Beastmen Brayherds

Beastmen Brayherds

Correspondence of translations with another language

Rules and Equipments used by the army

EN FR DE PL ES IT
*Giant Attacks
Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan. Instead of attacking normally during the Combat phase or making a Pick Up And… attack, a Giant may choose to make a ‘Giant Attack’. To make a Giant Attack, nominate an enemy unit that the Giant is engaged in combat with to be the target of the attack and roll on the Giant Attacks table below to determine what the Giant does: Giant Attacks Table D6 Result 1 ’Eadbutt: The Giant singles out a lone enemy and ’eadbutts them. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. That model is hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). 2 Belly Flop: The Giant crashes down bodily upon the enemy. Place a small (3") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -2. 3-4 Mighty Swing: The Giant swings its club through the enemy ranks. For this attack, the Giant is subject to the Random Attacks special rule and has an Attacks characteristic of D6+1, and the Giant’s club has a Strength characteristic of S+1 and an AP of -2. 5 Thump With Club: The Giant grasps its club two-handed and cracks its enemy on the head. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. For this attack, the Giant’s club has a Strength characteristic of S+4, an AP of -4 and the Multiple Wounds (D6) special rule. 6 Jump Up & Down: The Giant jumps around, kicking and flattening the enemy. For this attack, the Giant does not use its club. Instead, the target unit suffers D6+1 hits, each using the Strength characteristic of this model, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
*Attaques de Géant
Les Géants n'attaquent pas comme les autres créatures. Ils sont bien trop gros et hargneux pour obéir aux ordres et trop bêtes pour avoir le moindre plan cohérent. Au lieu d'attaquer normalement à la phase de Combat ou d'effectuer une attaque de Ramassage, un Géant peut choisir d'effectuer une "Attaque de Géant". Pour ce faire, désignez une unité ennemie avec qui le Géant est engagé en combat comme cible de l'attaque et faites un jet sur le tableau d'Attaques de Géant ci-dessous pour déterminer ce qu'il fait : Voici le tableau d'Attaques de Géant : D6 Résultat 1 Coup d'Boule : Le Géant choisit un adversaire et lui flanque un coup d'boule. Désignez une figurine individuelle dans le rang combattant d'une unité ennemie avec qui le Géant est engagé en combat comme cible de l'attaque. Cette figurine est touchée et subit D3+1 blessures sans sauvegarde d'armure ni de Régénération autorisées (les sauvegardes Invulnérables peuvent être tentées normalement). 2 Plat du Ventre : Le Géant s'écrase de tout son long sur l'ennemi. Placez un petit (3") gabarit d'explosion de sorte que le trou central soit directement sur le centre de l'unité cible. Toute figurine (amie ou ennemie, à l'exception du Géant) dont le socle se trouve sous le gabarit risque d'être touchée et de subir une seule touche, en utilisant la caractéristique de Force de cette figurine, avec une pénétration d'armure de -2. 3-4 Balayage : Le Géant balaie les rangs ennemis de sa massue. Pour cette attaque, le Géant est soumis à la règle spéciale Attaques et a une caractéristique d'Attaques de D6+1, et la massue de Géant a une caractéristique de Force de F+1 et une pénétration d'armure de -2. 5 Coup d'Massue : Le Géant empoigne sa massue à deux mains pour taper sur le crâne de son ennemi. Désignez une figurine individuelle ennemie dans le rang combattant d'une unité ennemie avec qui le Géant est engagé en combat comme cible de l'attaque. Pour cette attaque, la massue de Géant a une caractéristique de Force de F+4, une pénétration d'armure de -4 et la règle spéciale Blessures Multiples (D6). 6 Sauter à Pieds Joints : Le Géant saute sur ses ennemis pour les envoyer voler en tous sens et les aplatir. Pour cette attaque, le Géant n'utilise pas sa massue. À la place, l'unité cible subit D6+1 touches, chacune utilisant la caractéristique de Force du Géant, sans sauvegarde d'armure autorisée (les sauvegardes Invulnérables et de Régénération peuvent être tentées normalement).
*Giant Attacks
Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan. Instead of attacking normally during the Combat phase or making a Pick Up And… attack, a Giant may choose to make a ‘Giant Attack’. To make a Giant Attack, nominate an enemy unit that the Giant is engaged in combat with to be the target of the attack and roll on the Giant Attacks table below to determine what the Giant does: Giant Attacks Table D6 Result 1 ’Eadbutt: The Giant singles out a lone enemy and ’eadbutts them. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. That model is hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). 2 Belly Flop: The Giant crashes down bodily upon the enemy. Place a small (3") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -2. 3-4 Mighty Swing: The Giant swings its club through the enemy ranks. For this attack, the Giant is subject to the Random Attacks special rule and has an Attacks characteristic of D6+1, and the Giant’s club has a Strength characteristic of S+1 and an AP of -2. 5 Thump With Club: The Giant grasps its club two-handed and cracks its enemy on the head. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. For this attack, the Giant’s club has a Strength characteristic of S+4, an AP of -4 and the Multiple Wounds (D6) special rule. 6 Jump Up & Down: The Giant jumps around, kicking and flattening the enemy. For this attack, the Giant does not use its club. Instead, the target unit suffers D6+1 hits, each using the Strength characteristic of this model, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
*Giant Attacks
Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan. Instead of attacking normally during the Combat phase or making a Pick Up And… attack, a Giant may choose to make a ‘Giant Attack’. To make a Giant Attack, nominate an enemy unit that the Giant is engaged in combat with to be the target of the attack and roll on the Giant Attacks table below to determine what the Giant does: Giant Attacks Table D6 Result 1 ’Eadbutt: The Giant singles out a lone enemy and ’eadbutts them. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. That model is hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). 2 Belly Flop: The Giant crashes down bodily upon the enemy. Place a small (3") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -2. 3-4 Mighty Swing: The Giant swings its club through the enemy ranks. For this attack, the Giant is subject to the Random Attacks special rule and has an Attacks characteristic of D6+1, and the Giant’s club has a Strength characteristic of S+1 and an AP of -2. 5 Thump With Club: The Giant grasps its club two-handed and cracks its enemy on the head. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. For this attack, the Giant’s club has a Strength characteristic of S+4, an AP of -4 and the Multiple Wounds (D6) special rule. 6 Jump Up & Down: The Giant jumps around, kicking and flattening the enemy. For this attack, the Giant does not use its club. Instead, the target unit suffers D6+1 hits, each using the Strength characteristic of this model, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
*Giant Attacks
Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan. Instead of attacking normally during the Combat phase or making a Pick Up And… attack, a Giant may choose to make a ‘Giant Attack’. To make a Giant Attack, nominate an enemy unit that the Giant is engaged in combat with to be the target of the attack and roll on the Giant Attacks table below to determine what the Giant does: Giant Attacks Table D6 Result 1 ’Eadbutt: The Giant singles out a lone enemy and ’eadbutts them. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. That model is hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). 2 Belly Flop: The Giant crashes down bodily upon the enemy. Place a small (3") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -2. 3-4 Mighty Swing: The Giant swings its club through the enemy ranks. For this attack, the Giant is subject to the Random Attacks special rule and has an Attacks characteristic of D6+1, and the Giant’s club has a Strength characteristic of S+1 and an AP of -2. 5 Thump With Club: The Giant grasps its club two-handed and cracks its enemy on the head. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. For this attack, the Giant’s club has a Strength characteristic of S+4, an AP of -4 and the Multiple Wounds (D6) special rule. 6 Jump Up & Down: The Giant jumps around, kicking and flattening the enemy. For this attack, the Giant does not use its club. Instead, the target unit suffers D6+1 hits, each using the Strength characteristic of this model, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
*Giant Attacks
Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan. Instead of attacking normally during the Combat phase or making a Pick Up And… attack, a Giant may choose to make a ‘Giant Attack’. To make a Giant Attack, nominate an enemy unit that the Giant is engaged in combat with to be the target of the attack and roll on the Giant Attacks table below to determine what the Giant does: Giant Attacks Table D6 Result 1 ’Eadbutt: The Giant singles out a lone enemy and ’eadbutts them. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. That model is hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). 2 Belly Flop: The Giant crashes down bodily upon the enemy. Place a small (3") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -2. 3-4 Mighty Swing: The Giant swings its club through the enemy ranks. For this attack, the Giant is subject to the Random Attacks special rule and has an Attacks characteristic of D6+1, and the Giant’s club has a Strength characteristic of S+1 and an AP of -2. 5 Thump With Club: The Giant grasps its club two-handed and cracks its enemy on the head. Nominate a single model in the fighting rank of an enemy unit the Giant is engaged with to be the target of this attack. For this attack, the Giant’s club has a Strength characteristic of S+4, an AP of -4 and the Multiple Wounds (D6) special rule. 6 Jump Up & Down: The Giant jumps around, kicking and flattening the enemy. For this attack, the Giant does not use its club. Instead, the target unit suffers D6+1 hits, each using the Strength characteristic of this model, with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
*Pick Up And…
Sometimes, Giants forget there is a battle raging around them and, when faced with rank upon rank of bite-sized snacks, will become distracted, reaching down and grabbing enemies by the handful. What happens to these unfortunate souls varies; some are thrust into a sack or under the Giant’s clothing for later, others are eaten on the spot, and still others are tossed carelessly aside to bounce off the scenery. Whatever the case, such unfortunates are rarely seen again. Instead of attacking normally during the Combat phase or making a Giant Attack, a Giant that is engaged in combat with one or more units whose troop type is ‘regular infantry’ or ‘heavy infantry’ may choose to make a ‘Pick Up And…’ attack. To make a Pick Up And… attack, nominate an enemy unit of regular or heavy infantry that the Giant is engaged in combat with. The unit must immediately make an Initiative test: • If this test is failed, a victim is picked up by the Giant. What happens next does not bear thinking about but, whatever it is, a single model belonging to the target unit is immediately removed from play as a casualty. • If this test is passed, the warriors manage to duck and dodge away from the Giant’s grasping hands. No one is picked up and the attack has no effect. Next, roll a D6: • On a roll of 1-3, the Giant forgets what it is doing and makes no further attacks. • On a roll of 4+, the Giant attempts to pick up another enemy. The target unit must make another Initiative test. This continues until the Giant forgets what it is doing and stops making attacks, or until the target unit is destroyed. Enemy models removed from play are considered to have been removed from the fighting rank of the enemy unit.
*Ramassage
Parfois, les Géants oublient qu'ils se trouvent au beau milieu d'une bataille, et face à des amuse-gueules disposés en rangs, ils préfèrent ramasser des guerriers ennemis par poignées entières. Ce qu'il advient de ces malheureux varie : certains sont fourrés dans un sac (ou pire, dans le pantalon du Géant) pour être croqués plus tard, d'autres sont engloutis sur-le-champ, et d'autres encore, les moins appétissants, sont jetés au loin. Quoi qu'il en soit, le sort de ces infortunés en cas de réussite est scellé. Au lieu d'attaquer normalement à la phase de Combat ou d'effectuer une Attaque de Géant, un Géant qui est engagé en combat avec au moins une unité dont le type de troupe est "infanterie régulière" ou "infanterie lourde" peut choisir d'effectuer une attaque de "Ramassage". Pour ce faire, désigner une unité ennemie d'infanterie régulière ou lourde avec qui le Géant est engagé en combat. L'unité doit immédiatement effectuer un test d'Initiative : - En cas d'échec, le Géant ramasse une victime. Mieux vaut ne pas penser à ce qu'il lui arrive ensuite, mais quoi qu'il en soit, une figurine individuelle de l'unité cible est immédiatement retirée du jeu comme pertes. - En cas de réussite, les guerriers parviennent à échapper aux mains du Géant. Personne n'est ramassé et l'attaque n'a aucun effet. Ensuite, jetez un D6 : - Sur 1-3, le Géant oublie ce qu'il faisait et n'effectue pas d'autres attaques. - Sur 4+, le Géant tente de ramasser un autre ennemi. L'unité cible doit effectuer un autre test d'Initiative. Cela continue jusqu'à ce que le Géant oublie ce qu'il faisait et cesse d'effectuer des attaques, ou jusqu'à ce que l'unité cible soit détruite. Les figurines ennemies retirées du jeu sont considérées comme ayant été retirées du rang combattant de l'unité ennemie.
*Pick Up And…
Sometimes, Giants forget there is a battle raging around them and, when faced with rank upon rank of bite-sized snacks, will become distracted, reaching down and grabbing enemies by the handful. What happens to these unfortunate souls varies; some are thrust into a sack or under the Giant’s clothing for later, others are eaten on the spot, and still others are tossed carelessly aside to bounce off the scenery. Whatever the case, such unfortunates are rarely seen again. Instead of attacking normally during the Combat phase or making a Giant Attack, a Giant that is engaged in combat with one or more units whose troop type is ‘regular infantry’ or ‘heavy infantry’ may choose to make a ‘Pick Up And…’ attack. To make a Pick Up And… attack, nominate an enemy unit of regular or heavy infantry that the Giant is engaged in combat with. The unit must immediately make an Initiative test: • If this test is failed, a victim is picked up by the Giant. What happens next does not bear thinking about but, whatever it is, a single model belonging to the target unit is immediately removed from play as a casualty. • If this test is passed, the warriors manage to duck and dodge away from the Giant’s grasping hands. No one is picked up and the attack has no effect. Next, roll a D6: • On a roll of 1-3, the Giant forgets what it is doing and makes no further attacks. • On a roll of 4+, the Giant attempts to pick up another enemy. The target unit must make another Initiative test. This continues until the Giant forgets what it is doing and stops making attacks, or until the target unit is destroyed. Enemy models removed from play are considered to have been removed from the fighting rank of the enemy unit.
*Pick Up And…
Sometimes, Giants forget there is a battle raging around them and, when faced with rank upon rank of bite-sized snacks, will become distracted, reaching down and grabbing enemies by the handful. What happens to these unfortunate souls varies; some are thrust into a sack or under the Giant’s clothing for later, others are eaten on the spot, and still others are tossed carelessly aside to bounce off the scenery. Whatever the case, such unfortunates are rarely seen again. Instead of attacking normally during the Combat phase or making a Giant Attack, a Giant that is engaged in combat with one or more units whose troop type is ‘regular infantry’ or ‘heavy infantry’ may choose to make a ‘Pick Up And…’ attack. To make a Pick Up And… attack, nominate an enemy unit of regular or heavy infantry that the Giant is engaged in combat with. The unit must immediately make an Initiative test: • If this test is failed, a victim is picked up by the Giant. What happens next does not bear thinking about but, whatever it is, a single model belonging to the target unit is immediately removed from play as a casualty. • If this test is passed, the warriors manage to duck and dodge away from the Giant’s grasping hands. No one is picked up and the attack has no effect. Next, roll a D6: • On a roll of 1-3, the Giant forgets what it is doing and makes no further attacks. • On a roll of 4+, the Giant attempts to pick up another enemy. The target unit must make another Initiative test. This continues until the Giant forgets what it is doing and stops making attacks, or until the target unit is destroyed. Enemy models removed from play are considered to have been removed from the fighting rank of the enemy unit.
*Pick Up And…
Sometimes, Giants forget there is a battle raging around them and, when faced with rank upon rank of bite-sized snacks, will become distracted, reaching down and grabbing enemies by the handful. What happens to these unfortunate souls varies; some are thrust into a sack or under the Giant’s clothing for later, others are eaten on the spot, and still others are tossed carelessly aside to bounce off the scenery. Whatever the case, such unfortunates are rarely seen again. Instead of attacking normally during the Combat phase or making a Giant Attack, a Giant that is engaged in combat with one or more units whose troop type is ‘regular infantry’ or ‘heavy infantry’ may choose to make a ‘Pick Up And…’ attack. To make a Pick Up And… attack, nominate an enemy unit of regular or heavy infantry that the Giant is engaged in combat with. The unit must immediately make an Initiative test: • If this test is failed, a victim is picked up by the Giant. What happens next does not bear thinking about but, whatever it is, a single model belonging to the target unit is immediately removed from play as a casualty. • If this test is passed, the warriors manage to duck and dodge away from the Giant’s grasping hands. No one is picked up and the attack has no effect. Next, roll a D6: • On a roll of 1-3, the Giant forgets what it is doing and makes no further attacks. • On a roll of 4+, the Giant attempts to pick up another enemy. The target unit must make another Initiative test. This continues until the Giant forgets what it is doing and stops making attacks, or until the target unit is destroyed. Enemy models removed from play are considered to have been removed from the fighting rank of the enemy unit.
*Pick Up And…
Sometimes, Giants forget there is a battle raging around them and, when faced with rank upon rank of bite-sized snacks, will become distracted, reaching down and grabbing enemies by the handful. What happens to these unfortunate souls varies; some are thrust into a sack or under the Giant’s clothing for later, others are eaten on the spot, and still others are tossed carelessly aside to bounce off the scenery. Whatever the case, such unfortunates are rarely seen again. Instead of attacking normally during the Combat phase or making a Giant Attack, a Giant that is engaged in combat with one or more units whose troop type is ‘regular infantry’ or ‘heavy infantry’ may choose to make a ‘Pick Up And…’ attack. To make a Pick Up And… attack, nominate an enemy unit of regular or heavy infantry that the Giant is engaged in combat with. The unit must immediately make an Initiative test: • If this test is failed, a victim is picked up by the Giant. What happens next does not bear thinking about but, whatever it is, a single model belonging to the target unit is immediately removed from play as a casualty. • If this test is passed, the warriors manage to duck and dodge away from the Giant’s grasping hands. No one is picked up and the attack has no effect. Next, roll a D6: • On a roll of 1-3, the Giant forgets what it is doing and makes no further attacks. • On a roll of 4+, the Giant attempts to pick up another enemy. The target unit must make another Initiative test. This continues until the Giant forgets what it is doing and stops making attacks, or until the target unit is destroyed. Enemy models removed from play are considered to have been removed from the fighting rank of the enemy unit.
Fear
Peur
Angst
Fear
Miedo
Paura
Slaughterer’s Call
The bloodlust of a Minotaur Champion is infectious. When blood is scented, all rational thought is driven from the minds of those around them, replaced with an unquenchable thirst for slaughter. Whilst this model is Frenzied, any unit it has joined will also become Frenzied.
Appel du Massacreur
La soif de sang d'un Champion Minotaure est contagieuse. L'odeur du sang annihile toute pensée rationnelle chez ceux qui l'entourent, pour être remplacée par un insatiable appétit de carnage. T ant que cette figurine est Frénétique, toute unité qu'elle rejoint devient aussi Frénétique.
Slaughterer’s Call
The bloodlust of a Minotaur Champion is infectious. When blood is scented, all rational thought is driven from the minds of those around them, replaced with an unquenchable thirst for slaughter. Whilst this model is Frenzied, any unit it has joined will also become Frenzied.
Slaughterer’s Call
The bloodlust of a Minotaur Champion is infectious. When blood is scented, all rational thought is driven from the minds of those around them, replaced with an unquenchable thirst for slaughter. Whilst this model is Frenzied, any unit it has joined will also become Frenzied.
Slaughterer’s Call
The bloodlust of a Minotaur Champion is infectious. When blood is scented, all rational thought is driven from the minds of those around them, replaced with an unquenchable thirst for slaughter. Whilst this model is Frenzied, any unit it has joined will also become Frenzied.
Slaughterer’s Call
The bloodlust of a Minotaur Champion is infectious. When blood is scented, all rational thought is driven from the minds of those around them, replaced with an unquenchable thirst for slaughter. Whilst this model is Frenzied, any unit it has joined will also become Frenzied.
