Tomb Kings of Khemri - Mortuary Cult

Tomb Kings of Khemri - Mortuary Cult

Correspondence of translations with another language

Rules and Equipments used by the army

EN FR DE PL ES IT ZH RU
Halberd
Hallebardes
Hellebarde
Halberd
Alabarda
Alabarda
Halberd
Алебарда
Covenant Of Power
A nimbus of sorcerous energy swirls around a Casket of Souls’ infernal form. So great is this power that the incantations of nearby Liche Priests become infused with a portion of the casket’s energy. Whilst within 12" of a Casket of Souls, friendly Liche Priests may apply a +1 modifier to any Casting roll they make. Additionally, any model (friend or foe) that casts a Bound spell whilst within 12" of a Casket of Souls may apply a +1 modifier to the Casting roll. Note, however, that this bonus does not apply to any Bound spells cast by a Casket of Souls.
Alliance de Pouvoir
L'Arche des Âmes Damnées est entourée d'un nuage d'énergie magique. Ce pouvoir est si grand que les incantations des Prêtres Liches à proximité se trouvent renforcées. Tant qu'ils sont à 12" d'une Arche des Âmes Damnées, les Prêtres Liches amis peuvent appliquer un modificateur de +1 à tout jet de Lancement qu'ils effectuent. De plus, toute figurine (amie ou ennemie) qui lance un sort Lié alors qu'elle est à 12" d'une Arche des Âmes Damnées peut appliquer un modificateur de +1 au jet de Lancement. Notez toutefois que ce bonus ne s'applique pas aux sorts Liés lancés par l'Arche des Âmes Damnées.
Covenant Of Power
A nimbus of sorcerous energy swirls around a Casket of Souls’ infernal form. So great is this power that the incantations of nearby Liche Priests become infused with a portion of the casket’s energy. Whilst within 12" of a Casket of Souls, friendly Liche Priests may apply a +1 modifier to any Casting roll they make. Additionally, any model (friend or foe) that casts a Bound spell whilst within 12" of a Casket of Souls may apply a +1 modifier to the Casting roll. Note, however, that this bonus does not apply to any Bound spells cast by a Casket of Souls.
Covenant Of Power
A nimbus of sorcerous energy swirls around a Casket of Souls’ infernal form. So great is this power that the incantations of nearby Liche Priests become infused with a portion of the casket’s energy. Whilst within 12" of a Casket of Souls, friendly Liche Priests may apply a +1 modifier to any Casting roll they make. Additionally, any model (friend or foe) that casts a Bound spell whilst within 12" of a Casket of Souls may apply a +1 modifier to the Casting roll. Note, however, that this bonus does not apply to any Bound spells cast by a Casket of Souls.
Covenant Of Power
A nimbus of sorcerous energy swirls around a Casket of Souls’ infernal form. So great is this power that the incantations of nearby Liche Priests become infused with a portion of the casket’s energy. Whilst within 12" of a Casket of Souls, friendly Liche Priests may apply a +1 modifier to any Casting roll they make. Additionally, any model (friend or foe) that casts a Bound spell whilst within 12" of a Casket of Souls may apply a +1 modifier to the Casting roll. Note, however, that this bonus does not apply to any Bound spells cast by a Casket of Souls.
Covenant Of Power
A nimbus of sorcerous energy swirls around a Casket of Souls’ infernal form. So great is this power that the incantations of nearby Liche Priests become infused with a portion of the casket’s energy. Whilst within 12" of a Casket of Souls, friendly Liche Priests may apply a +1 modifier to any Casting roll they make. Additionally, any model (friend or foe) that casts a Bound spell whilst within 12" of a Casket of Souls may apply a +1 modifier to the Casting roll. Note, however, that this bonus does not apply to any Bound spells cast by a Casket of Souls.
Covenant Of Power
A nimbus of sorcerous energy swirls around a Casket of Souls’ infernal form. So great is this power that the incantations of nearby Liche Priests become infused with a portion of the casket’s energy. Whilst within 12" of a Casket of Souls, friendly Liche Priests may apply a +1 modifier to any Casting roll they make. Additionally, any model (friend or foe) that casts a Bound spell whilst within 12" of a Casket of Souls may apply a +1 modifier to the Casting roll. Note, however, that this bonus does not apply to any Bound spells cast by a Casket of Souls.
Covenant Of Power
A nimbus of sorcerous energy swirls around a Casket of Souls’ infernal form. So great is this power that the incantations of nearby Liche Priests become infused with a portion of the casket’s energy. Whilst within 12" of a Casket of Souls, friendly Liche Priests may apply a +1 modifier to any Casting roll they make. Additionally, any model (friend or foe) that casts a Bound spell whilst within 12" of a Casket of Souls may apply a +1 modifier to the Casting roll. Note, however, that this bonus does not apply to any Bound spells cast by a Casket of Souls.
Ambushers
Embusqueur
Ambushers
Ambushers
Ambushers
Ambushers
Ambushers
Ambushers
Shortbow
Arc court
Shortbow
Shortbow
Cambiar escudos por arcos cortos
Shortbow
Shortbow
Shortbow
Warbow
Arc de guerre
Warbow
Warbow
Warbow
Warbow
Warbow
Warbow
Arise!
As the Liche Priest intones words of power learned long ago from dusty papyrus, the broken forms of fallen skeletal legionaries begin to rise jerkily from the dust. During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to resurrect the fallen (see page 154) by making a Leadership test (using their own Leadership). If this test is passed, a single friendly unit that has the Nehekharan Undead special rule and is within 12" of this character recovers a number of lost Wounds. However, magically repairing gigantic undead constructs is much harder than raising skeletons from the sand. Therefore, how many Wounds are recovered depends upon the unit’s troop type and this character’s Level of Wizardry: • If the unit’s troop type is ‘regular infantry’, ‘heavy infantry’ or ‘swarms’, it recovers a number of Wounds equal to this character‘s Level of Wizardry +D3. • If the unit’s troop type is ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’, it recovers a number of Wounds equal to this character‘s Level of Wizardry +1. • If the unit’s troop type is ‘monstrous infantry’, ‘monstrous cavalry’ or ‘light chariot’, it recovers a number of Wounds equal to this character‘s Level of Wizardry. • If the unit’s troop type is ‘heavy chariot’, ‘monstrous creature’, ‘behemoth’ or ‘war machine’, it recovers a single Wound.
Levez-vous!
