Correspondence of translations with another language
| EN | FR | DE | PL | ES | IT | ZH | RU |
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Ambushers
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Embusqueur
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Ambushers
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Ambushers
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Ambushers
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Ambushers
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Ambushers
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Ambushers
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Fear
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Peur
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Angst
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Fear
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Miedo
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Paura
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Fear
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Страх
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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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Plate armour
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Armure de plates
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Plattenrüstung
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Plate armour
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Armadura de Placas
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Armatura a Piastre
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Plate armour
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Латный доспех
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Light armour
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Armure légère
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Leichte Rüstung
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Light armour
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Armadura ligera
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Armatura Leggera
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Light armour
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Легкий доспех
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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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Throwing Weapons
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Armes de jet
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Wurfwaffen
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Throwing Weapons
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Armas Arrojadizas
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Armi da Lancio
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Throwing Weapons
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Метательное оружие
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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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Ensorcelled Weapons
The blighted furnaces of Zharr-Naggrund endlessly churn out heavy, black-bladed weapons, each inscribed with dark runes that glow with an evil light.
A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
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Armes Ensorcelées
Les fourneaux maudits de Zharr-Naggrund n'ont de cesse de produire de lourdes armes à lame noire, chacune couvertes de runes luisant d'un éclat infernal.
Une arme de base que porte une figurine ayant cette règle spéciale à la règle spéciale Attaques Magiques et une caractéristique de PA de -1.
Notez que cette règle spéciale ne s''applique qu'à une seule arme de base non magique et ne s'applique pas à la mouture d'une figurine (si elle en a une). Si la figurine utilise deux armes de base, ou toute sorte d'arme, cette règle spéciale cesse de s'appliquer.
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Ensorcelled Weapons
The blighted furnaces of Zharr-Naggrund endlessly churn out heavy, black-bladed weapons, each inscribed with dark runes that glow with an evil light.
A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
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Ensorcelled Weapons
The blighted furnaces of Zharr-Naggrund endlessly churn out heavy, black-bladed weapons, each inscribed with dark runes that glow with an evil light.
A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
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Ensorcelled Weapons
The blighted furnaces of Zharr-Naggrund endlessly churn out heavy, black-bladed weapons, each inscribed with dark runes that glow with an evil light.
A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
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Ensorcelled Weapons
The blighted furnaces of Zharr-Naggrund endlessly churn out heavy, black-bladed weapons, each inscribed with dark runes that glow with an evil light.
A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
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Ensorcelled Weapons
The blighted furnaces of Zharr-Naggrund endlessly churn out heavy, black-bladed weapons, each inscribed with dark runes that glow with an evil light.
A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
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Ensorcelled Weapons
The blighted furnaces of Zharr-Naggrund endlessly churn out heavy, black-bladed weapons, each inscribed with dark runes that glow with an evil light.
A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
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Armoured Hide
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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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Full plate armour
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Armure de plate complète
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Plate
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Full plate armour
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Full plate armour
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Full plate armour
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Full plate armour
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Full plate armour
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Blackshard Armour
Glowing eternally with the flame of its forging, Blackshard armour protects its wearer from fire and heat.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. In addition, a Wizard with this special rule may wear armour without penalty.
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Armure Sombréclat
Brillant éternellement de la flamme de sa forge, l'Armure Sombréclat protège son porteur du feu et de la chaleur.
Une figurine avec cette règle spéciale a une Sauvegarde Invulnérable de 5+ contre les blessures causées par les attaques avec la règle spéciale Attaques Enflammées. De plus, un Sorcier avec cette règle spéciale peut porter des armures sans pénalité.
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Blackshard Armour
Glowing eternally with the flame of its forging, Blackshard armour protects its wearer from fire and heat.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. In addition, a Wizard with this special rule may wear armour without penalty.
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Blackshard Armour
Glowing eternally with the flame of its forging, Blackshard armour protects its wearer from fire and heat.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. In addition, a Wizard with this special rule may wear armour without penalty.
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Blackshard Armour
Glowing eternally with the flame of its forging, Blackshard armour protects its wearer from fire and heat.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. In addition, a Wizard with this special rule may wear armour without penalty.
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Blackshard Armour
Glowing eternally with the flame of its forging, Blackshard armour protects its wearer from fire and heat.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. In addition, a Wizard with this special rule may wear armour without penalty.
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Blackshard Armour
Glowing eternally with the flame of its forging, Blackshard armour protects its wearer from fire and heat.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. In addition, a Wizard with this special rule may wear armour without penalty.
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Blackshard Armour
Glowing eternally with the flame of its forging, Blackshard armour protects its wearer from fire and heat.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. In addition, a Wizard with this special rule may wear armour without penalty.
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Flaming Attacks
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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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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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Backstab
Hobgoblins are treacherous and underhanded creatures that excel at stabbing their enemies (and often their friends) in the back.
If a unit with this special rule is engaged with an enemy unit’s flank or rear arc, it may re-roll any failed rolls To Hit made against that enemy unit.
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Coup en Traitre
Les Hobgobelins sont des créatures perfides et sournoises qui excellent dans l'art de poignarder leurs ennemis (et souvent leurs amis) dans le dos.
Si une unité avec cette règle spéciale est engagée en combat dans l'arc latéral ou arrière d'une unité ennemie, elle peut relancer ses jets pour Toucher ratés contre cette unité ennemie.
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Backstab
Hobgoblins are treacherous and underhanded creatures that excel at stabbing their enemies (and often their friends) in the back.
If a unit with this special rule is engaged with an enemy unit’s flank or rear arc, it may re-roll any failed rolls To Hit made against that enemy unit.
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Backstab
Hobgoblins are treacherous and underhanded creatures that excel at stabbing their enemies (and often their friends) in the back.
If a unit with this special rule is engaged with an enemy unit’s flank or rear arc, it may re-roll any failed rolls To Hit made against that enemy unit.
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Backstab
Hobgoblins are treacherous and underhanded creatures that excel at stabbing their enemies (and often their friends) in the back.
If a unit with this special rule is engaged with an enemy unit’s flank or rear arc, it may re-roll any failed rolls To Hit made against that enemy unit.
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Backstab
Hobgoblins are treacherous and underhanded creatures that excel at stabbing their enemies (and often their friends) in the back.
If a unit with this special rule is engaged with an enemy unit’s flank or rear arc, it may re-roll any failed rolls To Hit made against that enemy unit.
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Backstab
Hobgoblins are treacherous and underhanded creatures that excel at stabbing their enemies (and often their friends) in the back.
If a unit with this special rule is engaged with an enemy unit’s flank or rear arc, it may re-roll any failed rolls To Hit made against that enemy unit.
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Backstab
Hobgoblins are treacherous and underhanded creatures that excel at stabbing their enemies (and often their friends) in the back.
If a unit with this special rule is engaged with an enemy unit’s flank or rear arc, it may re-roll any failed rolls To Hit made against that enemy unit.
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Warband
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Bande de Guerre
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Warband
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Warband
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Warband
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Warband
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Warband
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Warband
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Motley Crew
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Bande Hétéroclite
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Motley Crew
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Motley Crew
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Motley Crew
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Motley Crew
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Motley Crew
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Motley Crew
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Drilled
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Bien Entrainés
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Drilled
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Drilled
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Drilled
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Drilled
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Drilled
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Drilled
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Blackshard Armour
Glowing eternally with the flame of its forging, Blackshard armour protects its wearer from fire and heat.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. In addition, a Wizard with this special rule may wear armour without penalty.
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Blackshard Armour
Glowing eternally with the flame of its forging, Blackshard armour protects its wearer from fire and heat.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. In addition, a Wizard with this special rule may wear armour without penalty.
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Blackshard Armour
Glowing eternally with the flame of its forging, Blackshard armour protects its wearer from fire and heat.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. In addition, a Wizard with this special rule may wear armour without penalty.
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Blackshard Armour
Glowing eternally with the flame of its forging, Blackshard armour protects its wearer from fire and heat.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. In addition, a Wizard with this special rule may wear armour without penalty.
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Blackshard Armour
Glowing eternally with the flame of its forging, Blackshard armour protects its wearer from fire and heat.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. In addition, a Wizard with this special rule may wear armour without penalty.
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Blackshard Armour
Glowing eternally with the flame of its forging, Blackshard armour protects its wearer from fire and heat.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. In addition, a Wizard with this special rule may wear armour without penalty.
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Blackshard Armour
Glowing eternally with the flame of its forging, Blackshard armour protects its wearer from fire and heat.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. In addition, a Wizard with this special rule may wear armour without penalty.
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Blackshard Armour
Glowing eternally with the flame of its forging, Blackshard armour protects its wearer from fire and heat.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule. In addition, a Wizard with this special rule may wear armour without penalty.
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Blazing Body
This creature’s flesh burns with the intensity of a furnace, wreathing its form in clouds of black smoke and burning embers.
At the start of every Combat phase, any model (friend or foe) that is in base contact with this model and that does not also have this special rule suffers a single Strength 3 hit with an AP of -. This hit has the Flaming Attacks special rule.
Note that any Wounds lost due to these hits do not count towards the combat result.
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Corps Embrasé
La chair de cette créature brûle avec l'intensité d'une fournaise, l'enveloppant de nuages de fumée noire et de braises ardentes.
Au début de chaque phase de Combat, tout figurine (amie ou ennemie) en contact socle à socle avec cette figurine et qui ne possède pas également cette règle spéciale, subit une unique touche de Force 3, PA -. Cette touche suit la règle spéciale Attaques Enflammées.
Notez que tout Point de Vie perdu en raison de ces touches ne compte pas dans le résultat de combat.
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Blazing Body
This creature’s flesh burns with the intensity of a furnace, wreathing its form in clouds of black smoke and burning embers.
At the start of every Combat phase, any model (friend or foe) that is in base contact with this model and that does not also have this special rule suffers a single Strength 3 hit with an AP of -. This hit has the Flaming Attacks special rule.
Note that any Wounds lost due to these hits do not count towards the combat result.
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Blazing Body
This creature’s flesh burns with the intensity of a furnace, wreathing its form in clouds of black smoke and burning embers.
At the start of every Combat phase, any model (friend or foe) that is in base contact with this model and that does not also have this special rule suffers a single Strength 3 hit with an AP of -. This hit has the Flaming Attacks special rule.
Note that any Wounds lost due to these hits do not count towards the combat result.
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Blazing Body
This creature’s flesh burns with the intensity of a furnace, wreathing its form in clouds of black smoke and burning embers.