Great Weapon
Arme lourde
Zweihandwaffe
Great Weapon
Arma a dos manos
Grande Arma
Hand Weapon
Arme de base
Hand weapon
Hand Weapon
Arma de mano y escudo
Arma a Una Mano
Light armour
Armure légère
Leichte Rüstung
Light armour
Armadura ligera
Armatura Leggera
Heavy armour
Armure lourde
Schwere Rüstung
Heavy armour
Armadura pesada
Armatura Pesante
Armour Bane
Arme Perforante
Armour Bane
Armour Bane
Armour Bane
Armour Bane
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.
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.
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.
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.
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.
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.
Armoured Hide
Peau Blindée
Armoured Hide
Armoured Hide
Armoured Hide
Armoured Hide
Stomp Attacks
Attaques de Piétinement
Niedertrampeln-Attacke
Stomp Attacks
Golpetazo
Attacchi di Calpestamento
Bonegrinder Giant Attacks
Bonegrinder Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan. Instead of attacking normally during the Combat phase, a Bonegrinder Giant must make a ‘Bonegrinder Giant Attack’. To do so, nominate an enemy unit that the Bonegrinder Giant is engaged in combat with to be the target of the attack and roll on the Bonegrinder Giant Attacks table below. The Troop Type of the target unit determines whether it is a ‘little thing’, a ‘big thing’ or a ‘bigger thing’: - Little Things: Units whose Troop Type is ‘regular infantry’, ‘heavy infantry’, ‘swarms’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’. - Big Things: Units whose Troop Type is ‘monstrous infantry’, ‘monstrous cavalry’, ‘light chariot’ or ‘war machine’. - Bigger Things: Units whose Troop Type is ‘heavy chariot’, ‘monstrous creature’ or ‘behemoth’. Bonegrinder Giant Attacks Table D6 Little Things Big Things Bigger Things 1-2 Crush Underfoot Crush Underfoot Wallop 3-4 Grind its Bones Vomit Mighty Swing 5-6 Vomit Mighty Swing ’Eadbutt Crush Underfoot: The Bonegrinder Giant stomps heavily upon the enemy. Place a large (5") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -3. ’Eadbutt: The Bonegrinder Giant squints angrily at their enemy and ’eadbutts them. The target unit suffers a single hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Grind its Bones: Faced with rank upon rank of bite-sized snacks, the Bonegrinder Giant tries to gobble up enemies by the handful. Every model within the fighting rank of the target unit must immediately make an Initiative test: - Those unable to escape the grasping hands of the Bonegrinder Giant are scooped up and eaten whole. Every model that fails this test is removed from play as a casualty. - Those able to duck or dodge away from the Bonegrinder Giant’s grasping hands escape a terrible fate. Every model that passes this test remains unharmed. Note that any characters in the fighting rank of the target unit can make a “Look Out, Sir!” roll, as if their unit had been hit by a shooting attack. Mighty Swing: The Bonegrinder Giant swings its club at its enemies. The target unit suffers D6+1 hits from the Bonegrinder Giant’s club. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+1 and an AP of -2. Vomit: Peering down at such tiny creatures makes the Bonegrinder Giant dizzy and messily sick! Place a flame template so that the narrow end touches the edge of this model’s base that is in contact with the target unit and the broad end is over the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single Strength 5 hit with an AP of -2. Wallop: The Bonegrinder Giant grasps its club two-handed and cracks its enemy on the head. The Bonegrinder Giant makes a single attack against the target unit. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+3, an AP of -4 and the Multiple Wounds (2D3) special rule.
Attaques de Géant Broyeur d'Os
Les Géants Broyeurs d'Os n'attaquent pas comme les autres créatures. Ils sont bien trop gros et hargneux pour obéir aux ordres, et trop bêtes pour avoir le moindre plan cohérent. Au lieu d'attaquer normalement à la phase de Combat, un Géant Broyeur d'Os doit effectuer une “Attaque de Géant Broyeur d'Os”. Pour ce faire, désignez une unité ennemie avec laquelle le Géant Broyeur d'Os est engagé en combat comme cible de l'attaque et faite un jet sur le Tableau d'Attaques de Géant Broyeur d'Os ci-dessous. Le type de troupe de l'unité cible détermine si c'est un “petit truc”, un “gros truc”, ou un “plus gros truc” : • Petits Trucs : Unités dont le type de troupe est “infanterie régulière”, “infanterie lourde”, “nuées”, “cavalerie légère”, “cavalerie lourde” ou “bêtes de guerre”. • Gros Trucs : Unités dont le type de troupe est “infanterie monstrueuse”, “cavalerie monstrueuse”, “char léger” ou “machine de guerre”. • Plus Gros Trucs : Unités dont le type de troupe est “char lourd”, créature monstrueuse” ou “béhémoth”. Tableau d'Attaques de Géant Broyeur d'Os D6 Petits Trucs Gros Trucs Plus Gros Trucs 1-2 Écraser sous ses Pieds Écraser sous ses Pieds Raclée 3-4 Broyer les Os Vomi Puissant Revers 5-6 Vomi Puissant Revers Coup d'Boule Écraser sous ses Pieds : Le Géant Broyeur d'Os piétine lourdement l'ennemi. Placez un grand (5") gabarit d'explosion de sorte que son trou central soit directement au-dessus du centre de l'unité cible. Toute figurine (amie ou ennemie, cette figurine exceptée) dont le socle se trouve sous le gabarit risque d'être touchée et de subir une seule touche, en utilisant la caractéristique de Force de cette figurine, avec une PA de -3. Coup d'Boule : Le Géant Broyeur d'Os jette un regard noir à son adversaire et lui flanque un magistral coup d'boule. L'unité cible subit une seule touche et subit D3+1 blessures sans sauvegarde d'armure ni de Régénération autorisée (les sauvegardes Invulnérables peuvent être tentées normalement). Broyer les Os : Confronté à des rangs entiers d'amuse-bouches bien alignés, le Géant Broyeur d'Os essaie d'en engloutir autant qu'il peut. Chaque figurine du rang combattant de l'unité cible doit immédiatement effectuer un test d'Initiative : • Celles qui ne parviennent pas à échapper aux mains du Géant Broyeur d'Os sont ramassées et avalées toutes crues. Chaque figurine qui rate ce test est retirée du jeu comme perte. • Celles qui parviennent à esquiver la poigne du Géant Broyeur d'Os échappent à unsort peu enviable. Chaque figurine qui réussit ce test demeure indemne. Notez que tout personnage dans le rang combattant de l'unité cible peut effectuer un jet de “Attention, Messire !”, comme si son unité avait été touchée par une attaque de tir. Puissant Revers : Le Géant Broyeur d'Os assène un revers de sa massue à ses ennemis. L'unité cible subit D6+1 touches de la massue du Géant Broyeur d'Os. Pour cette attaque, la massue du Géant Broyeur d'Os a une caractéristique de F+1 et une PA de -2. Vomi : Baisser le regard vers de si petites créatures donne le vertige au Géant Broyeur d'Os ! Placez un gabarit de souffle de sorte que la pointe touche le bord du socle de cette figurine qui est en contact avec l'unité cible et que l'extrémité la plus large soit sur l'unité cible. Toute figurine (amie ou ennemie, cette figurine exceptée) dont le socle est sous le gabarit risque d'être touchée et de subir une seule touche de Force 5 avec une PA de -2. Raclée : Le Géant Broyeur d'Os saisit sa massue à deux mains et l'abat sur le crâne de l'ennemi. Le Géant Broyeur d'Os effectue une seule attaque contre l'unité cible. Pour cette attaque, la massue du Géant Broyeur d'Os a une caractéristique de Force de F+3, une PA de -4 et la règle spéciale Blessures Multiples (2D3).
Bonegrinder Giant Attacks
Bonegrinder Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan. Instead of attacking normally during the Combat phase, a Bonegrinder Giant must make a ‘Bonegrinder Giant Attack’. To do so, nominate an enemy unit that the Bonegrinder Giant is engaged in combat with to be the target of the attack and roll on the Bonegrinder Giant Attacks table below. The Troop Type of the target unit determines whether it is a ‘little thing’, a ‘big thing’ or a ‘bigger thing’: - Little Things: Units whose Troop Type is ‘regular infantry’, ‘heavy infantry’, ‘swarms’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’. - Big Things: Units whose Troop Type is ‘monstrous infantry’, ‘monstrous cavalry’, ‘light chariot’ or ‘war machine’. - Bigger Things: Units whose Troop Type is ‘heavy chariot’, ‘monstrous creature’ or ‘behemoth’. Bonegrinder Giant Attacks Table D6 Little Things Big Things Bigger Things 1-2 Crush Underfoot Crush Underfoot Wallop 3-4 Grind its Bones Vomit Mighty Swing 5-6 Vomit Mighty Swing ’Eadbutt Crush Underfoot: The Bonegrinder Giant stomps heavily upon the enemy. Place a large (5") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -3. ’Eadbutt: The Bonegrinder Giant squints angrily at their enemy and ’eadbutts them. The target unit suffers a single hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Grind its Bones: Faced with rank upon rank of bite-sized snacks, the Bonegrinder Giant tries to gobble up enemies by the handful. Every model within the fighting rank of the target unit must immediately make an Initiative test: - Those unable to escape the grasping hands of the Bonegrinder Giant are scooped up and eaten whole. Every model that fails this test is removed from play as a casualty. - Those able to duck or dodge away from the Bonegrinder Giant’s grasping hands escape a terrible fate. Every model that passes this test remains unharmed. Note that any characters in the fighting rank of the target unit can make a “Look Out, Sir!” roll, as if their unit had been hit by a shooting attack. Mighty Swing: The Bonegrinder Giant swings its club at its enemies. The target unit suffers D6+1 hits from the Bonegrinder Giant’s club. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+1 and an AP of -2. Vomit: Peering down at such tiny creatures makes the Bonegrinder Giant dizzy and messily sick! Place a flame template so that the narrow end touches the edge of this model’s base that is in contact with the target unit and the broad end is over the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single Strength 5 hit with an AP of -2. Wallop: The Bonegrinder Giant grasps its club two-handed and cracks its enemy on the head. The Bonegrinder Giant makes a single attack against the target unit. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+3, an AP of -4 and the Multiple Wounds (2D3) special rule.
Bonegrinder Giant Attacks
Bonegrinder Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan. Instead of attacking normally during the Combat phase, a Bonegrinder Giant must make a ‘Bonegrinder Giant Attack’. To do so, nominate an enemy unit that the Bonegrinder Giant is engaged in combat with to be the target of the attack and roll on the Bonegrinder Giant Attacks table below. The Troop Type of the target unit determines whether it is a ‘little thing’, a ‘big thing’ or a ‘bigger thing’: - Little Things: Units whose Troop Type is ‘regular infantry’, ‘heavy infantry’, ‘swarms’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’. - Big Things: Units whose Troop Type is ‘monstrous infantry’, ‘monstrous cavalry’, ‘light chariot’ or ‘war machine’. - Bigger Things: Units whose Troop Type is ‘heavy chariot’, ‘monstrous creature’ or ‘behemoth’. Bonegrinder Giant Attacks Table D6 Little Things Big Things Bigger Things 1-2 Crush Underfoot Crush Underfoot Wallop 3-4 Grind its Bones Vomit Mighty Swing 5-6 Vomit Mighty Swing ’Eadbutt Crush Underfoot: The Bonegrinder Giant stomps heavily upon the enemy. Place a large (5") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -3. ’Eadbutt: The Bonegrinder Giant squints angrily at their enemy and ’eadbutts them. The target unit suffers a single hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Grind its Bones: Faced with rank upon rank of bite-sized snacks, the Bonegrinder Giant tries to gobble up enemies by the handful. Every model within the fighting rank of the target unit must immediately make an Initiative test: - Those unable to escape the grasping hands of the Bonegrinder Giant are scooped up and eaten whole. Every model that fails this test is removed from play as a casualty. - Those able to duck or dodge away from the Bonegrinder Giant’s grasping hands escape a terrible fate. Every model that passes this test remains unharmed. Note that any characters in the fighting rank of the target unit can make a “Look Out, Sir!” roll, as if their unit had been hit by a shooting attack. Mighty Swing: The Bonegrinder Giant swings its club at its enemies. The target unit suffers D6+1 hits from the Bonegrinder Giant’s club. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+1 and an AP of -2. Vomit: Peering down at such tiny creatures makes the Bonegrinder Giant dizzy and messily sick! Place a flame template so that the narrow end touches the edge of this model’s base that is in contact with the target unit and the broad end is over the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single Strength 5 hit with an AP of -2. Wallop: The Bonegrinder Giant grasps its club two-handed and cracks its enemy on the head. The Bonegrinder Giant makes a single attack against the target unit. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+3, an AP of -4 and the Multiple Wounds (2D3) special rule.
Bonegrinder Giant Attacks
Bonegrinder Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan. Instead of attacking normally during the Combat phase, a Bonegrinder Giant must make a ‘Bonegrinder Giant Attack’. To do so, nominate an enemy unit that the Bonegrinder Giant is engaged in combat with to be the target of the attack and roll on the Bonegrinder Giant Attacks table below. The Troop Type of the target unit determines whether it is a ‘little thing’, a ‘big thing’ or a ‘bigger thing’: - Little Things: Units whose Troop Type is ‘regular infantry’, ‘heavy infantry’, ‘swarms’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’. - Big Things: Units whose Troop Type is ‘monstrous infantry’, ‘monstrous cavalry’, ‘light chariot’ or ‘war machine’. - Bigger Things: Units whose Troop Type is ‘heavy chariot’, ‘monstrous creature’ or ‘behemoth’. Bonegrinder Giant Attacks Table D6 Little Things Big Things Bigger Things 1-2 Crush Underfoot Crush Underfoot Wallop 3-4 Grind its Bones Vomit Mighty Swing 5-6 Vomit Mighty Swing ’Eadbutt Crush Underfoot: The Bonegrinder Giant stomps heavily upon the enemy. Place a large (5") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -3. ’Eadbutt: The Bonegrinder Giant squints angrily at their enemy and ’eadbutts them. The target unit suffers a single hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Grind its Bones: Faced with rank upon rank of bite-sized snacks, the Bonegrinder Giant tries to gobble up enemies by the handful. Every model within the fighting rank of the target unit must immediately make an Initiative test: - Those unable to escape the grasping hands of the Bonegrinder Giant are scooped up and eaten whole. Every model that fails this test is removed from play as a casualty. - Those able to duck or dodge away from the Bonegrinder Giant’s grasping hands escape a terrible fate. Every model that passes this test remains unharmed. Note that any characters in the fighting rank of the target unit can make a “Look Out, Sir!” roll, as if their unit had been hit by a shooting attack. Mighty Swing: The Bonegrinder Giant swings its club at its enemies. The target unit suffers D6+1 hits from the Bonegrinder Giant’s club. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+1 and an AP of -2. Vomit: Peering down at such tiny creatures makes the Bonegrinder Giant dizzy and messily sick! Place a flame template so that the narrow end touches the edge of this model’s base that is in contact with the target unit and the broad end is over the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single Strength 5 hit with an AP of -2. Wallop: The Bonegrinder Giant grasps its club two-handed and cracks its enemy on the head. The Bonegrinder Giant makes a single attack against the target unit. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+3, an AP of -4 and the Multiple Wounds (2D3) special rule.
Bonegrinder Giant Attacks
Bonegrinder Giants do not attack in the same way as other creatures. They are far too large and fractious to take orders and much too scatter-brained to have any sort of coherent plan. Instead of attacking normally during the Combat phase, a Bonegrinder Giant must make a ‘Bonegrinder Giant Attack’. To do so, nominate an enemy unit that the Bonegrinder Giant is engaged in combat with to be the target of the attack and roll on the Bonegrinder Giant Attacks table below. The Troop Type of the target unit determines whether it is a ‘little thing’, a ‘big thing’ or a ‘bigger thing’: - Little Things: Units whose Troop Type is ‘regular infantry’, ‘heavy infantry’, ‘swarms’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’. - Big Things: Units whose Troop Type is ‘monstrous infantry’, ‘monstrous cavalry’, ‘light chariot’ or ‘war machine’. - Bigger Things: Units whose Troop Type is ‘heavy chariot’, ‘monstrous creature’ or ‘behemoth’. Bonegrinder Giant Attacks Table D6 Little Things Big Things Bigger Things 1-2 Crush Underfoot Crush Underfoot Wallop 3-4 Grind its Bones Vomit Mighty Swing 5-6 Vomit Mighty Swing ’Eadbutt Crush Underfoot: The Bonegrinder Giant stomps heavily upon the enemy. Place a large (5") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -3. ’Eadbutt: The Bonegrinder Giant squints angrily at their enemy and ’eadbutts them. The target unit suffers a single hit and suffers D3+1 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Grind its Bones: Faced with rank upon rank of bite-sized snacks, the Bonegrinder Giant tries to gobble up enemies by the handful. Every model within the fighting rank of the target unit must immediately make an Initiative test: - Those unable to escape the grasping hands of the Bonegrinder Giant are scooped up and eaten whole. Every model that fails this test is removed from play as a casualty. - Those able to duck or dodge away from the Bonegrinder Giant’s grasping hands escape a terrible fate. Every model that passes this test remains unharmed. Note that any characters in the fighting rank of the target unit can make a “Look Out, Sir!” roll, as if their unit had been hit by a shooting attack. Mighty Swing: The Bonegrinder Giant swings its club at its enemies. The target unit suffers D6+1 hits from the Bonegrinder Giant’s club. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+1 and an AP of -2. Vomit: Peering down at such tiny creatures makes the Bonegrinder Giant dizzy and messily sick! Place a flame template so that the narrow end touches the edge of this model’s base that is in contact with the target unit and the broad end is over the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single Strength 5 hit with an AP of -2. Wallop: The Bonegrinder Giant grasps its club two-handed and cracks its enemy on the head. The Bonegrinder Giant makes a single attack against the target unit. For this attack, the Bonegrinder Giant’s club has a Strength characteristic of S+3, an AP of -4 and the Multiple Wounds (2D3) special rule.
Poisoned Attacks
Attaques Empoisonnées
Poisoned Attacks
Poisoned Attacks
Poisoned Attacks
Poisoned Attacks
Impact Hits
Touches d'Impact
Aufpralltreffer
Impact Hits
Impactos por Carga
Colpi d'Impatto
Maddening Aura
So ghastly and unnatural is a Jabberslythe, that a mere glance can drive all sanity and reason from the minds of those that behold it. Wherever such a beast passes, brave souls fall shrieking and babbling in its wake. During the Command sub-phase of its turn, any enemy unit that is within 8" of this model, including units that are fleeing or that are engaged in combat, must make a Leadership test. If this test is failed, the unit suffers D3 Strength 3 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Aura de Démence
Un Abberlythe est une créature si horrible et contre-nature, qu'il suffit de poser le regard sur lui pour perdre la raison. Partout où passe une telle créature, les guerriers les plus valeureux prennent leurs jambes à leur cou, quand ils ne basculent pas immédiatement dans la folie. À la sous-phase de Commandement de son tour, toute unité ennemie qui est à 8" de cette figurine, y compris toute unité en fuite ou engagée en combat, doit effectuer un test de Commandement. En cas d'échec, l'unité subit D3 touches de Force 3, sans aucune sauvegarde d'armure ni de Régénération autorisées (les sauvegardes Invulnérables peuvent être tentées normalement).