Le Prêtre Liche enchante une incantation apprise il y a fort longtemps sur un papyrus poussiéreux, et les corps brisés des légionnaires squelettiques se relèvent peu à peu. À la sous-phase de Commandement de son tour, s'il n'est pas engagé en combat, ce personnage peut tenter de ressusciter les guerriers tombés (voir page 154) en effectuant un test de Commandement (en utilisant son propre Commandement). En cas de réussite, une seule unité amie ayant la règle spéciale Morts-vivants de Nehekhara et qui se trouve à 12" de ce personnage récupère un certain nombre de Points de Vie. Cependant, réparer par magie de gigantesques amas morts-vivants est plus ardu que faire se relever des squelettes. Par conséquent, le nombre de Points de vie récupérés dépend du type de troupe de l'unité et du Niveau de Sorcellerie de ce personnage : Si le Type de Troupe de l'unité est "infanterie régulière", "infanterie lourde" ou "nuées", elle récupère un nombre de Points de Vie égal au Niveau de Sorcellerie de ce personnage +D3. Si le Type de Troupe de l'unité est "cavalerie légère", "cavalerie lourde" ou "bêtes de guerre", elle récupère un nombre de Points de Vie égal au Niveau de Sorcellerie de ce personnage +1. Si le Type de Troupe de l'unité est "infanterie monstrueuse", "cavalerie monstrueuse" ou "char léger", elle récupère un nombre de Points de Vie égal au Niveau de Sorcellerie de ce personnage. Si le Type de Troupe de l'unité est "char lourd", "créature monstrueuse", "béhémoth" ou "machine de guerre", elle récupère un seul Point de Vie.
Arise!
As the Liche Priest intones words of power learned long ago from dusty papyrus, the broken forms of fallen skeletal legionaries begin to rise jerkily from the dust. During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to resurrect the fallen (see page 154) by making a Leadership test (using their own Leadership). If this test is passed, a single friendly unit that has the Nehekharan Undead special rule and is within 12" of this character recovers a number of lost Wounds. However, magically repairing gigantic undead constructs is much harder than raising skeletons from the sand. Therefore, how many Wounds are recovered depends upon the unit’s troop type and this character’s Level of Wizardry: • If the unit’s troop type is ‘regular infantry’, ‘heavy infantry’ or ‘swarms’, it recovers a number of Wounds equal to this character‘s Level of Wizardry +D3. • If the unit’s troop type is ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’, it recovers a number of Wounds equal to this character‘s Level of Wizardry +1. • If the unit’s troop type is ‘monstrous infantry’, ‘monstrous cavalry’ or ‘light chariot’, it recovers a number of Wounds equal to this character‘s Level of Wizardry. • If the unit’s troop type is ‘heavy chariot’, ‘monstrous creature’, ‘behemoth’ or ‘war machine’, it recovers a single Wound.
Arise!
As the Liche Priest intones words of power learned long ago from dusty papyrus, the broken forms of fallen skeletal legionaries begin to rise jerkily from the dust. During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to resurrect the fallen (see page 154) by making a Leadership test (using their own Leadership). If this test is passed, a single friendly unit that has the Nehekharan Undead special rule and is within 12" of this character recovers a number of lost Wounds. However, magically repairing gigantic undead constructs is much harder than raising skeletons from the sand. Therefore, how many Wounds are recovered depends upon the unit’s troop type and this character’s Level of Wizardry: • If the unit’s troop type is ‘regular infantry’, ‘heavy infantry’ or ‘swarms’, it recovers a number of Wounds equal to this character‘s Level of Wizardry +D3. • If the unit’s troop type is ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’, it recovers a number of Wounds equal to this character‘s Level of Wizardry +1. • If the unit’s troop type is ‘monstrous infantry’, ‘monstrous cavalry’ or ‘light chariot’, it recovers a number of Wounds equal to this character‘s Level of Wizardry. • If the unit’s troop type is ‘heavy chariot’, ‘monstrous creature’, ‘behemoth’ or ‘war machine’, it recovers a single Wound.
Arise!
As the Liche Priest intones words of power learned long ago from dusty papyrus, the broken forms of fallen skeletal legionaries begin to rise jerkily from the dust. During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to resurrect the fallen (see page 154) by making a Leadership test (using their own Leadership). If this test is passed, a single friendly unit that has the Nehekharan Undead special rule and is within 12" of this character recovers a number of lost Wounds. However, magically repairing gigantic undead constructs is much harder than raising skeletons from the sand. Therefore, how many Wounds are recovered depends upon the unit’s troop type and this character’s Level of Wizardry: • If the unit’s troop type is ‘regular infantry’, ‘heavy infantry’ or ‘swarms’, it recovers a number of Wounds equal to this character‘s Level of Wizardry +D3. • If the unit’s troop type is ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’, it recovers a number of Wounds equal to this character‘s Level of Wizardry +1. • If the unit’s troop type is ‘monstrous infantry’, ‘monstrous cavalry’ or ‘light chariot’, it recovers a number of Wounds equal to this character‘s Level of Wizardry. • If the unit’s troop type is ‘heavy chariot’, ‘monstrous creature’, ‘behemoth’ or ‘war machine’, it recovers a single Wound.
Arise!
As the Liche Priest intones words of power learned long ago from dusty papyrus, the broken forms of fallen skeletal legionaries begin to rise jerkily from the dust. During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to resurrect the fallen (see page 154) by making a Leadership test (using their own Leadership). If this test is passed, a single friendly unit that has the Nehekharan Undead special rule and is within 12" of this character recovers a number of lost Wounds. However, magically repairing gigantic undead constructs is much harder than raising skeletons from the sand. Therefore, how many Wounds are recovered depends upon the unit’s troop type and this character’s Level of Wizardry: • If the unit’s troop type is ‘regular infantry’, ‘heavy infantry’ or ‘swarms’, it recovers a number of Wounds equal to this character‘s Level of Wizardry +D3. • If the unit’s troop type is ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’, it recovers a number of Wounds equal to this character‘s Level of Wizardry +1. • If the unit’s troop type is ‘monstrous infantry’, ‘monstrous cavalry’ or ‘light chariot’, it recovers a number of Wounds equal to this character‘s Level of Wizardry. • If the unit’s troop type is ‘heavy chariot’, ‘monstrous creature’, ‘behemoth’ or ‘war machine’, it recovers a single Wound.
Arise!
As the Liche Priest intones words of power learned long ago from dusty papyrus, the broken forms of fallen skeletal legionaries begin to rise jerkily from the dust. During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to resurrect the fallen (see page 154) by making a Leadership test (using their own Leadership). If this test is passed, a single friendly unit that has the Nehekharan Undead special rule and is within 12" of this character recovers a number of lost Wounds. However, magically repairing gigantic undead constructs is much harder than raising skeletons from the sand. Therefore, how many Wounds are recovered depends upon the unit’s troop type and this character’s Level of Wizardry: • If the unit’s troop type is ‘regular infantry’, ‘heavy infantry’ or ‘swarms’, it recovers a number of Wounds equal to this character‘s Level of Wizardry +D3. • If the unit’s troop type is ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’, it recovers a number of Wounds equal to this character‘s Level of Wizardry +1. • If the unit’s troop type is ‘monstrous infantry’, ‘monstrous cavalry’ or ‘light chariot’, it recovers a number of Wounds equal to this character‘s Level of Wizardry. • If the unit’s troop type is ‘heavy chariot’, ‘monstrous creature’, ‘behemoth’ or ‘war machine’, it recovers a single Wound.
