is also a Wizard may apply a +1 modifier to any Casting roll they make.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Daemon(s) Of Tzeentch
Created from the raw stuff of magic by the Changer of Ways, the Daemons of Tzeentch blur with ever-changing colours and crawling warpflame.
Daemons of Tzeentch have the Hatred (Daemons of Nurgle) special rule. In addition, a Daemon of Tzeentch that is also a Wizard may apply a +1 modifier to any Casting roll they make.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Daemon(s) Of Tzeentch
Created from the raw stuff of magic by the Changer of Ways, the Daemons of Tzeentch blur with ever-changing colours and crawling warpflame.
Daemons of Tzeentch have the Hatred (Daemons of Nurgle) special rule. In addition, a Daemon of Tzeentch that is also a Wizard may apply a +1 modifier to any Casting roll they make.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Daemonic
Daemons are creatures of magic that advance inexorably into battle, yet fade quickly into nothingness when struck a banishing blow.
Models with this special rule are ‘Daemonic’. All Daemonic models have a 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. In addition, all Daemonic models have the following universal special rules:
• Daemonic Instability
• Fear
• Immune to Psychology
• Magical Attacks
• Unbreakable
• Warp-spawned
A character with this special rule cannot join a unit without this special rule, and vice versa.
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Démoniaque
Les démons sont des créatures magiques qui avancent inexorablement dans la bataille, mais qui s'évanouissent rapidement dans le néant lorsqu'elles sont frappées d'un coup fatal.
Les figurines ayant cette règle spéciale sont des “Démoniaques”. Toutes les figurines Démoniaques ont une sauvegarde Invulnérable de 5+ contre les blessures causées par une attaque ennemie non-magique. De plus, toutes les figurines Démoniaque ont les Règles Spéciales Universelles suivantes :
• Instabilité Démoniaque
• Peur
• Immunisé à la Psychologie
• Attaques Magiques
• Indémoralisable
• Engeance du Warp
Un Personnage avec cette règle spéciale ne peut pas rejoindre une unité sans cette règle spéciale, et vice versa.
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Daemonic
Daemons are creatures of magic that advance inexorably into battle, yet fade quickly into nothingness when struck a banishing blow.
Models with this special rule are ‘Daemonic’. All Daemonic models have a 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. In addition, all Daemonic models have the following universal special rules:
• Daemonic Instability
• Fear
• Immune to Psychology
• Magical Attacks
• Unbreakable
• Warp-spawned
A character with this special rule cannot join a unit without this special rule, and vice versa.
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Daemonic
Daemons are creatures of magic that advance inexorably into battle, yet fade quickly into nothingness when struck a banishing blow.
Models with this special rule are ‘Daemonic’. All Daemonic models have a 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. In addition, all Daemonic models have the following universal special rules:
• Daemonic Instability
• Fear
• Immune to Psychology
• Magical Attacks
• Unbreakable
• Warp-spawned
A character with this special rule cannot join a unit without this special rule, and vice versa.
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Daemonic
Daemons are creatures of magic that advance inexorably into battle, yet fade quickly into nothingness when struck a banishing blow.
Models with this special rule are ‘Daemonic’. All Daemonic models have a 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. In addition, all Daemonic models have the following universal special rules:
• Daemonic Instability
• Fear
• Immune to Psychology
• Magical Attacks
• Unbreakable
• Warp-spawned
A character with this special rule cannot join a unit without this special rule, and vice versa.
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Daemonic
Daemons are creatures of magic that advance inexorably into battle, yet fade quickly into nothingness when struck a banishing blow.
Models with this special rule are ‘Daemonic’. All Daemonic models have a 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. In addition, all Daemonic models have the following universal special rules:
• Daemonic Instability
• Fear
• Immune to Psychology
• Magical Attacks
• Unbreakable
• Warp-spawned
A character with this special rule cannot join a unit without this special rule, and vice versa.
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Daemonic
Daemons are creatures of magic that advance inexorably into battle, yet fade quickly into nothingness when struck a banishing blow.
Models with this special rule are ‘Daemonic’. All Daemonic models have a 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. In addition, all Daemonic models have the following universal special rules:
• Daemonic Instability
• Fear
• Immune to Psychology
• Magical Attacks
• Unbreakable
• Warp-spawned
A character with this special rule cannot join a unit without this special rule, and vice versa.
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Daemonic
Daemons are creatures of magic that advance inexorably into battle, yet fade quickly into nothingness when struck a banishing blow.
Models with this special rule are ‘Daemonic’. All Daemonic models have a 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack. In addition, all Daemonic models have the following universal special rules:
• Daemonic Instability
• Fear
• Immune to Psychology
• Magical Attacks
• Unbreakable
• Warp-spawned
A character with this special rule cannot join a unit without this special rule, and vice versa.
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Daemonic flesh
counts as heavy armmour
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Daemonic flesh
counts as heavy armmour
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Daemonic flesh
counts as heavy armmour
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Daemonic flesh
counts as heavy armmour
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Daemonic flesh
counts as heavy armmour
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Daemonic flesh
counts as heavy armmour
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Daemonic flesh
counts as heavy armmour
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Daemonic flesh
counts as heavy armmour
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Daemonic talon
R S AP Special Rules
Daemonic talons Combat S -1 -
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Serres démoniaques
P: Combat
F: F
PA: -1
Règles Spéciales: -
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Daemonic talon
R S AP Special Rules
Daemonic talons Combat S -1 -
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Daemonic talon
R S AP Special Rules
Daemonic talons Combat S -1 -
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Daemonic talon
R S AP Special Rules
Daemonic talons Combat S -1 -
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Daemonic talon
R S AP Special Rules
Daemonic talons Combat S -1 -
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Daemonic talon
R S AP Special Rules
Daemonic talons Combat S -1 -
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Daemonic talon
R S AP Special Rules
Daemonic talons Combat S -1 -
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Death’s Heads
Their openings sealed with coarse thread and their insides filled with pus and viscera, these crude grenades wreak terrible damage upon the flesh of their victims.
R S AP Special Rules
Death’s heads 12" S+1 -1 Move & Shoot, Multiple Wounds (D3)
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Têtes De Morts
Leurs ouvertures sont scellées par un fil grossier et leurs intérieurs sont remplis de pus et de viscères. Ces grenades rudimentaires causent de terribles dommages à la chair de leurs victimes.