At the start of every Combat phase, any model (friend or foe) that is in base contact with this model and that does not also have this special rule suffers a single Strength 3 hit with an AP of -. This hit has the Flaming Attacks special rule.
Note that any Wounds lost due to these hits do not count towards the combat result.
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Blazing Body
This creature’s flesh burns with the intensity of a furnace, wreathing its form in clouds of black smoke and burning embers.
At the start of every Combat phase, any model (friend or foe) that is in base contact with this model and that does not also have this special rule suffers a single Strength 3 hit with an AP of -. This hit has the Flaming Attacks special rule.
Note that any Wounds lost due to these hits do not count towards the combat result.
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Blazing Body
This creature’s flesh burns with the intensity of a furnace, wreathing its form in clouds of black smoke and burning embers.
At the start of every Combat phase, any model (friend or foe) that is in base contact with this model and that does not also have this special rule suffers a single Strength 3 hit with an AP of -. This hit has the Flaming Attacks special rule.
Note that any Wounds lost due to these hits do not count towards the combat result.
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Blazing Body
This creature’s flesh burns with the intensity of a furnace, wreathing its form in clouds of black smoke and burning embers.
At the start of every Combat phase, any model (friend or foe) that is in base contact with this model and that does not also have this special rule suffers a single Strength 3 hit with an AP of -. This hit has the Flaming Attacks special rule.
Note that any Wounds lost due to these hits do not count towards the combat result.
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Bolt thrower
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Bolt thrower
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Bolt thrower
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Bolt thrower
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Bolt thrower
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Bolt thrower
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Bolt thrower
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Bolt thrower
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Born Of Fire
The Great Tauruses are the living embodiments of Hashut’s fiery rage, creatures born of the intense heat and pressure found only within a volcano’s heart.
A Bale Taurus or Great Taurus has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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Fils du Feu
Les Grands Taurus sont les incarnations vivantes de la rage ardente d'Hashut, des créatures nées des chaleurs et des pressions intenses qui ne se trouvent qu'au cœur d'un volcan.
Un Sombre Taurus ou un Grand Taurus a une sauvegarde invulnérable de 3+ contre les blessures causées par une attaque ayant la règle spéciale Attaques enflammées.
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Born Of Fire
The Great Tauruses are the living embodiments of Hashut’s fiery rage, creatures born of the intense heat and pressure found only within a volcano’s heart.
A Bale Taurus or Great Taurus has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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Born Of Fire
The Great Tauruses are the living embodiments of Hashut’s fiery rage, creatures born of the intense heat and pressure found only within a volcano’s heart.
A Bale Taurus or Great Taurus has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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Born Of Fire
The Great Tauruses are the living embodiments of Hashut’s fiery rage, creatures born of the intense heat and pressure found only within a volcano’s heart.
A Bale Taurus or Great Taurus has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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Born Of Fire
The Great Tauruses are the living embodiments of Hashut’s fiery rage, creatures born of the intense heat and pressure found only within a volcano’s heart.
A Bale Taurus or Great Taurus has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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Born Of Fire
The Great Tauruses are the living embodiments of Hashut’s fiery rage, creatures born of the intense heat and pressure found only within a volcano’s heart.
A Bale Taurus or Great Taurus has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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Born Of Fire
The Great Tauruses are the living embodiments of Hashut’s fiery rage, creatures born of the intense heat and pressure found only within a volcano’s heart.
A Bale Taurus or Great Taurus has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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Shield
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Bouclier
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Schild
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Shield
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Escudos
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Scudo
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Shield
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Щит
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Quell Panic
Infernal Ironsworn are the black-armoured custodians of Zharr-Naggrund. The mere presence of these ruthless overseers is enough to bolster the nerve of cowardly conscripts.
Unless this unit is fleeing, any friendly unit that is within 6" of this unit and that has the Levies special rule may re-roll a failed Panic test.
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Calme la Panique
Les Jurefers Infernaux sont les gardiens en armure noire de Zharr-Naggrund. La simple présence de ces surveillants impitoyables suffit à renforcer le courage des lâches conscrits.
Toute unité amie ayant la règle spéciale Conscrits et qui se trouve à moins de 6" de cette unité peut relancer ses tests de Panique ratés. Cette règle ne peut pas être utilisée si l'unité qui Calme la Panique est en fuite.
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Quell Panic
Infernal Ironsworn are the black-armoured custodians of Zharr-Naggrund. The mere presence of these ruthless overseers is enough to bolster the nerve of cowardly conscripts.
Unless this unit is fleeing, any friendly unit that is within 6" of this unit and that has the Levies special rule may re-roll a failed Panic test.
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Quell Panic
Infernal Ironsworn are the black-armoured custodians of Zharr-Naggrund. The mere presence of these ruthless overseers is enough to bolster the nerve of cowardly conscripts.
Unless this unit is fleeing, any friendly unit that is within 6" of this unit and that has the Levies special rule may re-roll a failed Panic test.
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Quell Panic
Infernal Ironsworn are the black-armoured custodians of Zharr-Naggrund. The mere presence of these ruthless overseers is enough to bolster the nerve of cowardly conscripts.
Unless this unit is fleeing, any friendly unit that is within 6" of this unit and that has the Levies special rule may re-roll a failed Panic test.
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Quell Panic
Infernal Ironsworn are the black-armoured custodians of Zharr-Naggrund. The mere presence of these ruthless overseers is enough to bolster the nerve of cowardly conscripts.
Unless this unit is fleeing, any friendly unit that is within 6" of this unit and that has the Levies special rule may re-roll a failed Panic test.
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Quell Panic
Infernal Ironsworn are the black-armoured custodians of Zharr-Naggrund. The mere presence of these ruthless overseers is enough to bolster the nerve of cowardly conscripts.
Unless this unit is fleeing, any friendly unit that is within 6" of this unit and that has the Levies special rule may re-roll a failed Panic test.
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Quell Panic
Infernal Ironsworn are the black-armoured custodians of Zharr-Naggrund. The mere presence of these ruthless overseers is enough to bolster the nerve of cowardly conscripts.
Unless this unit is fleeing, any friendly unit that is within 6" of this unit and that has the Levies special rule may re-roll a failed Panic test.
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Carriage Hauler
An Iron Daemon is a steam-driven traction engine of truly incredible power, capable of hauling tremendous weights behind its armoured bulk.
During the Movement phase, up to two friendly war machines with the ‘Steam Carriage’ upgrade that are completely within this model’s rear arc and within 8" of its base at the beginning of the phase can be moved when this model moves. These war machines must finish their movement completely within this model’s rear arc and within 8" of its base.
Unless this model moves using the Lumbering Destruction special rule or makes a charge move, these war machines are not considered to have moved this turn.
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Train d'Artillerie
Un Démon d'Acier est un moteur de traction à vapeur d'une puissance prodigieuse, capable de tirer des poids considérables derrière sa masse blindée.
Pendant la Phase de Mouvement, jusqu'à deux machines de guerre amies avec l'amélioration Attelage à vapeur, qui se trouvent complètement dans l'arc arrière de cette figurine et à moins de 8" de son socle au début de la phase, peuvent être déplacées avec cette figurine. Ces machines de guerre doivent terminer leur mouvement complètement dans l'arc arrière de cette figurine et à moins de 8" de son socle. À moins que cette figurine ne se déplace en utilisant la rèle spéciale Destruction Inexorable ou ne fasse un mouvement de charge, ces machines de guerre ne sont pas considérées comme s'étant déplacées ce tour-ci.
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Carriage Hauler
An Iron Daemon is a steam-driven traction engine of truly incredible power, capable of hauling tremendous weights behind its armoured bulk.
During the Movement phase, up to two friendly war machines with the ‘Steam Carriage’ upgrade that are completely within this model’s rear arc and within 8" of its base at the beginning of the phase can be moved when this model moves. These war machines must finish their movement completely within this model’s rear arc and within 8" of its base.
Unless this model moves using the Lumbering Destruction special rule or makes a charge move, these war machines are not considered to have moved this turn.
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Carriage Hauler
An Iron Daemon is a steam-driven traction engine of truly incredible power, capable of hauling tremendous weights behind its armoured bulk.
During the Movement phase, up to two friendly war machines with the ‘Steam Carriage’ upgrade that are completely within this model’s rear arc and within 8" of its base at the beginning of the phase can be moved when this model moves. These war machines must finish their movement completely within this model’s rear arc and within 8" of its base.
Unless this model moves using the Lumbering Destruction special rule or makes a charge move, these war machines are not considered to have moved this turn.
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Carriage Hauler
An Iron Daemon is a steam-driven traction engine of truly incredible power, capable of hauling tremendous weights behind its armoured bulk.
During the Movement phase, up to two friendly war machines with the ‘Steam Carriage’ upgrade that are completely within this model’s rear arc and within 8" of its base at the beginning of the phase can be moved when this model moves. These war machines must finish their movement completely within this model’s rear arc and within 8" of its base.
Unless this model moves using the Lumbering Destruction special rule or makes a charge move, these war machines are not considered to have moved this turn.
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Carriage Hauler
An Iron Daemon is a steam-driven traction engine of truly incredible power, capable of hauling tremendous weights behind its armoured bulk.
During the Movement phase, up to two friendly war machines with the ‘Steam Carriage’ upgrade that are completely within this model’s rear arc and within 8" of its base at the beginning of the phase can be moved when this model moves. These war machines must finish their movement completely within this model’s rear arc and within 8" of its base.
Unless this model moves using the Lumbering Destruction special rule or makes a charge move, these war machines are not considered to have moved this turn.
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Carriage Hauler
An Iron Daemon is a steam-driven traction engine of truly incredible power, capable of hauling tremendous weights behind its armoured bulk.
During the Movement phase, up to two friendly war machines with the ‘Steam Carriage’ upgrade that are completely within this model’s rear arc and within 8" of its base at the beginning of the phase can be moved when this model moves. These war machines must finish their movement completely within this model’s rear arc and within 8" of its base.
Unless this model moves using the Lumbering Destruction special rule or makes a charge move, these war machines are not considered to have moved this turn.
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Carriage Hauler
An Iron Daemon is a steam-driven traction engine of truly incredible power, capable of hauling tremendous weights behind its armoured bulk.
During the Movement phase, up to two friendly war machines with the ‘Steam Carriage’ upgrade that are completely within this model’s rear arc and within 8" of its base at the beginning of the phase can be moved when this model moves. These war machines must finish their movement completely within this model’s rear arc and within 8" of its base.