Maddening Aura
So ghastly and unnatural is a Jabberslythe, that a mere glance can drive all sanity and reason from the minds of those that behold it. Wherever such a beast passes, brave souls fall shrieking and babbling in its wake. During the Command sub-phase of its turn, any enemy unit that is within 8" of this model, including units that are fleeing or that are engaged in combat, must make a Leadership test. If this test is failed, the unit suffers D3 Strength 3 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Maddening Aura
So ghastly and unnatural is a Jabberslythe, that a mere glance can drive all sanity and reason from the minds of those that behold it. Wherever such a beast passes, brave souls fall shrieking and babbling in its wake. During the Command sub-phase of its turn, any enemy unit that is within 8" of this model, including units that are fleeing or that are engaged in combat, must make a Leadership test. If this test is failed, the unit suffers D3 Strength 3 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Maddening Aura
So ghastly and unnatural is a Jabberslythe, that a mere glance can drive all sanity and reason from the minds of those that behold it. Wherever such a beast passes, brave souls fall shrieking and babbling in its wake. During the Command sub-phase of its turn, any enemy unit that is within 8" of this model, including units that are fleeing or that are engaged in combat, must make a Leadership test. If this test is failed, the unit suffers D3 Strength 3 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Maddening Aura
So ghastly and unnatural is a Jabberslythe, that a mere glance can drive all sanity and reason from the minds of those that behold it. Wherever such a beast passes, brave souls fall shrieking and babbling in its wake. During the Command sub-phase of its turn, any enemy unit that is within 8" of this model, including units that are fleeing or that are engaged in combat, must make a Leadership test. If this test is failed, the unit suffers D3 Strength 3 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Swallow Whole
As the Ghorgon rampages through the enemy’s battle line, it feeds hungrily upon its foes. As it does so, its flesh flushes red and wounds re-knit. During the Command sub-phase of its turn, a Ghorgon that is engaged in combat with one or more units of ‘regular infantry’ or ‘heavy infantry’ may choose to make a ‘Swallow Whole’ attack. To make a Swallow Whole attack, nominate an enemy unit of regular or heavy infantry that the Ghorgon is engaged in combat with. The unit must immediately make an Initiative test: • If this test is failed, the Ghorgon grabs a victim from the unit and stuffs them into its gullet. A single model belonging to the target unit is immediately removed from play as a casualty. • If this test is passed, the warriors manage to avoid the grasping Ghorgon. No one is picked up and the attack has no effect. Each time an enemy model is removed from play in this way, the Ghorgon recovers a single lost Wound.
Avaler Tout Rond
Tandis qu'il ravage allègrement les lignes ennemies, le Ghorgon se nourrit goulûment de ses adversaires. Ce faisant, sa chair se gorge de sang et ses blessures cicatrisent plus vite. Pendant la sous-phase de Commandement de son tour, un Ghorgon qui est engagé en combat avec une ou plusieurs unités de type "infanterie régulière" ou "infanterie lourde" peut choisir d'effectuer une attaque de "Avaler Tout Rond". Pour effectuer une attaque de Avaler Tout Rond, désignez une unité ennemie d'infanterie lourde ou régulière avec qui le Ghorgon est engagé en combat. L'unité doit immédiatement effectuer un test d'Initiative : - En cas d'échec, le Ghorgon s'empare d'une victime dans l'unité et la fourre dans sa gueule. Une figurine individuelle appartenant à l'unité cible est immédiatement retirée du jeu comme perte. - En cas de réussite, les guerriers parviennent à esquiver le Ghorgon. Aucune ne se fait attraper et l'attaque n'a pas d'effet. Chaque fois qu'une figurine ennemie est retirée du jeu ainsi, le Ghorgon récupère 1 PV perdu.
Swallow Whole
As the Ghorgon rampages through the enemy’s battle line, it feeds hungrily upon its foes. As it does so, its flesh flushes red and wounds re-knit. During the Command sub-phase of its turn, a Ghorgon that is engaged in combat with one or more units of ‘regular infantry’ or ‘heavy infantry’ may choose to make a ‘Swallow Whole’ attack. To make a Swallow Whole attack, nominate an enemy unit of regular or heavy infantry that the Ghorgon is engaged in combat with. The unit must immediately make an Initiative test: • If this test is failed, the Ghorgon grabs a victim from the unit and stuffs them into its gullet. A single model belonging to the target unit is immediately removed from play as a casualty. • If this test is passed, the warriors manage to avoid the grasping Ghorgon. No one is picked up and the attack has no effect. Each time an enemy model is removed from play in this way, the Ghorgon recovers a single lost Wound.
Swallow Whole
As the Ghorgon rampages through the enemy’s battle line, it feeds hungrily upon its foes. As it does so, its flesh flushes red and wounds re-knit. During the Command sub-phase of its turn, a Ghorgon that is engaged in combat with one or more units of ‘regular infantry’ or ‘heavy infantry’ may choose to make a ‘Swallow Whole’ attack. To make a Swallow Whole attack, nominate an enemy unit of regular or heavy infantry that the Ghorgon is engaged in combat with. The unit must immediately make an Initiative test: • If this test is failed, the Ghorgon grabs a victim from the unit and stuffs them into its gullet. A single model belonging to the target unit is immediately removed from play as a casualty. • If this test is passed, the warriors manage to avoid the grasping Ghorgon. No one is picked up and the attack has no effect. Each time an enemy model is removed from play in this way, the Ghorgon recovers a single lost Wound.
Swallow Whole
As the Ghorgon rampages through the enemy’s battle line, it feeds hungrily upon its foes. As it does so, its flesh flushes red and wounds re-knit. During the Command sub-phase of its turn, a Ghorgon that is engaged in combat with one or more units of ‘regular infantry’ or ‘heavy infantry’ may choose to make a ‘Swallow Whole’ attack. To make a Swallow Whole attack, nominate an enemy unit of regular or heavy infantry that the Ghorgon is engaged in combat with. The unit must immediately make an Initiative test: • If this test is failed, the Ghorgon grabs a victim from the unit and stuffs them into its gullet. A single model belonging to the target unit is immediately removed from play as a casualty. • If this test is passed, the warriors manage to avoid the grasping Ghorgon. No one is picked up and the attack has no effect. Each time an enemy model is removed from play in this way, the Ghorgon recovers a single lost Wound.
Swallow Whole
As the Ghorgon rampages through the enemy’s battle line, it feeds hungrily upon its foes. As it does so, its flesh flushes red and wounds re-knit. During the Command sub-phase of its turn, a Ghorgon that is engaged in combat with one or more units of ‘regular infantry’ or ‘heavy infantry’ may choose to make a ‘Swallow Whole’ attack. To make a Swallow Whole attack, nominate an enemy unit of regular or heavy infantry that the Ghorgon is engaged in combat with. The unit must immediately make an Initiative test: • If this test is failed, the Ghorgon grabs a victim from the unit and stuffs them into its gullet. A single model belonging to the target unit is immediately removed from play as a casualty. • If this test is passed, the warriors manage to avoid the grasping Ghorgon. No one is picked up and the attack has no effect. Each time an enemy model is removed from play in this way, the Ghorgon recovers a single lost Wound.
Warband
Bande de Guerre
Warband
Warband
Warband
Warband
Motley Crew
Bande Hétéroclite
Motley Crew
Motley Crew
Motley Crew
Motley Crew
Bestial Charge
Driven by their hatred of civilisation and order, Beastmen Gors fall upon the foe with terrible ferocity, their crude weapons and horned skulls granted strength by the fury of their charge. During a turn in which it made a charge move of 3" or more, a model with this special rule gains a +1 modifier to its Strength characteristic.
Bestial Charge
Driven by their hatred of civilisation and order, Beastmen Gors fall upon the foe with terrible ferocity, their crude weapons and horned skulls granted strength by the fury of their charge. During a turn in which it made a charge move of 3" or more, a model with this special rule gains a +1 modifier to its Strength characteristic.
Bestial Charge
Driven by their hatred of civilisation and order, Beastmen Gors fall upon the foe with terrible ferocity, their crude weapons and horned skulls granted strength by the fury of their charge. During a turn in which it made a charge move of 3" or more, a model with this special rule gains a +1 modifier to its Strength characteristic.
Bestial Charge
Driven by their hatred of civilisation and order, Beastmen Gors fall upon the foe with terrible ferocity, their crude weapons and horned skulls granted strength by the fury of their charge. During a turn in which it made a charge move of 3" or more, a model with this special rule gains a +1 modifier to its Strength characteristic.
Bestial Charge
Driven by their hatred of civilisation and order, Beastmen Gors fall upon the foe with terrible ferocity, their crude weapons and horned skulls granted strength by the fury of their charge. During a turn in which it made a charge move of 3" or more, a model with this special rule gains a +1 modifier to its Strength characteristic.
Bestial Charge
Driven by their hatred of civilisation and order, Beastmen Gors fall upon the foe with terrible ferocity, their crude weapons and horned skulls granted strength by the fury of their charge. During a turn in which it made a charge move of 3" or more, a model with this special rule gains a +1 modifier to its Strength characteristic.
Blood Greed
At times, the blood-fuelled frenzy of the Beastmen is so great that they fall upon their foes in a butcherous rage, feeding upon the flesh of the fallen in the heat of battle. Whilst Frenzied, this model has a +2 modifier to its Attacks characteristic (rather than the usual +1). However, such is this model’s desperate need to feed upon flesh that it rolls only a single D6 when making a Pursuit roll (rather than the usual 2D6).
Soif de Sang
Il arrive que la frénésie sanguinaire des Hommes-bêtes soit si désespérément irrépressible qu'ils se jettent sur les dépouilles des vaincus pour s'en repaître sans attendre la fin des combats. Tant qu'elle est Frénétique, cette figurine a un modificateur de +2 à sa caractéristique d'Attaques (au lieu du +1 habituel). Cependant, l'appétit de chair de cette figurine est si insatiable qu'elle ne jette qu'un seul D6 quand elle effectue un jet de Poursuite (au lieu des 2D6 habituels).
Blood Greed
At times, the blood-fuelled frenzy of the Beastmen is so great that they fall upon their foes in a butcherous rage, feeding upon the flesh of the fallen in the heat of battle. Whilst Frenzied, this model has a +2 modifier to its Attacks characteristic (rather than the usual +1). However, such is this model’s desperate need to feed upon flesh that it rolls only a single D6 when making a Pursuit roll (rather than the usual 2D6).
Blood Greed
At times, the blood-fuelled frenzy of the Beastmen is so great that they fall upon their foes in a butcherous rage, feeding upon the flesh of the fallen in the heat of battle. Whilst Frenzied, this model has a +2 modifier to its Attacks characteristic (rather than the usual +1). However, such is this model’s desperate need to feed upon flesh that it rolls only a single D6 when making a Pursuit roll (rather than the usual 2D6).
Blood Greed
At times, the blood-fuelled frenzy of the Beastmen is so great that they fall upon their foes in a butcherous rage, feeding upon the flesh of the fallen in the heat of battle. Whilst Frenzied, this model has a +2 modifier to its Attacks characteristic (rather than the usual +1). However, such is this model’s desperate need to feed upon flesh that it rolls only a single D6 when making a Pursuit roll (rather than the usual 2D6).
Blood Greed
At times, the blood-fuelled frenzy of the Beastmen is so great that they fall upon their foes in a butcherous rage, feeding upon the flesh of the fallen in the heat of battle. Whilst Frenzied, this model has a +2 modifier to its Attacks characteristic (rather than the usual +1). However, such is this model’s desperate need to feed upon flesh that it rolls only a single D6 when making a Pursuit roll (rather than the usual 2D6).
Blood Rage
In the tumult of battle, Beastmen are easily overcome by their primal urges, becoming frenzied with a bloodlust that can only be slaked with an excess of slaughter. If, when testing to see if it becomes subject to Primal Fury (see page 116), this unit passes its Leadership test with any roll of a natural double, it will also become Frenzied. A unit with this special rule may become Frenzied in this way even if it has lost Frenzy earlier in the game.
Rage Sanguinaire
Dans le tumulte de la bataille, les Hommes-bêtes succombent aisément à leurs appétits bestiaux, et plongent dans une frénésie sanguinaire que seul le massacre peut apaiser. Si, quand on teste pour savoir si elle devient sujette à la Furie Primale (voir p. 116), cette unité réussit son test de Commandement avec n'importe quel résultat donnant un double naturel, elle devient également Frénétique. Une unité ayant cette règle spéciale peut devenir Frénétique ainsi même si elle a perdu la Frénésie plus tôt dans la partie.
Blood Rage
In the tumult of battle, Beastmen are easily overcome by their primal urges, becoming frenzied with a bloodlust that can only be slaked with an excess of slaughter. If, when testing to see if it becomes subject to Primal Fury (see page 116), this unit passes its Leadership test with any roll of a natural double, it will also become Frenzied. A unit with this special rule may become Frenzied in this way even if it has lost Frenzy earlier in the game.
Blood Rage
In the tumult of battle, Beastmen are easily overcome by their primal urges, becoming frenzied with a bloodlust that can only be slaked with an excess of slaughter. If, when testing to see if it becomes subject to Primal Fury (see page 116), this unit passes its Leadership test with any roll of a natural double, it will also become Frenzied. A unit with this special rule may become Frenzied in this way even if it has lost Frenzy earlier in the game.
Blood Rage
In the tumult of battle, Beastmen are easily overcome by their primal urges, becoming frenzied with a bloodlust that can only be slaked with an excess of slaughter. If, when testing to see if it becomes subject to Primal Fury (see page 116), this unit passes its Leadership test with any roll of a natural double, it will also become Frenzied. A unit with this special rule may become Frenzied in this way even if it has lost Frenzy earlier in the game.
Blood Rage
In the tumult of battle, Beastmen are easily overcome by their primal urges, becoming frenzied with a bloodlust that can only be slaked with an excess of slaughter. If, when testing to see if it becomes subject to Primal Fury (see page 116), this unit passes its Leadership test with any roll of a natural double, it will also become Frenzied. A unit with this special rule may become Frenzied in this way even if it has lost Frenzy earlier in the game.
Bonegrinder Giant's club
R S AP Special Rules Combat * * * Notes: *A Bonegrinder Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Bonegrinder Giant Attacks special rules.
Massue de Géant Broyeur d'Os
P F PA Règles Spéciales Combat * * * Notes : *Une massue de Géant Broyeur d'Os peut avoir différentes caractéristiques et règles spéciales selon ce que son porteur en fait, comme décrit dans les règles d'attaques de Géant Broyeur d'Os.
Bonegrinder Giant's club
R S AP Special Rules Combat * * * Notes: *A Bonegrinder Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Bonegrinder Giant Attacks special rules.
Bonegrinder Giant's club
R S AP Special Rules Combat * * * Notes: *A Bonegrinder Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Bonegrinder Giant Attacks special rules.
Bonegrinder Giant's club
R S AP Special Rules Combat * * * Notes: *A Bonegrinder Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Bonegrinder Giant Attacks special rules.
Bonegrinder Giant's club
R S AP Special Rules Combat * * * Notes: *A Bonegrinder Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Bonegrinder Giant Attacks special rules.
Shield
Bouclier
Schild
Shield
Escudos
Scudo
Brayhorn
Carved from the horn of a slain rival, the clarion call of a brayhorn is a chieftain’s summons to any Beastmen who hear it. From the beginning of round 2 onwards, if your General is on the battlefield during the Command sub-phase of their turn, they may attempt to sound the Brayhorn by making a Leadership test. If this test is passed, you may immediately roll again for each unit of Ambushers in the army that is held in reserve and that did not arrive during the Start of Turn sub-phase of this turn. Note that this special rule may only be used by a Beastlord or Wargor that has been selected to be the General of the army.
Braillecorne
Le son de ce cor taillé dans la corne d'un rival vaincu est un appel irrésistible pour tous les Hommes-Bêtes qui l'entendent. À partir du début du round 2, si votre général est sur le champ de bataille pendant la sous-phase de Commandement de son tour, il peut tenter de sonner le Brailecorne en effectuant un test de Commandement. En cas de réussite, vous pouvez immédiatement faire un nouveau jet pour chaque unité d'Embusqueurs de l'armée qui est gardée en réserve et qui n'est pas arrivée à la sous-phase de Début de Tour de ce tour. Notez que cette règle spéciale peut être utilisée uniquement par un Seigneur des Bêtes ou un Wargor qui a été choisi pour être le Général de l'armée.
Brayhorn
Carved from the horn of a slain rival, the clarion call of a brayhorn is a chieftain’s summons to any Beastmen who hear it. From the beginning of round 2 onwards, if your General is on the battlefield during the Command sub-phase of their turn, they may attempt to sound the Brayhorn by making a Leadership test. If this test is passed, you may immediately roll again for each unit of Ambushers in the army that is held in reserve and that did not arrive during the Start of Turn sub-phase of this turn. Note that this special rule may only be used by a Beastlord or Wargor that has been selected to be the General of the army.
Brayhorn
Carved from the horn of a slain rival, the clarion call of a brayhorn is a chieftain’s summons to any Beastmen who hear it. From the beginning of round 2 onwards, if your General is on the battlefield during the Command sub-phase of their turn, they may attempt to sound the Brayhorn by making a Leadership test. If this test is passed, you may immediately roll again for each unit of Ambushers in the army that is held in reserve and that did not arrive during the Start of Turn sub-phase of this turn. Note that this special rule may only be used by a Beastlord or Wargor that has been selected to be the General of the army.
Brayhorn
Carved from the horn of a slain rival, the clarion call of a brayhorn is a chieftain’s summons to any Beastmen who hear it. From the beginning of round 2 onwards, if your General is on the battlefield during the Command sub-phase of their turn, they may attempt to sound the Brayhorn by making a Leadership test. If this test is passed, you may immediately roll again for each unit of Ambushers in the army that is held in reserve and that did not arrive during the Start of Turn sub-phase of this turn. Note that this special rule may only be used by a Beastlord or Wargor that has been selected to be the General of the army.
Brayhorn
Carved from the horn of a slain rival, the clarion call of a brayhorn is a chieftain’s summons to any Beastmen who hear it. From the beginning of round 2 onwards, if your General is on the battlefield during the Command sub-phase of their turn, they may attempt to sound the Brayhorn by making a Leadership test. If this test is passed, you may immediately roll again for each unit of Ambushers in the army that is held in reserve and that did not arrive during the Start of Turn sub-phase of this turn. Note that this special rule may only be used by a Beastlord or Wargor that has been selected to be the General of the army.
Braystaff
As a crude badge of office, Bray-Shamans often carry a heavy staff hung with bones, shells and skulls, with pieces of stone and metal embedded into its length. When this model’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, it must choose to use its Braystaff offensively or defensively. Used offensively, a Braystaff counts as a great weapon. Used defensively, a Braystaff counts as a hand weapon and gives its wielder an Armour Value of 5+.
Braillesceptre
Les Braillecharnanes brandissent parfois de lourds bâtons ferrés ornés de coquillages et de crânes. Quand le combat de cette figurine est choisi à l'étape 1.1 de n'importe quelle sous-phase de Choisir & Livrer le Combat, il doit choisir entre utiliser son Braillesceptre de manière offensive ou défensive. Utilisé de manière offensive, un Braillesceptre compte comme une arme lourde. Utilisé de manière défensive, un Braillesceptre compte comme une arme de base et confère à son porteur une Valeur d'Armure de 5+.
Braystaff
As a crude badge of office, Bray-Shamans often carry a heavy staff hung with bones, shells and skulls, with pieces of stone and metal embedded into its length. When this model’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, it must choose to use its Braystaff offensively or defensively. Used offensively, a Braystaff counts as a great weapon. Used defensively, a Braystaff counts as a hand weapon and gives its wielder an Armour Value of 5+.