P F PA Règles Spéciales
Têtes de Morts 12" F+1 -1 Mouvement & Tir, Blessures Multiples (D3)
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Death’s Heads
Their openings sealed with coarse thread and their insides filled with pus and viscera, these crude grenades wreak terrible damage upon the flesh of their victims.
R S AP Special Rules
Death’s heads 12" S+1 -1 Move & Shoot, Multiple Wounds (D3)
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Death’s Heads
Their openings sealed with coarse thread and their insides filled with pus and viscera, these crude grenades wreak terrible damage upon the flesh of their victims.
R S AP Special Rules
Death’s heads 12" S+1 -1 Move & Shoot, Multiple Wounds (D3)
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Death’s Heads
Their openings sealed with coarse thread and their insides filled with pus and viscera, these crude grenades wreak terrible damage upon the flesh of their victims.
R S AP Special Rules
Death’s heads 12" S+1 -1 Move & Shoot, Multiple Wounds (D3)
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Death’s Heads
Their openings sealed with coarse thread and their insides filled with pus and viscera, these crude grenades wreak terrible damage upon the flesh of their victims.
R S AP Special Rules
Death’s heads 12" S+1 -1 Move & Shoot, Multiple Wounds (D3)
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Death’s Heads
Their openings sealed with coarse thread and their insides filled with pus and viscera, these crude grenades wreak terrible damage upon the flesh of their victims.
R S AP Special Rules
Death’s heads 12" S+1 -1 Move & Shoot, Multiple Wounds (D3)
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Death’s Heads
Their openings sealed with coarse thread and their insides filled with pus and viscera, these crude grenades wreak terrible damage upon the flesh of their victims.
R S AP Special Rules
Death’s heads 12" S+1 -1 Move & Shoot, Multiple Wounds (D3)
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Lore Of Daemons
A Daemon’s sorcerous powers – indeed its entire being – are fixed at the moment of creation. Daemons cannot grow, develop or learn as mortals can. Those Daemons steeped in the mysteries of magic were created with that knowledge and, though it rarely grows or diminishes, such power is a primal expression of the Dark Gods’ will.
A Wizard with ‘Lore of Daemons’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells that corresponds to their Daemonic Alignment listed below.
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Domaine des Démons
Les pouvoirs magiques d'un démon - voire son être tout entier - sont fixés au moment de sa création. Les démons ne peuvent pas grandir, se développer ou apprendre comme les mortels. Les démons imprégnés des mystères de la magie ont été créés avec ce savoir et, bien qu'il ne croisse ou ne diminue que rarement, ce pouvoir est primaire de la volonté des Dieux.
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Lore Of Daemons
A Daemon’s sorcerous powers – indeed its entire being – are fixed at the moment of creation. Daemons cannot grow, develop or learn as mortals can. Those Daemons steeped in the mysteries of magic were created with that knowledge and, though it rarely grows or diminishes, such power is a primal expression of the Dark Gods’ will.
A Wizard with ‘Lore of Daemons’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells that corresponds to their Daemonic Alignment listed below.
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Lore Of Daemons
A Daemon’s sorcerous powers – indeed its entire being – are fixed at the moment of creation. Daemons cannot grow, develop or learn as mortals can. Those Daemons steeped in the mysteries of magic were created with that knowledge and, though it rarely grows or diminishes, such power is a primal expression of the Dark Gods’ will.
A Wizard with ‘Lore of Daemons’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells that corresponds to their Daemonic Alignment listed below.
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Lore Of Daemons
A Daemon’s sorcerous powers – indeed its entire being – are fixed at the moment of creation. Daemons cannot grow, develop or learn as mortals can. Those Daemons steeped in the mysteries of magic were created with that knowledge and, though it rarely grows or diminishes, such power is a primal expression of the Dark Gods’ will.
A Wizard with ‘Lore of Daemons’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells that corresponds to their Daemonic Alignment listed below.
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Lore Of Daemons
A Daemon’s sorcerous powers – indeed its entire being – are fixed at the moment of creation. Daemons cannot grow, develop or learn as mortals can. Those Daemons steeped in the mysteries of magic were created with that knowledge and, though it rarely grows or diminishes, such power is a primal expression of the Dark Gods’ will.
A Wizard with ‘Lore of Daemons’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells that corresponds to their Daemonic Alignment listed below.
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Lore Of Daemons
A Daemon’s sorcerous powers – indeed its entire being – are fixed at the moment of creation. Daemons cannot grow, develop or learn as mortals can. Those Daemons steeped in the mysteries of magic were created with that knowledge and, though it rarely grows or diminishes, such power is a primal expression of the Dark Gods’ will.
A Wizard with ‘Lore of Daemons’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells that corresponds to their Daemonic Alignment listed below.
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Lore Of Daemons
A Daemon’s sorcerous powers – indeed its entire being – are fixed at the moment of creation. Daemons cannot grow, develop or learn as mortals can. Those Daemons steeped in the mysteries of magic were created with that knowledge and, though it rarely grows or diminishes, such power is a primal expression of the Dark Gods’ will.
A Wizard with ‘Lore of Daemons’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells that corresponds to their Daemonic Alignment listed below.
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Terror
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Terreur
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Entsetzen
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Terror
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Terror
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Terrore
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Terror
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Ужас
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Plaguesword
From the pitted edges of these ugly weapons loathsome toxins ooze, infecting the jagged wounds they inflict with innumerable maladies.
R S AP Special Rules
Plaguesword Combat S - Armour Bane (1)
Notes: Regeneration saves are not permitted against wounds caused by this weapon (armour and Ward saves can be attempted as normal).
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Épée Pestilentielle
Des toxines répugnantes suintent des arêtes de ces armes hideuses, infectant d'innombrables maladies les plaies déchiquetées qu'elles infligent.
P F PA Règles Spéciales
Épée Pestilentielle Combat F - Arme Perforante (1)
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Plaguesword
From the pitted edges of these ugly weapons loathsome toxins ooze, infecting the jagged wounds they inflict with innumerable maladies.