Unless this model moves using the Lumbering Destruction special rule or makes a charge move, these war machines are not considered to have moved this turn.
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Fast Cavalry
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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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Cavalry Spear
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Lance de cavalerie
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Cavalry Spear
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Cavalry Spear
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Cavalry Spear
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Cavalry Spear
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Cavalry Spear
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Cavalry Spear
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Tusker Charge
A charging War Boar is an ill-tempered mound of bloody-minded muscle with savage tusks and a terrible attitude.
During a turn in which it charged, a War Boar’s Tusks (hand weapon) have a Strength characteristic of S+1 and an Armour Piercing characteristic of -1.
Note that this special rule only applies to attacks made by a War Boar, not to their rider, a chariot or its crew.
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Charge de Sangier
Un Sanglier qui charge n'est ni plus ni moins qu'une montagne de muscles dotée de denses pointes et d'un sale caractère. Lors d'un tour où il a chargé, les défenses (arme de base) d'un Sanglier de Guerre ont une caractéristique de Force de F+1 et une caractéristique de PA de -1.
Notez que cette règle spéciale s'applique uniquement aux attaques effectuées par un Sanglier de Guerre lui-même, pas à son cavalier, à un char ou à son équipage.
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Tusker Charge
A charging War Boar is an ill-tempered mound of bloody-minded muscle with savage tusks and a terrible attitude.
During a turn in which it charged, a War Boar’s Tusks (hand weapon) have a Strength characteristic of S+1 and an Armour Piercing characteristic of -1.
Note that this special rule only applies to attacks made by a War Boar, not to their rider, a chariot or its crew.
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Tusker Charge
A charging War Boar is an ill-tempered mound of bloody-minded muscle with savage tusks and a terrible attitude.
During a turn in which it charged, a War Boar’s Tusks (hand weapon) have a Strength characteristic of S+1 and an Armour Piercing characteristic of -1.
Note that this special rule only applies to attacks made by a War Boar, not to their rider, a chariot or its crew.
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Tusker Charge
A charging War Boar is an ill-tempered mound of bloody-minded muscle with savage tusks and a terrible attitude.
During a turn in which it charged, a War Boar’s Tusks (hand weapon) have a Strength characteristic of S+1 and an Armour Piercing characteristic of -1.
Note that this special rule only applies to attacks made by a War Boar, not to their rider, a chariot or its crew.
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Tusker Charge
A charging War Boar is an ill-tempered mound of bloody-minded muscle with savage tusks and a terrible attitude.
During a turn in which it charged, a War Boar’s Tusks (hand weapon) have a Strength characteristic of S+1 and an Armour Piercing characteristic of -1.
Note that this special rule only applies to attacks made by a War Boar, not to their rider, a chariot or its crew.
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Tusker Charge
A charging War Boar is an ill-tempered mound of bloody-minded muscle with savage tusks and a terrible attitude.
During a turn in which it charged, a War Boar’s Tusks (hand weapon) have a Strength characteristic of S+1 and an Armour Piercing characteristic of -1.
Note that this special rule only applies to attacks made by a War Boar, not to their rider, a chariot or its crew.
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Tusker Charge
A charging War Boar is an ill-tempered mound of bloody-minded muscle with savage tusks and a terrible attitude.
During a turn in which it charged, a War Boar’s Tusks (hand weapon) have a Strength characteristic of S+1 and an Armour Piercing characteristic of -1.
Note that this special rule only applies to attacks made by a War Boar, not to their rider, a chariot or its crew.
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Choppas
Orc weapons are big, crude and not very sharp… much like the creatures that wield them!
During a turn in which it charged, a model with this special rule may re-roll any rolls To Wound of a natural 1, and improves the Armour Piercing characteristic of its weapon(s) by 1.
Note that this special rule only applies to non-magical weapons and does not apply to a model’s mount (should it have one). If the model is using a magic weapon, this special rule ceases to apply.
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Choppas
Orc weapons are big, crude and not very sharp… much like the creatures that wield them!
During a turn in which it charged, a model with this special rule may re-roll any rolls To Wound of a natural 1, and improves the Armour Piercing characteristic of its weapon(s) by 1.
Note that this special rule only applies to non-magical weapons and does not apply to a model’s mount (should it have one). If the model is using a magic weapon, this special rule ceases to apply.
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Choppas
Orc weapons are big, crude and not very sharp… much like the creatures that wield them!
During a turn in which it charged, a model with this special rule may re-roll any rolls To Wound of a natural 1, and improves the Armour Piercing characteristic of its weapon(s) by 1.
Note that this special rule only applies to non-magical weapons and does not apply to a model’s mount (should it have one). If the model is using a magic weapon, this special rule ceases to apply.
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Choppas
Orc weapons are big, crude and not very sharp… much like the creatures that wield them!
During a turn in which it charged, a model with this special rule may re-roll any rolls To Wound of a natural 1, and improves the Armour Piercing characteristic of its weapon(s) by 1.
Note that this special rule only applies to non-magical weapons and does not apply to a model’s mount (should it have one). If the model is using a magic weapon, this special rule ceases to apply.
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Choppas
Orc weapons are big, crude and not very sharp… much like the creatures that wield them!
During a turn in which it charged, a model with this special rule may re-roll any rolls To Wound of a natural 1, and improves the Armour Piercing characteristic of its weapon(s) by 1.
Note that this special rule only applies to non-magical weapons and does not apply to a model’s mount (should it have one). If the model is using a magic weapon, this special rule ceases to apply.
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Choppas
Orc weapons are big, crude and not very sharp… much like the creatures that wield them!
During a turn in which it charged, a model with this special rule may re-roll any rolls To Wound of a natural 1, and improves the Armour Piercing characteristic of its weapon(s) by 1.
Note that this special rule only applies to non-magical weapons and does not apply to a model’s mount (should it have one). If the model is using a magic weapon, this special rule ceases to apply.
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Choppas
Orc weapons are big, crude and not very sharp… much like the creatures that wield them!
During a turn in which it charged, a model with this special rule may re-roll any rolls To Wound of a natural 1, and improves the Armour Piercing characteristic of its weapon(s) by 1.
Note that this special rule only applies to non-magical weapons and does not apply to a model’s mount (should it have one). If the model is using a magic weapon, this special rule ceases to apply.
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Choppas
Orc weapons are big, crude and not very sharp… much like the creatures that wield them!
During a turn in which it charged, a model with this special rule may re-roll any rolls To Wound of a natural 1, and improves the Armour Piercing characteristic of its weapon(s) by 1.
Note that this special rule only applies to non-magical weapons and does not apply to a model’s mount (should it have one). If the model is using a magic weapon, this special rule ceases to apply.
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Claws And Fangs
counts as hand weapons
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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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Levies
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Conscrits
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Levies
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Levies
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Levies
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Levies
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Levies
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Levies
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Counter Charge
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Contre Charge
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Counter Charge
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Counter Charge
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ers
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Counter Charge
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Counter Charge
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Counter Charge
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Goring Horns
R S AP Special Rules
Goring horns Combat S+1 -3 Flaming Attacks, Strike First
Notes: In combat, this model may make one of its attacks each turn with this weapon.
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Cornes Aiguisées
P: Combat
F: F+1
PA: -3
Règles Spéciales: Attaques Enflammées, Frappe en Premier
Notes : En combat, cette figurine peut effectuer une de ses attaques de chaque tour avec cette arme.
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Goring Horns
R S AP Special Rules
Goring horns Combat S+1 -3 Flaming Attacks, Strike First
Notes: In combat, this model may make one of its attacks each turn with this weapon.
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Goring Horns
R S AP Special Rules
Goring horns Combat S+1 -3 Flaming Attacks, Strike First
Notes: In combat, this model may make one of its attacks each turn with this weapon.
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Goring Horns
R S AP Special Rules
Goring horns Combat S+1 -3 Flaming Attacks, Strike First
Notes: In combat, this model may make one of its attacks each turn with this weapon.
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Goring Horns
R S AP Special Rules
Goring horns Combat S+1 -3 Flaming Attacks, Strike First
Notes: In combat, this model may make one of its attacks each turn with this weapon.
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Goring Horns
R S AP Special Rules
Goring horns Combat S+1 -3 Flaming Attacks, Strike First
Notes: In combat, this model may make one of its attacks each turn with this weapon.
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Goring Horns
R S AP Special Rules
Goring horns Combat S+1 -3 Flaming Attacks, Strike First
Notes: In combat, this model may make one of its attacks each turn with this weapon.
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Rallying Cry
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Cri de Ralliement
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Rallying Cry
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Rallying Cry
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Rallying Cry
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Rallying Cry
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Rallying Cry
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Rallying Cry
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Tusks
counts as hand weapon
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Défense
compte comme une arme de base
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Tusks
counts as hand weapon
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Tusks
counts as hand weapon
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Tusks
counts as hand weapon
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Tusks
counts as hand weapon
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Tusks
counts as hand weapon
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Tusks
counts as hand weapon
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Demolition Rockets
R S AP Special Rules
Demolition rockets 12-48" 3 (6) - (-3) Armour Bane (1), Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D6)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
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Fusées de Démolition
P: 12-48"
F: 3(6)
PA: -(-3)
Règles Spéciales: Arme Perforante (1), Bombardement, Encombrant, Mouvement ou Tir, Blessures Multiples (D6)
Notes : Cete arme tire comme une catapulte, utilisant la règle spéciale "Bombardement", un gabarit d'explosion de 3" et le tableau d'Incident de Tir des armes à poudre noire. La règle spéciale Blessures Multiples (D6) ne s'applique qu'à une unique figurine dont le socle est sous le trou central du gabarit.
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Demolition Rockets
R S AP Special Rules
Demolition rockets 12-48" 3 (6) - (-3) Armour Bane (1), Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D6)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
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Demolition Rockets
R S AP Special Rules
Demolition rockets 12-48" 3 (6) - (-3) Armour Bane (1), Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D6)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
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Demolition Rockets
R S AP Special Rules
Demolition rockets 12-48" 3 (6) - (-3) Armour Bane (1), Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D6)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
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Demolition Rockets
R S AP Special Rules
Demolition rockets 12-48" 3 (6) - (-3) Armour Bane (1), Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D6)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
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Demolition Rockets
R S AP Special Rules
Demolition rockets 12-48" 3 (6) - (-3) Armour Bane (1), Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D6)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
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Demolition Rockets
R S AP Special Rules
Demolition rockets 12-48" 3 (6) - (-3) Armour Bane (1), Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D6)
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
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Lumbering Destruction
The infernally-fuelled engines of the Chaos Dwarfs are mighty, smoke-belching powerhouses capable of considerable speed, but cursed with the temperament of an imprisoned Daemon.