Braystaff
As a crude badge of office, Bray-Shamans often carry a heavy staff hung with bones, shells and skulls, with pieces of stone and metal embedded into its length. When this model’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, it must choose to use its Braystaff offensively or defensively. Used offensively, a Braystaff counts as a great weapon. Used defensively, a Braystaff counts as a hand weapon and gives its wielder an Armour Value of 5+.
Cayado de la manada
As a crude badge of office, Bray-Shamans often carry a heavy staff hung with bones, shells and skulls, with pieces of stone and metal embedded into its length. When this model’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, it must choose to use its Braystaff offensively or defensively. Used offensively, a Braystaff counts as a great weapon. Used defensively, a Braystaff counts as a hand weapon and gives its wielder an Armour Value of 5+.
Braystaff
As a crude badge of office, Bray-Shamans often carry a heavy staff hung with bones, shells and skulls, with pieces of stone and metal embedded into its length. When this model’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, it must choose to use its Braystaff offensively or defensively. Used offensively, a Braystaff counts as a great weapon. Used defensively, a Braystaff counts as a hand weapon and gives its wielder an Armour Value of 5+.
Flammable
Inflammable
Brennbar
Flammable
Inflamable
Infiammabile
Bull-gors
The very ground itself trembles and shakes beneath the unstoppable thunder of a Minotaur’s charge. Impact Hits caused by a model with this special rule have an Armour Piercing characteristic of -1.
Taurogors
La charge implacable d'un Minotaure fait trembler le sol sous ses pas. Les Touches d'impact causées par une figurine ayant cette règle spéciale ont une caractéristique de PA de -1.
Bull-gors
The very ground itself trembles and shakes beneath the unstoppable thunder of a Minotaur’s charge. Impact Hits caused by a model with this special rule have an Armour Piercing characteristic of -1.
Bull-gors
The very ground itself trembles and shakes beneath the unstoppable thunder of a Minotaur’s charge. Impact Hits caused by a model with this special rule have an Armour Piercing characteristic of -1.
Bull-gors
The very ground itself trembles and shakes beneath the unstoppable thunder of a Minotaur’s charge. Impact Hits caused by a model with this special rule have an Armour Piercing characteristic of -1.
Bull-gors
The very ground itself trembles and shakes beneath the unstoppable thunder of a Minotaur’s charge. Impact Hits caused by a model with this special rule have an Armour Piercing characteristic of -1.
Calloused Hide
counts as light armour
Calloused Hide
counts as light armour
Calloused Hide
counts as light armour
Calloused Hide
counts as light armour
Calloused Hide
counts as light armour
Calloused Hide
counts as light armour
Fast Cavalry
Cavalerie Rapide
Fast Cavalry
Fast Cavalry
Swiftstride
Fast Cavalry
Cavalry Spear
Lance de cavalerie
Cavalry Spear
Cavalry Spear
Cavalry Spear
Cavalry Spear
Ogre Charge
Ogres barge into combat using their great lumbering mass as a weapon, harnessing their tremendous momentum to crush anything they collide with. The Armour Piercing characteristic of any Impact Hits caused by a model with this special rule is improved by the current Rank Bonus of its unit.
Charge d'Ogre
Au combat, les Ogres se servent de leur masse comme d'une arme, utilisant leur élan pour écraser les adversaires avec qui ils entrent en collision. La caractéristique de PA de toutes les Touches d'impact causées par une figurine ayant cette règle spéciale est améliorée par le Bonus de Rang actuel de son unité.
Ogre Charge
Ogres barge into combat using their great lumbering mass as a weapon, harnessing their tremendous momentum to crush anything they collide with. The Armour Piercing characteristic of any Impact Hits caused by a model with this special rule is improved by the current Rank Bonus of its unit.
Ogre Charge
Ogres barge into combat using their great lumbering mass as a weapon, harnessing their tremendous momentum to crush anything they collide with. The Armour Piercing characteristic of any Impact Hits caused by a model with this special rule is improved by the current Rank Bonus of its unit.
Ogre Charge
Ogres barge into combat using their great lumbering mass as a weapon, harnessing their tremendous momentum to crush anything they collide with. The Armour Piercing characteristic of any Impact Hits caused by a model with this special rule is improved by the current Rank Bonus of its unit.
Ogre Charge
Ogres barge into combat using their great lumbering mass as a weapon, harnessing their tremendous momentum to crush anything they collide with. The Armour Piercing characteristic of any Impact Hits caused by a model with this special rule is improved by the current Rank Bonus of its unit.
Chariot Runners
Escorteurs de Chars
Chariot Runners
Chariot Runners
Chariot Runners
Chariot Runners
Claws And Fangs
counts as hand weapons
Griffes et crocs
compte comme une arme de base
Claws And Fangs
counts as hand weapons
Claws And Fangs
counts as hand weapons
Claws And Fangs
counts as hand weapons
Claws And Fangs
counts as hand weapons
Cleaver-limbs
R S AP Special Rules Cleaver-limbs Combat S -2 Killing Blow, Monster Slayer Monster
Membres-hachoirs
P F PA Règles Spéciales Combat F -2 Coup Fatal, Tueur de Monstres
Cleaver-limbs
R S AP Special Rules Cleaver-limbs Combat S -2 Killing Blow, Monster Slayer Monster
Cleaver-limbs
R S AP Special Rules Cleaver-limbs Combat S -2 Killing Blow, Monster Slayer Monster
Cleaver-limbs
R S AP Special Rules Cleaver-limbs Combat S -2 Killing Blow, Monster Slayer Monster
Cleaver-limbs
R S AP Special Rules Cleaver-limbs Combat S -2 Killing Blow, Monster Slayer Monster
Close Order
Ordre Serré
Close Order
Close Order
Close Order
Close Order
Foe Render
The crude weapons of Beastmen are empowered by their bearer’s primal hatred for the trappings of civilisation. Whilst subject to Primal Fury, a hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -2. 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.
Déchiqueteur
Les armes frustes des Hommes-bêtes sont rendues plus terribles encore par la haine viscérale que leurs porteurs éprouvent envers la civilisation. Tant qu'elle est sujette à Fureur Primale, une arme de base portée par une figurine ayant cette règle spéciale a une caractéristique de PA de -2. Notez que cette règle spéciale ne s'applique qu'à une seule arme de base non magique et ne s'applique pas à la monture d'une figurine (si elle en a une). Si la figurine utilise deux armes de base, ou toute autre sorte d'arme, cette règle spéciale cesse de s'appliquer.
Foe Render
The crude weapons of Beastmen are empowered by their bearer’s primal hatred for the trappings of civilisation. Whilst subject to Primal Fury, a hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -2. 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.
Foe Render
The crude weapons of Beastmen are empowered by their bearer’s primal hatred for the trappings of civilisation. Whilst subject to Primal Fury, a hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -2. 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.
Foe Render
The crude weapons of Beastmen are empowered by their bearer’s primal hatred for the trappings of civilisation. Whilst subject to Primal Fury, a hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -2. 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.
Foe Render
The crude weapons of Beastmen are empowered by their bearer’s primal hatred for the trappings of civilisation. Whilst subject to Primal Fury, a hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -2. 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.
Tusk
counts as hand weapon
Défense
Compte comme une armée de base
Tusk
counts as hand weapon
Tusk
counts as hand weapon
Tusk
counts as hand weapon
Tusk
counts as hand weapon
Razor Tusks
Tuskgors and Razorgors bristle with viciously sharp tusks and spines which, when charged into the enemy, can wreak utter devastation. During a turn in which it charged, the Armour Piercing characteristic of a Tuskgor’s or Razorgor’s tusks (hand weapon) is improved by 1. Note that this special rule only applies to attacks made by a Tuskgor or Razorgor, not to a chariot or its crew.
Défenses Acérées
Les Sangliers et les Razorgors possèdent des défenses et des pointes acérées qui causent d'effroyables dégâts quand ils chargent. Lors d'un tour où il a chargé, la caractéristique de PA des défenses (arme de base) d'un Sanglier ou d'un Razorgor est améliorée de 1. Notez que cette règle spéciale s'applique uniquement aux attaques effectuées par un Sanglier ou un Razorgor, pas à son équipage.
Razor Tusks
Tuskgors and Razorgors bristle with viciously sharp tusks and spines which, when charged into the enemy, can wreak utter devastation. During a turn in which it charged, the Armour Piercing characteristic of a Tuskgor’s or Razorgor’s tusks (hand weapon) is improved by 1. Note that this special rule only applies to attacks made by a Tuskgor or Razorgor, not to a chariot or its crew.
Razor Tusks
Tuskgors and Razorgors bristle with viciously sharp tusks and spines which, when charged into the enemy, can wreak utter devastation. During a turn in which it charged, the Armour Piercing characteristic of a Tuskgor’s or Razorgor’s tusks (hand weapon) is improved by 1. Note that this special rule only applies to attacks made by a Tuskgor or Razorgor, not to a chariot or its crew.
Razor Tusks
Tuskgors and Razorgors bristle with viciously sharp tusks and spines which, when charged into the enemy, can wreak utter devastation. During a turn in which it charged, the Armour Piercing characteristic of a Tuskgor’s or Razorgor’s tusks (hand weapon) is improved by 1. Note that this special rule only applies to attacks made by a Tuskgor or Razorgor, not to a chariot or its crew.
Razor Tusks
Tuskgors and Razorgors bristle with viciously sharp tusks and spines which, when charged into the enemy, can wreak utter devastation. During a turn in which it charged, the Armour Piercing characteristic of a Tuskgor’s or Razorgor’s tusks (hand weapon) is improved by 1. Note that this special rule only applies to attacks made by a Tuskgor or Razorgor, not to a chariot or its crew.
Stubborn
Obstiné
Unnachgiebig
Stubborn
Tozudo
Determinato
Lore of Beasts
Bray-Shamans are born into magic, and wield it with an instinctive ease. A palpable miasma of fell sorcery surrounds them and when their wrath is roused, reality itself is distorted and maimed. Tree roots twist and writhe at their passing, the undergrowth boils with unholy life and repugnant parasites scurry at their feet.
Domaine des Bêtes
Les Braillechamanes ont un don inné pour la magie, qu'ils manipulent avec une facilité déconcertante. Une aura palpable de vile sorcellerie les entoure et, quand leur courroux se déchaîne, les fondements mêmes de la réalité sont ébranlés. Les racines se déforment à leur passage, la végétation s'anime d'une vie impie et une immonde vermine grouille à leurs pieds.
Lore of Beasts
Bray-Shamans are born into magic, and wield it with an instinctive ease. A palpable miasma of fell sorcery surrounds them and when their wrath is roused, reality itself is distorted and maimed. Tree roots twist and writhe at their passing, the undergrowth boils with unholy life and repugnant parasites scurry at their feet.
Lore of Beasts
Bray-Shamans are born into magic, and wield it with an instinctive ease. A palpable miasma of fell sorcery surrounds them and when their wrath is roused, reality itself is distorted and maimed. Tree roots twist and writhe at their passing, the undergrowth boils with unholy life and repugnant parasites scurry at their feet.
Lore of Beasts
Bray-Shamans are born into magic, and wield it with an instinctive ease. A palpable miasma of fell sorcery surrounds them and when their wrath is roused, reality itself is distorted and maimed. Tree roots twist and writhe at their passing, the undergrowth boils with unholy life and repugnant parasites scurry at their feet.
Lore of Beasts
Bray-Shamans are born into magic, and wield it with an instinctive ease. A palpable miasma of fell sorcery surrounds them and when their wrath is roused, reality itself is distorted and maimed. Tree roots twist and writhe at their passing, the undergrowth boils with unholy life and repugnant parasites scurry at their feet.
Drunken
Centigors are inclined to drink vast quantities of noxious liquor before battle. While this sometimes turns them into berserk fighters, it can also severely incapacitate them. During the Start of Turn sub-phase of each of your turns, roll on the Drunken table for each unit with this special rule that is not currently Frenzied, that is not engaged in combat and that is not fleeing: Drunken Table D6 Result 1 Unsteady: The unit has become somewhat unsteady. Until its next Start of Turn sub-phase, the unit is subject to the Random Movement special rule and its Movement characteristic becomes D6+2. 2-5 Sobering Up: The alcohol has no discernible effect upon the unit. 6 Belligerent Drunks: The unit has turned quite belligerent. Until its next Start of Turn sub-phase, the unit is subject to the Frenzy special rule. A unit with this special rule may become Frenzied in this way even if it has lost Frenzy earlier in the game.
Ivres
Les Centigors ont tendance à boire de grandes quantités de liqueur toxique avant la bataille. Si cela les change parfois en farouches combattants, cela peut également les assoupir. À la sous-phase de Début de Tour de chacun de vos tours, effectuez un jet sur le tableau d'Ivresse pour chaque unité ayant cette règle spéciale qui n'est pas Frénétique à ce moment-là, qui n'est pas engagée en combat et qui n'est pas en train de fuir: Tableau d'Ivresse D6 Résultat 1 Chancelants: l'unité a du mal à marcher droit. Jusqu'à sa prochaine sous-phase de Début de Tour, l'unité est soumise à la règle spéciale Mouvements Aléatoires et sa caractéristique de Mouvement passe à DG + 2. 2-5 Dessoûlés: L'alcool n'a aucun effet décelable sur l'unité. 6 Ivrognes Belliqueux: L'unité a le vin mauvais. Jusqu'à sa prochaine sous-phase de Début de Tour, l'unité est sujette à la règle spéciale Frénésie. Une unité ayant cette règle spéciale peut devenir Frénétique ainsi même si elle a perdu la Frénésie plus tôt dans la partie.
Drunken
Centigors are inclined to drink vast quantities of noxious liquor before battle. While this sometimes turns them into berserk fighters, it can also severely incapacitate them. During the Start of Turn sub-phase of each of your turns, roll on the Drunken table for each unit with this special rule that is not currently Frenzied, that is not engaged in combat and that is not fleeing: Drunken Table D6 Result 1 Unsteady: The unit has become somewhat unsteady. Until its next Start of Turn sub-phase, the unit is subject to the Random Movement special rule and its Movement characteristic becomes D6+2. 2-5 Sobering Up: The alcohol has no discernible effect upon the unit. 6 Belligerent Drunks: The unit has turned quite belligerent. Until its next Start of Turn sub-phase, the unit is subject to the Frenzy special rule. A unit with this special rule may become Frenzied in this way even if it has lost Frenzy earlier in the game.
Drunken
Centigors are inclined to drink vast quantities of noxious liquor before battle. While this sometimes turns them into berserk fighters, it can also severely incapacitate them. During the Start of Turn sub-phase of each of your turns, roll on the Drunken table for each unit with this special rule that is not currently Frenzied, that is not engaged in combat and that is not fleeing: Drunken Table D6 Result 1 Unsteady: The unit has become somewhat unsteady. Until its next Start of Turn sub-phase, the unit is subject to the Random Movement special rule and its Movement characteristic becomes D6+2. 2-5 Sobering Up: The alcohol has no discernible effect upon the unit. 6 Belligerent Drunks: The unit has turned quite belligerent. Until its next Start of Turn sub-phase, the unit is subject to the Frenzy special rule. A unit with this special rule may become Frenzied in this way even if it has lost Frenzy earlier in the game.
Drunken
Centigors are inclined to drink vast quantities of noxious liquor before battle. While this sometimes turns them into berserk fighters, it can also severely incapacitate them. During the Start of Turn sub-phase of each of your turns, roll on the Drunken table for each unit with this special rule that is not currently Frenzied, that is not engaged in combat and that is not fleeing: Drunken Table D6 Result 1 Unsteady: The unit has become somewhat unsteady. Until its next Start of Turn sub-phase, the unit is subject to the Random Movement special rule and its Movement characteristic becomes D6+2. 2-5 Sobering Up: The alcohol has no discernible effect upon the unit. 6 Belligerent Drunks: The unit has turned quite belligerent. Until its next Start of Turn sub-phase, the unit is subject to the Frenzy special rule. A unit with this special rule may become Frenzied in this way even if it has lost Frenzy earlier in the game.
Drunken
Centigors are inclined to drink vast quantities of noxious liquor before battle. While this sometimes turns them into berserk fighters, it can also severely incapacitate them. During the Start of Turn sub-phase of each of your turns, roll on the Drunken table for each unit with this special rule that is not currently Frenzied, that is not engaged in combat and that is not fleeing: Drunken Table D6 Result 1 Unsteady: The unit has become somewhat unsteady. Until its next Start of Turn sub-phase, the unit is subject to the Random Movement special rule and its Movement characteristic becomes D6+2. 2-5 Sobering Up: The alcohol has no discernible effect upon the unit. 6 Belligerent Drunks: The unit has turned quite belligerent. Until its next Start of Turn sub-phase, the unit is subject to the Frenzy special rule. A unit with this special rule may become Frenzied in this way even if it has lost Frenzy earlier in the game.
Scouts
Eclaireurs
Scouts
Scouts
Scouts
Scouts
Terror
Terreur
Entsetzen
Terror
Terror
Terrore
Swiftstride
Rapide
Schnelle Bewegung
Swiftstride
Zancada Veloz
Falcata Rapida
First Charge
Première Charge
First Charge
First Charge
First Charge
First Charge
Flailing appendage
counts as hand weapons
Flailing appendage
counts as hand weapons
Flailing appendage
counts as hand weapons
Flailing appendage
counts as hand weapons
Flailing appendage
counts as hand weapons
Flailing appendage
counts as hand weapons
Fly
Vol
Fliegen
Fly
Volar
Volo
Frenzy
Frenzy
Raserei
Frenzy
Frenesí
Furia
Primal Fury
Goaded on by their chieftains and shamans, and enraged by the presence of intruders on their bloodgrounds, Beastmen become consumed by a savage fury, tearing apart the hated foe. When this unit’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, it must make a Leadership test. If this test is passed, the unit becomes subject to ‘Primal Fury’ until the end of this Combat phase. A unit subject to Primal Fury may re-roll any rolls To Hit of a natural 1.
Fureur Primale
Aiguillonnés par leurs chefs et leurs chamans, et enragés par la présence d'intrus sur leurs territoires de chasse, les Hommes-bêtes sont pris d'une colère farouche, massacrant l'adversaire honni. Quand le combat de cette unité est choisi à l'Étape 1.1 de n'importe quelle sous-phase de Choisir & Livrer le Combat, elle doit effectuer un test de Commandement. En cas de réussite, l'unité devient La Lettre à la "Fureur Primale" jusqu'à la fin de cette phase de Combat. Une unité sujette à la Fureur Primale peut relancer tout résultat d'un jet de Touche.
Primal Fury
Goaded on by their chieftains and shamans, and enraged by the presence of intruders on their bloodgrounds, Beastmen become consumed by a savage fury, tearing apart the hated foe. When this unit’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, it must make a Leadership test. If this test is passed, the unit becomes subject to ‘Primal Fury’ until the end of this Combat phase. A unit subject to Primal Fury may re-roll any rolls To Hit of a natural 1.
Primal Fury
Goaded on by their chieftains and shamans, and enraged by the presence of intruders on their bloodgrounds, Beastmen become consumed by a savage fury, tearing apart the hated foe. When this unit’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, it must make a Leadership test. If this test is passed, the unit becomes subject to ‘Primal Fury’ until the end of this Combat phase. A unit subject to Primal Fury may re-roll any rolls To Hit of a natural 1.
Primal Fury
Goaded on by their chieftains and shamans, and enraged by the presence of intruders on their bloodgrounds, Beastmen become consumed by a savage fury, tearing apart the hated foe. When this unit’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, it must make a Leadership test. If this test is passed, the unit becomes subject to ‘Primal Fury’ until the end of this Combat phase. A unit subject to Primal Fury may re-roll any rolls To Hit of a natural 1.