Arise!
As the Liche Priest intones words of power learned long ago from dusty papyrus, the broken forms of fallen skeletal legionaries begin to rise jerkily from the dust. During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to resurrect the fallen (see page 154) by making a Leadership test (using their own Leadership). If this test is passed, a single friendly unit that has the Nehekharan Undead special rule and is within 12" of this character recovers a number of lost Wounds. However, magically repairing gigantic undead constructs is much harder than raising skeletons from the sand. Therefore, how many Wounds are recovered depends upon the unit’s troop type and this character’s Level of Wizardry: • If the unit’s troop type is ‘regular infantry’, ‘heavy infantry’ or ‘swarms’, it recovers a number of Wounds equal to this character‘s Level of Wizardry +D3. • If the unit’s troop type is ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’, it recovers a number of Wounds equal to this character‘s Level of Wizardry +1. • If the unit’s troop type is ‘monstrous infantry’, ‘monstrous cavalry’ or ‘light chariot’, it recovers a number of Wounds equal to this character‘s Level of Wizardry. • If the unit’s troop type is ‘heavy chariot’, ‘monstrous creature’, ‘behemoth’ or ‘war machine’, it recovers a single Wound.
Great Weapon
Arme lourde
Zweihandwaffe
Great Weapon
Arma a dos manos
Grande Arma
Great Weapon
Двуручное оружие
Hand Weapon
Arme de base
Hand weapon
Hand Weapon
Arma de mano y escudo
Arma a Una Mano
Hand Weapon
Одноручное оружие
Light armour
Armure légère
Leichte Rüstung
Light armour
Armadura ligera
Armatura Leggera
Light armour
Легкий доспех
Heavy armour
Armure lourde
Schwere Rüstung
Heavy armour
Armadura pesada
Armatura Pesante
Heavy armour
Тяжелый доспех
Armoured Hide
Peau Blindée
Armoured Hide
Armoured Hide
Armoured Hide
Armoured Hide
Armoured Hide
Armoured Hide
Arrows Of Asaph
These arrows carry the blessing of the goddess Asaph, and they seek out their enemies with unerring accuracy. Units with this special rule never apply any modifiers to their rolls To Hit when shooting, regardless of the source of the modifier.
Flèches d'Asaph
Les unités ayant cette règle spéciale n'appliquent jamais de modificateurs à leurs jets de Touche quand elles tirent, quelle que soit la source du modificateur.
Arrows Of Asaph
These arrows carry the blessing of the goddess Asaph, and they seek out their enemies with unerring accuracy. Units with this special rule never apply any modifiers to their rolls To Hit when shooting, regardless of the source of the modifier.
Arrows Of Asaph
These arrows carry the blessing of the goddess Asaph, and they seek out their enemies with unerring accuracy. Units with this special rule never apply any modifiers to their rolls To Hit when shooting, regardless of the source of the modifier.
Arrows Of Asaph
These arrows carry the blessing of the goddess Asaph, and they seek out their enemies with unerring accuracy. Units with this special rule never apply any modifiers to their rolls To Hit when shooting, regardless of the source of the modifier.
Arrows Of Asaph
These arrows carry the blessing of the goddess Asaph, and they seek out their enemies with unerring accuracy. Units with this special rule never apply any modifiers to their rolls To Hit when shooting, regardless of the source of the modifier.
Arrows Of Asaph
These arrows carry the blessing of the goddess Asaph, and they seek out their enemies with unerring accuracy. Units with this special rule never apply any modifiers to their rolls To Hit when shooting, regardless of the source of the modifier.
Arrows Of Asaph
These arrows carry the blessing of the goddess Asaph, and they seek out their enemies with unerring accuracy. Units with this special rule never apply any modifiers to their rolls To Hit when shooting, regardless of the source of the modifier.
Arrows Of Asaph
These arrows carry the blessing of the goddess Asaph, and they seek out their enemies with unerring accuracy. Units with this special rule never apply any modifiers to their rolls To Hit when shooting, regardless of the source of the modifier.
Flèches d'Asaph
Les unités ayant cette règle spéciale n'appliquent jamais de modificateurs à leurs jets de Touche quand elles tirent, quelle que soit la source du modificateur.
Arrows Of Asaph
These arrows carry the blessing of the goddess Asaph, and they seek out their enemies with unerring accuracy. Units with this special rule never apply any modifiers to their rolls To Hit when shooting, regardless of the source of the modifier.
Arrows Of Asaph
These arrows carry the blessing of the goddess Asaph, and they seek out their enemies with unerring accuracy. Units with this special rule never apply any modifiers to their rolls To Hit when shooting, regardless of the source of the modifier.
Arrows Of Asaph
These arrows carry the blessing of the goddess Asaph, and they seek out their enemies with unerring accuracy. Units with this special rule never apply any modifiers to their rolls To Hit when shooting, regardless of the source of the modifier.
Arrows Of Asaph
These arrows carry the blessing of the goddess Asaph, and they seek out their enemies with unerring accuracy. Units with this special rule never apply any modifiers to their rolls To Hit when shooting, regardless of the source of the modifier.
Arrows Of Asaph
These arrows carry the blessing of the goddess Asaph, and they seek out their enemies with unerring accuracy. Units with this special rule never apply any modifiers to their rolls To Hit when shooting, regardless of the source of the modifier.
Arrows Of Asaph
These arrows carry the blessing of the goddess Asaph, and they seek out their enemies with unerring accuracy. Units with this special rule never apply any modifiers to their rolls To Hit when shooting, regardless of the source of the modifier.
Unstoppable Assault
A charging Necrolith Colossus is nigh impossible to stop, its huge arms raining blow upon blow down on the foe, each sending dead and broken bodies flying in all directions. During the Combat phase of any turn in which this model charged, every attack it makes that causes an unsaved wound allows it to immediately make one additional attack. These additional attacks also benefit from this special rule. Note that any unsaved wounds caused by the Stomp Attacks (D3) special rule do not benefit from this special rule.