R S AP Special Rules
Plaguesword Combat S - Armour Bane (1)
Notes: Regeneration saves are not permitted against wounds caused by this weapon (armour and Ward saves can be attempted as normal).
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Plaguesword
From the pitted edges of these ugly weapons loathsome toxins ooze, infecting the jagged wounds they inflict with innumerable maladies.
R S AP Special Rules
Plaguesword Combat S - Armour Bane (1)
Notes: Regeneration saves are not permitted against wounds caused by this weapon (armour and Ward saves can be attempted as normal).
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Plaguesword
From the pitted edges of these ugly weapons loathsome toxins ooze, infecting the jagged wounds they inflict with innumerable maladies.
R S AP Special Rules
Plaguesword Combat S - Armour Bane (1)
Notes: Regeneration saves are not permitted against wounds caused by this weapon (armour and Ward saves can be attempted as normal).
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Plaguesword
From the pitted edges of these ugly weapons loathsome toxins ooze, infecting the jagged wounds they inflict with innumerable maladies.
R S AP Special Rules
Plaguesword Combat S - Armour Bane (1)
Notes: Regeneration saves are not permitted against wounds caused by this weapon (armour and Ward saves can be attempted as normal).
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Plaguesword
From the pitted edges of these ugly weapons loathsome toxins ooze, infecting the jagged wounds they inflict with innumerable maladies.
R S AP Special Rules
Plaguesword Combat S - Armour Bane (1)
Notes: Regeneration saves are not permitted against wounds caused by this weapon (armour and Ward saves can be attempted as normal).
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Plaguesword
From the pitted edges of these ugly weapons loathsome toxins ooze, infecting the jagged wounds they inflict with innumerable maladies.
R S AP Special Rules
Plaguesword Combat S - Armour Bane (1)
Notes: Regeneration saves are not permitted against wounds caused by this weapon (armour and Ward saves can be attempted as normal).
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Swiftstride
|
Rapide
|
Schnelle Bewegung
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Swiftstride
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Zancada Veloz
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Falcata Rapida
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Swiftstride
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Стремительность
|
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Scything blade
counts as a hand weapon
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Faux
compte comme une arme de base
|
Scything blade
counts as a hand weapon
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Scything blade
counts as a hand weapon
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Scything blade
counts as a hand weapon
|
Scything blade
counts as a hand weapon
|
Scything blade
counts as a hand weapon
|
Scything blade
counts as a hand weapon
|
|
Infernal Favour
Powerful Daemons can maintain their corporeal form long after lesser Daemons have been banished.
A unit with this special rule reduces the number of wounds suffered due to the Daemonic Instability special rule by the number shown in brackets (shown here as ‘X’).
Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit.
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Faveur Infernale
Les Démons les plus puissants peuvent conserver leur forme corporelle longtemps après que les Démons mineurs aient été bannis.
Une unité avec cette règle spéciale réduit le nombre de blessures subies à cause de l'Instabilité Démoniaque du nombre indiqué entre parenthèses (ici 'X').
Notez que cette règle spéciale n'est pas cumulative. Si deux ou plusieurs figurines d'une unité ont cette règle spéciale, utilisez la valeur la plus élevée pour l'ensemble de l'unité.
|
Infernal Favour
Powerful Daemons can maintain their corporeal form long after lesser Daemons have been banished.
A unit with this special rule reduces the number of wounds suffered due to the Daemonic Instability special rule by the number shown in brackets (shown here as ‘X’).
Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit.
|
Infernal Favour
Powerful Daemons can maintain their corporeal form long after lesser Daemons have been banished.
A unit with this special rule reduces the number of wounds suffered due to the Daemonic Instability special rule by the number shown in brackets (shown here as ‘X’).
Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit.
|
Infernal Favour
Powerful Daemons can maintain their corporeal form long after lesser Daemons have been banished.
A unit with this special rule reduces the number of wounds suffered due to the Daemonic Instability special rule by the number shown in brackets (shown here as ‘X’).
Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit.
|
Infernal Favour
Powerful Daemons can maintain their corporeal form long after lesser Daemons have been banished.
A unit with this special rule reduces the number of wounds suffered due to the Daemonic Instability special rule by the number shown in brackets (shown here as ‘X’).
Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit.
|
Infernal Favour
Powerful Daemons can maintain their corporeal form long after lesser Daemons have been banished.
A unit with this special rule reduces the number of wounds suffered due to the Daemonic Instability special rule by the number shown in brackets (shown here as ‘X’).
Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit.
|
Infernal Favour
Powerful Daemons can maintain their corporeal form long after lesser Daemons have been banished.
A unit with this special rule reduces the number of wounds suffered due to the Daemonic Instability special rule by the number shown in brackets (shown here as ‘X’).
Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit.
|
|
Gorefeast
The blood and skulls of the fallen are consumed by a Blood Throne, fed into its infernal workings to bring the daemonic engine fresh vigour.
For each Wound an enemy unit loses as a result of an Impact Hit caused by this model, roll a D6. For each roll of 6, this model immediately recovers a single lost Wound.
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Festin Sanglant
Le sang et les crânes des morts sont ingurgités par le Trône de Sang, alimentant ses rouages infernaux pour redonner de la vigueur au moteur démoniaque.
Pour chaque blessure perdue par une unité ennemie à la suite d'une Touche d'Impact causée par cette figurine, lancez un D6. Pour chaque résultat de 6, cette figurine récupère immédiatement un Point de Vie perdu.
|
Gorefeast
The blood and skulls of the fallen are consumed by a Blood Throne, fed into its infernal workings to bring the daemonic engine fresh vigour.
For each Wound an enemy unit loses as a result of an Impact Hit caused by this model, roll a D6. For each roll of 6, this model immediately recovers a single lost Wound.
|
Gorefeast
The blood and skulls of the fallen are consumed by a Blood Throne, fed into its infernal workings to bring the daemonic engine fresh vigour.
For each Wound an enemy unit loses as a result of an Impact Hit caused by this model, roll a D6. For each roll of 6, this model immediately recovers a single lost Wound.
|
Gorefeast
The blood and skulls of the fallen are consumed by a Blood Throne, fed into its infernal workings to bring the daemonic engine fresh vigour.