Primal Fury
Goaded on by their chieftains and shamans, and enraged by the presence of intruders on their bloodgrounds, Beastmen become consumed by a savage fury, tearing apart the hated foe. When this unit’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, it must make a Leadership test. If this test is passed, the unit becomes subject to ‘Primal Fury’ until the end of this Combat phase. A unit subject to Primal Fury may re-roll any rolls To Hit of a natural 1.
Gaze Of The Gods
Beastmen strive to become Champions of Chaos and earn the favour of the Ruinous Powers. But the gods are fickle, and their blessing can be a curse. During the Command sub-phase of their turn, a character with this special rule may choose to roll on the Gaze of the Gods table: Gaze of the Gods Table D6 Result 1 Damned by Chaos: The Champion is beset with visions of the Realm of Chaos. This model becomes subject to the Stupidity special rule for the remainder of the game. If they already have this special rule, they suffer a -1 modifier to their Leadership (to a minimum of 2). 2 Unnatural Quickness: To the Champion, time itself seems to slow around them. Until your next Start of Turn sub-phase, this model gains a +1 modifier to their Initiative characteristic (to a maximum of 10). 3 Iron Skin: Beneath their baroque armour, the Champion’s skin becomes like iron. Until your next Start of Turn sub-phase, this model gains a +1 modifier to their Toughness characteristic (to a maximum of 10). 4 Murderous Mutation: Long tentacles whip from beneath the Champion’s armour to grasp at their enemies. For the remainder of the game, this model gains a +1 modifier to their Weapon Skill characteristic (to a maximum of 10). 5 Dark Fury: A terrible rage grips the Champion. For the remainder of the game, this model gains a +1 modifier to their Attacks characteristic (to a maximum of 10). 6 Apotheosis: The Champion is blessed with daemonic vitality. For the remainder of the game, this model gains a +1 modifier to both their Strength and Leadership characteristics (to a maximum of 10). Note that any benefits granted by the Gaze of the Gods apply only to the Champion, not to their mount (should they have one).
Regard des Dieux
Les Hommes-bêtes luttent sans répit pour devenir des Champions du Chaos et s'attirer les bonnes grâces des Puissances de la Ruine. Mais les dieux sont inconstants, et leur appui peut s'avérer une malédiction. À la sous-phase de Commandement de son tour, un personnage ayant cette règle spéciale peut choisir d'effectuer un jet sur le tableau de Regard des Dieux : Tableau de Regard des Dieux D6 Résultat 1. [b]Damné par le Chaos:[/b] Le Champion est assailli de visions du Royaume du Chaos. Cette figurine devient sujette à la règle spéciale Stupidité pour le reste de la partie. Si elle a déjà cette règle spéciale, elle subit un modificateur de -1 à son Commandement (jusqu'à un minimum de 2). 2. [b]Réflexes Surnaturels:[/b] Le temps semble se figer autour du Champion. Jusqu'à votre prochaine sous-phase de Début de Tour, cette figurine gagne un modificateur de +1 à sa caractéristique d'Initiative (jusqu'à un maximum de 10). 3. [b]Peau Métallique:[/b] Sous son armure, la peau du Champion devient semblable à du métal. Jusqu'à votre prochaine sous-phase de Début de Tour, cette figurine gagne un modificateur de +1 à sa caractéristique d'Endurance (jusqu'à un maximum de 10). 4. [b]Mutation Meurtrière:[/b] De longs tentacules jaillissent de sous l'armure du Champion pour s'emparer de ses ennemis. Pour le reste de la partie, cette figurine gagne un modificateur de +1 à sa Capacité de Combat (jusqu'à un maximum de 10). 5. [b]Sombre Fureur:[/b] Une rage effroyable s'empare du Champion. Pour le reste de la partie, cette figurine gagne un modificateur de +1 à sa caractéristique d'Attaques (jusqu'à un maximum de 10). 6. [b]Apothéose:[/b] Le Champion jouit d'une vitalité démoniaque. Pour le reste de la partie, cette figurine gagne un modificateur de +1 à ses caractéristiques de Force et de Commandement (jusqu'à un maximum de 10).
Gaze Of The Gods
Beastmen strive to become Champions of Chaos and earn the favour of the Ruinous Powers. But the gods are fickle, and their blessing can be a curse. During the Command sub-phase of their turn, a character with this special rule may choose to roll on the Gaze of the Gods table: Gaze of the Gods Table D6 Result 1 Damned by Chaos: The Champion is beset with visions of the Realm of Chaos. This model becomes subject to the Stupidity special rule for the remainder of the game. If they already have this special rule, they suffer a -1 modifier to their Leadership (to a minimum of 2). 2 Unnatural Quickness: To the Champion, time itself seems to slow around them. Until your next Start of Turn sub-phase, this model gains a +1 modifier to their Initiative characteristic (to a maximum of 10). 3 Iron Skin: Beneath their baroque armour, the Champion’s skin becomes like iron. Until your next Start of Turn sub-phase, this model gains a +1 modifier to their Toughness characteristic (to a maximum of 10). 4 Murderous Mutation: Long tentacles whip from beneath the Champion’s armour to grasp at their enemies. For the remainder of the game, this model gains a +1 modifier to their Weapon Skill characteristic (to a maximum of 10). 5 Dark Fury: A terrible rage grips the Champion. For the remainder of the game, this model gains a +1 modifier to their Attacks characteristic (to a maximum of 10). 6 Apotheosis: The Champion is blessed with daemonic vitality. For the remainder of the game, this model gains a +1 modifier to both their Strength and Leadership characteristics (to a maximum of 10). Note that any benefits granted by the Gaze of the Gods apply only to the Champion, not to their mount (should they have one).
Gaze Of The Gods
Beastmen strive to become Champions of Chaos and earn the favour of the Ruinous Powers. But the gods are fickle, and their blessing can be a curse. During the Command sub-phase of their turn, a character with this special rule may choose to roll on the Gaze of the Gods table: Gaze of the Gods Table D6 Result 1 Damned by Chaos: The Champion is beset with visions of the Realm of Chaos. This model becomes subject to the Stupidity special rule for the remainder of the game. If they already have this special rule, they suffer a -1 modifier to their Leadership (to a minimum of 2). 2 Unnatural Quickness: To the Champion, time itself seems to slow around them. Until your next Start of Turn sub-phase, this model gains a +1 modifier to their Initiative characteristic (to a maximum of 10). 3 Iron Skin: Beneath their baroque armour, the Champion’s skin becomes like iron. Until your next Start of Turn sub-phase, this model gains a +1 modifier to their Toughness characteristic (to a maximum of 10). 4 Murderous Mutation: Long tentacles whip from beneath the Champion’s armour to grasp at their enemies. For the remainder of the game, this model gains a +1 modifier to their Weapon Skill characteristic (to a maximum of 10). 5 Dark Fury: A terrible rage grips the Champion. For the remainder of the game, this model gains a +1 modifier to their Attacks characteristic (to a maximum of 10). 6 Apotheosis: The Champion is blessed with daemonic vitality. For the remainder of the game, this model gains a +1 modifier to both their Strength and Leadership characteristics (to a maximum of 10). Note that any benefits granted by the Gaze of the Gods apply only to the Champion, not to their mount (should they have one).
Gaze Of The Gods
Beastmen strive to become Champions of Chaos and earn the favour of the Ruinous Powers. But the gods are fickle, and their blessing can be a curse. During the Command sub-phase of their turn, a character with this special rule may choose to roll on the Gaze of the Gods table: Gaze of the Gods Table D6 Result 1 Damned by Chaos: The Champion is beset with visions of the Realm of Chaos. This model becomes subject to the Stupidity special rule for the remainder of the game. If they already have this special rule, they suffer a -1 modifier to their Leadership (to a minimum of 2). 2 Unnatural Quickness: To the Champion, time itself seems to slow around them. Until your next Start of Turn sub-phase, this model gains a +1 modifier to their Initiative characteristic (to a maximum of 10). 3 Iron Skin: Beneath their baroque armour, the Champion’s skin becomes like iron. Until your next Start of Turn sub-phase, this model gains a +1 modifier to their Toughness characteristic (to a maximum of 10). 4 Murderous Mutation: Long tentacles whip from beneath the Champion’s armour to grasp at their enemies. For the remainder of the game, this model gains a +1 modifier to their Weapon Skill characteristic (to a maximum of 10). 5 Dark Fury: A terrible rage grips the Champion. For the remainder of the game, this model gains a +1 modifier to their Attacks characteristic (to a maximum of 10). 6 Apotheosis: The Champion is blessed with daemonic vitality. For the remainder of the game, this model gains a +1 modifier to both their Strength and Leadership characteristics (to a maximum of 10). Note that any benefits granted by the Gaze of the Gods apply only to the Champion, not to their mount (should they have one).
Gaze Of The Gods
Beastmen strive to become Champions of Chaos and earn the favour of the Ruinous Powers. But the gods are fickle, and their blessing can be a curse. During the Command sub-phase of their turn, a character with this special rule may choose to roll on the Gaze of the Gods table: Gaze of the Gods Table D6 Result 1 Damned by Chaos: The Champion is beset with visions of the Realm of Chaos. This model becomes subject to the Stupidity special rule for the remainder of the game. If they already have this special rule, they suffer a -1 modifier to their Leadership (to a minimum of 2). 2 Unnatural Quickness: To the Champion, time itself seems to slow around them. Until your next Start of Turn sub-phase, this model gains a +1 modifier to their Initiative characteristic (to a maximum of 10). 3 Iron Skin: Beneath their baroque armour, the Champion’s skin becomes like iron. Until your next Start of Turn sub-phase, this model gains a +1 modifier to their Toughness characteristic (to a maximum of 10). 4 Murderous Mutation: Long tentacles whip from beneath the Champion’s armour to grasp at their enemies. For the remainder of the game, this model gains a +1 modifier to their Weapon Skill characteristic (to a maximum of 10). 5 Dark Fury: A terrible rage grips the Champion. For the remainder of the game, this model gains a +1 modifier to their Attacks characteristic (to a maximum of 10). 6 Apotheosis: The Champion is blessed with daemonic vitality. For the remainder of the game, this model gains a +1 modifier to both their Strength and Leadership characteristics (to a maximum of 10). Note that any benefits granted by the Gaze of the Gods apply only to the Champion, not to their mount (should they have one).
Ghostsight
The swirling melee of combat is an indistinct blur to the Cygor, confusing and disorientating. Enemies imbued with magic, however, it can see with unearthly clarity. During the Combat phase, a Cygor may re-roll any failed rolls To Hit made against enemy Wizards, enemy models or units equipped with any magic items, or enemy models or units with a Ward or Regeneration save.
Vue Sprirituelle
Le Cygor perçoit avec une clarté surnaturelle les ennemis qui utilisent la magie. À la phase de Combat, un Cygor peut relancer n'importe quel nombre de jets de Touche ratés effectués contre les Sorciers ennemis, les figurines ou unités ennemies équipées d'objets magiques, ou encore les figurines ou unités ennemies bénéficiant d'une sauvegarde Invulnérable ou de Régénération.
Ghostsight
The swirling melee of combat is an indistinct blur to the Cygor, confusing and disorientating. Enemies imbued with magic, however, it can see with unearthly clarity. During the Combat phase, a Cygor may re-roll any failed rolls To Hit made against enemy Wizards, enemy models or units equipped with any magic items, or enemy models or units with a Ward or Regeneration save.
Ghostsight
The swirling melee of combat is an indistinct blur to the Cygor, confusing and disorientating. Enemies imbued with magic, however, it can see with unearthly clarity. During the Combat phase, a Cygor may re-roll any failed rolls To Hit made against enemy Wizards, enemy models or units equipped with any magic items, or enemy models or units with a Ward or Regeneration save.
Ghostsight
The swirling melee of combat is an indistinct blur to the Cygor, confusing and disorientating. Enemies imbued with magic, however, it can see with unearthly clarity. During the Combat phase, a Cygor may re-roll any failed rolls To Hit made against enemy Wizards, enemy models or units equipped with any magic items, or enemy models or units with a Ward or Regeneration save.
Ghostsight
The swirling melee of combat is an indistinct blur to the Cygor, confusing and disorientating. Enemies imbued with magic, however, it can see with unearthly clarity. During the Combat phase, a Cygor may re-roll any failed rolls To Hit made against enemy Wizards, enemy models or units equipped with any magic items, or enemy models or units with a Ward or Regeneration save.
Giant’s Club
R S AP Special Rules Giant’s club Combat * * * Notes: *A Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Giant Attacks special rule.
Massue de Géant
F PA Règles Spéciales Combat * * * Notes: Une massue de Géant peut avoir des caractéristiques et des règles spéciales différentes, selon comment elle est utilisée, comme décrit dans la règle spéciale Attaques de Géant.
Giant’s Club
R S AP Special Rules Giant’s club Combat * * * Notes: *A Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Giant Attacks special rule.
Giant’s Club
R S AP Special Rules Giant’s club Combat * * * Notes: *A Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Giant Attacks special rule.
Giant’s Club
R S AP Special Rules Giant’s club Combat * * * Notes: *A Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Giant Attacks special rule.
Giant’s Club
R S AP Special Rules Giant’s club Combat * * * Notes: *A Giant’s club may have different characteristics and special rules depending upon what they do with it, as described in the Giant Attacks special rule.
Spurting Bile Blood
When harmed, a Jabberslythe’s boiling, acidic blood sprays its enemies, burning through their armour and into their flesh. For each Wound this model loses during the Combat phase, the attacking enemy unit suffers a Strength 4 hit, with an AP of -1.
Giclée de Sang Bilieux
Quand il est blessé, le sang acide et bouillant de l'Abberslythe asperge ses ennemis, rongeant leur armure pour atteindre leur chair. Pour chaque Point de Vie que cette figurine perd pendant la phase de Combat, l'unité ennemie attaquante subit une touche de Force 4, avec une pénétration d'armure de -1.
Spurting Bile Blood
When harmed, a Jabberslythe’s boiling, acidic blood sprays its enemies, burning through their armour and into their flesh. For each Wound this model loses during the Combat phase, the attacking enemy unit suffers a Strength 4 hit, with an AP of -1.
Spurting Bile Blood
When harmed, a Jabberslythe’s boiling, acidic blood sprays its enemies, burning through their armour and into their flesh. For each Wound this model loses during the Combat phase, the attacking enemy unit suffers a Strength 4 hit, with an AP of -1.
Spurting Bile Blood
When harmed, a Jabberslythe’s boiling, acidic blood sprays its enemies, burning through their armour and into their flesh. For each Wound this model loses during the Combat phase, the attacking enemy unit suffers a Strength 4 hit, with an AP of -1.
Spurting Bile Blood
When harmed, a Jabberslythe’s boiling, acidic blood sprays its enemies, burning through their armour and into their flesh. For each Wound this model loses during the Combat phase, the attacking enemy unit suffers a Strength 4 hit, with an AP of -1.
Large Target
Grande Cible
Large Target
Large Target
Large Target
Large Target
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Griffes mortelles
P F PA Règles Spéciales Griffes mortelles Combat F -2 -
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Horde
Horde
Horde
Horde
Horde
Horde
Hurl Attack
R S AP Special Rules Hurl attack 12-36" 4 (8) -1 (-3) Bombardment, Cumbersome, Multiple Wounds (D3+1) Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule and a 3" blast template. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table). The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
Jet de roc
[table] [tr] [td]Arme[/td] [td]Portée[/td] [td]F[/td] [td]PA[/td] [td]Règles Spéciales[/td] [/tr] [tr] [td]J et de roc[/td] [td]12 - 36"[/td] [td]4(8)[/td] [td]-1 (-3)[/td] [td]Bombardement, Encombrant, Blessures Multiples (D3+1)[/td] [/tr] [/table] Notes: Cette arme tire comme une catapulte, en utilisant la règle spéciale "Bombardement" et un gabarit d'explosion de 3". En cas de symbole "Misfire" obtenu sur le dé d'artillerie, cette figurine perd un seul Point de Vie (au lieu de faire un jet sur le tableau des Incidents de Tir). La règle spéciale Blessures Multiples (D3+1) s'applique uniquement à une figurine individuelle dont le socle se trouve sous le trou central du gabarit d'explosion.
Hurl Attack
R S AP Special Rules Hurl attack 12-36" 4 (8) -1 (-3) Bombardment, Cumbersome, Multiple Wounds (D3+1) Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule and a 3" blast template. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table). The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
Hurl Attack
R S AP Special Rules Hurl attack 12-36" 4 (8) -1 (-3) Bombardment, Cumbersome, Multiple Wounds (D3+1) Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule and a 3" blast template. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table). The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
Hurl Attack
R S AP Special Rules Hurl attack 12-36" 4 (8) -1 (-3) Bombardment, Cumbersome, Multiple Wounds (D3+1) Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule and a 3" blast template. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table). The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
Hurl Attack
R S AP Special Rules Hurl attack 12-36" 4 (8) -1 (-3) Bombardment, Cumbersome, Multiple Wounds (D3+1) Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule and a 3" blast template. If a ‘Misfire’ is rolled on the Artillery dice, this model loses a single Wound (instead of rolling on a Misfire table). The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
Immune To Psychology
Immunisé à la Psychologie
Immune To Psychology
Immune To Psychology
Immune To Psychology
Immune To Psychology
Unbreakable
Indémoralisable
Unerschütterlich
Unbreakable
Indesmoralizable
Irriducibile
Slythey Tongue
R S AP Special Rules Slythey tongue 12" 5 -1 Move & Shoot, Quick Shot Monster
Langue Protractile
P F PA Règles Spéciales 12" 5 -1 Mouvement & Tir, Tir Rapide
Slythey Tongue
R S AP Special Rules Slythey tongue 12" 5 -1 Move & Shoot, Quick Shot Monster
Slythey Tongue
R S AP Special Rules Slythey tongue 12" 5 -1 Move & Shoot, Quick Shot Monster
Slythey Tongue
R S AP Special Rules Slythey tongue 12" 5 -1 Move & Shoot, Quick Shot Monster
Slythey Tongue
R S AP Special Rules Slythey tongue 12" 5 -1 Move & Shoot, Quick Shot Monster
Loner
Solitaire
Loner
Loner
Loner
Loner
Soul-eater
The presence of a Cygor is intensely unsettling to any nearby Wizards, for they know Cygors crave their souls above all else. Any enemy Wizard that wishes to cast a spell whilst within 12" of one or more Cygors must first make a Leadership test. If this test is failed, the Wizard has lost their nerve and, should they fail to cast the spell (i.e., should their casting result be less than the casting value of the spell), the spell has been miscast and the active player immediately rolls on the Miscast table to see what fate befalls the unfortunate Wizard. If this test is passed, the Wizard can continue with their casting attempt as normal.
Mangeur d'Âmes
Les Sorciers craignent les Cygors, car ils savent qu'ils se délectent à l'idée de dévorer leur âme. Tout Sorcier ennemi qui souhaite lancer un sort alors qu'il est à 12" d'au moins un Cygor doit d'abord effectuer un test de Commandement. En cas d'échec, le Sorcier a perdu son calme et, s'il échoue à lancer le sort (c.-à-d. si son résultat de lancement est inférieur à la valeur de lancement du sort), le sort est un fiasco et le joueur actif effectue immédiatement un jet sur le tableau des Fiascos pour connaître le sort de l'infortuné Sorcier. En cas de réussite, le Sorcier peut poursuivre normalement sa tentative de lancement de sort.