Assaut Inexorable
La charge d'un Colosse Nécrolithe est quasiment impossible à arrêter, car ses énormes bras font pleuvoir les coups sur l'ennemi, chaque revers faisant voler des cadavres dans toutes les directions. À la phase de Combat de n'importe quel tour où cette figurine a chargé, chaque attaque qu'elle effectue qui cause une blessure non sauvegardée lui permet d'effectuer immédiatement 1 attaque additionnelle. Ces attaques additionnelles bénéficient également de cette règle spéciale. Notez que toute blessure non sauvegardée causée par la règle spéciale Attaques de Piétinement (D3) ne bénéficie pas de cette règle spéciale.
Unstoppable Assault
A charging Necrolith Colossus is nigh impossible to stop, its huge arms raining blow upon blow down on the foe, each sending dead and broken bodies flying in all directions. During the Combat phase of any turn in which this model charged, every attack it makes that causes an unsaved wound allows it to immediately make one additional attack. These additional attacks also benefit from this special rule. Note that any unsaved wounds caused by the Stomp Attacks (D3) special rule do not benefit from this special rule.
Unstoppable Assault
A charging Necrolith Colossus is nigh impossible to stop, its huge arms raining blow upon blow down on the foe, each sending dead and broken bodies flying in all directions. During the Combat phase of any turn in which this model charged, every attack it makes that causes an unsaved wound allows it to immediately make one additional attack. These additional attacks also benefit from this special rule. Note that any unsaved wounds caused by the Stomp Attacks (D3) special rule do not benefit from this special rule.
Unstoppable Assault
A charging Necrolith Colossus is nigh impossible to stop, its huge arms raining blow upon blow down on the foe, each sending dead and broken bodies flying in all directions. During the Combat phase of any turn in which this model charged, every attack it makes that causes an unsaved wound allows it to immediately make one additional attack. These additional attacks also benefit from this special rule. Note that any unsaved wounds caused by the Stomp Attacks (D3) special rule do not benefit from this special rule.
Unstoppable Assault
A charging Necrolith Colossus is nigh impossible to stop, its huge arms raining blow upon blow down on the foe, each sending dead and broken bodies flying in all directions. During the Combat phase of any turn in which this model charged, every attack it makes that causes an unsaved wound allows it to immediately make one additional attack. These additional attacks also benefit from this special rule. Note that any unsaved wounds caused by the Stomp Attacks (D3) special rule do not benefit from this special rule.
Unstoppable Assault
A charging Necrolith Colossus is nigh impossible to stop, its huge arms raining blow upon blow down on the foe, each sending dead and broken bodies flying in all directions. During the Combat phase of any turn in which this model charged, every attack it makes that causes an unsaved wound allows it to immediately make one additional attack. These additional attacks also benefit from this special rule. Note that any unsaved wounds caused by the Stomp Attacks (D3) special rule do not benefit from this special rule.
Unstoppable Assault
A charging Necrolith Colossus is nigh impossible to stop, its huge arms raining blow upon blow down on the foe, each sending dead and broken bodies flying in all directions. During the Combat phase of any turn in which this model charged, every attack it makes that causes an unsaved wound allows it to immediately make one additional attack. These additional attacks also benefit from this special rule. Note that any unsaved wounds caused by the Stomp Attacks (D3) special rule do not benefit from this special rule.
Stomp Attacks
Attaques de Piétinement
Niedertrampeln-Attacke
Stomp Attacks
Golpetazo
Attacchi di Calpestamento
Stomp Attacks
Растаптывание
Poisoned Attacks
Attaques Empoisonnées
Poisoned Attacks
Poisoned Attacks
Poisoned Attacks
Poisoned Attacks
Poisoned Attacks
Poisoned Attacks
Impact Hits
Touches d'Impact
Aufpralltreffer
Impact Hits
Impactos por Carga
Colpi d'Impatto
Impact Hits
Таранные попадания
Vanguard
Avant-garde
Vorhut
Vanguard
Vanguardia
Avanguardia
Vanguard
Авангард
Beaks And Talons
counts as hand weapons
Beaks And Talons
counts as hand weapons
Beaks And Talons
counts as hand weapons
Beaks And Talons
counts as hand weapons
Beaks And Talons
counts as hand weapons
Beaks And Talons
counts as hand weapons
Beaks And Talons
counts as hand weapons
Beaks And Talons
counts as hand weapons
Bone Carapace
counts as heavy armour
Carapace osseuse
compte comme une armure lourde
Bone Carapace
counts as heavy armour
Bone Carapace
counts as heavy armour
Bone Carapace
counts as heavy armour
Bone Carapace
counts as heavy armour
Bone Carapace
counts as heavy armour
Bone Carapace
counts as heavy armour
Shield
Bouclier
Schild
Shield
Escudos
Scudo
Shield
Щит
Breath Of Desiccation
R S AP Special Rules Breath of desiccation N/A 3 -2 Breath Weapon, Magical Attacks, Multiple Wounds (2)
Souffle de dessiccation
P F PA Règles Spéciales N/A 3 -2 Arme à Souffle, Attaques Magiques, Blessures Multiples (2)
Breath Of Desiccation
R S AP Special Rules Breath of desiccation N/A 3 -2 Breath Weapon, Magical Attacks, Multiple Wounds (2)
Breath Of Desiccation
R S AP Special Rules Breath of desiccation N/A 3 -2 Breath Weapon, Magical Attacks, Multiple Wounds (2)
Breath Of Desiccation
R S AP Special Rules Breath of desiccation N/A 3 -2 Breath Weapon, Magical Attacks, Multiple Wounds (2)
Breath Of Desiccation
R S AP Special Rules Breath of desiccation N/A 3 -2 Breath Weapon, Magical Attacks, Multiple Wounds (2)
Breath Of Desiccation
R S AP Special Rules Breath of desiccation N/A 3 -2 Breath Weapon, Magical Attacks, Multiple Wounds (2)
Breath Of Desiccation
R S AP Special Rules Breath of desiccation N/A 3 -2 Breath Weapon, Magical Attacks, Multiple Wounds (2)
Flammable
Inflammable
Brennbar
Flammable
Inflamable
Infiammabile
Flammable
Горючий
Screaming Skull Catapult
R S AP Special Rules Screaming Skull catapult 12-60" 4 (8) -1 (-3) Bombardment, Cumbersome, Flaming Attacks, Magical Attacks, Move or Shoot, Multiple Wounds (D3+1), Screaming Skulls Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Stone Thrower 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. Screaming Skull Catapult Special Rules Screaming Skulls: Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties. Skulls of the Foe: Until your next Start of Turn sub-phase, any enemy unit that was within 2D6" of the central hole of the blast template after scattering suffers a -1 modifier to its Leadership characteristic (to a minimum of 2).