For each Wound an enemy unit loses as a result of an Impact Hit caused by this model, roll a D6. For each roll of 6, this model immediately recovers a single lost Wound.
|
Gorefeast
The blood and skulls of the fallen are consumed by a Blood Throne, fed into its infernal workings to bring the daemonic engine fresh vigour.
For each Wound an enemy unit loses as a result of an Impact Hit caused by this model, roll a D6. For each roll of 6, this model immediately recovers a single lost Wound.
|
Gorefeast
The blood and skulls of the fallen are consumed by a Blood Throne, fed into its infernal workings to bring the daemonic engine fresh vigour.
For each Wound an enemy unit loses as a result of an Impact Hit caused by this model, roll a D6. For each roll of 6, this model immediately recovers a single lost Wound.
|
Gorefeast
The blood and skulls of the fallen are consumed by a Blood Throne, fed into its infernal workings to bring the daemonic engine fresh vigour.
For each Wound an enemy unit loses as a result of an Impact Hit caused by this model, roll a D6. For each roll of 6, this model immediately recovers a single lost Wound.
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Warpflame
R S AP Special Rules
Warpflame 18" 4 -1 Flaming Attacks, Move & Shoot, Multiple Shots (D3), Quick Shot
|
Feu mutant
P : 18"
F : 4
PA : -1
Règles Spéciales : Attaques Enflammées, Mouvement & Tir, Tirs Multiples (D3), Tir Rapide
|
Warpflame
R S AP Special Rules
Warpflame 18" 4 -1 Flaming Attacks, Move & Shoot, Multiple Shots (D3), Quick Shot
|
Warpflame
R S AP Special Rules
Warpflame 18" 4 -1 Flaming Attacks, Move & Shoot, Multiple Shots (D3), Quick Shot
|
Warpflame
R S AP Special Rules
Warpflame 18" 4 -1 Flaming Attacks, Move & Shoot, Multiple Shots (D3), Quick Shot
|
Warpflame
R S AP Special Rules
Warpflame 18" 4 -1 Flaming Attacks, Move & Shoot, Multiple Shots (D3), Quick Shot
|
Warpflame
R S AP Special Rules
Warpflame 18" 4 -1 Flaming Attacks, Move & Shoot, Multiple Shots (D3), Quick Shot
|
Warpflame
R S AP Special Rules
Warpflame 18" 4 -1 Flaming Attacks, Move & Shoot, Multiple Shots (D3), Quick Shot
|
|
Filth-encrusted claws
counts as hand weapon
|
Filth-encrusted claws
counts as hand weapon
|
Filth-encrusted claws
counts as hand weapon
|
Filth-encrusted claws
counts as hand weapon
|
Filth-encrusted claws
counts as hand weapon
|
Filth-encrusted claws
counts as hand weapon
|
Filth-encrusted claws
counts as hand weapon
|
Filth-encrusted claws
counts as hand weapon
|
|
First Charge
|
Première Charge
|
First Charge
|
First Charge
|
First Charge
|
First Charge
|
First Charge
|
First Charge
|
|
Flames Of Tzeentch
From the iridescent flesh of their blazing limbs, Horrors and Flamers alike hurl bolts of roiling magical flame and writhing chaos energy at the foe.
R S AP Special Rules
Flames of Tzeentch 18" 3 - Flaming Attacks, Multiple Shots (2), Quick Shot
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Flammes De Tzeentch
De la chair irisée de leurs membres enflammés, Horreurs et Incendiaires lancent des éclairs de flammes magiques et d'énergie chaotique sur l'ennemi.
P F PA Règles Spéciales
Flammes de Tzeentch 18" 3 - Attaques Enflammées, Tir Rapide, Tirs Multiples (2)
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Flames Of Tzeentch
From the iridescent flesh of their blazing limbs, Horrors and Flamers alike hurl bolts of roiling magical flame and writhing chaos energy at the foe.
R S AP Special Rules
Flames of Tzeentch 18" 3 - Flaming Attacks, Multiple Shots (2), Quick Shot
|
Flames Of Tzeentch
From the iridescent flesh of their blazing limbs, Horrors and Flamers alike hurl bolts of roiling magical flame and writhing chaos energy at the foe.
R S AP Special Rules
Flames of Tzeentch 18" 3 - Flaming Attacks, Multiple Shots (2), Quick Shot
|
Flames Of Tzeentch
From the iridescent flesh of their blazing limbs, Horrors and Flamers alike hurl bolts of roiling magical flame and writhing chaos energy at the foe.
R S AP Special Rules
Flames of Tzeentch 18" 3 - Flaming Attacks, Multiple Shots (2), Quick Shot
|
Flames Of Tzeentch
From the iridescent flesh of their blazing limbs, Horrors and Flamers alike hurl bolts of roiling magical flame and writhing chaos energy at the foe.
R S AP Special Rules
Flames of Tzeentch 18" 3 - Flaming Attacks, Multiple Shots (2), Quick Shot
|
Flames Of Tzeentch
From the iridescent flesh of their blazing limbs, Horrors and Flamers alike hurl bolts of roiling magical flame and writhing chaos energy at the foe.
R S AP Special Rules
Flames of Tzeentch 18" 3 - Flaming Attacks, Multiple Shots (2), Quick Shot
|
Flames Of Tzeentch
From the iridescent flesh of their blazing limbs, Horrors and Flamers alike hurl bolts of roiling magical flame and writhing chaos energy at the foe.
R S AP Special Rules
Flames of Tzeentch 18" 3 - Flaming Attacks, Multiple Shots (2), Quick Shot
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|
Fly
|
Vol
|
Fliegen
|
Fly
|
Volar
|
Volo
|
Fly
|
Полет
|
|
Furious Charge
|
Frénésie
|
Furious Charge
|
Furious Charge
|
Furious Charge
|
Furious Charge
|
Furious Charge
|
Furious Charge
|
|
Large Target
|
Grande Cible
|
Large Target
|
Large Target
|
Large Target
|
Large Target
|
Large Target
|
Large Target
|
|
Iron claw
R S AP Special Rules
Iron claw Combat S -3 Killing Blow
|
Griffe de fer
P F PA Règles Spéciales
Combat F -3 Coup Fatal
|
Iron claw
R S AP Special Rules
Iron claw Combat S -3 Killing Blow
|
Iron claw
R S AP Special Rules
Iron claw Combat S -3 Killing Blow
|
Iron claw
R S AP Special Rules
Iron claw Combat S -3 Killing Blow
|
Iron claw
R S AP Special Rules
Iron claw Combat S -3 Killing Blow
|
Iron claw
R S AP Special Rules
Iron claw Combat S -3 Killing Blow
|
Iron claw
R S AP Special Rules
Iron claw Combat S -3 Killing Blow
|
|
Hellblade
Each life taken by a Hellblade’s wicked edge strengthens its bearer, filling the Daemon with an overwhelming need to take more skulls for the throne of Khorne.