Soul-eater
The presence of a Cygor is intensely unsettling to any nearby Wizards, for they know Cygors crave their souls above all else. Any enemy Wizard that wishes to cast a spell whilst within 12" of one or more Cygors must first make a Leadership test. If this test is failed, the Wizard has lost their nerve and, should they fail to cast the spell (i.e., should their casting result be less than the casting value of the spell), the spell has been miscast and the active player immediately rolls on the Miscast table to see what fate befalls the unfortunate Wizard. If this test is passed, the Wizard can continue with their casting attempt as normal.
Soul-eater
The presence of a Cygor is intensely unsettling to any nearby Wizards, for they know Cygors crave their souls above all else. Any enemy Wizard that wishes to cast a spell whilst within 12" of one or more Cygors must first make a Leadership test. If this test is failed, the Wizard has lost their nerve and, should they fail to cast the spell (i.e., should their casting result be less than the casting value of the spell), the spell has been miscast and the active player immediately rolls on the Miscast table to see what fate befalls the unfortunate Wizard. If this test is passed, the Wizard can continue with their casting attempt as normal.
Soul-eater
The presence of a Cygor is intensely unsettling to any nearby Wizards, for they know Cygors crave their souls above all else. Any enemy Wizard that wishes to cast a spell whilst within 12" of one or more Cygors must first make a Leadership test. If this test is failed, the Wizard has lost their nerve and, should they fail to cast the spell (i.e., should their casting result be less than the casting value of the spell), the spell has been miscast and the active player immediately rolls on the Miscast table to see what fate befalls the unfortunate Wizard. If this test is passed, the Wizard can continue with their casting attempt as normal.
Soul-eater
The presence of a Cygor is intensely unsettling to any nearby Wizards, for they know Cygors crave their souls above all else. Any enemy Wizard that wishes to cast a spell whilst within 12" of one or more Cygors must first make a Leadership test. If this test is failed, the Wizard has lost their nerve and, should they fail to cast the spell (i.e., should their casting result be less than the casting value of the spell), the spell has been miscast and the active player immediately rolls on the Miscast table to see what fate befalls the unfortunate Wizard. If this test is passed, the Wizard can continue with their casting attempt as normal.
Mark Of Chaos Undivided
Beastmen are truly the children of Chaos and, as such, they worship the Gods of Chaos as a pantheon, rarely favouring any one deity above the others. Models with the Mark of Chaos Undivided can re-roll any failed Fear, Panic or Terror test.
Marque du Chaos Universel
Les Hommes-bêtes sont les véritables émissaires du Chaos et, en tant que tels, ils adorent le panthéon du Chaos dans son ensemble, en ne privilégiant que rarement un dieu plutôt qu'un autre. Les figurines ayant la Marque du Chaos Universel peuvent relancer tout test de Peur, de Panique ou de Terreur raté.
Mark Of Chaos Undivided
Beastmen are truly the children of Chaos and, as such, they worship the Gods of Chaos as a pantheon, rarely favouring any one deity above the others. Models with the Mark of Chaos Undivided can re-roll any failed Fear, Panic or Terror test.
Mark Of Chaos Undivided
Beastmen are truly the children of Chaos and, as such, they worship the Gods of Chaos as a pantheon, rarely favouring any one deity above the others. Models with the Mark of Chaos Undivided can re-roll any failed Fear, Panic or Terror test.
Mark Of Chaos Undivided
Beastmen are truly the children of Chaos and, as such, they worship the Gods of Chaos as a pantheon, rarely favouring any one deity above the others. Models with the Mark of Chaos Undivided can re-roll any failed Fear, Panic or Terror test.
Mark Of Chaos Undivided
Beastmen are truly the children of Chaos and, as such, they worship the Gods of Chaos as a pantheon, rarely favouring any one deity above the others. Models with the Mark of Chaos Undivided can re-roll any failed Fear, Panic or Terror test.
Mercenaries
Mercenaries
Mercenaries
Mercenaries
Mercenaries
Mercenaries
Move Through Cover
Mouvement à Couvert
Move Through Cover
Move Through Cover
Move Through Cover
Move Through Cover
Random Movement
Mouvement aléatoire
Zufällige Bewegung
Random Movement
Random Movement
Movimento Casuale
Open Order
Ordre Dispersé
Open Order
Open Order
Open Order
Open Order
The Quickening Storm
Bathed in invigorating lightning, Dragon Ogres are warded against the effects of hostile magic. A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile or a Magical Vortex spell. In addition, if a model with this special rule, or the unit it belongs to, suffers one or more hits from Storm Call (see page 104), it becomes ‘Quickened’. A Quickened model has a +1 modifier to both its Initiative and Attacks characteristics. This Quickening lasts until your next Start of Turn sub-phase.
Orage Revitalisant
Nimbés d'arcs électriques revivifiants, les Dragons Ogres sont protégés contre les effets des magies hostiles. Une figurine ayant cette règle spéciale a une sauvegarde Invulnérable de 5+ contre toute blessure causée par un sort de Projectile Magique ou de Vortex Magique. De plus, si une figurine ayant cette règle spéciale, ou l'unité à laquelle elle appartient, subit une ou plusieurs touches causées par Appeler la Tempête (voir p. 104), elle devient "Revitalisée". Une figurine Revitalisée a un modificateur de +1 à ses caractéristiques d'Initiative et d'Attaques. Cet effet Revitalisant dure jusqu'à votre prochaine sous-phase de Début de Tour.
The Quickening Storm
Bathed in invigorating lightning, Dragon Ogres are warded against the effects of hostile magic. A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile or a Magical Vortex spell. In addition, if a model with this special rule, or the unit it belongs to, suffers one or more hits from Storm Call (see page 104), it becomes ‘Quickened’. A Quickened model has a +1 modifier to both its Initiative and Attacks characteristics. This Quickening lasts until your next Start of Turn sub-phase.
The Quickening Storm
Bathed in invigorating lightning, Dragon Ogres are warded against the effects of hostile magic. A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile or a Magical Vortex spell. In addition, if a model with this special rule, or the unit it belongs to, suffers one or more hits from Storm Call (see page 104), it becomes ‘Quickened’. A Quickened model has a +1 modifier to both its Initiative and Attacks characteristics. This Quickening lasts until your next Start of Turn sub-phase.
The Quickening Storm
Bathed in invigorating lightning, Dragon Ogres are warded against the effects of hostile magic. A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile or a Magical Vortex spell. In addition, if a model with this special rule, or the unit it belongs to, suffers one or more hits from Storm Call (see page 104), it becomes ‘Quickened’. A Quickened model has a +1 modifier to both its Initiative and Attacks characteristics. This Quickening lasts until your next Start of Turn sub-phase.
The Quickening Storm
Bathed in invigorating lightning, Dragon Ogres are warded against the effects of hostile magic. A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile or a Magical Vortex spell. In addition, if a model with this special rule, or the unit it belongs to, suffers one or more hits from Storm Call (see page 104), it becomes ‘Quickened’. A Quickened model has a +1 modifier to both its Initiative and Attacks characteristics. This Quickening lasts until your next Start of Turn sub-phase.
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
Random Attacks
Random Attacks
Random Attacks
Random Attacks
Random Attacks
Random Attacks
Stony Stare
Where the creature’s gaze falls, its enemies turn painfully to stone. At the start of each Combat phase, enemy models in base contact with this model must make an Initiative test. If this test is failed, they suffer D3 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal)
Regard de Pierre
Les êtres sur qui se porte le regard de la créature sont immédiatement changés en pierre. Au début de chaque phase de Combat, les figurines ennemies en contact socle à socle avec cette figurine doivent effectuer un test d'Initiative. En cas d'échec, elles subissent D3 touches de Force 2, sans sauvegarde d'armure autorisée (les sauvegardes Invulnérables et de Régénération peuvent être tentées normalement). Arme Portée F PA Règles Spéciales Regard pétrificateur 18" 2 N/A Attaques Magiques, Blessures Multiples (D3) Notes: Pour effectuer un jet de Blessure pour une attaque de cette arme, utilisez l'Initiative de la cible au lieu de son Endurance. Aucune sauvegarde d'armure n'est autorisée contre les blessures causées par cette arme (les sauvegardes Invulnérables et de Régénération peuvent être tentées normalement).
Stony Stare
Where the creature’s gaze falls, its enemies turn painfully to stone. At the start of each Combat phase, enemy models in base contact with this model must make an Initiative test. If this test is failed, they suffer D3 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal)
Stony Stare
Where the creature’s gaze falls, its enemies turn painfully to stone. At the start of each Combat phase, enemy models in base contact with this model must make an Initiative test. If this test is failed, they suffer D3 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal)
Stony Stare
Where the creature’s gaze falls, its enemies turn painfully to stone. At the start of each Combat phase, enemy models in base contact with this model must make an Initiative test. If this test is failed, they suffer D3 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal)
Stony Stare
Where the creature’s gaze falls, its enemies turn painfully to stone. At the start of each Combat phase, enemy models in base contact with this model must make an Initiative test. If this test is failed, they suffer D3 Strength 2 hits, with no armour save permitted (Ward and Regeneration saves can be attempted as normal)
Regeneration
Régénération
Regeneration
Regeneration
Regeneration
Regeneration
Skirmishers
Tirailleurs
Skirmishers
Skirmishers
Skirmishers
Skirmishers
Wizard
Sorcier
Wizard
Wizard
Wizard
Wizard
Storm Call
The oldest Dragon Ogres are able to summon storms and call lightning down from the heavens. This model can cast the following Bound spell, with a Power Level of 1. This model can cast this Bound spell even if it is engaged in combat: Type: Magic Missile Casting Value: 7+ Range: Self Effect: If this Bound spell is cast, all units within 6" of this model (friend or foe), including units engaged in combat and this model, suffer D3 Strength 4 hits, each with an AP of -1.
Storm Call
The oldest Dragon Ogres are able to summon storms and call lightning down from the heavens. This model can cast the following Bound spell, with a Power Level of 1. This model can cast this Bound spell even if it is engaged in combat: Type: Magic Missile Casting Value: 7+ Range: Self Effect: If this Bound spell is cast, all units within 6" of this model (friend or foe), including units engaged in combat and this model, suffer D3 Strength 4 hits, each with an AP of -1.
Storm Call
The oldest Dragon Ogres are able to summon storms and call lightning down from the heavens. This model can cast the following Bound spell, with a Power Level of 1. This model can cast this Bound spell even if it is engaged in combat: Type: Magic Missile Casting Value: 7+ Range: Self Effect: If this Bound spell is cast, all units within 6" of this model (friend or foe), including units engaged in combat and this model, suffer D3 Strength 4 hits, each with an AP of -1.
Storm Call
The oldest Dragon Ogres are able to summon storms and call lightning down from the heavens. This model can cast the following Bound spell, with a Power Level of 1. This model can cast this Bound spell even if it is engaged in combat: Type: Magic Missile Casting Value: 7+ Range: Self Effect: If this Bound spell is cast, all units within 6" of this model (friend or foe), including units engaged in combat and this model, suffer D3 Strength 4 hits, each with an AP of -1.
Storm Call
The oldest Dragon Ogres are able to summon storms and call lightning down from the heavens. This model can cast the following Bound spell, with a Power Level of 1. This model can cast this Bound spell even if it is engaged in combat: Type: Magic Missile Casting Value: 7+ Range: Self Effect: If this Bound spell is cast, all units within 6" of this model (friend or foe), including units engaged in combat and this model, suffer D3 Strength 4 hits, each with an AP of -1.
Storm Call
The oldest Dragon Ogres are able to summon storms and call lightning down from the heavens. This model can cast the following Bound spell, with a Power Level of 1. This model can cast this Bound spell even if it is engaged in combat: Type: Magic Missile Casting Value: 7+ Range: Self Effect: If this Bound spell is cast, all units within 6" of this model (friend or foe), including units engaged in combat and this model, suffer D3 Strength 4 hits, each with an AP of -1.
Stupidity
Stupidity
Stupidity
Stupidity
Stupidity
Stupidity
Timmm-berrr!
Timmm-berrr!
Timmm-berrr!
Timmm-berrr!
Timmm-berrr!
Timmm-berrr!
Troll Vomit
R S AP Special Rules Troll vomit Combat 3 -2 - Notes: A Chaos Troll that is in base contact with an enemy model may make one additional attack each turn with this weapon. This attack must be made last, after all other attacks have been made (including Stomp Attacks), but hits automatically.
Troll Vomit
R S AP Special Rules Troll vomit Combat 3 -2 - Notes: A Chaos Troll that is in base contact with an enemy model may make one additional attack each turn with this weapon. This attack must be made last, after all other attacks have been made (including Stomp Attacks), but hits automatically.
Troll Vomit
R S AP Special Rules Troll vomit Combat 3 -2 - Notes: A Chaos Troll that is in base contact with an enemy model may make one additional attack each turn with this weapon. This attack must be made last, after all other attacks have been made (including Stomp Attacks), but hits automatically.
Troll Vomit
R S AP Special Rules Troll vomit Combat 3 -2 - Notes: A Chaos Troll that is in base contact with an enemy model may make one additional attack each turn with this weapon. This attack must be made last, after all other attacks have been made (including Stomp Attacks), but hits automatically.
Troll Vomit
R S AP Special Rules Troll vomit Combat 3 -2 - Notes: A Chaos Troll that is in base contact with an enemy model may make one additional attack each turn with this weapon. This attack must be made last, after all other attacks have been made (including Stomp Attacks), but hits automatically.
Troll Vomit
R S AP Special Rules Troll vomit Combat 3 -2 - Notes: A Chaos Troll that is in base contact with an enemy model may make one additional attack each turn with this weapon. This attack must be made last, after all other attacks have been made (including Stomp Attacks), but hits automatically.

Magic Items usable by the army

EN FR DE PL ES IT
Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master. The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master. The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master. The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master. The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master. The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master. The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm. The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm. The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm. The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm. The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm. The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm. The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens. The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens. The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens. The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens. The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens. The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens. The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe. The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe. The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe. The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe. The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe. The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe. The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
Axe of Men
A single, mighty stroke from this fearsome axe can cut even the most powerful warrior clean in half, a sight which emboldens the bearer’s followers and horrifies their enemies in equal measure. R S AP Special Rules Axe of Men Combat S -1 Killing Blow, Magical Attacks. Notes: Should the wielder of the Axe of Men kill an enemy character (including champions) in a challenge, they gain the Terror special rule for the remainder of the game.
Hache Des Hommes
Un seul coup de cette hache effroyable peut couper en deux même le plus puissant guerrier, un spectacle qui galvanise les alliés du porteur autant qu'il horrifie ses ennemis. P F FA [b]Règles Spéciales[/b] Combat F -1 Coup Fatal, Attaques Magiques [b]Notes[/b]: Si le porteur de la Hache des Hommes tue un personnage ennemi lors d'un défi (y compris les champions), il gagne la règle spéciale Terreur pour le reste de la partie.
Axe of Men
A single, mighty stroke from this fearsome axe can cut even the most powerful warrior clean in half, a sight which emboldens the bearer’s followers and horrifies their enemies in equal measure. R S AP Special Rules Axe of Men Combat S -1 Killing Blow, Magical Attacks. Notes: Should the wielder of the Axe of Men kill an enemy character (including champions) in a challenge, they gain the Terror special rule for the remainder of the game.
Axe of Men
A single, mighty stroke from this fearsome axe can cut even the most powerful warrior clean in half, a sight which emboldens the bearer’s followers and horrifies their enemies in equal measure. R S AP Special Rules Axe of Men Combat S -1 Killing Blow, Magical Attacks. Notes: Should the wielder of the Axe of Men kill an enemy character (including champions) in a challenge, they gain the Terror special rule for the remainder of the game.
Axe of Men
A single, mighty stroke from this fearsome axe can cut even the most powerful warrior clean in half, a sight which emboldens the bearer’s followers and horrifies their enemies in equal measure. R S AP Special Rules Axe of Men Combat S -1 Killing Blow, Magical Attacks. Notes: Should the wielder of the Axe of Men kill an enemy character (including champions) in a challenge, they gain the Terror special rule for the remainder of the game.
Axe of Men
A single, mighty stroke from this fearsome axe can cut even the most powerful warrior clean in half, a sight which emboldens the bearer’s followers and horrifies their enemies in equal measure. R S AP Special Rules Axe of Men Combat S -1 Killing Blow, Magical Attacks. Notes: Should the wielder of the Axe of Men kill an enemy character (including champions) in a challenge, they gain the Terror special rule for the remainder of the game.
Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle. R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease. R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease. R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease. R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease. R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease. R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease. R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame. R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame. R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame. R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame. R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame. R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame. R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long. The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long. The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long. The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long. The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long. The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long. The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
Dark Heart
Beastmen rip the still beating hearts from their defeated rivals. In battle, they will feed upon these grisly trophies, claiming the strength of their vanquished enemies. Single use. During the Command sub-phase of their turn, the bearer of a Dark Heart can consume it. The model immediately recovers one lost Wound.
Cœur Noir
Les Hommes-bêtes arrachent le cœur encore palpitant de leurs rivaux vaincus. Au combat, ils mangent ces macabres trophées pour s'emparer de la force de leurs ennemis vaincus. Usage unique. À la sous-phase de Commandement de son tour, le porteur d'un Cœur Noir peut le dévorer. La figurine récupère immédiatement 1 Point de Vie perdu.
Dark Heart
Beastmen rip the still beating hearts from their defeated rivals. In battle, they will feed upon these grisly trophies, claiming the strength of their vanquished enemies. Single use. During the Command sub-phase of their turn, the bearer of a Dark Heart can consume it. The model immediately recovers one lost Wound.
Dark Heart
Beastmen rip the still beating hearts from their defeated rivals. In battle, they will feed upon these grisly trophies, claiming the strength of their vanquished enemies. Single use. During the Command sub-phase of their turn, the bearer of a Dark Heart can consume it. The model immediately recovers one lost Wound.
Dark Heart
Beastmen rip the still beating hearts from their defeated rivals. In battle, they will feed upon these grisly trophies, claiming the strength of their vanquished enemies. Single use. During the Command sub-phase of their turn, the bearer of a Dark Heart can consume it. The model immediately recovers one lost Wound.
Dark Heart
Beastmen rip the still beating hearts from their defeated rivals. In battle, they will feed upon these grisly trophies, claiming the strength of their vanquished enemies. Single use. During the Command sub-phase of their turn, the bearer of a Dark Heart can consume it. The model immediately recovers one lost Wound.
Jagged Dagger
This potent sacrificial tool radiates the pain and anger of a thousand ritual offerings made to the Ruinous Powers. The Jagged Dagger can only be used by a Wizard that has joined a unit. Before making a Casting roll, the bearer of the Jagged Dagger may make a sacrifice. One model belonging to the bearer’s unit is immediately removed from play as a casualty. The bearer may then modify their Casting roll by adding the Wounds characteristic of the sacrificed model to the result. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Dague Dentelée
Ce puissant poignard rituel irradie la douleur et la colère d'un millier de victimes offertes en sacrifice aux Puissances de la Ruine. La Dague Dentelée ne peut être utilisée que par un Sorcier qui a rejoint une unité. Avant d'effectuer un jet de Lancement, le porteur de la Dague Dentelée peut accomplir un sacrifice. La figurine appartenant à l'unité que le porteur a rejointe est immédiatement retirée du jeu comme pertes. Le porteur peut ensuite modifier son jet de Lancement en ajoutant la caractéristique de Points de Vie de la figurine sacrifiée au résultat. Notez que ce modificateur s'applique au résultat du jet - il n'annule pas le jet d'un double 1 naturel.