Catapulte à Crânes Hurlants
P F PA Règles Spéciales 12-60" 4(8) -1(-3) Bombardement, Encombrant, Attaqques Enflammées, Attaques Magiques, Mouvement ou Tir, Blessures Multiples (D3+1), Crânes Hurlants Notes : Cette arme tire comme une catapulte, en utilisant la règle spéciale "Bombardement", un gabarit d'explosion de 3" et le tableau des Incidents de Tir des Catapultes. 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.
Screaming Skull Catapult
R S AP Special Rules Screaming Skull catapult 12-60" 4 (8) -1 (-3) Bombardment, Cumbersome, Flaming Attacks, Magical Attacks, Move or Shoot, Multiple Wounds (D3+1), Screaming Skulls Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Stone Thrower 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. Screaming Skull Catapult Special Rules Screaming Skulls: Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties. Skulls of the Foe: Until your next Start of Turn sub-phase, any enemy unit that was within 2D6" of the central hole of the blast template after scattering suffers a -1 modifier to its Leadership characteristic (to a minimum of 2).
Screaming Skull Catapult
R S AP Special Rules Screaming Skull catapult 12-60" 4 (8) -1 (-3) Bombardment, Cumbersome, Flaming Attacks, Magical Attacks, Move or Shoot, Multiple Wounds (D3+1), Screaming Skulls Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Stone Thrower 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. Screaming Skull Catapult Special Rules Screaming Skulls: Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties. Skulls of the Foe: Until your next Start of Turn sub-phase, any enemy unit that was within 2D6" of the central hole of the blast template after scattering suffers a -1 modifier to its Leadership characteristic (to a minimum of 2).
Screaming Skull Catapult
R S AP Special Rules Screaming Skull catapult 12-60" 4 (8) -1 (-3) Bombardment, Cumbersome, Flaming Attacks, Magical Attacks, Move or Shoot, Multiple Wounds (D3+1), Screaming Skulls Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Stone Thrower 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. Screaming Skull Catapult Special Rules Screaming Skulls: Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties. Skulls of the Foe: Until your next Start of Turn sub-phase, any enemy unit that was within 2D6" of the central hole of the blast template after scattering suffers a -1 modifier to its Leadership characteristic (to a minimum of 2).
Screaming Skull Catapult
R S AP Special Rules Screaming Skull catapult 12-60" 4 (8) -1 (-3) Bombardment, Cumbersome, Flaming Attacks, Magical Attacks, Move or Shoot, Multiple Wounds (D3+1), Screaming Skulls Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Stone Thrower 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. Screaming Skull Catapult Special Rules Screaming Skulls: Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties. Skulls of the Foe: Until your next Start of Turn sub-phase, any enemy unit that was within 2D6" of the central hole of the blast template after scattering suffers a -1 modifier to its Leadership characteristic (to a minimum of 2).
Screaming Skull Catapult
R S AP Special Rules Screaming Skull catapult 12-60" 4 (8) -1 (-3) Bombardment, Cumbersome, Flaming Attacks, Magical Attacks, Move or Shoot, Multiple Wounds (D3+1), Screaming Skulls Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Stone Thrower 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. Screaming Skull Catapult Special Rules Screaming Skulls: Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties. Skulls of the Foe: Until your next Start of Turn sub-phase, any enemy unit that was within 2D6" of the central hole of the blast template after scattering suffers a -1 modifier to its Leadership characteristic (to a minimum of 2).
Screaming Skull Catapult
R S AP Special Rules Screaming Skull catapult 12-60" 4 (8) -1 (-3) Bombardment, Cumbersome, Flaming Attacks, Magical Attacks, Move or Shoot, Multiple Wounds (D3+1), Screaming Skulls Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Stone Thrower 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. Screaming Skull Catapult Special Rules Screaming Skulls: Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties. Skulls of the Foe: Until your next Start of Turn sub-phase, any enemy unit that was within 2D6" of the central hole of the blast template after scattering suffers a -1 modifier to its Leadership characteristic (to a minimum of 2).
Cavalry Spear
Lance de cavalerie
Cavalry Spear
Cavalry Spear
Cavalry Spear
Cavalry Spear
Cavalry Spear
Cavalry Spear
Cleaving Blades
R S AP Special Rules Cleaving blades Combat S -1 Killing Blow
Lames fendoirs
P F PA Règles Spéciales Combat F -1 Coup Fatal
Cleaving Blades
R S AP Special Rules Cleaving blades Combat S -1 Killing Blow
Cleaving Blades
R S AP Special Rules Cleaving blades Combat S -1 Killing Blow
Cleaving Blades
R S AP Special Rules Cleaving blades Combat S -1 Killing Blow
Cleaving Blades
R S AP Special Rules Cleaving blades Combat S -1 Killing Blow
Cleaving Blades
R S AP Special Rules Cleaving blades Combat S -1 Killing Blow
Cleaving Blades
R S AP Special Rules Cleaving blades Combat S -1 Killing Blow
Cleaving Blow
A swift and deadly strike can cleave through the thickest of armour. If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal). Note that if an attack wounds automatically, this special rule cannot be used.
Coup De Fendoir
Si une figurine ayant cette règle spéciale obtient un 6 naturel lorsqu'elle effectue un jet de Blessure pour une attaque en combat, elle a porté un "Coup de Fendoir". Les figurines ennemies dont le type de troupe est "infanterie régulière", "infanterie lourde", "cavalerie légère", "cavalerie lourde" ou "bêtes de guerre" n'ont pas droit à une sauvegarde d'armure ou de Régénération contre un Coup de Fendoir (les sauvegardes Invulnérables peuvent être tentées normalement).
Cleaving Blow
A swift and deadly strike can cleave through the thickest of armour. If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal). Note that if an attack wounds automatically, this special rule cannot be used.
Cleaving Blow
A swift and deadly strike can cleave through the thickest of armour. If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal). Note that if an attack wounds automatically, this special rule cannot be used.
Cleaving Blow
A swift and deadly strike can cleave through the thickest of armour. If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal). Note that if an attack wounds automatically, this special rule cannot be used.
Cleaving Blow
A swift and deadly strike can cleave through the thickest of armour. If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal). Note that if an attack wounds automatically, this special rule cannot be used.
Cleaving Blow
A swift and deadly strike can cleave through the thickest of armour. If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal). Note that if an attack wounds automatically, this special rule cannot be used.
Cleaving Blow
A swift and deadly strike can cleave through the thickest of armour. If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal). Note that if an attack wounds automatically, this special rule cannot be used.
Cleaving Blow
With a swift and deadly strike, a skilled warrior can cleave through armour. If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal). Note that if an attack wounds automatically, this special rule cannot be used.