R S AP Special Rules
Hellblade Combat S -1 Cleaving Blow
|
Lame Infernale
Chaque vie fauchée par le tranchant d'une Lame infernale renforce son porteur, remplissant le Démon d'un besoin irrésistible de prendre plus de crânes pour le trône de Khorne.
P F PA Règles Spéciales
Lame Infernale Combat F -1 Coup de Fendoir
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Hellblade
Each life taken by a Hellblade’s wicked edge strengthens its bearer, filling the Daemon with an overwhelming need to take more skulls for the throne of Khorne.
R S AP Special Rules
Hellblade Combat S -1 Cleaving Blow
|
Hellblade
Each life taken by a Hellblade’s wicked edge strengthens its bearer, filling the Daemon with an overwhelming need to take more skulls for the throne of Khorne.
R S AP Special Rules
Hellblade Combat S -1 Cleaving Blow
|
Hellblade
Each life taken by a Hellblade’s wicked edge strengthens its bearer, filling the Daemon with an overwhelming need to take more skulls for the throne of Khorne.
R S AP Special Rules
Hellblade Combat S -1 Cleaving Blow
|
Hellblade
Each life taken by a Hellblade’s wicked edge strengthens its bearer, filling the Daemon with an overwhelming need to take more skulls for the throne of Khorne.
R S AP Special Rules
Hellblade Combat S -1 Cleaving Blow
|
Hellblade
Each life taken by a Hellblade’s wicked edge strengthens its bearer, filling the Daemon with an overwhelming need to take more skulls for the throne of Khorne.
R S AP Special Rules
Hellblade Combat S -1 Cleaving Blow
|
Hellblade
Each life taken by a Hellblade’s wicked edge strengthens its bearer, filling the Daemon with an overwhelming need to take more skulls for the throne of Khorne.
R S AP Special Rules
Hellblade Combat S -1 Cleaving Blow
|
|
Impaling claw
R S AP Special Rules
Impaling claws Combat S -2 Killing Blow, Strike First
|
Pinces empaleuses
P F
Combat F
PA : -2
Règles Spéciales : Coup Fatal, Frappe En Premier
|
Impaling claw
R S AP Special Rules
Impaling claws Combat S -2 Killing Blow, Strike First
|
Impaling claw
R S AP Special Rules
Impaling claws Combat S -2 Killing Blow, Strike First
|
Impaling claw
R S AP Special Rules
Impaling claws Combat S -2 Killing Blow, Strike First
|
Impaling claw
R S AP Special Rules
Impaling claws Combat S -2 Killing Blow, Strike First
|
Impaling claw
R S AP Special Rules
Impaling claws Combat S -2 Killing Blow, Strike First
|
Impaling claw
R S AP Special Rules
Impaling claws Combat S -2 Killing Blow, Strike First
|
|
Impetuous
|
Impétueux
|
Impetuous
|
Impetuous
|
Impetuous
|
Impetuous
|
Impetuous
|
Impetuous
|
|
Lamprey's bite
Screamers flock around creatures larger than them, latching on to their enemy’s flanks with their hideous jaws and tearing chunks from their flesh.
R S AP Special Rules
Lamprey’s bite Combat S -1 Multiple Wounds (D3)
Notes: The Multiple Wounds (D3) special rule only applies against enemy models whose troop type is ‘monster’
|
Morsure De Lamproie
Les Hurleurs se rassemblent autour des créatures plus grandes qu'eux, s'accrochant aux flancs de leurs ennemis avec leurs mâchoires hideuses et déchirant des morceaux de leur chair.
P F
Combat F
PA Règles Spéciales
-1 Blessures Multiples (D3)
Notes: La règle spéciale Blessures Multiples (D3) ne s'applique qu'aux figurines ennemies dont le type de troupe est “monstre”.
|
Lamprey's bite
Screamers flock around creatures larger than them, latching on to their enemy’s flanks with their hideous jaws and tearing chunks from their flesh.
R S AP Special Rules
Lamprey’s bite Combat S -1 Multiple Wounds (D3)
Notes: The Multiple Wounds (D3) special rule only applies against enemy models whose troop type is ‘monster’
|
Lamprey's bite
Screamers flock around creatures larger than them, latching on to their enemy’s flanks with their hideous jaws and tearing chunks from their flesh.
R S AP Special Rules
Lamprey’s bite Combat S -1 Multiple Wounds (D3)
Notes: The Multiple Wounds (D3) special rule only applies against enemy models whose troop type is ‘monster’
|
Lamprey's bite
Screamers flock around creatures larger than them, latching on to their enemy’s flanks with their hideous jaws and tearing chunks from their flesh.
R S AP Special Rules
Lamprey’s bite Combat S -1 Multiple Wounds (D3)
Notes: The Multiple Wounds (D3) special rule only applies against enemy models whose troop type is ‘monster’
|
Lamprey's bite
Screamers flock around creatures larger than them, latching on to their enemy’s flanks with their hideous jaws and tearing chunks from their flesh.
R S AP Special Rules
Lamprey’s bite Combat S -1 Multiple Wounds (D3)
Notes: The Multiple Wounds (D3) special rule only applies against enemy models whose troop type is ‘monster’
|
Lamprey's bite
Screamers flock around creatures larger than them, latching on to their enemy’s flanks with their hideous jaws and tearing chunks from their flesh.
R S AP Special Rules
Lamprey’s bite Combat S -1 Multiple Wounds (D3)
Notes: The Multiple Wounds (D3) special rule only applies against enemy models whose troop type is ‘monster’
|
Lamprey's bite
Screamers flock around creatures larger than them, latching on to their enemy’s flanks with their hideous jaws and tearing chunks from their flesh.