Jagged Dagger
This potent sacrificial tool radiates the pain and anger of a thousand ritual offerings made to the Ruinous Powers. The Jagged Dagger can only be used by a Wizard that has joined a unit. Before making a Casting roll, the bearer of the Jagged Dagger may make a sacrifice. One model belonging to the bearer’s unit is immediately removed from play as a casualty. The bearer may then modify their Casting roll by adding the Wounds characteristic of the sacrificed model to the result. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Jagged Dagger
This potent sacrificial tool radiates the pain and anger of a thousand ritual offerings made to the Ruinous Powers. The Jagged Dagger can only be used by a Wizard that has joined a unit. Before making a Casting roll, the bearer of the Jagged Dagger may make a sacrifice. One model belonging to the bearer’s unit is immediately removed from play as a casualty. The bearer may then modify their Casting roll by adding the Wounds characteristic of the sacrificed model to the result. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Jagged Dagger
This potent sacrificial tool radiates the pain and anger of a thousand ritual offerings made to the Ruinous Powers. The Jagged Dagger can only be used by a Wizard that has joined a unit. Before making a Casting roll, the bearer of the Jagged Dagger may make a sacrifice. One model belonging to the bearer’s unit is immediately removed from play as a casualty. The bearer may then modify their Casting roll by adding the Wounds characteristic of the sacrificed model to the result. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Jagged Dagger
This potent sacrificial tool radiates the pain and anger of a thousand ritual offerings made to the Ruinous Powers. The Jagged Dagger can only be used by a Wizard that has joined a unit. Before making a Casting roll, the bearer of the Jagged Dagger may make a sacrifice. One model belonging to the bearer’s unit is immediately removed from play as a casualty. The bearer may then modify their Casting roll by adding the Wounds characteristic of the sacrificed model to the result. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates. The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates. The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates. The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates. The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates. The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates. The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll. Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll. Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll. Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll. Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll. Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll. Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters. R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters. R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters. R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters. R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters. R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters. R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening. R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening. R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening. R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening. R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening. R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening. R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth. Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth. Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth. Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth. Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth. Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth. Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
Mangelder
The Mangelder saps the strength of its victims’ minds as well as of their bodies, and those few who survive wounds inflicted by the weapon rarely fight again. R S AP Special Rules Mangelder Combat S+1 -1 Magical Attacks, Terror. Notes: The wielder of the Mangelder causes Terror. Any enemy unit that suffers one or more unsaved wounds from the Mangelder suffers a -1 modifier to its Leadership characteristic (to a minimum of 2) until the end of the turn.
Émasculateur
L'Émasculateur sape la force mentale de ses victimes aussi bien que leur force physique, et ceux qui survivent aux blessures qu'il inflige ne reprennent que rarement le combat. P F PA [b]Règles Spéciales[/b] Combat F+1 -1 Attaques Magiques, Terreur [b]Notes[/b]: Le porteur de l'Émasculateur cause la Terreur. Toute unité ennemie qui subit au moins une blessure non sauvegardée de l'Émasculateur subit un modificateur de -1 à sa caractéristique de Commandement (jusqu'à un minimum de 2) jusqu'à la fin du tour.
Mangelder
The Mangelder saps the strength of its victims’ minds as well as of their bodies, and those few who survive wounds inflicted by the weapon rarely fight again. R S AP Special Rules Mangelder Combat S+1 -1 Magical Attacks, Terror. Notes: The wielder of the Mangelder causes Terror. Any enemy unit that suffers one or more unsaved wounds from the Mangelder suffers a -1 modifier to its Leadership characteristic (to a minimum of 2) until the end of the turn.
Mangelder
The Mangelder saps the strength of its victims’ minds as well as of their bodies, and those few who survive wounds inflicted by the weapon rarely fight again. R S AP Special Rules Mangelder Combat S+1 -1 Magical Attacks, Terror. Notes: The wielder of the Mangelder causes Terror. Any enemy unit that suffers one or more unsaved wounds from the Mangelder suffers a -1 modifier to its Leadership characteristic (to a minimum of 2) until the end of the turn.
Mangelder
The Mangelder saps the strength of its victims’ minds as well as of their bodies, and those few who survive wounds inflicted by the weapon rarely fight again. R S AP Special Rules Mangelder Combat S+1 -1 Magical Attacks, Terror. Notes: The wielder of the Mangelder causes Terror. Any enemy unit that suffers one or more unsaved wounds from the Mangelder suffers a -1 modifier to its Leadership characteristic (to a minimum of 2) until the end of the turn.
Mangelder
The Mangelder saps the strength of its victims’ minds as well as of their bodies, and those few who survive wounds inflicted by the weapon rarely fight again. R S AP Special Rules Mangelder Combat S+1 -1 Magical Attacks, Terror. Notes: The wielder of the Mangelder causes Terror. Any enemy unit that suffers one or more unsaved wounds from the Mangelder suffers a -1 modifier to its Leadership characteristic (to a minimum of 2) until the end of the turn.
Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again. The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again. The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again. The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again. The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again. The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again. The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard. Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard. Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard. Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard. Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard. Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard. Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
Hagtree Fetish
A crudely carved effigy of a hagtree, this shamanic heirloom can spell doom for the Bray-Shaman’s foe when brandished with the appropriate curse. Whenever the bearer of the Hagtree Fetish successfully casts a Magic Missile, they may re-roll any failed rolls To Wound.
Fétiche D'arbres Aux Pendus
Cet objet chamanique sculpté à l'image d'un arbre aux pendus peut causer la perte des ennemis du Braillechamane quand il brame ses malédictions en le brandissant. À chaque fois que le porteur du Fétiche d'Arbres aux Pendus lance avec succès un Projectile Magique, il peut relancer tout jet de Blessure raté.
Hagtree Fetish
A crudely carved effigy of a hagtree, this shamanic heirloom can spell doom for the Bray-Shaman’s foe when brandished with the appropriate curse. Whenever the bearer of the Hagtree Fetish successfully casts a Magic Missile, they may re-roll any failed rolls To Wound.
Hagtree Fetish
A crudely carved effigy of a hagtree, this shamanic heirloom can spell doom for the Bray-Shaman’s foe when brandished with the appropriate curse. Whenever the bearer of the Hagtree Fetish successfully casts a Magic Missile, they may re-roll any failed rolls To Wound.
Hagtree Fetish
A crudely carved effigy of a hagtree, this shamanic heirloom can spell doom for the Bray-Shaman’s foe when brandished with the appropriate curse. Whenever the bearer of the Hagtree Fetish successfully casts a Magic Missile, they may re-roll any failed rolls To Wound.
Hagtree Fetish
A crudely carved effigy of a hagtree, this shamanic heirloom can spell doom for the Bray-Shaman’s foe when brandished with the appropriate curse. Whenever the bearer of the Hagtree Fetish successfully casts a Magic Missile, they may re-roll any failed rolls To Wound.
Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
Horn of the First Beast
This immeasurably ancient, fossilised horn is said to be taken from the skull of the First Beast. When it is sounded, Beastmen find the savage fury of their race swelling within their hearts. Unless the bearer of the Horn of the First Beast is fleeing, any friendly unit that is within 18" of this model may use its Leadership characteristic when testing for Primal Fury.
For de la Première Bête
Cette corne fossile proviendrait du crâne de la Première Bête. Le son qui en sort exacerbe la férocité des Hommes-bêtes. À moins que le porteur de la Corne de la Première Bête soit en train de fuir, toute unité amie à 18" de cette figurine peut utiliser la caractéristique de Commandement de celle-ci quand elle effectue un test de Fureur Primale.
Horn of the First Beast
This immeasurably ancient, fossilised horn is said to be taken from the skull of the First Beast. When it is sounded, Beastmen find the savage fury of their race swelling within their hearts. Unless the bearer of the Horn of the First Beast is fleeing, any friendly unit that is within 18" of this model may use its Leadership characteristic when testing for Primal Fury.
Horn of the First Beast
This immeasurably ancient, fossilised horn is said to be taken from the skull of the First Beast. When it is sounded, Beastmen find the savage fury of their race swelling within their hearts. Unless the bearer of the Horn of the First Beast is fleeing, any friendly unit that is within 18" of this model may use its Leadership characteristic when testing for Primal Fury.
Horn of the First Beast
This immeasurably ancient, fossilised horn is said to be taken from the skull of the First Beast. When it is sounded, Beastmen find the savage fury of their race swelling within their hearts. Unless the bearer of the Horn of the First Beast is fleeing, any friendly unit that is within 18" of this model may use its Leadership characteristic when testing for Primal Fury.
Horn of the First Beast
This immeasurably ancient, fossilised horn is said to be taken from the skull of the First Beast. When it is sounded, Beastmen find the savage fury of their race swelling within their hearts. Unless the bearer of the Horn of the First Beast is fleeing, any friendly unit that is within 18" of this model may use its Leadership characteristic when testing for Primal Fury.
Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon. R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon. R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon. R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon. R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon. R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon. R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal. The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal. The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal. The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal. The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal. The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal. The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims. R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims. R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims. R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims. R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims. R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims. R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not. Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not. Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not. Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not. Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not. Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not. Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
Hunter’s Spear
Crafted to fell the mighty beasts of the far north, this thick-hafted spear bears enchantments allowing it to penetrate yards of flesh and muscle, skewering the foe through-and-through. R S AP Special Rules Hunter’s Spear 24" 6 -3 Cumbersome, Magical Attacks, Multiple Wounds (2), Through & Through. Notes: The Hunter’s Spear shoots like a bolt thrower, using the ‘Through & Through’ special rule.
Lance du Chasseur
Taillée pour terrasser les bêtes sauvages du nord lointain, cette lance à la hampe solide est dotée d'enchantements pour transpercer l'ennemi de part en part. P F PA [b]Règles Spéciales[/b] 24" 6 -3 Encombrant, Attaques Magiques, Blessures Multiples (2), De Part en Part [b]Notes[/b]: La Lance du Chasseur tire comme une baliste, en utilisant la règle spéciale "De Part en Part".
Hunter’s Spear
Crafted to fell the mighty beasts of the far north, this thick-hafted spear bears enchantments allowing it to penetrate yards of flesh and muscle, skewering the foe through-and-through. R S AP Special Rules Hunter’s Spear 24" 6 -3 Cumbersome, Magical Attacks, Multiple Wounds (2), Through & Through. Notes: The Hunter’s Spear shoots like a bolt thrower, using the ‘Through & Through’ special rule.
Hunter’s Spear
Crafted to fell the mighty beasts of the far north, this thick-hafted spear bears enchantments allowing it to penetrate yards of flesh and muscle, skewering the foe through-and-through. R S AP Special Rules Hunter’s Spear 24" 6 -3 Cumbersome, Magical Attacks, Multiple Wounds (2), Through & Through. Notes: The Hunter’s Spear shoots like a bolt thrower, using the ‘Through & Through’ special rule.
Hunter’s Spear
Crafted to fell the mighty beasts of the far north, this thick-hafted spear bears enchantments allowing it to penetrate yards of flesh and muscle, skewering the foe through-and-through. R S AP Special Rules Hunter’s Spear 24" 6 -3 Cumbersome, Magical Attacks, Multiple Wounds (2), Through & Through. Notes: The Hunter’s Spear shoots like a bolt thrower, using the ‘Through & Through’ special rule.
Hunter’s Spear
Crafted to fell the mighty beasts of the far north, this thick-hafted spear bears enchantments allowing it to penetrate yards of flesh and muscle, skewering the foe through-and-through. R S AP Special Rules Hunter’s Spear 24" 6 -3 Cumbersome, Magical Attacks, Multiple Wounds (2), Through & Through. Notes: The Hunter’s Spear shoots like a bolt thrower, using the ‘Through & Through’ special rule.
The Blackened Plate
This battered suit of plate mail is blackened with the soot of burning palaces and temples. The Blackened Plate is a suit of full plate armour. In addition, its wearer has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
L'Armure Noircie
Cette armure cabossée est noircie de la suie d'innombrables palais et temples incendiés. L'Armure Noircie est une armure de plates complète. De plus, son porteur a une sauvegarde Invulnérable de 3+ contre toute blessure subie qui a été causée par une attaque ayant la règle spéciale Attaques Enflammées.
The Blackened Plate
This battered suit of plate mail is blackened with the soot of burning palaces and temples. The Blackened Plate is a suit of full plate armour. In addition, its wearer has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
The Blackened Plate
This battered suit of plate mail is blackened with the soot of burning palaces and temples. The Blackened Plate is a suit of full plate armour. In addition, its wearer has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
The Blackened Plate
This battered suit of plate mail is blackened with the soot of burning palaces and temples. The Blackened Plate is a suit of full plate armour. In addition, its wearer has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
The Blackened Plate
This battered suit of plate mail is blackened with the soot of burning palaces and temples. The Blackened Plate is a suit of full plate armour. In addition, its wearer has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
The Plague Chalice
This rotted wooden chalice is filled with a vile brew of blood and pus. Any Shaman that sups from it is wracked with pain, even as raw magic courses through their veins. If the bearer of the Plague Chalice rolls any natural double when making a Casting roll (not including rolls of a natural double 1), the spell is cast as a perfect invocation, regardless of its casting value or of any other modifiers. However, each time the bearer casts a perfect invocation, they suffer a Strength 4 hit with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
Le Calice Pestilentiel
Ce gobelet de bois vermoulu est empli d'un écœurant mélange de sang et de pus. Un Chamane qui s'y abreuve est pris de douleur tandis que le répugnant liquide améliore ses capacités magiques. Si le porteur du Calice Pestilentiel obtient n'importe quel double naturel quand il effectue un jet de Lancement (hormis des jets de double 1 naturels), le sort est lancé comme une invocation parfaite, quelle que soit sa valeur de lancement ou tout autre modificateur. Cependant, chaque fois que le porteur lance une invocation parfaite, il subit une touche de Force 4 sans sauvegarde d'armure autorisée (les sauvegardes Invulnérables et de Régénération peuvent être tentées normalement).
The Plague Chalice
This rotted wooden chalice is filled with a vile brew of blood and pus. Any Shaman that sups from it is wracked with pain, even as raw magic courses through their veins. If the bearer of the Plague Chalice rolls any natural double when making a Casting roll (not including rolls of a natural double 1), the spell is cast as a perfect invocation, regardless of its casting value or of any other modifiers. However, each time the bearer casts a perfect invocation, they suffer a Strength 4 hit with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
The Plague Chalice
This rotted wooden chalice is filled with a vile brew of blood and pus. Any Shaman that sups from it is wracked with pain, even as raw magic courses through their veins. If the bearer of the Plague Chalice rolls any natural double when making a Casting roll (not including rolls of a natural double 1), the spell is cast as a perfect invocation, regardless of its casting value or of any other modifiers. However, each time the bearer casts a perfect invocation, they suffer a Strength 4 hit with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
The Plague Chalice
This rotted wooden chalice is filled with a vile brew of blood and pus. Any Shaman that sups from it is wracked with pain, even as raw magic courses through their veins. If the bearer of the Plague Chalice rolls any natural double when making a Casting roll (not including rolls of a natural double 1), the spell is cast as a perfect invocation, regardless of its casting value or of any other modifiers. However, each time the bearer casts a perfect invocation, they suffer a Strength 4 hit with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
The Plague Chalice
This rotted wooden chalice is filled with a vile brew of blood and pus. Any Shaman that sups from it is wracked with pain, even as raw magic courses through their veins. If the bearer of the Plague Chalice rolls any natural double when making a Casting roll (not including rolls of a natural double 1), the spell is cast as a perfect invocation, regardless of its casting value or of any other modifiers. However, each time the bearer casts a perfect invocation, they suffer a Strength 4 hit with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies. The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies. The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies. The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies. The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies. The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies. The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
Luckstone
Can luck be trapped within a dull stone pendant? Possibly. Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
Luckstone
Can luck be trapped within a dull stone pendant? Possibly. Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
Luckstone
Can luck be trapped within a dull stone pendant? Possibly. Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
Luckstone
Can luck be trapped within a dull stone pendant? Possibly. Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
Luckstone
Can luck be trapped within a dull stone pendant? Possibly. Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
Luckstone
Can luck be trapped within a dull stone pendant? Possibly. Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
Primeval Club
This ancient club, bound in cracked leather and infested with spiders and slugs, has been stained red with blood since the dawn of civilisation and is the bane of all order and hope. R S AP Special Rules Primeval Club Combat * -3 Hatred (Empire), Magical Attacks, Poisoned Attacks. Notes: The Strength characteristic of the Primeval Club is equal to the current Leadership characteristic of the model that wields it.
Massue Primordiale
Cette massue ancienne, cerclée de lianes de vif-crack et infestée d'araignées et de limaces, est souillée de sang depuis l'aube de la civilisation. C'est le fléau de l'ordre et de l'espoir. P F PA Règles Spéciales Combat * -3 Haine (Empire), Attaques Magiques, Attaques Empoisonnées [b]Notes[/b]: La caractéristique de Force de la Massue Primordiale est égale à la caractéristique de Commandement actuelle de la figurine qui la manie.
Primeval Club
This ancient club, bound in cracked leather and infested with spiders and slugs, has been stained red with blood since the dawn of civilisation and is the bane of all order and hope. R S AP Special Rules Primeval Club Combat * -3 Hatred (Empire), Magical Attacks, Poisoned Attacks. Notes: The Strength characteristic of the Primeval Club is equal to the current Leadership characteristic of the model that wields it.
Primeval Club
This ancient club, bound in cracked leather and infested with spiders and slugs, has been stained red with blood since the dawn of civilisation and is the bane of all order and hope. R S AP Special Rules Primeval Club Combat * -3 Hatred (Empire), Magical Attacks, Poisoned Attacks. Notes: The Strength characteristic of the Primeval Club is equal to the current Leadership characteristic of the model that wields it.
Primeval Club
This ancient club, bound in cracked leather and infested with spiders and slugs, has been stained red with blood since the dawn of civilisation and is the bane of all order and hope. R S AP Special Rules Primeval Club Combat * -3 Hatred (Empire), Magical Attacks, Poisoned Attacks. Notes: The Strength characteristic of the Primeval Club is equal to the current Leadership characteristic of the model that wields it.
Primeval Club
This ancient club, bound in cracked leather and infested with spiders and slugs, has been stained red with blood since the dawn of civilisation and is the bane of all order and hope. R S AP Special Rules Primeval Club Combat * -3 Hatred (Empire), Magical Attacks, Poisoned Attacks. Notes: The Strength characteristic of the Primeval Club is equal to the current Leadership characteristic of the model that wields it.
Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence. A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence. A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence. A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence. A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence. A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence. A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon. R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon. R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon. R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon. R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon. R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon. R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism. Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism. Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism. Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism. Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism. Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism. Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
Skin of Man
The wearer of this flayed and sigil-encrusted human pelt is under a glamour, making them appear no more than a particularly ugly peasant. When the skin is cast aside, the awful truth is revealed. Beastmen Chieftains and Beastmen Shamans whose troop type is ‘infantry’ only. The wearer of the Skin of Man gains the Scouts and Vanguard special rules.
Peau D'homme
Le porteur de cette peau humaine écorchée et couverte de runes impies adopte l'aspect d'un paysan normal, quoique particulièrement laid. Quand la peau est jetée à terre, l'horrible vérité se révèle. Chefs et Chamanes Hommes-bêtes dont le type de troupe est "infanterie" uniquement. Le porteur de la Peau d'Homme gagne les règles spéciales Éclaireur et Avant-garde.