Coup de Fendoir
D'un coup vif et précis, un guerrier habile peut fendre même une armure. Si une figurine ayant cette règle spéciale obtient un 6 naturel quand elle effectue un jet de Blessure pour une attaque effectuée en combat, elle a porté un "Coup de Fendoir". Les figurines ennemies dont le type de troupe est "infanterie régulière", "infanterie lourde", "cavalerie légère", "cavalerie lourde" ou "bêtes de guerre" n'ont pas droit à une sauvegarde d'armure ou de Régénération contre un Coup de Fendoir (les sauvegardes Invulnérables peuvent être tentées normalement). Notez que si une attaque blesse automatiquement, on ne peut pas utiliser cette règle spéciale.
Cleaving Blow
With a swift and deadly strike, a skilled warrior can cleave through armour. If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal). Note that if an attack wounds automatically, this special rule cannot be used.
Cleaving Blow
With a swift and deadly strike, a skilled warrior can cleave through armour. If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal). Note that if an attack wounds automatically, this special rule cannot be used.
Cleaving Blow
With a swift and deadly strike, a skilled warrior can cleave through armour. If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal). Note that if an attack wounds automatically, this special rule cannot be used.
Cleaving Blow
With a swift and deadly strike, a skilled warrior can cleave through armour. If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal). Note that if an attack wounds automatically, this special rule cannot be used.
Cleaving Blow
With a swift and deadly strike, a skilled warrior can cleave through armour. If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal). Note that if an attack wounds automatically, this special rule cannot be used.
Cleaving Blow
With a swift and deadly strike, a skilled warrior can cleave through armour. If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal). Note that if an attack wounds automatically, this special rule cannot be used.
Close Order
Ordre Serré
Close Order
Close Order
Close Order
Close Order
Close Order
Close Order
Cloud of Dust
Great clouds of desert sand and dust seethe and billow about a Necrolith Bone Dragon, hiding its form from the eyes of its enemies. Any enemy model that targets this model during the Shooting phase suffers an additional -1 To Hit modifier.
Nuage de Poussière
Des nuages de poussière et de sable tourbillonnent autour d'un Dragon d'Os Nécrolithe, le dissimulant au regard de l'ennemi. Toute figurine ennemie qui cible cette figurine à la phase de Tir subit un modificateur additionnel de -1 aux jets de Touche.
Cloud of Dust
Great clouds of desert sand and dust seethe and billow about a Necrolith Bone Dragon, hiding its form from the eyes of its enemies. Any enemy model that targets this model during the Shooting phase suffers an additional -1 To Hit modifier.
Cloud of Dust
Great clouds of desert sand and dust seethe and billow about a Necrolith Bone Dragon, hiding its form from the eyes of its enemies. Any enemy model that targets this model during the Shooting phase suffers an additional -1 To Hit modifier.
Cloud of Dust
Great clouds of desert sand and dust seethe and billow about a Necrolith Bone Dragon, hiding its form from the eyes of its enemies. Any enemy model that targets this model during the Shooting phase suffers an additional -1 To Hit modifier.
Cloud of Dust
Great clouds of desert sand and dust seethe and billow about a Necrolith Bone Dragon, hiding its form from the eyes of its enemies. Any enemy model that targets this model during the Shooting phase suffers an additional -1 To Hit modifier.
Cloud of Dust
Great clouds of desert sand and dust seethe and billow about a Necrolith Bone Dragon, hiding its form from the eyes of its enemies. Any enemy model that targets this model during the Shooting phase suffers an additional -1 To Hit modifier.
Cloud of Dust
Great clouds of desert sand and dust seethe and billow about a Necrolith Bone Dragon, hiding its form from the eyes of its enemies. Any enemy model that targets this model during the Shooting phase suffers an additional -1 To Hit modifier.
Commander Of Legions
Settra gains the Arise! special rule and, unlike other models with this special rule, may use it even when engaged in combat.
Commander Of Legions
Settra gains the Arise! special rule and, unlike other models with this special rule, may use it even when engaged in combat.
Commander Of Legions
Settra gains the Arise! special rule and, unlike other models with this special rule, may use it even when engaged in combat.
Commander Of Legions
Settra gains the Arise! special rule and, unlike other models with this special rule, may use it even when engaged in combat.
Commander Of Legions
Settra gains the Arise! special rule and, unlike other models with this special rule, may use it even when engaged in combat.
Commander Of Legions
Settra gains the Arise! special rule and, unlike other models with this special rule, may use it even when engaged in combat.
Commander Of Legions
Settra gains the Arise! special rule and, unlike other models with this special rule, may use it even when engaged in combat.
Commander Of Legions
Settra gains the Arise! special rule and, unlike other models with this special rule, may use it even when engaged in combat.
Killing Blow
Coup Fatal
Killing Blow
Killing Blow
Killing Blow
Killing Blow
Killing Blow
Killing Blow
Poisonous fangs
counts as hand weapon
Crochets empoisonnés
compte comme une arme de base
Poisonous fangs
counts as hand weapon
Poisonous fangs
counts as hand weapon
Poisonous fangs
counts as hand weapon
Poisonous fangs
counts as hand weapon
Poisonous fangs
counts as hand weapon
Poisonous fangs
counts as hand weapon
Curse Of The Necropolis
A powerful curse hangs over the rulers of Nehekhara. Those that would dare strike down these ancient lords find their blood turned to sand and their bodies engulfed in swarms of desert locusts. If a model with this special rule loses its last Wound to an enemy attack, the unit that made the attack must immediately make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -.
Malédiction De La Nécropole
Si cette figurine perd son dernier Point de Vie à cause d'une attaque ennemie, l'unité qui a effectué l'attaque doit immédiatement effectuer un test de Commandement. En cas d'échec, l'unité ennemie subit D3 touches de Force 2, chacune ayant une PA de -.
Curse Of The Necropolis
A powerful curse hangs over the rulers of Nehekhara. Those that would dare strike down these ancient lords find their blood turned to sand and their bodies engulfed in swarms of desert locusts. If a model with this special rule loses its last Wound to an enemy attack, the unit that made the attack must immediately make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -.
Curse Of The Necropolis
A powerful curse hangs over the rulers of Nehekhara. Those that would dare strike down these ancient lords find their blood turned to sand and their bodies engulfed in swarms of desert locusts. If a model with this special rule loses its last Wound to an enemy attack, the unit that made the attack must immediately make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -.
Curse Of The Necropolis
A powerful curse hangs over the rulers of Nehekhara. Those that would dare strike down these ancient lords find their blood turned to sand and their bodies engulfed in swarms of desert locusts. If a model with this special rule loses its last Wound to an enemy attack, the unit that made the attack must immediately make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -.
Curse Of The Necropolis
A powerful curse hangs over the rulers of Nehekhara. Those that would dare strike down these ancient lords find their blood turned to sand and their bodies engulfed in swarms of desert locusts. If a model with this special rule loses its last Wound to an enemy attack, the unit that made the attack must immediately make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -.