R S AP Special Rules
Lamprey’s bite Combat S -1 Multiple Wounds (D3)
Notes: The Multiple Wounds (D3) special rule only applies against enemy models whose troop type is ‘monster’
|
|
Loner
|
Solitaire
|
Loner
|
Loner
|
Loner
|
Loner
|
Loner
|
Loner
|
|
Magic Resistance
|
Résistance à la Magie
|
Magieresistenz
|
Magic Resistance
|
Resistencia a la Magia
|
Resistenza alla Magia
|
Magic Resistance
|
Сопротивление магии
|
|
Many Grasping Claws
counts as a hand weapon
|
Many Grasping Claws
counts as a hand weapon
|
Many Grasping Claws
counts as a hand weapon
|
Many Grasping Claws
counts as a hand weapon
|
Many Grasping Claws
counts as a hand weapon
|
Many Grasping Claws
counts as a hand weapon
|
Many Grasping Claws
counts as a hand weapon
|
Many Grasping Claws
counts as a hand weapon
|
|
Move Through Cover
|
Mouvement à Couvert
|
Move Through Cover
|
Move Through Cover
|
Move Through Cover
|
Move Through Cover
|
Move Through Cover
|
Move Through Cover
|
|
Soporific Musk
Fiends of Slaanesh exude a pervasive and oily musk that, when inhaled, numbs the mind and slows the limbs of all who venture too close.
Enemy models engaged in combat with a model with this special rule cannot use the Strike First special rule. Enemy models that do not have the Strike First special rule become subject to the Strike Last special rule instead.
|
Musc Soporifique
Les Bêtes de Slaanesh exsudent un musc omniprésent et huileux qui, lorsqu'il est inhalé, engourdit l'esprit et ralentit les membres de tous ceux qui s'aventurent trop près.
Les figurines ennemies engagées dans un combat avec une figurine ayant cette règle spéciale ne peuvent pas utiliser la règle spéciale Frappe En Premier. Les figurines ennemies qui ne bénéficient pas de la règle spéciale Frappe En Premier sont sujettes à la règle spéciale Frappe En Dernier à la place.
|
Soporific Musk
Fiends of Slaanesh exude a pervasive and oily musk that, when inhaled, numbs the mind and slows the limbs of all who venture too close.
Enemy models engaged in combat with a model with this special rule cannot use the Strike First special rule. Enemy models that do not have the Strike First special rule become subject to the Strike Last special rule instead.
|
Soporific Musk
Fiends of Slaanesh exude a pervasive and oily musk that, when inhaled, numbs the mind and slows the limbs of all who venture too close.
Enemy models engaged in combat with a model with this special rule cannot use the Strike First special rule. Enemy models that do not have the Strike First special rule become subject to the Strike Last special rule instead.
|
Soporific Musk
Fiends of Slaanesh exude a pervasive and oily musk that, when inhaled, numbs the mind and slows the limbs of all who venture too close.
Enemy models engaged in combat with a model with this special rule cannot use the Strike First special rule. Enemy models that do not have the Strike First special rule become subject to the Strike Last special rule instead.
|
Soporific Musk
Fiends of Slaanesh exude a pervasive and oily musk that, when inhaled, numbs the mind and slows the limbs of all who venture too close.
Enemy models engaged in combat with a model with this special rule cannot use the Strike First special rule. Enemy models that do not have the Strike First special rule become subject to the Strike Last special rule instead.
|
Soporific Musk
Fiends of Slaanesh exude a pervasive and oily musk that, when inhaled, numbs the mind and slows the limbs of all who venture too close.
Enemy models engaged in combat with a model with this special rule cannot use the Strike First special rule. Enemy models that do not have the Strike First special rule become subject to the Strike Last special rule instead.
|
Soporific Musk
Fiends of Slaanesh exude a pervasive and oily musk that, when inhaled, numbs the mind and slows the limbs of all who venture too close.
Enemy models engaged in combat with a model with this special rule cannot use the Strike First special rule. Enemy models that do not have the Strike First special rule become subject to the Strike Last special rule instead.
|
|
Open Order
|
Ordre Dispersé
|
Open Order
|
Open Order
|
Open Order
|
Open Order
|
Open Order
|
Open Order
|
|
Piercing Claws
The Daemons of Slaanesh strike at their foes with wicked claws, slicing through the sturdiest armour with ease to sever limbs and claim souls for their thirsting master.
R S AP Special Rules
Piercing claws Combat S -1 Armour Bane (2), Extra Attacks (1), Requires Two Hands
|
Pinces Perforantes
Les Démons de Slaanesh frappent leurs ennemis avec des griffes redoutables, tranchant facilement les armures les plus solides pour couper les membres et réclamer des âmes pour leur maître assoiffé.
P F PA Règles Spéciales
Pinces perforantes Combat F -1 Arme Perforante (2), Arme à Deux Mains, Attaques Supplémentaires (1)
|
Piercing Claws
The Daemons of Slaanesh strike at their foes with wicked claws, slicing through the sturdiest armour with ease to sever limbs and claim souls for their thirsting master.
R S AP Special Rules
Piercing claws Combat S -1 Armour Bane (2), Extra Attacks (1), Requires Two Hands
|
Piercing Claws
The Daemons of Slaanesh strike at their foes with wicked claws, slicing through the sturdiest armour with ease to sever limbs and claim souls for their thirsting master.
R S AP Special Rules
Piercing claws Combat S -1 Armour Bane (2), Extra Attacks (1), Requires Two Hands
|
Piercing Claws
The Daemons of Slaanesh strike at their foes with wicked claws, slicing through the sturdiest armour with ease to sever limbs and claim souls for their thirsting master.
R S AP Special Rules
Piercing claws Combat S -1 Armour Bane (2), Extra Attacks (1), Requires Two Hands
|
Piercing Claws
The Daemons of Slaanesh strike at their foes with wicked claws, slicing through the sturdiest armour with ease to sever limbs and claim souls for their thirsting master.
R S AP Special Rules
Piercing claws Combat S -1 Armour Bane (2), Extra Attacks (1), Requires Two Hands
|
Piercing Claws
The Daemons of Slaanesh strike at their foes with wicked claws, slicing through the sturdiest armour with ease to sever limbs and claim souls for their thirsting master.