Skin of Man
The wearer of this flayed and sigil-encrusted human pelt is under a glamour, making them appear no more than a particularly ugly peasant. When the skin is cast aside, the awful truth is revealed. Beastmen Chieftains and Beastmen Shamans whose troop type is ‘infantry’ only. The wearer of the Skin of Man gains the Scouts and Vanguard special rules.
Skin of Man
The wearer of this flayed and sigil-encrusted human pelt is under a glamour, making them appear no more than a particularly ugly peasant. When the skin is cast aside, the awful truth is revealed. Beastmen Chieftains and Beastmen Shamans whose troop type is ‘infantry’ only. The wearer of the Skin of Man gains the Scouts and Vanguard special rules.
Skin of Man
The wearer of this flayed and sigil-encrusted human pelt is under a glamour, making them appear no more than a particularly ugly peasant. When the skin is cast aside, the awful truth is revealed. Beastmen Chieftains and Beastmen Shamans whose troop type is ‘infantry’ only. The wearer of the Skin of Man gains the Scouts and Vanguard special rules.
Skin of Man
The wearer of this flayed and sigil-encrusted human pelt is under a glamour, making them appear no more than a particularly ugly peasant. When the skin is cast aside, the awful truth is revealed. Beastmen Chieftains and Beastmen Shamans whose troop type is ‘infantry’ only. The wearer of the Skin of Man gains the Scouts and Vanguard special rules.
Pelt of the Dark Young
The Pelt of the Dark Young is shrouded in tendrils of darkness that gather about the wearer. May be worn with other armour. The wearer of the Pelt of the Dark Young improves their armour value by 1 (to a maximum of 2+). In addition, its wearer (and any unit they have joined) has Magic Resistance (-2).
Pelisse de l'Enfant Noir
La Pelisse de l'Enfant Noir émet un halo de ténèbres qui entoure et protège le porteur. Peut être portée avec une autre armure. Le porteur de la Pelisse de l'Enfant Noir améliore sa valeur d'armure de 1 (jusqu'à un maximum de 2+). En outre, son porteur (et toute unité qu'il a rejointe) a Résistance à la Magie (-2).
Pelt of the Dark Young
The Pelt of the Dark Young is shrouded in tendrils of darkness that gather about the wearer. May be worn with other armour. The wearer of the Pelt of the Dark Young improves their armour value by 1 (to a maximum of 2+). In addition, its wearer (and any unit they have joined) has Magic Resistance (-2).
Pelt of the Dark Young
The Pelt of the Dark Young is shrouded in tendrils of darkness that gather about the wearer. May be worn with other armour. The wearer of the Pelt of the Dark Young improves their armour value by 1 (to a maximum of 2+). In addition, its wearer (and any unit they have joined) has Magic Resistance (-2).
Pelt of the Dark Young
The Pelt of the Dark Young is shrouded in tendrils of darkness that gather about the wearer. May be worn with other armour. The wearer of the Pelt of the Dark Young improves their armour value by 1 (to a maximum of 2+). In addition, its wearer (and any unit they have joined) has Magic Resistance (-2).
Pelt of the Dark Young
The Pelt of the Dark Young is shrouded in tendrils of darkness that gather about the wearer. May be worn with other armour. The wearer of the Pelt of the Dark Young improves their armour value by 1 (to a maximum of 2+). In addition, its wearer (and any unit they have joined) has Magic Resistance (-2).
Stone of Spite
Contained within this glowing stone is the soul of an Ungor, slain in a hideous ritual. When crushed underhoof, a wave of bitterness and spite is released, banishing the Winds of Magic. Single use. During the Command sub-phase of their turn, if they are not engaged in combat, this character may use the Stone of Spite. Until your next Start of Turn sub-phase, all Wizards (friend or foe) suffer a -2 modifier to their Casting rolls.
Pierre de Rancoeur
Cette pierre luisante abrite l'âme d'un Ungor tué au cours d'un rituel hideux. Lorsqu'on l'écrase, une vague d'amertume et de rancœur se libère, qui fait tomber soudainement les Vents de Magie. Usage unique. À la sous-phase de Commandement de son tour, s'il n'est pas engagé en combat, ce personnage peut utiliser la Pierre de Rancœur. Jusqu'à votre prochaine sous-phase de Début de tour, tous les Sorciers (amis ou ennemis) subissent un modificateur de -2 à leurs jets de Lancement.
Stone of Spite
Contained within this glowing stone is the soul of an Ungor, slain in a hideous ritual. When crushed underhoof, a wave of bitterness and spite is released, banishing the Winds of Magic. Single use. During the Command sub-phase of their turn, if they are not engaged in combat, this character may use the Stone of Spite. Until your next Start of Turn sub-phase, all Wizards (friend or foe) suffer a -2 modifier to their Casting rolls.
Stone of Spite
Contained within this glowing stone is the soul of an Ungor, slain in a hideous ritual. When crushed underhoof, a wave of bitterness and spite is released, banishing the Winds of Magic. Single use. During the Command sub-phase of their turn, if they are not engaged in combat, this character may use the Stone of Spite. Until your next Start of Turn sub-phase, all Wizards (friend or foe) suffer a -2 modifier to their Casting rolls.
Stone of Spite
Contained within this glowing stone is the soul of an Ungor, slain in a hideous ritual. When crushed underhoof, a wave of bitterness and spite is released, banishing the Winds of Magic. Single use. During the Command sub-phase of their turn, if they are not engaged in combat, this character may use the Stone of Spite. Until your next Start of Turn sub-phase, all Wizards (friend or foe) suffer a -2 modifier to their Casting rolls.
Stone of Spite
Contained within this glowing stone is the soul of an Ungor, slain in a hideous ritual. When crushed underhoof, a wave of bitterness and spite is released, banishing the Winds of Magic. Single use. During the Command sub-phase of their turn, if they are not engaged in combat, this character may use the Stone of Spite. Until your next Start of Turn sub-phase, all Wizards (friend or foe) suffer a -2 modifier to their Casting rolls.
Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable. Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power. Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power. Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power. Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power. Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power. Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power. Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes. The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes. The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes. The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes. The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes. The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes. The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
Rune of the True Beast
This sigil of pure savagery is carved into the flesh of only the mightiest Beastlords, causing even the greatest of monsters to cower before the unbridled ferocity of this raging predator. Enemy models whose troop type is ‘monster’ suffer a -1 modifier to their Weapon Skill characteristic whilst within 6" of the bearer of the Rune of the True Beast.
Rune De La Vraie Bête
Ce symbole de pure sauvagerie est gravé dans la chair des plus puissants Seigneurs des bêtes uniquement. Même les monstres les plus redoutables reculent devant la férocité débridée de ce prédateur enragé. Les figurines ennemies dont le type de troupe est "monstre" subissent un modificateur de -1 à leur caractéristique de Capacité de Combat tant qu'elles sont à 6" du porteur de la Rune de la Vraie Bête.
Rune of the True Beast
This sigil of pure savagery is carved into the flesh of only the mightiest Beastlords, causing even the greatest of monsters to cower before the unbridled ferocity of this raging predator. Enemy models whose troop type is ‘monster’ suffer a -1 modifier to their Weapon Skill characteristic whilst within 6" of the bearer of the Rune of the True Beast.
Rune of the True Beast
This sigil of pure savagery is carved into the flesh of only the mightiest Beastlords, causing even the greatest of monsters to cower before the unbridled ferocity of this raging predator. Enemy models whose troop type is ‘monster’ suffer a -1 modifier to their Weapon Skill characteristic whilst within 6" of the bearer of the Rune of the True Beast.
Rune of the True Beast
This sigil of pure savagery is carved into the flesh of only the mightiest Beastlords, causing even the greatest of monsters to cower before the unbridled ferocity of this raging predator. Enemy models whose troop type is ‘monster’ suffer a -1 modifier to their Weapon Skill characteristic whilst within 6" of the bearer of the Rune of the True Beast.
Rune of the True Beast
This sigil of pure savagery is carved into the flesh of only the mightiest Beastlords, causing even the greatest of monsters to cower before the unbridled ferocity of this raging predator. Enemy models whose troop type is ‘monster’ suffer a -1 modifier to their Weapon Skill characteristic whilst within 6" of the bearer of the Rune of the True Beast.
Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog. Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army. On a roll of 4+, the Wizard returns to normal (but retains a love of water).
Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog. Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army. On a roll of 4+, the Wizard returns to normal (but retains a love of water).
Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog. Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army. On a roll of 4+, the Wizard returns to normal (but retains a love of water).
Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog. Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army. On a roll of 4+, the Wizard returns to normal (but retains a love of water).
Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog. Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army. On a roll of 4+, the Wizard returns to normal (but retains a love of water).
Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog. Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army. On a roll of 4+, the Wizard returns to normal (but retains a love of water).
Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles. The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles. The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles. The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles. The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles. The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles. The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic. R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic. R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic. R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic. R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic. R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic. R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield. The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield. The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield. The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield. The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield. The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield. The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests. R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests. R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests. R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests. R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests. R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests. R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer. R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer. R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer. R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer. R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer. R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer. R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision. R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision. R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision. R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision. R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision. R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision. R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own. R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own. R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own. R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own. R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own. R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own. R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm. The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm. The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm. The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm. The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm. The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm. The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken. The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken. The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken. The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken. The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken. The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken. The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again. Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost. The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing. However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost. The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing. However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost. The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing. However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost. The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing. However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost. The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing. However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost. The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing. However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.

Magic Standards usable by the army

EN FR DE PL ES IT
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 Outrage
This stolen standard has been befouled and stained as a terrible affront to the enemy. Its presence drives Beastmen to ever more vile extremes of savagery. A unit carrying the Banner of Outrage may re-roll its Leadership test when testing for Primal Fury.
Banner of Outrage
This stolen standard has been befouled and stained as a terrible affront to the enemy. Its presence drives Beastmen to ever more vile extremes of savagery. A unit carrying the Banner of Outrage may re-roll its Leadership test when testing for Primal Fury.
Banner of Outrage
This stolen standard has been befouled and stained as a terrible affront to the enemy. Its presence drives Beastmen to ever more vile extremes of savagery. A unit carrying the Banner of Outrage may re-roll its Leadership test when testing for Primal Fury.
Banner of Outrage
This stolen standard has been befouled and stained as a terrible affront to the enemy. Its presence drives Beastmen to ever more vile extremes of savagery. A unit carrying the Banner of Outrage may re-roll its Leadership test when testing for Primal Fury.
Banner of Outrage
This stolen standard has been befouled and stained as a terrible affront to the enemy. Its presence drives Beastmen to ever more vile extremes of savagery. A unit carrying the Banner of Outrage may re-roll its Leadership test when testing for Primal Fury.
Banner of Outrage
This stolen standard has been befouled and stained as a terrible affront to the enemy. Its presence drives Beastmen to ever more vile extremes of savagery. A unit carrying the Banner of Outrage may re-roll its Leadership test when testing for Primal Fury.
Manbane Standard
The Manbane Standard is a corpse beset by carrion birds. Any who behold it are filled with the dread that it will be upon their eyes that the birds next feast. All enemy units within 6" of the model carrying the Manbane Standard suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
Manbane Standard
The Manbane Standard is a corpse beset by carrion birds. Any who behold it are filled with the dread that it will be upon their eyes that the birds next feast. All enemy units within 6" of the model carrying the Manbane Standard suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
Manbane Standard
The Manbane Standard is a corpse beset by carrion birds. Any who behold it are filled with the dread that it will be upon their eyes that the birds next feast. All enemy units within 6" of the model carrying the Manbane Standard suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
Manbane Standard
The Manbane Standard is a corpse beset by carrion birds. Any who behold it are filled with the dread that it will be upon their eyes that the birds next feast. All enemy units within 6" of the model carrying the Manbane Standard suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
Manbane Standard
The Manbane Standard is a corpse beset by carrion birds. Any who behold it are filled with the dread that it will be upon their eyes that the birds next feast. All enemy units within 6" of the model carrying the Manbane Standard suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
Manbane Standard
The Manbane Standard is a corpse beset by carrion birds. Any who behold it are filled with the dread that it will be upon their eyes that the birds next feast. All enemy units within 6" of the model carrying the Manbane Standard suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
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.
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.
Totem of Rust
Little more than a jagged spike upon which the corroded remains of armoured warriors are impaled, the Totem of Rust spreads an all-consuming aura of entropy. Every model (friend or foe) within 6" of the model carrying the Totem of Rust suffers a -1 modifier to its Armour Save rolls.
Totem of Rust
Little more than a jagged spike upon which the corroded remains of armoured warriors are impaled, the Totem of Rust spreads an all-consuming aura of entropy. Every model (friend or foe) within 6" of the model carrying the Totem of Rust suffers a -1 modifier to its Armour Save rolls.
Totem of Rust
Little more than a jagged spike upon which the corroded remains of armoured warriors are impaled, the Totem of Rust spreads an all-consuming aura of entropy. Every model (friend or foe) within 6" of the model carrying the Totem of Rust suffers a -1 modifier to its Armour Save rolls.
Totem of Rust
Little more than a jagged spike upon which the corroded remains of armoured warriors are impaled, the Totem of Rust spreads an all-consuming aura of entropy. Every model (friend or foe) within 6" of the model carrying the Totem of Rust suffers a -1 modifier to its Armour Save rolls.
Totem of Rust
Little more than a jagged spike upon which the corroded remains of armoured warriors are impaled, the Totem of Rust spreads an all-consuming aura of entropy. Every model (friend or foe) within 6" of the model carrying the Totem of Rust suffers a -1 modifier to its Armour Save rolls.
Totem of Rust
Little more than a jagged spike upon which the corroded remains of armoured warriors are impaled, the Totem of Rust spreads an all-consuming aura of entropy. Every model (friend or foe) within 6" of the model carrying the Totem of Rust suffers a -1 modifier to its Armour Save rolls.
Vitriolic Totem
This gnarled and twisted bough is hung with the heads of the fallen. From these rotted trophies drips a constant rain of blackened ichor and poisoned blood. A unit carrying the Vitriolic Totem gains the Poisoned Attacks special rule.
Vitriolic Totem
This gnarled and twisted bough is hung with the heads of the fallen. From these rotted trophies drips a constant rain of blackened ichor and poisoned blood. A unit carrying the Vitriolic Totem gains the Poisoned Attacks special rule.
Vitriolic Totem
This gnarled and twisted bough is hung with the heads of the fallen. From these rotted trophies drips a constant rain of blackened ichor and poisoned blood. A unit carrying the Vitriolic Totem gains the Poisoned Attacks special rule.
Vitriolic Totem
This gnarled and twisted bough is hung with the heads of the fallen. From these rotted trophies drips a constant rain of blackened ichor and poisoned blood. A unit carrying the Vitriolic Totem gains the Poisoned Attacks special rule.
Vitriolic Totem
This gnarled and twisted bough is hung with the heads of the fallen. From these rotted trophies drips a constant rain of blackened ichor and poisoned blood. A unit carrying the Vitriolic Totem gains the Poisoned Attacks special rule.
Vitriolic Totem
This gnarled and twisted bough is hung with the heads of the fallen. From these rotted trophies drips a constant rain of blackened ichor and poisoned blood. A unit carrying the Vitriolic Totem gains the Poisoned 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.

Units od the army

EN FR DE PL ES IT
Beastlord
Seigneur des Bêtes
Beastlord
Beastlord
Caudillo
Beastlord
Tuskgor Chariot
Char à Sangleboucs
Tuskgor Chariots
Tuskgor Chariot
Tuskgor Chariots
Tuskgor Chariots
Razorgor Chariot
Chars à Razorgors
Razorgor Chariot
Razorgor Chariot
Razorgor Chariot
Razorgor Chariot
Wargor
Wargor
Wargor
Wargor
Beligor
Wargor
Great Bray-Shaman
Grand Braillechamane
Great Bray-Shaman
Great Bray-Shaman
Gran Chamán del rebaño
Great Bray-Shaman
Bray-Shaman
Braillechamane
Bray-Shaman
Bray-Shaman
Chamán del rebaño
Bray-Shaman
Doombull
Doombull
Doombull
Doombull
Doombull
Doombull
Gorebull
Gorebull
Gorebull
Gorebull
Gorebull
Gorebull
Centigor Chieftain
Sabot-guerrier
Centigor Chieftain
Centigor Chieftain
Centigor Chieftain
Centigor Chieftain
Bestigor Herds
Harde De Bestigors
Bestigor Herds
Bestigor Herds
Rebaño de bestigors
Bestigor Herds
Gor Herds
Hardes de Gors
Gor Herds
Gor Herds
Rebaño de gors
Gor Herds
Ungor Herd
Hardes d'Ungors
Ungor Herd
Ungor Herd
Rebaño de ungors
Ungor Herd
Chaos Warhounds
Chien du Chaos
Chaos Warhounds
Chaos Warhounds
Chaos Warhounds
Chaos Warhounds
Razorgor Herds
Hardes de Razorgors
Razorgor Herds
Razorgor Herds
Razorgor Herds
Razorgor Herds
Tuskgor Chariots
Char à Sangleboucs
Tuskgor Chariots
Tuskgor Chariots
Tuskgor Chariots
Tuskgor Chariots
Minotaur Herd
Hardes de Minotaures
Minotaur Herd
Minotaur Herd
Minotaur Herd
Minotaur Herd
Bestigor Herds
Harde De Bestigors
Bestigor Herds
Bestigor Herds
Rebaño de bestigors
Bestigor Herds
Harpies
Harpies
Harpies
Harpies
Harpies
Harpies
Minotaur Herd
Hardes De Minotaures
Minotaur Herd
Minotaur Herd
Minotaur Herd
Minotaur Herd
Cockatrice
Cockatrice
Cockatrice
Cockatrice
Cockatrice
Cockatrice
Centigor Herds
Hardes de Centigors
Centigor Herds
Centigor Herds
Centigor Herds
Centigor Herds
Dragon Ogres
Dragons Ogres
Dragon Ogres
Dragon Ogres
Dragon Ogres
Dragon Ogres
Razorgor Chariot
Chars à Razorgors
Razorgor Chariot
Razorgor Chariot
Razorgor Chariot
Razorgor Chariot
Chaos Ogres
Chaos Ogres
Chaos Ogres
Chaos Ogres
Chaos Ogres
Chaos Ogres
Jabberslythe
Jabberslythe
Jabberslythe
Jabberslythe
Jabberslythe
Jabberslythe
Cygor
Cygor
Cygor
Cygor
Cygor
Cygor
Ghorgon
Ghorgon
Ghorgon
Ghorgon
Ghorgon
Ghorgon
Dragon Ogre Shaggoth
Shaggoth Dragon Ogre
Dragon Ogre Shaggoth
Dragon Ogre Shaggoth
Dragon Ogre Shaggoth
Dragon Ogre Shaggoth
Jabberslythe
Jabberslythe
Jabberslythe
Jabberslythe
Jabberslythe
Jabberslythe
Cygor
Cygor
Cygor
Cygor
Cygor
Cygor
Chaos Giant
Géant du Chaos
Chaos Giant
Chaos Giant
Chaos Giant
Chaos Giant
Bonegrinder Giant
Bonegrinder Giant
Bonegrinder Giant
Bonegrinder Giant
Bonegrinder Giant
Bonegrinder Giant
Chaos Trolls
Chaos Trolls
Chaos Trolls
Chaos Trolls
Chaos Trolls
Chaos Trolls
Ghorgon
Ghorgon
Ghorgon
Ghorgon
Ghorgon
Ghorgon
Chaos Spawn
Chaos Spawn
Chaos Spawn
Chaos Spawn
Chaos Spawn
Chaos Spawn