An Iron Daemon cannot march. Instead, you may roll a D6 and add its result to the model’s Movement characteristic. However, if a natural 1 is rolled when making this roll, something has gone wrong deep within the infernal machine, rendering it immobile. The Iron Daemon halts immediately and cannot move again for the remainder of this turn.
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Destruction Inexorable
Les moteurs infernaux des Nains du Chaos sont de puissantes machines éructantes de fumée, capables d'une vitesse considérable, mais maudites par le tempérament d'un Démon emprisonné.
Un Démon d'Acier ne peut pas effectuer de marche forcée. À l place, vous pouvez lancer 1D6 et ajouter le résultat à la caractéristique de Mouvement de la figurine. Cependant, si vous obtenez un 1 naturel lors de ce jet, quelque chose s'est mal passé dans les profondeurs de la machine infernale, la rendant immobile. Le Démon d'Acier s'arrête immédiatement et ne peut plus bouger jusqu'à à la fin du tour.
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Lumbering Destruction
The infernally-fuelled engines of the Chaos Dwarfs are mighty, smoke-belching powerhouses capable of considerable speed, but cursed with the temperament of an imprisoned Daemon.
An Iron Daemon cannot march. Instead, you may roll a D6 and add its result to the model’s Movement characteristic. However, if a natural 1 is rolled when making this roll, something has gone wrong deep within the infernal machine, rendering it immobile. The Iron Daemon halts immediately and cannot move again for the remainder of this turn.
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Lumbering Destruction
The infernally-fuelled engines of the Chaos Dwarfs are mighty, smoke-belching powerhouses capable of considerable speed, but cursed with the temperament of an imprisoned Daemon.
An Iron Daemon cannot march. Instead, you may roll a D6 and add its result to the model’s Movement characteristic. However, if a natural 1 is rolled when making this roll, something has gone wrong deep within the infernal machine, rendering it immobile. The Iron Daemon halts immediately and cannot move again for the remainder of this turn.
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Lumbering Destruction
The infernally-fuelled engines of the Chaos Dwarfs are mighty, smoke-belching powerhouses capable of considerable speed, but cursed with the temperament of an imprisoned Daemon.
An Iron Daemon cannot march. Instead, you may roll a D6 and add its result to the model’s Movement characteristic. However, if a natural 1 is rolled when making this roll, something has gone wrong deep within the infernal machine, rendering it immobile. The Iron Daemon halts immediately and cannot move again for the remainder of this turn.
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Lumbering Destruction
The infernally-fuelled engines of the Chaos Dwarfs are mighty, smoke-belching powerhouses capable of considerable speed, but cursed with the temperament of an imprisoned Daemon.
An Iron Daemon cannot march. Instead, you may roll a D6 and add its result to the model’s Movement characteristic. However, if a natural 1 is rolled when making this roll, something has gone wrong deep within the infernal machine, rendering it immobile. The Iron Daemon halts immediately and cannot move again for the remainder of this turn.
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Lumbering Destruction
The infernally-fuelled engines of the Chaos Dwarfs are mighty, smoke-belching powerhouses capable of considerable speed, but cursed with the temperament of an imprisoned Daemon.
An Iron Daemon cannot march. Instead, you may roll a D6 and add its result to the model’s Movement characteristic. However, if a natural 1 is rolled when making this roll, something has gone wrong deep within the infernal machine, rendering it immobile. The Iron Daemon halts immediately and cannot move again for the remainder of this turn.
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Lumbering Destruction
The infernally-fuelled engines of the Chaos Dwarfs are mighty, smoke-belching powerhouses capable of considerable speed, but cursed with the temperament of an imprisoned Daemon.
An Iron Daemon cannot march. Instead, you may roll a D6 and add its result to the model’s Movement characteristic. However, if a natural 1 is rolled when making this roll, something has gone wrong deep within the infernal machine, rendering it immobile. The Iron Daemon halts immediately and cannot move again for the remainder of this turn.
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Detachment
|
Détachement
|
Detachment
|
Detachment
|
Detachment
|
Detachment
|
Detachment
|
Detachment
|
|
Stubborn
|
Obstiné
|
Unnachgiebig
|
Stubborn
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Tozudo
|
Determinato
|
Stubborn
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Упорный
|
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Lore of Hashut
The Chaos Dwarfs study forge-craft, weapon making and the dark magics of Hashut himself in equal measure. Using this forbidden lore, they forge their terrible weapons and craft their arcane devices.
A Wizard with the ‘Lore of Hashut’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below.
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Domaine d'Hashut
Les Nains du Chaos étudient la forge, la fabrication d'armes et la magie obscure d'Hashut à parts égales. Grâce à ces connaissances interdites, ils forgent leurs armes terribles et fabriquent leurs engins arcaniques.
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Lore of Hashut
The Chaos Dwarfs study forge-craft, weapon making and the dark magics of Hashut himself in equal measure. Using this forbidden lore, they forge their terrible weapons and craft their arcane devices.
A Wizard with the ‘Lore of Hashut’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below.
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Lore of Hashut
The Chaos Dwarfs study forge-craft, weapon making and the dark magics of Hashut himself in equal measure. Using this forbidden lore, they forge their terrible weapons and craft their arcane devices.
A Wizard with the ‘Lore of Hashut’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below.
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Lore of Hashut
The Chaos Dwarfs study forge-craft, weapon making and the dark magics of Hashut himself in equal measure. Using this forbidden lore, they forge their terrible weapons and craft their arcane devices.
A Wizard with the ‘Lore of Hashut’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below.
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Lore of Hashut
The Chaos Dwarfs study forge-craft, weapon making and the dark magics of Hashut himself in equal measure. Using this forbidden lore, they forge their terrible weapons and craft their arcane devices.
A Wizard with the ‘Lore of Hashut’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below.
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Lore of Hashut
The Chaos Dwarfs study forge-craft, weapon making and the dark magics of Hashut himself in equal measure. Using this forbidden lore, they forge their terrible weapons and craft their arcane devices.
A Wizard with the ‘Lore of Hashut’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below.
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Lore of Hashut
The Chaos Dwarfs study forge-craft, weapon making and the dark magics of Hashut himself in equal measure. Using this forbidden lore, they forge their terrible weapons and craft their arcane devices.
A Wizard with the ‘Lore of Hashut’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below.
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Doomfire
|
Feu Infernal
P: 12-60"
F: 5(10)
PA: -2 (-5)
Règles Spéciales: Bombardement, Encombrant, Mouvement ou Tir, Blessures Multiples (D3)
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Doomfire
|
Doomfire
|
Doomfire
|
Doomfire
|
Doomfire
|
Doomfire
|
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Dreadquake Mortar
R S AP Special Rules
Dreadquake Mortar 12-72" 3 (6) - (-3) Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D6), Quake, Slow Reload
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
Dreadquake Mortar Special Rules
Quake: Until your next Start of Turn sub-phase, any unit (friend or foe) that was within 2D6" of the central hole of the blast template after scattering suffers a -1 modifier to its Movement characteristic and cannot use the Swiftstride special rule.
Slow Reload: If this weapon shot during your previous turn, it may be unable to shoot during this turn. Roll a D6 before shooting with this weapon. On a roll of 1-2, the slow and ponderous reload process has not yet been completed and the weapon does not shoot this turn. If the Dreadquake Mortar has an Ogre Loader, you may apply a +1 modifier to this roll.
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Mortier Trembleffroi
P: 12-72"
F: 3(6)
PA: -(-3)
Règles Spéciales: Bombardement, Encombrant, Mouvement ou Tir, Blessures Multiples (D6), Secousses, Rechargement Lent
Notes : Cette arme tire comme une catapulte, utilisant la règle spéciale « Bombardement », un gabarit d'explosion de 5" et le tableau d'Incident de Tir des armes à poudre noire. La règle spéciale Blessures Multiples (D6) ne s'applique qu'à une unique figurine dont le socle est sous le trou central du gabarit.
Règles spéciales du Mortier Trembleffroi
Secousses : Jusqu'à votre prochaine sous-phase de début de tour, toute unité (amie ou ennemie) qui se trouvait à moins de 2D6" du trou central du gabarit d'explosion après la dispersion subit un modificateur de -1 à sa caractéristique de Mouvement et ne peut pas utiliser la règle spéciale Rapide.
Rechargement lent : Si cette arme a tiré pendant votre tour précédent, elle peut être incapable de tirer pendant ce tour. Lancez 1D6 avant de tirer avec cette arme. Sur un résultat de 1-2, le lent et fastidieux processus de rechargement n'est pas encore terminé et l'arme ne tire pas ce tour-ci. Si le Mortier Trembleffroi est équipé d'un Pourvoyeur Ogre, vous pouvez appliquer un modificateur de +1 à ce jet.
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Dreadquake Mortar
R S AP Special Rules
Dreadquake Mortar 12-72" 3 (6) - (-3) Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D6), Quake, Slow Reload
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
Dreadquake Mortar Special Rules
Quake: Until your next Start of Turn sub-phase, any unit (friend or foe) that was within 2D6" of the central hole of the blast template after scattering suffers a -1 modifier to its Movement characteristic and cannot use the Swiftstride special rule.
Slow Reload: If this weapon shot during your previous turn, it may be unable to shoot during this turn. Roll a D6 before shooting with this weapon. On a roll of 1-2, the slow and ponderous reload process has not yet been completed and the weapon does not shoot this turn. If the Dreadquake Mortar has an Ogre Loader, you may apply a +1 modifier to this roll.
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Dreadquake Mortar
R S AP Special Rules
Dreadquake Mortar 12-72" 3 (6) - (-3) Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D6), Quake, Slow Reload
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
Dreadquake Mortar Special Rules
Quake: Until your next Start of Turn sub-phase, any unit (friend or foe) that was within 2D6" of the central hole of the blast template after scattering suffers a -1 modifier to its Movement characteristic and cannot use the Swiftstride special rule.
Slow Reload: If this weapon shot during your previous turn, it may be unable to shoot during this turn. Roll a D6 before shooting with this weapon. On a roll of 1-2, the slow and ponderous reload process has not yet been completed and the weapon does not shoot this turn. If the Dreadquake Mortar has an Ogre Loader, you may apply a +1 modifier to this roll.