R S AP Special Rules
Piercing claws Combat S -1 Armour Bane (2), Extra Attacks (1), Requires Two Hands
|
Piercing Claws
The Daemons of Slaanesh strike at their foes with wicked claws, slicing through the sturdiest armour with ease to sever limbs and claim souls for their thirsting master.
R S AP Special Rules
Piercing claws Combat S -1 Armour Bane (2), Extra Attacks (1), Requires Two Hands
|
|
Venomous tail
R S AP Special Rules
Venomous tail Combat S - Poisoned Attacks, Strike First
Note: In combat, this model must make one of its attacks each turn with this weapon.
|
Queue Venimeuse
P F PA
Combat F -
Règles Spéciales: Attaques Empoisonnées, Frappe En Premier
Note : En combat, cette figurine doit effectuer une de ses attaques à chaque tour avec cette arme.
|
Venomous tail
R S AP Special Rules
Venomous tail Combat S - Poisoned Attacks, Strike First
Note: In combat, this model must make one of its attacks each turn with this weapon.
|
Venomous tail
R S AP Special Rules
Venomous tail Combat S - Poisoned Attacks, Strike First
Note: In combat, this model must make one of its attacks each turn with this weapon.
|
Venomous tail
R S AP Special Rules
Venomous tail Combat S - Poisoned Attacks, Strike First
Note: In combat, this model must make one of its attacks each turn with this weapon.
|
Venomous tail
R S AP Special Rules
Venomous tail Combat S - Poisoned Attacks, Strike First
Note: In combat, this model must make one of its attacks each turn with this weapon.
|
Venomous tail
R S AP Special Rules
Venomous tail Combat S - Poisoned Attacks, Strike First
Note: In combat, this model must make one of its attacks each turn with this weapon.
|
Venomous tail
R S AP Special Rules
Venomous tail Combat S - Poisoned Attacks, Strike First
Note: In combat, this model must make one of its attacks each turn with this weapon.
|
|
Random Attacks
|
Random Attacks
|
Random Attacks
|
Random Attacks
|
Random Attacks
|
Random Attacks
|
Random Attacks
|
Random Attacks
|
|
Regeneration
|
Régénération
|
Regeneration
|
Regeneration
|
Regeneration
|
Regeneration
|
Regeneration
|
Regeneration
|
|
Reserve Move
|
Reserve Move
|
Reserve Move
|
Reserve Move
|
Reserve Move
|
Reserve Move
|
Reserve Move
|
Reserve Move
|
|
Scintillating Sorcery
Spellcasting fills Pink Horrors with joy, and they emit especial merriment as eldritch energy screeches from their upraised hands.
A unit of Pink Horrors knows one of the spells that corresponds to their Daemonic Alignment, as listed on page 34 (chosen by their controlling player before armies are deployed). The unit may cast this spell as a Bound spell, with a Power Level equal to the unit’s current Rank Bonus.
|
Sorcellerie Scintillante
Incanter remplit les Horreurs Roses de joie, et elles expriment une gaieté particulière alors qu’une énergie d’un autre monde s'échappe de leurs mains levées.
Une unité d'Horreurs Roses connaît l'un des sortilèges correspondant à son Alignement Démoniaque, tel que listé en page 34 (choisi par le joueur qui la contrôle, avant que les armées ne soient déployées). L'unité peut lancer ce sort en tant que sort Lié, avec un Niveau de Puissance égal au Bonus de Rang actuel de l'unité.
|
Scintillating Sorcery
Spellcasting fills Pink Horrors with joy, and they emit especial merriment as eldritch energy screeches from their upraised hands.
A unit of Pink Horrors knows one of the spells that corresponds to their Daemonic Alignment, as listed on page 34 (chosen by their controlling player before armies are deployed). The unit may cast this spell as a Bound spell, with a Power Level equal to the unit’s current Rank Bonus.
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Scintillating Sorcery
Spellcasting fills Pink Horrors with joy, and they emit especial merriment as eldritch energy screeches from their upraised hands.
A unit of Pink Horrors knows one of the spells that corresponds to their Daemonic Alignment, as listed on page 34 (chosen by their controlling player before armies are deployed). The unit may cast this spell as a Bound spell, with a Power Level equal to the unit’s current Rank Bonus.
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Scintillating Sorcery
Spellcasting fills Pink Horrors with joy, and they emit especial merriment as eldritch energy screeches from their upraised hands.
A unit of Pink Horrors knows one of the spells that corresponds to their Daemonic Alignment, as listed on page 34 (chosen by their controlling player before armies are deployed). The unit may cast this spell as a Bound spell, with a Power Level equal to the unit’s current Rank Bonus.
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Scintillating Sorcery
Spellcasting fills Pink Horrors with joy, and they emit especial merriment as eldritch energy screeches from their upraised hands.
A unit of Pink Horrors knows one of the spells that corresponds to their Daemonic Alignment, as listed on page 34 (chosen by their controlling player before armies are deployed). The unit may cast this spell as a Bound spell, with a Power Level equal to the unit’s current Rank Bonus.
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Scintillating Sorcery
Spellcasting fills Pink Horrors with joy, and they emit especial merriment as eldritch energy screeches from their upraised hands.
A unit of Pink Horrors knows one of the spells that corresponds to their Daemonic Alignment, as listed on page 34 (chosen by their controlling player before armies are deployed). The unit may cast this spell as a Bound spell, with a Power Level equal to the unit’s current Rank Bonus.
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Scintillating Sorcery
Spellcasting fills Pink Horrors with joy, and they emit especial merriment as eldritch energy screeches from their upraised hands.
A unit of Pink Horrors knows one of the spells that corresponds to their Daemonic Alignment, as listed on page 34 (chosen by their controlling player before armies are deployed). The unit may cast this spell as a Bound spell, with a Power Level equal to the unit’s current Rank Bonus.
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Skirmishers
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Tirailleurs
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Skirmishers
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Skirmishers
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Skirmishers
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Skirmishers
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Skirmishers
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Skirmishers
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Slime Trail
In their wake, Beasts of Nurgle leave prolific trails of thick slime through which those that follow slip and slide most precariously.
Enemy units cannot claim any bonus combat result points for being engaged within this nit’s flank or rear arc.