Curse Of The Necropolis
A powerful curse hangs over the rulers of Nehekhara. Those that would dare strike down these ancient lords find their blood turned to sand and their bodies engulfed in swarms of desert locusts. If a model with this special rule loses its last Wound to an enemy attack, the unit that made the attack must immediately make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -.
Curse Of The Necropolis
A powerful curse hangs over the rulers of Nehekhara. Those that would dare strike down these ancient lords find their blood turned to sand and their bodies engulfed in swarms of desert locusts. If a model with this special rule loses its last Wound to an enemy attack, the unit that made the attack must immediately make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -.
Envenomed Sting
R S AP Special Rules Envenomed sting Combat S - Poisoned Attacks, Strike First Notes: In combat, this model may choose to make one of its attacks each turn with this weapon.
Dard venimeux
P F PA Règles Spéciales Combat F - Attaques Empoisonnées, Frappe en Premier
Envenomed Sting
R S AP Special Rules Envenomed sting Combat S - Poisoned Attacks, Strike First Notes: In combat, this model may choose to make one of its attacks each turn with this weapon.
Envenomed Sting
R S AP Special Rules Envenomed sting Combat S - Poisoned Attacks, Strike First Notes: In combat, this model may choose to make one of its attacks each turn with this weapon.
Envenomed Sting
R S AP Special Rules Envenomed sting Combat S - Poisoned Attacks, Strike First Notes: In combat, this model may choose to make one of its attacks each turn with this weapon.
Envenomed Sting
R S AP Special Rules Envenomed sting Combat S - Poisoned Attacks, Strike First Notes: In combat, this model may choose to make one of its attacks each turn with this weapon.
Envenomed Sting
R S AP Special Rules Envenomed sting Combat S - Poisoned Attacks, Strike First Notes: In combat, this model may choose to make one of its attacks each turn with this weapon.
Envenomed Sting
R S AP Special Rules Envenomed sting Combat S - Poisoned Attacks, Strike First Notes: In combat, this model may choose to make one of its attacks each turn with this weapon.
Decapitating Claws
R S AP Special Rules Decapitating claws Combat S -2 Killing Blow, Monster Slayee
Pinces décapitantes
P F PA Règles Spéciales Combat F -2 Coup Fatal, Tueur de Monstres
Decapitating Claws
R S AP Special Rules Decapitating claws Combat S -2 Killing Blow, Monster Slayee
Decapitating Claws
R S AP Special Rules Decapitating claws Combat S -2 Killing Blow, Monster Slayee
Decapitating Claws
R S AP Special Rules Decapitating claws Combat S -2 Killing Blow, Monster Slayee
Decapitating Claws
R S AP Special Rules Decapitating claws Combat S -2 Killing Blow, Monster Slayee
Decapitating Claws
R S AP Special Rules Decapitating claws Combat S -2 Killing Blow, Monster Slayee
Decapitating Claws
R S AP Special Rules Decapitating claws Combat S -2 Killing Blow, Monster Slayee
Decapitating Strike
R S AP Special Rules Decapitating strike Combat S+5 -4 Killing Blow, Monster Slayer, Strike Last Notes: This model may make one additional attack each turn with this weapon.
Frappe de décapitation
P F PA Règles Spéciales Combat F_5 -4 Coup Fatal, Tueur de Monstres, Frappe en Dernier
Decapitating Strike
R S AP Special Rules Decapitating strike Combat S+5 -4 Killing Blow, Monster Slayer, Strike Last Notes: This model may make one additional attack each turn with this weapon.
Decapitating Strike
R S AP Special Rules Decapitating strike Combat S+5 -4 Killing Blow, Monster Slayer, Strike Last Notes: This model may make one additional attack each turn with this weapon.
Decapitating Strike
R S AP Special Rules Decapitating strike Combat S+5 -4 Killing Blow, Monster Slayer, Strike Last Notes: This model may make one additional attack each turn with this weapon.
Decapitating Strike
R S AP Special Rules Decapitating strike Combat S+5 -4 Killing Blow, Monster Slayer, Strike Last Notes: This model may make one additional attack each turn with this weapon.
Decapitating Strike
R S AP Special Rules Decapitating strike Combat S+5 -4 Killing Blow, Monster Slayer, Strike Last Notes: This model may make one additional attack each turn with this weapon.
Decapitating Strike
R S AP Special Rules Decapitating strike Combat S+5 -4 Killing Blow, Monster Slayer, Strike Last Notes: This model may make one additional attack each turn with this weapon.
Dry As Dust
Entombed beneath the arid desert, the remains of living things become as dry as the dust in which they lay and, should they catch aflame, the fire quickly spreads. Each time this model suffers an unsaved wound from a Flaming Attack, your opponent may roll a D6. On a roll of 1-3, the flames quickly die down and this model escapes further harm. On a roll of 4+, the flames take hold and this model loses one additional Wound. Note that excess wounds caused to a model will have no additional effect except in the case of a character that is part of a challenge, in which case this special rule counts for Overkill. Excess wounds do not ‘spill over’ onto other models in the unit.
Desséchés
Chaque fois que cette figurine subit une blessure non sauvegardée causée par une Attaque Enflammée, votre adversaire peut jeter un D6. Sur 1-3, les flammes s'éteignent rapidement et cette figurine ne souffre pas davantage. Sur 4+, le feu prend et cette figurine perd 1 Point de Vie additionnel.
Dry As Dust
Entombed beneath the arid desert, the remains of living things become as dry as the dust in which they lay and, should they catch aflame, the fire quickly spreads. Each time this model suffers an unsaved wound from a Flaming Attack, your opponent may roll a D6. On a roll of 1-3, the flames quickly die down and this model escapes further harm. On a roll of 4+, the flames take hold and this model loses one additional Wound. Note that excess wounds caused to a model will have no additional effect except in the case of a character that is part of a challenge, in which case this special rule counts for Overkill. Excess wounds do not ‘spill over’ onto other models in the unit.
Dry As Dust
Entombed beneath the arid desert, the remains of living things become as dry as the dust in which they lay and, should they catch aflame, the fire quickly spreads. Each time this model suffers an unsaved wound from a Flaming Attack, your opponent may roll a D6. On a roll of 1-3, the flames quickly die down and this model escapes further harm. On a roll of 4+, the flames take hold and this model loses one additional Wound. Note that excess wounds caused to a model will have no additional effect except in the case of a character that is part of a challenge, in which case this special rule counts for Overkill. Excess wounds do not ‘spill over’ onto other models in the unit.