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Dreadquake Mortar
R S AP Special Rules
Dreadquake Mortar 12-72" 3 (6) - (-3) Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D6), Quake, Slow Reload
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
Dreadquake Mortar Special Rules
Quake: Until your next Start of Turn sub-phase, any unit (friend or foe) that was within 2D6" of the central hole of the blast template after scattering suffers a -1 modifier to its Movement characteristic and cannot use the Swiftstride special rule.
Slow Reload: If this weapon shot during your previous turn, it may be unable to shoot during this turn. Roll a D6 before shooting with this weapon. On a roll of 1-2, the slow and ponderous reload process has not yet been completed and the weapon does not shoot this turn. If the Dreadquake Mortar has an Ogre Loader, you may apply a +1 modifier to this roll.
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Dreadquake Mortar
R S AP Special Rules
Dreadquake Mortar 12-72" 3 (6) - (-3) Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D6), Quake, Slow Reload
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
Dreadquake Mortar Special Rules
Quake: Until your next Start of Turn sub-phase, any unit (friend or foe) that was within 2D6" of the central hole of the blast template after scattering suffers a -1 modifier to its Movement characteristic and cannot use the Swiftstride special rule.
Slow Reload: If this weapon shot during your previous turn, it may be unable to shoot during this turn. Roll a D6 before shooting with this weapon. On a roll of 1-2, the slow and ponderous reload process has not yet been completed and the weapon does not shoot this turn. If the Dreadquake Mortar has an Ogre Loader, you may apply a +1 modifier to this roll.
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Dreadquake Mortar
R S AP Special Rules
Dreadquake Mortar 12-72" 3 (6) - (-3) Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D6), Quake, Slow Reload
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
Dreadquake Mortar Special Rules
Quake: Until your next Start of Turn sub-phase, any unit (friend or foe) that was within 2D6" of the central hole of the blast template after scattering suffers a -1 modifier to its Movement characteristic and cannot use the Swiftstride special rule.
Slow Reload: If this weapon shot during your previous turn, it may be unable to shoot during this turn. Roll a D6 before shooting with this weapon. On a roll of 1-2, the slow and ponderous reload process has not yet been completed and the weapon does not shoot this turn. If the Dreadquake Mortar has an Ogre Loader, you may apply a +1 modifier to this roll.
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Dreadquake Mortar
R S AP Special Rules
Dreadquake Mortar 12-72" 3 (6) - (-3) Bombardment, Cumbersome, Move or Shoot, Multiple Wounds (D6), Quake, Slow Reload
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Black Powder Misfire table. The Multiple Wounds (D6) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
Dreadquake Mortar Special Rules
Quake: Until your next Start of Turn sub-phase, any unit (friend or foe) that was within 2D6" of the central hole of the blast template after scattering suffers a -1 modifier to its Movement characteristic and cannot use the Swiftstride special rule.
Slow Reload: If this weapon shot during your previous turn, it may be unable to shoot during this turn. Roll a D6 before shooting with this weapon. On a roll of 1-2, the slow and ponderous reload process has not yet been completed and the weapon does not shoot this turn. If the Dreadquake Mortar has an Ogre Loader, you may apply a +1 modifier to this roll.
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Terror
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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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Evasive
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Esquiveur
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Evasive
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Evasive
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Evasive
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Evasive
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Evasive
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Evasive
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Swiftstride
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Rapide
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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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Fire & Flee
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Tir&Fuite
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Fire & Flee
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Fire & Flee
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Fire & Flee
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Fire & Flee
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Fire & Flee
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Fire & Flee
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Fire thrower
|
Fire thrower
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Fire thrower
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Fire thrower
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Fire thrower
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Fire thrower
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Fire thrower
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Fire thrower
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First Charge
|
Première Charge
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First Charge
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First Charge
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First Charge
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First Charge
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First Charge
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First Charge
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Fly
|
Vol
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Fliegen
|
Fly
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Volar
|
Volo
|
Fly
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Полет
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Furious Charge
|
Frénésie
|
Furious Charge
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Furious Charge
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Furious Charge
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Furious Charge
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Furious Charge
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Furious Charge
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Large Target
|
Grande Cible
|
Large Target
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Large Target
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Large Target
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Large Target
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Large Target
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Large Target
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Griffes mortelles
P F PA Règles Spéciales
Griffes mortelles Combat F -2 -
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Grinding Wheels
An Iron Daemon weighs many tonnes and moves upon huge wheels of spiked brass and iron. Any enemy that falls before such an engine of destruction is quickly ground into the earth.
Stomp Attacks made by an Iron Daemon have an Armour Piercing characteristic of -2.
However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath an Iron Daemon’s wheels.
In addition, and unlike other chariots, this model treats low linear obstacles as open terrain rather than as impassable terrain.
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Roues Broyeuses
Un démon d'Acier pèse plusieurs tonnes et se déplace sur d'immenses roues d'airain et de fer hérissées de points. Un ennemi qui tombe devant un tel engin de destruction est bien vite broyé.
Les attaques de Piétinement effectuées par un Démon d'Acier ont une caractéristique de Pénétration d'Armure de -2. Cependant, cette règle ne peut pas être utilisée contre les figurines dont le type de troupe est "béhémoth", qui sont trop grandes pour être prises sous les roues d'un Démon d'Acier.
De plus, contrairement aux autres chars, cette figurine traite les obstacles linéaires bas comme un terrain découvert et non comme un terrain infranchissable.
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Grinding Wheels
An Iron Daemon weighs many tonnes and moves upon huge wheels of spiked brass and iron. Any enemy that falls before such an engine of destruction is quickly ground into the earth.
Stomp Attacks made by an Iron Daemon have an Armour Piercing characteristic of -2.
However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath an Iron Daemon’s wheels.
In addition, and unlike other chariots, this model treats low linear obstacles as open terrain rather than as impassable terrain.
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Grinding Wheels
An Iron Daemon weighs many tonnes and moves upon huge wheels of spiked brass and iron. Any enemy that falls before such an engine of destruction is quickly ground into the earth.
Stomp Attacks made by an Iron Daemon have an Armour Piercing characteristic of -2.
However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath an Iron Daemon’s wheels.
In addition, and unlike other chariots, this model treats low linear obstacles as open terrain rather than as impassable terrain.
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Grinding Wheels
An Iron Daemon weighs many tonnes and moves upon huge wheels of spiked brass and iron. Any enemy that falls before such an engine of destruction is quickly ground into the earth.
Stomp Attacks made by an Iron Daemon have an Armour Piercing characteristic of -2.
However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath an Iron Daemon’s wheels.
In addition, and unlike other chariots, this model treats low linear obstacles as open terrain rather than as impassable terrain.
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Grinding Wheels
An Iron Daemon weighs many tonnes and moves upon huge wheels of spiked brass and iron. Any enemy that falls before such an engine of destruction is quickly ground into the earth.
Stomp Attacks made by an Iron Daemon have an Armour Piercing characteristic of -2.
However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath an Iron Daemon’s wheels.
In addition, and unlike other chariots, this model treats low linear obstacles as open terrain rather than as impassable terrain.
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Grinding Wheels
An Iron Daemon weighs many tonnes and moves upon huge wheels of spiked brass and iron. Any enemy that falls before such an engine of destruction is quickly ground into the earth.
Stomp Attacks made by an Iron Daemon have an Armour Piercing characteristic of -2.
However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath an Iron Daemon’s wheels.
In addition, and unlike other chariots, this model treats low linear obstacles as open terrain rather than as impassable terrain.
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Grinding Wheels
An Iron Daemon weighs many tonnes and moves upon huge wheels of spiked brass and iron. Any enemy that falls before such an engine of destruction is quickly ground into the earth.
Stomp Attacks made by an Iron Daemon have an Armour Piercing characteristic of -2.
However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath an Iron Daemon’s wheels.
In addition, and unlike other chariots, this model treats low linear obstacles as open terrain rather than as impassable terrain.
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Hellfire
counts as a hand weapon
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Hellfire
counts as a hand weapon
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Hellfire
counts as a hand weapon
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Hellfire
counts as a hand weapon
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Hellfire
counts as a hand weapon
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Hellfire
counts as a hand weapon
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Hellfire
counts as a hand weapon
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Hellfire
counts as a hand weapon
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Horde
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Horde
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Horde
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Horde
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Horde
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Horde
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Horde
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Horde
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Ignore Goblin Panic
Orcs expect Goblins to run away. As far as the average Orc is concerned, running away is what Goblins are best at!
This unit does not have to make a Panic test when a friendly Goblin unit is destroyed or Breaks and flees from combat whilst within 6" of it. Nor does this unit have to make a Panic test when it is fled through by a friendly Goblin unit.
Note that, for the purposes of this rule, a Goblin unit is considered to be any unit that is made up entirely of Goblins of any kind, mounted or otherwise. This includes any war machine or chariot that is crewed entirely by Goblins. Should a Goblin unit be joined by an Orc character, it is no longer considered to be a Goblin unit.
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Ignore la Panique des Gobelins
Les Orques s'attendent à voir les Gobelins détaler. D'après eux, c'est même leur spécialité !
Cette unité n'a pas à effectuer de test de Panique quand une unité Gobelins amie est détruite ou démoralisée et fuit le combat alors qu'elle est à 6'' de cette unité. Cette unité n'a pas non plus à effectuer de test de Panique quand une unité Gobelins amie fuit à travers elle.
Notez que, dans le cadre de cette règle, est considérée comme unité Gobelins toute unité constituée entièrement de Gobelins de n'importe quel type, montés ou non. Cela inclut toute machine de guerre dont l'équipe de servants est entièrement constituée de Gobelins. Si une unité de Gobelins est rejointe par un personnage Orque, elle n'est plus considérée comme une unité Gobelins.
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Ignore Goblin Panic
Orcs expect Goblins to run away. As far as the average Orc is concerned, running away is what Goblins are best at!
This unit does not have to make a Panic test when a friendly Goblin unit is destroyed or Breaks and flees from combat whilst within 6" of it. Nor does this unit have to make a Panic test when it is fled through by a friendly Goblin unit.
Note that, for the purposes of this rule, a Goblin unit is considered to be any unit that is made up entirely of Goblins of any kind, mounted or otherwise. This includes any war machine or chariot that is crewed entirely by Goblins. Should a Goblin unit be joined by an Orc character, it is no longer considered to be a Goblin unit.
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Ignore Goblin Panic
Orcs expect Goblins to run away. As far as the average Orc is concerned, running away is what Goblins are best at!
This unit does not have to make a Panic test when a friendly Goblin unit is destroyed or Breaks and flees from combat whilst within 6" of it. Nor does this unit have to make a Panic test when it is fled through by a friendly Goblin unit.