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Traînée de Bave
Dans leur sillage, les Bêtes de Nurgle laissent de nombreuses traces de bave épaisse à travers lesquelles ceux qui les suivent glissent et ne tiennent debout que de façon très précaire.
Les unités ennemies ne peuvent pas obtenir de points supplémentaire au résultat de combat pour être engagées avec le flanc ou l'arrière de cette unité.
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Slime Trail
In their wake, Beasts of Nurgle leave prolific trails of thick slime through which those that follow slip and slide most precariously.
Enemy units cannot claim any bonus combat result points for being engaged within this nit’s flank or rear arc.
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Slime Trail
In their wake, Beasts of Nurgle leave prolific trails of thick slime through which those that follow slip and slide most precariously.
Enemy units cannot claim any bonus combat result points for being engaged within this nit’s flank or rear arc.
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Slime Trail
In their wake, Beasts of Nurgle leave prolific trails of thick slime through which those that follow slip and slide most precariously.
Enemy units cannot claim any bonus combat result points for being engaged within this nit’s flank or rear arc.
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Slime Trail
In their wake, Beasts of Nurgle leave prolific trails of thick slime through which those that follow slip and slide most precariously.
Enemy units cannot claim any bonus combat result points for being engaged within this nit’s flank or rear arc.
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Slime Trail
In their wake, Beasts of Nurgle leave prolific trails of thick slime through which those that follow slip and slide most precariously.
Enemy units cannot claim any bonus combat result points for being engaged within this nit’s flank or rear arc.
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Slime Trail
In their wake, Beasts of Nurgle leave prolific trails of thick slime through which those that follow slip and slide most precariously.
Enemy units cannot claim any bonus combat result points for being engaged within this nit’s flank or rear arc.
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Wizard
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Sorcier
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Wizard
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Wizard
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Wizard
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Wizard
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Wizard
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Wizard
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Staff of Tzeentch
counts as great weapon
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Staff of Tzeentch
counts as great weapon
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Staff of Tzeentch
counts as great weapon
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Staff of Tzeentch
counts as great weapon
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Staff of Tzeentch
counts as great weapon
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Staff of Tzeentch
counts as great weapon
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Staff of Tzeentch
counts as great weapon
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Staff of Tzeentch
counts as great weapon
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Tentacles
counts as a hand weapon
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Tentacles
counts as a hand weapon
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Tentacles
counts as a hand weapon
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Tentacles
counts as a hand weapon
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Tentacles
counts as a hand weapon
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Tentacles
counts as a hand weapon
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Tentacles
counts as a hand weapon
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Tentacles
counts as a hand weapon
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Writhing tentacles
R S AP Special Rules
Writhing tentacles Combat S -1 Armour Bane (1)
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Tentacules Frétillants
P F PA
Combat S -1
Règles Spéciales: Arme Perforante (1)
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Writhing tentacles
R S AP Special Rules
Writhing tentacles Combat S -1 Armour Bane (1)
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Writhing tentacles
R S AP Special Rules
Writhing tentacles Combat S -1 Armour Bane (1)
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Writhing tentacles
R S AP Special Rules
Writhing tentacles Combat S -1 Armour Bane (1)
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Writhing tentacles
R S AP Special Rules
Writhing tentacles Combat S -1 Armour Bane (1)
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Writhing tentacles
R S AP Special Rules
Writhing tentacles Combat S -1 Armour Bane (1)
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Writhing tentacles
R S AP Special Rules
Writhing tentacles Combat S -1 Armour Bane (1)
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Totem Of Endless Bloodletting
A Blood Throne is a physical manifestation of the Blood God’s favour. In its presence, Daemons of Khorne are driven into a raging bloodlust.
Friendly Daemons of Khorne that are within this model’s Command range and that made a Charge move this turn may re-roll any rolls To Hit of a natural 1 made during the Combat phase.
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Totem Du Massacre éternel
Un Trône de Sang est une manifestation physique de la faveur du Dieu du Sang. En sa présence, les Démons de Khorne sont pris d'une furieuse soif de sang
Les Démons de Khorne amis qui sont à portée de Commandement de cette figurine, et qui ont effectué un mouvement de Charge ce tour-ci, peuvent relancer pendant la phase de Combat tous les jets naturels de 1 pour Toucher.
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Totem Of Endless Bloodletting
A Blood Throne is a physical manifestation of the Blood God’s favour. In its presence, Daemons of Khorne are driven into a raging bloodlust.
Friendly Daemons of Khorne that are within this model’s Command range and that made a Charge move this turn may re-roll any rolls To Hit of a natural 1 made during the Combat phase.
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Totem Of Endless Bloodletting
A Blood Throne is a physical manifestation of the Blood God’s favour. In its presence, Daemons of Khorne are driven into a raging bloodlust.
Friendly Daemons of Khorne that are within this model’s Command range and that made a Charge move this turn may re-roll any rolls To Hit of a natural 1 made during the Combat phase.
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Totem Of Endless Bloodletting
A Blood Throne is a physical manifestation of the Blood God’s favour. In its presence, Daemons of Khorne are driven into a raging bloodlust.
Friendly Daemons of Khorne that are within this model’s Command range and that made a Charge move this turn may re-roll any rolls To Hit of a natural 1 made during the Combat phase.
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Totem Of Endless Bloodletting
A Blood Throne is a physical manifestation of the Blood God’s favour. In its presence, Daemons of Khorne are driven into a raging bloodlust.
Friendly Daemons of Khorne that are within this model’s Command range and that made a Charge move this turn may re-roll any rolls To Hit of a natural 1 made during the Combat phase.
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Totem Of Endless Bloodletting
A Blood Throne is a physical manifestation of the Blood God’s favour. In its presence, Daemons of Khorne are driven into a raging bloodlust.
Friendly Daemons of Khorne that are within this model’s Command range and that made a Charge move this turn may re-roll any rolls To Hit of a natural 1 made during the Combat phase.
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Totem Of Endless Bloodletting
A Blood Throne is a physical manifestation of the Blood God’s favour. In its presence, Daemons of Khorne are driven into a raging bloodlust.
Friendly Daemons of Khorne that are within this model’s Command range and that made a Charge move this turn may re-roll any rolls To Hit of a natural 1 made during the Combat phase.
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