Note that, for the purposes of this rule, a Goblin unit is considered to be any unit that is made up entirely of Goblins of any kind, mounted or otherwise. This includes any war machine or chariot that is crewed entirely by Goblins. Should a Goblin unit be joined by an Orc character, it is no longer considered to be a Goblin unit.
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Ignore Goblin Panic
Orcs expect Goblins to run away. As far as the average Orc is concerned, running away is what Goblins are best at!
This unit does not have to make a Panic test when a friendly Goblin unit is destroyed or Breaks and flees from combat whilst within 6" of it. Nor does this unit have to make a Panic test when it is fled through by a friendly Goblin unit.
Note that, for the purposes of this rule, a Goblin unit is considered to be any unit that is made up entirely of Goblins of any kind, mounted or otherwise. This includes any war machine or chariot that is crewed entirely by Goblins. Should a Goblin unit be joined by an Orc character, it is no longer considered to be a Goblin unit.
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Ignore Goblin Panic
Orcs expect Goblins to run away. As far as the average Orc is concerned, running away is what Goblins are best at!
This unit does not have to make a Panic test when a friendly Goblin unit is destroyed or Breaks and flees from combat whilst within 6" of it. Nor does this unit have to make a Panic test when it is fled through by a friendly Goblin unit.
Note that, for the purposes of this rule, a Goblin unit is considered to be any unit that is made up entirely of Goblins of any kind, mounted or otherwise. This includes any war machine or chariot that is crewed entirely by Goblins. Should a Goblin unit be joined by an Orc character, it is no longer considered to be a Goblin unit.
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Ignore Goblin Panic
Orcs expect Goblins to run away. As far as the average Orc is concerned, running away is what Goblins are best at!
This unit does not have to make a Panic test when a friendly Goblin unit is destroyed or Breaks and flees from combat whilst within 6" of it. Nor does this unit have to make a Panic test when it is fled through by a friendly Goblin unit.
Note that, for the purposes of this rule, a Goblin unit is considered to be any unit that is made up entirely of Goblins of any kind, mounted or otherwise. This includes any war machine or chariot that is crewed entirely by Goblins. Should a Goblin unit be joined by an Orc character, it is no longer considered to be a Goblin unit.
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Ignore Goblin Panic
Orcs expect Goblins to run away. As far as the average Orc is concerned, running away is what Goblins are best at!
This unit does not have to make a Panic test when a friendly Goblin unit is destroyed or Breaks and flees from combat whilst within 6" of it. Nor does this unit have to make a Panic test when it is fled through by a friendly Goblin unit.
Note that, for the purposes of this rule, a Goblin unit is considered to be any unit that is made up entirely of Goblins of any kind, mounted or otherwise. This includes any war machine or chariot that is crewed entirely by Goblins. Should a Goblin unit be joined by an Orc character, it is no longer considered to be a Goblin unit.
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Immune To Psychology
|
Immunisé à la Psychologie
|
Immune To Psychology
|
Immune To Psychology
|
Immune To Psychology
|
Immune To Psychology
|
Immune To Psychology
|
Immune To Psychology
|
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Impetuous
|
Impétueux
|
Impetuous
|
Impetuous
|
Impetuous
|
Impetuous
|
Impetuous
|
Impetuous
|
|
Unbreakable
|
Indémoralisable
|
Unerschütterlich
|
Unbreakable
|
Indesmoralizable
|
Irriducibile
|
Unbreakable
|
Непоколебимость
|
|
Unstable
|
Instable
|
Instabil
|
Unstable
|
Inestable
|
Instabile
|
Unstable
|
Нестабильность
|
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Infernal Engineer
Under the scornful gaze of their masters, the gun crews of Zharr-Naggrund are amongst the finest artillerists in all the known world.
Unless this model is fleeing or engaged in combat, once per turn a friendly war machine that is within its Command range may re-roll one Scatter dice or one Artillery dice.
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Ingénieur Infernal
Sous le regard méprisant de leurs maîtres, les équipes d'artilleurs du Zharr-Naggrund sont parmi les meilleures du Monde Connu.
À moins que cette figurine ne soit en fuite ou engagée en combat, une fois par tour, une machine de guerre amie à portée de Commandement peut relancer un dé de Dispersion ou un dé d'Artillerie.
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Infernal Engineer
Under the scornful gaze of their masters, the gun crews of Zharr-Naggrund are amongst the finest artillerists in all the known world.
Unless this model is fleeing or engaged in combat, once per turn a friendly war machine that is within its Command range may re-roll one Scatter dice or one Artillery dice.
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Infernal Engineer
Under the scornful gaze of their masters, the gun crews of Zharr-Naggrund are amongst the finest artillerists in all the known world.
Unless this model is fleeing or engaged in combat, once per turn a friendly war machine that is within its Command range may re-roll one Scatter dice or one Artillery dice.
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Infernal Engineer
Under the scornful gaze of their masters, the gun crews of Zharr-Naggrund are amongst the finest artillerists in all the known world.
Unless this model is fleeing or engaged in combat, once per turn a friendly war machine that is within its Command range may re-roll one Scatter dice or one Artillery dice.
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Infernal Engineer
Under the scornful gaze of their masters, the gun crews of Zharr-Naggrund are amongst the finest artillerists in all the known world.
Unless this model is fleeing or engaged in combat, once per turn a friendly war machine that is within its Command range may re-roll one Scatter dice or one Artillery dice.
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Infernal Engineer
Under the scornful gaze of their masters, the gun crews of Zharr-Naggrund are amongst the finest artillerists in all the known world.
Unless this model is fleeing or engaged in combat, once per turn a friendly war machine that is within its Command range may re-roll one Scatter dice or one Artillery dice.
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Infernal Engineer
Under the scornful gaze of their masters, the gun crews of Zharr-Naggrund are amongst the finest artillerists in all the known world.
Unless this model is fleeing or engaged in combat, once per turn a friendly war machine that is within its Command range may re-roll one Scatter dice or one Artillery dice.
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Infernal Incendiaries
R S AP Special Rules
Infernal Incendiaries 12-48" 3 (3) - (-) Bombardment, Cumbersome, Flaming Attacks, Move or Shoot
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Black Powder Misfire table. Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
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Infernal incendiares
P: 12-48"
F: 3(3)
PA: -(-)
Règles Spéciales: Bombardement, Encombrant, Attaques Enflammées, Mouvement ou Tir
Notes : Cette arme tire comme une catapulte, utilisant la règle spéciale "Bombardement", un gabarit d'explosion de 3" et le tableau d'Incident de Tir des armes à poudre noire. La règle spéciale Blessures Multiples (D6) ne s'applique qu'à une unique figurine dont le socle est sous le trou central du gabarit.
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Infernal Incendiaries
R S AP Special Rules
Infernal Incendiaries 12-48" 3 (3) - (-) Bombardment, Cumbersome, Flaming Attacks, Move or Shoot
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Black Powder Misfire table. Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
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Infernal Incendiaries
R S AP Special Rules
Infernal Incendiaries 12-48" 3 (3) - (-) Bombardment, Cumbersome, Flaming Attacks, Move or Shoot
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Black Powder Misfire table. Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
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Infernal Incendiaries
R S AP Special Rules
Infernal Incendiaries 12-48" 3 (3) - (-) Bombardment, Cumbersome, Flaming Attacks, Move or Shoot
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Black Powder Misfire table. Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
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Infernal Incendiaries
R S AP Special Rules
Infernal Incendiaries 12-48" 3 (3) - (-) Bombardment, Cumbersome, Flaming Attacks, Move or Shoot
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Black Powder Misfire table. Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
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Infernal Incendiaries
R S AP Special Rules
Infernal Incendiaries 12-48" 3 (3) - (-) Bombardment, Cumbersome, Flaming Attacks, Move or Shoot
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Black Powder Misfire table. Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
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Infernal Incendiaries
R S AP Special Rules
Infernal Incendiaries 12-48" 3 (3) - (-) Bombardment, Cumbersome, Flaming Attacks, Move or Shoot
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 5" blast template and the Black Powder Misfire table. Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
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|
Loner
|
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
|
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Sorcerer's Curse
The flesh of a Sorcerer of Hashut hardens and blackens over time, eventually turning to stone.
If this model miscasts a spell, it must immediately make a Toughness test. If this test is failed, it loses a single Wound and gains a +1 modifier to its Toughness characteristic instead of rolling on the Miscast table. If this test is passed, it rolls on the Miscast table as normal.
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Malédiction du Sorcier
La chair d'un sorcier d'Hashut durcit et noircit avec le temps, pour fatalement se transformer en pierre.
Si cette figurine subit un Fiasco, elle doit immédiatement faire un test d'Endurance. Si ce test est raté, au lieu de faire un jet sur la table des Fiascos, la figurine perd un seul Point de Vie et gagne un modificateur de +1 à sa caractéristique d'Endurance. Si ce test est réussi, elle effectue un jet normal sur la table des Fiascos.
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Sorcerer's Curse
The flesh of a Sorcerer of Hashut hardens and blackens over time, eventually turning to stone.
If this model miscasts a spell, it must immediately make a Toughness test. If this test is failed, it loses a single Wound and gains a +1 modifier to its Toughness characteristic instead of rolling on the Miscast table. If this test is passed, it rolls on the Miscast table as normal.
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Sorcerer's Curse
The flesh of a Sorcerer of Hashut hardens and blackens over time, eventually turning to stone.
If this model miscasts a spell, it must immediately make a Toughness test. If this test is failed, it loses a single Wound and gains a +1 modifier to its Toughness characteristic instead of rolling on the Miscast table. If this test is passed, it rolls on the Miscast table as normal.
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Sorcerer's Curse
The flesh of a Sorcerer of Hashut hardens and blackens over time, eventually turning to stone.
If this model miscasts a spell, it must immediately make a Toughness test. If this test is failed, it loses a single Wound and gains a +1 modifier to its Toughness characteristic instead of rolling on the Miscast table. If this test is passed, it rolls on the Miscast table as normal.
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Sorcerer's Curse
The flesh of a Sorcerer of Hashut hardens and blackens over time, eventually turning to stone.
If this model miscasts a spell, it must immediately make a Toughness test. If this test is failed, it loses a single Wound and gains a +1 modifier to its Toughness characteristic instead of rolling on the Miscast table. If this test is passed, it rolls on the Miscast table as normal.
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Sorcerer's Curse
The flesh of a Sorcerer of Hashut hardens and blackens over time, eventually turning to stone.
If this model miscasts a spell, it must immediately make a Toughness test. If this test is failed, it loses a single Wound and gains a +1 modifier to its Toughness characteristic instead of rolling on the Miscast table. If this test is passed, it rolls on the Miscast table as normal.
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Sorcerer's Curse
The flesh of a Sorcerer of Hashut hardens and blackens over time, eventually turning to stone.
If this model miscasts a spell, it must immediately make a Toughness test. If this test is failed, it loses a single Wound and gains a +1 modifier to its Toughness characteristic instead of rolling on the Miscast table. If this test is passed, it rolls on the Miscast table as normal.
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Sorcerous Miasma
Sorcerous black clouds curl about the Lammasu, protecting it from spells and befouling the magical weapons of its enemies, preventing them from striking the beast to full effect.
During the Combat phase, any enemy model that uses a magic weapon to attack a character mounted on a Lammasu counts as being armed with a simple hand weapon instead.
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Miasmes Mystiques
Des nuages noirs s'enroulent autour du Lammasu, le protégeant des sorts et souillant les armes magiques de ses ennemis, les empêchant de frapper la bête avec pleine efficacité.
Lors de la phase de combat, toute figurine ennemie qui utilise une arme magique pour attaquer un personnage monté sur un Lammasu est considérée comme étant armée d'une simple arme de base à la place.
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Sorcerous Miasma
Sorcerous black clouds curl about the Lammasu, protecting it from spells and befouling the magical weapons of its enemies, preventing them from striking the beast to full effect.
During the Combat phase, any enemy model that uses a magic weapon to attack a character mounted on a Lammasu counts as being armed with a simple hand weapon instead.
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Sorcerous Miasma
Sorcerous black clouds curl about the Lammasu, protecting it from spells and befouling the magical weapons of its enemies, preventing them from striking the beast to full effect.
During the Combat phase, any enemy model that uses a magic weapon to attack a character mounted on a Lammasu counts as being armed with a simple hand weapon instead.
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Sorcerous Miasma
Sorcerous black clouds curl about the Lammasu, protecting it from spells and befouling the magical weapons of its enemies, preventing them from striking the beast to full effect.
During the Combat phase, any enemy model that uses a magic weapon to attack a character mounted on a Lammasu counts as being armed with a simple hand weapon instead.
|
Sorcerous Miasma
Sorcerous black clouds curl about the Lammasu, protecting it from spells and befouling the magical weapons of its enemies, preventing them from striking the beast to full effect.
During the Combat phase, any enemy model that uses a magic weapon to attack a character mounted on a Lammasu counts as being armed with a simple hand weapon instead.
|
Sorcerous Miasma
Sorcerous black clouds curl about the Lammasu, protecting it from spells and befouling the magical weapons of its enemies, preventing them from striking the beast to full effect.
During the Combat phase, any enemy model that uses a magic weapon to attack a character mounted on a Lammasu counts as being armed with a simple hand weapon instead.
|
Sorcerous Miasma
Sorcerous black clouds curl about the Lammasu, protecting it from spells and befouling the magical weapons of its enemies, preventing them from striking the beast to full effect.
During the Combat phase, any enemy model that uses a magic weapon to attack a character mounted on a Lammasu counts as being armed with a simple hand weapon instead.
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|
Move Through Cover
|
Mouvement à Couvert
|
Move Through Cover
|
Move Through Cover
|
Move Through Cover
|
Move Through Cover
|
Move Through Cover
|
Move Through Cover
|
|
Shieldwall
|
Mur de Boucliers
|
Shieldwall
|
Shieldwall
|
Shieldwall
|
Shieldwall
|
Shieldwall
|
Shieldwall
|
|
Open Order
|
Ordre Dispersé
|
Open Order
|
Open Order
|
Open Order
|
Open Order
|
Open Order
|
Open Order
|
|
Scaly Skin
counts as Heavy armour
|
Peau écailleuse
compte comme une armure lourde
|
Scaly Skin
counts as Heavy armour
|
Scaly Skin
counts as Heavy armour
|
Scaly Skin
counts as Heavy armour
|
Scaly Skin
counts as Heavy armour
|
Scaly Skin
counts as Heavy armour
|
Scaly Skin
counts as Heavy armour
|
|
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 Règles Spéciales
Combat F - Attaques Empoisonnées, Frappe en Premier
|
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.
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|
Rage
|
Rage
|
Wutanfall
|
Rage
|
Rabia
|
Rabbia
|
Rage
|
Ярость
|
|
Regeneration
|
Régénération
|
Regeneration
|
Regeneration
|
Regeneration
|
Regeneration
|
Regeneration
|
Regeneration
|
|
Regimental Unit
|
Unité Régimentaire
|
Regimental Unit
|
Regimental Unit
|
Regimental Unit
|
Regimental Unit
|
Regimental Unit
|
Regimental Unit
|
|
Resolute
Chaos Dwarfs are grim and determined warriors that abandon a position with great reluctance.
Models with this special rule suffer a -1 modifier to the result of any Flee roll or Pursuit roll they make (to a minimum of 1).
Note that this modifier does not apply to mounted characters.
|
Résolu
Les Nains du Chaos sont des guerriers après et déterminés qui répugnent grandement à céder du terrain.
Les figurines ayant cette règle spéciale subissent un modificateur de -1 au résultat de tout jet de Fuite ou de Poursuite qu'elle sont amenées à faire (jusqu'à un minimum de 1).
Notez que ce malus ne s'applique pas aux personnages montés.
|
Resolute
Chaos Dwarfs are grim and determined warriors that abandon a position with great reluctance.
Models with this special rule suffer a -1 modifier to the result of any Flee roll or Pursuit roll they make (to a minimum of 1).
Note that this modifier does not apply to mounted characters.
|
Resolute
Chaos Dwarfs are grim and determined warriors that abandon a position with great reluctance.
Models with this special rule suffer a -1 modifier to the result of any Flee roll or Pursuit roll they make (to a minimum of 1).
Note that this modifier does not apply to mounted characters.
|
Resolute
Chaos Dwarfs are grim and determined warriors that abandon a position with great reluctance.
Models with this special rule suffer a -1 modifier to the result of any Flee roll or Pursuit roll they make (to a minimum of 1).
Note that this modifier does not apply to mounted characters.
|
Resolute
Chaos Dwarfs are grim and determined warriors that abandon a position with great reluctance.
Models with this special rule suffer a -1 modifier to the result of any Flee roll or Pursuit roll they make (to a minimum of 1).
Note that this modifier does not apply to mounted characters.
|
Resolute
Chaos Dwarfs are grim and determined warriors that abandon a position with great reluctance.
Models with this special rule suffer a -1 modifier to the result of any Flee roll or Pursuit roll they make (to a minimum of 1).
Note that this modifier does not apply to mounted characters.
|
Resolute
Chaos Dwarfs are grim and determined warriors that abandon a position with great reluctance.
Models with this special rule suffer a -1 modifier to the result of any Flee roll or Pursuit roll they make (to a minimum of 1).
Note that this modifier does not apply to mounted characters.
|
|
Stampede
When Bull Centaurs charge, the ground itself trembles and the enemy is crushed beneath their brazen hooves.
Impact Hits caused by a model with this special rule have an Armour Piercing characteristic of -2.
|
Rué
Lorsque les Centaures-Taureaux chargent, le sol lui-même tremble et l'ennemi est écrasé sous leurs sabots ferrés.
Les Touches d'Impact causées par une figurine avec cette règle spéciale ont une Pénétration d'Armure de -2.
|
Stampede
When Bull Centaurs charge, the ground itself trembles and the enemy is crushed beneath their brazen hooves.
Impact Hits caused by a model with this special rule have an Armour Piercing characteristic of -2.
|
Stampede
When Bull Centaurs charge, the ground itself trembles and the enemy is crushed beneath their brazen hooves.
Impact Hits caused by a model with this special rule have an Armour Piercing characteristic of -2.
|
Stampede
When Bull Centaurs charge, the ground itself trembles and the enemy is crushed beneath their brazen hooves.
Impact Hits caused by a model with this special rule have an Armour Piercing characteristic of -2.
|
Stampede
When Bull Centaurs charge, the ground itself trembles and the enemy is crushed beneath their brazen hooves.
Impact Hits caused by a model with this special rule have an Armour Piercing characteristic of -2.
|
Stampede
When Bull Centaurs charge, the ground itself trembles and the enemy is crushed beneath their brazen hooves.
Impact Hits caused by a model with this special rule have an Armour Piercing characteristic of -2.
|
Stampede
When Bull Centaurs charge, the ground itself trembles and the enemy is crushed beneath their brazen hooves.
Impact Hits caused by a model with this special rule have an Armour Piercing characteristic of -2.
|
|
Trampling Hooves
R S AP Special Rules
Trampling hooves Combat S -1 Flaming Attacks
|
Sabots Piétineurs
P: Combat
F: F
PA: -1
Règles Spéciales: Attaques Enflammées
|
Trampling Hooves
R S AP Special Rules
Trampling hooves Combat S -1 Flaming Attacks
|
Trampling Hooves
R S AP Special Rules
Trampling hooves Combat S -1 Flaming Attacks
|
Trampling Hooves
R S AP Special Rules
Trampling hooves Combat S -1 Flaming Attacks
|
Trampling Hooves
R S AP Special Rules
Trampling hooves Combat S -1 Flaming Attacks
|
Trampling Hooves
R S AP Special Rules
Trampling hooves Combat S -1 Flaming Attacks
|
Trampling Hooves
R S AP Special Rules
Trampling hooves Combat S -1 Flaming Attacks
|
|
Skirmishers
|
Tirailleurs
|
Skirmishers
|
Skirmishers
|
Skirmishers
|
Skirmishers
|
Skirmishers
|
Skirmishers
|
|
Wizard
|
Sorcier
|
Wizard
|
Wizard
|
Wizard
|
Wizard
|
Wizard
|
Wizard
|
|
Two Hand Weapons
|
Two Hand Weapons
|
Two Hand Weapons
|
Two Hand Weapons
|
Two Hand Weapons
|
Two Hand Weapons
|
Two Hand Weapons
|
Two Hand Weapons
|
|
Veteran
|
Vétérans
|
Veteran
|
Veteran
|
Veteran
|
Veteran
|
Veteran
|
Veteran
|
|
Warp-spawned
|
Warp-spawned
|
Warp-spawned
|
Warp-spawned
|
Warp-spawned
|
Warp-spawned
|
Warp-spawned
|
Warp-spawned
|
| EN | FR | DE | PL | ES | IT | ZH | RU |
|---|
| EN | FR | DE | PL | ES | IT | ZH | RU |
|---|---|---|---|---|---|---|---|
|
Ashen Banner
Clouds of soot and ash billow from this smouldering pennant, concealing its bearers from their enemies.
Any enemy model that targets a unit carrying the Ashen Banner during the Shooting phase suffers an additional -1 To Hit modifier.
|
Bannière Cendrée
Des nuages de suie et de cendres s'échappent de ce fanion fumant, dissimulant ses porteurs à leurs ennemis.
Toute figurine ennemie qui cible une unité portant la Bannière Cendrée pendant la phase de Tir subit un malus additionnel de -1 pour toucher.
|
Ashen Banner
Clouds of soot and ash billow from this smouldering pennant, concealing its bearers from their enemies.
Any enemy model that targets a unit carrying the Ashen Banner during the Shooting phase suffers an additional -1 To Hit modifier.
|
Ashen Banner
Clouds of soot and ash billow from this smouldering pennant, concealing its bearers from their enemies.
Any enemy model that targets a unit carrying the Ashen Banner during the Shooting phase suffers an additional -1 To Hit modifier.
|
Ashen Banner
Clouds of soot and ash billow from this smouldering pennant, concealing its bearers from their enemies.
Any enemy model that targets a unit carrying the Ashen Banner during the Shooting phase suffers an additional -1 To Hit modifier.
|
Ashen Banner
Clouds of soot and ash billow from this smouldering pennant, concealing its bearers from their enemies.
Any enemy model that targets a unit carrying the Ashen Banner during the Shooting phase suffers an additional -1 To Hit modifier.
|
Ashen Banner
Clouds of soot and ash billow from this smouldering pennant, concealing its bearers from their enemies.
Any enemy model that targets a unit carrying the Ashen Banner during the Shooting phase suffers an additional -1 To Hit modifier.
|
Ashen Banner
Clouds of soot and ash billow from this smouldering pennant, concealing its bearers from their enemies.
Any enemy model that targets a unit carrying the Ashen Banner during the Shooting phase suffers an additional -1 To Hit modifier.
|
|
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
|
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
|
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
|
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
|
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
|
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
|
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
|
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
|
|
The Lammasu’s Beard
This totem depicts the leering face of an old man, beneath which bristles a blood-stained beard torn from the chin of an ancient Lammasu.
A unit carrying the Lammasu’s Beard has a 6+ Ward save against any wounds suffered and gains the Magic Resistance (-2) special rule. In addition, whilst within 6" of the model carrying this standard, friendly units have a 5+ Ward save against any wounds suffered during the Shooting phase and gain the Magic Resistance (-1) special rule.
|
Barbe de Lammasu
Ce totem représente le visage impudent d'un vieil homme, sous lequel se hérisse une barbe tachée de sang, arrachée au menton d'un ancien Lammasu.
Une unité portant la Barbe du Lammasu reçoit une sauvegarde invulnérable de 6+ contre toute blessure, ainsi que la règle spéciale Résistance à la Magie (-2). De plus, tant qu'elles se trouvent à 6" du porteur de cette bannière, les unités amies reçoivent une sauvegarde invulnérable de 5+ contre les blessures subies pendant la phase de Tir ainsi que la règle spéciale Résistance à la Magie (-1).
|
The Lammasu’s Beard
This totem depicts the leering face of an old man, beneath which bristles a blood-stained beard torn from the chin of an ancient Lammasu.
A unit carrying the Lammasu’s Beard has a 6+ Ward save against any wounds suffered and gains the Magic Resistance (-2) special rule. In addition, whilst within 6" of the model carrying this standard, friendly units have a 5+ Ward save against any wounds suffered during the Shooting phase and gain the Magic Resistance (-1) special rule.
|
The Lammasu’s Beard
This totem depicts the leering face of an old man, beneath which bristles a blood-stained beard torn from the chin of an ancient Lammasu.
A unit carrying the Lammasu’s Beard has a 6+ Ward save against any wounds suffered and gains the Magic Resistance (-2) special rule. In addition, whilst within 6" of the model carrying this standard, friendly units have a 5+ Ward save against any wounds suffered during the Shooting phase and gain the Magic Resistance (-1) special rule.
|
The Lammasu’s Beard
This totem depicts the leering face of an old man, beneath which bristles a blood-stained beard torn from the chin of an ancient Lammasu.
A unit carrying the Lammasu’s Beard has a 6+ Ward save against any wounds suffered and gains the Magic Resistance (-2) special rule. In addition, whilst within 6" of the model carrying this standard, friendly units have a 5+ Ward save against any wounds suffered during the Shooting phase and gain the Magic Resistance (-1) special rule.
|
The Lammasu’s Beard
This totem depicts the leering face of an old man, beneath which bristles a blood-stained beard torn from the chin of an ancient Lammasu.
A unit carrying the Lammasu’s Beard has a 6+ Ward save against any wounds suffered and gains the Magic Resistance (-2) special rule. In addition, whilst within 6" of the model carrying this standard, friendly units have a 5+ Ward save against any wounds suffered during the Shooting phase and gain the Magic Resistance (-1) special rule.
|
The Lammasu’s Beard
This totem depicts the leering face of an old man, beneath which bristles a blood-stained beard torn from the chin of an ancient Lammasu.
A unit carrying the Lammasu’s Beard has a 6+ Ward save against any wounds suffered and gains the Magic Resistance (-2) special rule. In addition, whilst within 6" of the model carrying this standard, friendly units have a 5+ Ward save against any wounds suffered during the Shooting phase and gain the Magic Resistance (-1) special rule.
|
The Lammasu’s Beard
This totem depicts the leering face of an old man, beneath which bristles a blood-stained beard torn from the chin of an ancient Lammasu.
A unit carrying the Lammasu’s Beard has a 6+ Ward save against any wounds suffered and gains the Magic Resistance (-2) special rule. In addition, whilst within 6" of the model carrying this standard, friendly units have a 5+ Ward save against any wounds suffered during the Shooting phase and gain the Magic Resistance (-1) special rule.
|
|
Overseer’s Sigil
Beneath this hateful banner the workers of Zharr-Naggrund must swear devotion to their dark masters.
Whilst within 9" of the model carrying the Overseer’s Sigil, friendly units lose the Levies special rule.
|
Sceau des Contremaîtres
Sous cette bannière haineuse, les travailleurs de Zharr-Naggrund doivent jurer fidélité à leurs sombres maîtres.
Les unités amies à 9" du porteur du Sceau des Contremaîtres perdent la règle spéciale Conscrits.
|
Overseer’s Sigil
Beneath this hateful banner the workers of Zharr-Naggrund must swear devotion to their dark masters.
Whilst within 9" of the model carrying the Overseer’s Sigil, friendly units lose the Levies special rule.
|
Overseer’s Sigil
Beneath this hateful banner the workers of Zharr-Naggrund must swear devotion to their dark masters.
Whilst within 9" of the model carrying the Overseer’s Sigil, friendly units lose the Levies special rule.
|
Overseer’s Sigil
Beneath this hateful banner the workers of Zharr-Naggrund must swear devotion to their dark masters.
Whilst within 9" of the model carrying the Overseer’s Sigil, friendly units lose the Levies special rule.
|
Overseer’s Sigil
Beneath this hateful banner the workers of Zharr-Naggrund must swear devotion to their dark masters.
Whilst within 9" of the model carrying the Overseer’s Sigil, friendly units lose the Levies special rule.
|
Overseer’s Sigil
Beneath this hateful banner the workers of Zharr-Naggrund must swear devotion to their dark masters.
Whilst within 9" of the model carrying the Overseer’s Sigil, friendly units lose the Levies special rule.
|
Overseer’s Sigil
Beneath this hateful banner the workers of Zharr-Naggrund must swear devotion to their dark masters.
Whilst within 9" of the model carrying the Overseer’s Sigil, friendly units lose the Levies special rule.
|
|
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
|
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
|
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
|
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
|
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
|
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
|
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
|
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
|
|
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
|
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
|
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
|
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
|
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
|
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
|
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
|
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
|
|
Shroud Of The Ancestor
Those that march beneath this black pennant, supposedly torn from the corpse of an unnamed Ancestor in ages past, seethe with rage towards their hated western kin.
A unit carrying the Shroud of the Ancestor gains the Hatred (Dwarfs) special rule.
|
Suaire de l'Ancêtre
Ceux qui marchent sous ce drapeau noir, censé avoir été arraché au cadavre d'un Ancêtre anonyme dans les temps immémoriaux, brûlent de rage contre leur parent occidental détesté.
Une unité portant le Suaire de l'Ancêtre gagne la règle spéciale Haine (Nains).
|
Shroud Of The Ancestor
Those that march beneath this black pennant, supposedly torn from the corpse of an unnamed Ancestor in ages past, seethe with rage towards their hated western kin.
A unit carrying the Shroud of the Ancestor gains the Hatred (Dwarfs) special rule.
|
Shroud Of The Ancestor
Those that march beneath this black pennant, supposedly torn from the corpse of an unnamed Ancestor in ages past, seethe with rage towards their hated western kin.
A unit carrying the Shroud of the Ancestor gains the Hatred (Dwarfs) special rule.
|
Shroud Of The Ancestor
Those that march beneath this black pennant, supposedly torn from the corpse of an unnamed Ancestor in ages past, seethe with rage towards their hated western kin.
A unit carrying the Shroud of the Ancestor gains the Hatred (Dwarfs) special rule.
|
Shroud Of The Ancestor
Those that march beneath this black pennant, supposedly torn from the corpse of an unnamed Ancestor in ages past, seethe with rage towards their hated western kin.
A unit carrying the Shroud of the Ancestor gains the Hatred (Dwarfs) special rule.
|
Shroud Of The Ancestor
Those that march beneath this black pennant, supposedly torn from the corpse of an unnamed Ancestor in ages past, seethe with rage towards their hated western kin.
A unit carrying the Shroud of the Ancestor gains the Hatred (Dwarfs) special rule.
|
Shroud Of The Ancestor
Those that march beneath this black pennant, supposedly torn from the corpse of an unnamed Ancestor in ages past, seethe with rage towards their hated western kin.
A unit carrying the Shroud of the Ancestor gains the Hatred (Dwarfs) special rule.
|
|
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
|
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
|
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
|
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
|
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
|
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
|
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
|
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
|
|
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
|
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
|
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
|
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
|
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
|
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
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War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
|
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
|