Dry As Dust
Entombed beneath the arid desert, the remains of living things become as dry as the dust in which they lay and, should they catch aflame, the fire quickly spreads. Each time this model suffers an unsaved wound from a Flaming Attack, your opponent may roll a D6. On a roll of 1-3, the flames quickly die down and this model escapes further harm. On a roll of 4+, the flames take hold and this model loses one additional Wound. Note that excess wounds caused to a model will have no additional effect except in the case of a character that is part of a challenge, in which case this special rule counts for Overkill. Excess wounds do not ‘spill over’ onto other models in the unit.
Dry As Dust
Entombed beneath the arid desert, the remains of living things become as dry as the dust in which they lay and, should they catch aflame, the fire quickly spreads. Each time this model suffers an unsaved wound from a Flaming Attack, your opponent may roll a D6. On a roll of 1-3, the flames quickly die down and this model escapes further harm. On a roll of 4+, the flames take hold and this model loses one additional Wound. Note that excess wounds caused to a model will have no additional effect except in the case of a character that is part of a challenge, in which case this special rule counts for Overkill. Excess wounds do not ‘spill over’ onto other models in the unit.
Dry As Dust
Entombed beneath the arid desert, the remains of living things become as dry as the dust in which they lay and, should they catch aflame, the fire quickly spreads. Each time this model suffers an unsaved wound from a Flaming Attack, your opponent may roll a D6. On a roll of 1-3, the flames quickly die down and this model escapes further harm. On a roll of 4+, the flames take hold and this model loses one additional Wound. Note that excess wounds caused to a model will have no additional effect except in the case of a character that is part of a challenge, in which case this special rule counts for Overkill. Excess wounds do not ‘spill over’ onto other models in the unit.
Dry As Dust
Entombed beneath the arid desert, the remains of living things become as dry as the dust in which they lay and, should they catch aflame, the fire quickly spreads. Each time this model suffers an unsaved wound from a Flaming Attack, your opponent may roll a D6. On a roll of 1-3, the flames quickly die down and this model escapes further harm. On a roll of 4+, the flames take hold and this model loses one additional Wound. Note that excess wounds caused to a model will have no additional effect except in the case of a character that is part of a challenge, in which case this special rule counts for Overkill. Excess wounds do not ‘spill over’ onto other models in the unit.
Dry As Dust
Entombed beneath the arid desert, the remains of living things become as dry as the dust in which they lay and, should they catch aflame, the fire quickly spreads. Each time this model suffers an unsaved wound from a Flaming Attack, your opponent may roll a D6. On a roll of 1-3, the flames quickly die down and this model escapes further harm. On a roll of 4+, the flames take hold and this model loses one additional Wound. Note that excess wounds caused to a model will have no additional effect except in the case of a character that is part of a challenge, in which case this special rule counts for Overkill. Excess wounds do not ‘spill over’ onto other models in the unit.
Desséchés
Chaque fois que cette figurine subit une blessure non sauvegardée causée par une Attaque Enflammée, votre adversaire peut jeter un D6. Sur 1-3, les flammes s'éteignent rapidement et cette figurine ne souffre pas davantage. Sur 4+, le feu prend et cette figurine perd 1 Point de Vie additionnel.
Dry As Dust
Entombed beneath the arid desert, the remains of living things become as dry as the dust in which they lay and, should they catch aflame, the fire quickly spreads. Each time this model suffers an unsaved wound from a Flaming Attack, your opponent may roll a D6. On a roll of 1-3, the flames quickly die down and this model escapes further harm. On a roll of 4+, the flames take hold and this model loses one additional Wound. Note that excess wounds caused to a model will have no additional effect except in the case of a character that is part of a challenge, in which case this special rule counts for Overkill. Excess wounds do not ‘spill over’ onto other models in the unit.
Dry As Dust
Entombed beneath the arid desert, the remains of living things become as dry as the dust in which they lay and, should they catch aflame, the fire quickly spreads. Each time this model suffers an unsaved wound from a Flaming Attack, your opponent may roll a D6. On a roll of 1-3, the flames quickly die down and this model escapes further harm. On a roll of 4+, the flames take hold and this model loses one additional Wound. Note that excess wounds caused to a model will have no additional effect except in the case of a character that is part of a challenge, in which case this special rule counts for Overkill. Excess wounds do not ‘spill over’ onto other models in the unit.
Dry As Dust
Entombed beneath the arid desert, the remains of living things become as dry as the dust in which they lay and, should they catch aflame, the fire quickly spreads. Each time this model suffers an unsaved wound from a Flaming Attack, your opponent may roll a D6. On a roll of 1-3, the flames quickly die down and this model escapes further harm. On a roll of 4+, the flames take hold and this model loses one additional Wound. Note that excess wounds caused to a model will have no additional effect except in the case of a character that is part of a challenge, in which case this special rule counts for Overkill. Excess wounds do not ‘spill over’ onto other models in the unit.
Dry As Dust
Entombed beneath the arid desert, the remains of living things become as dry as the dust in which they lay and, should they catch aflame, the fire quickly spreads. Each time this model suffers an unsaved wound from a Flaming Attack, your opponent may roll a D6. On a roll of 1-3, the flames quickly die down and this model escapes further harm. On a roll of 4+, the flames take hold and this model loses one additional Wound. Note that excess wounds caused to a model will have no additional effect except in the case of a character that is part of a challenge, in which case this special rule counts for Overkill. Excess wounds do not ‘spill over’ onto other models in the unit.
Dry As Dust
Entombed beneath the arid desert, the remains of living things become as dry as the dust in which they lay and, should they catch aflame, the fire quickly spreads. Each time this model suffers an unsaved wound from a Flaming Attack, your opponent may roll a D6. On a roll of 1-3, the flames quickly die down and this model escapes further harm. On a roll of 4+, the flames take hold and this model loses one additional Wound. Note that excess wounds caused to a model will have no additional effect except in the case of a character that is part of a challenge, in which case this special rule counts for Overkill. Excess wounds do not ‘spill over’ onto other models in the unit.
Dry As Dust
Entombed beneath the arid desert, the remains of living things become as dry as the dust in which they lay and, should they catch aflame, the fire quickly spreads. Each time this model suffers an unsaved wound from a Flaming Attack, your opponent may roll a D6. On a roll of 1-3, the flames quickly die down and this model escapes further harm. On a roll of 4+, the flames take hold and this model loses one additional Wound. Note that excess wounds caused to a model will have no additional effect except in the case of a character that is part of a challenge, in which case this special rule counts for Overkill. Excess wounds do not ‘spill over’ onto other models in the unit.
Detachment
Détachement
Detachment
Detachment
Detachment
Detachment
Detachment
Detachment
Draconic Scales
counts as full plate armour
Écailles de dragon
compte comme une armure de plate complète
Draconic Scales
counts as full plate armour
Draconic Scales
counts as full plate armour
Draconic Scales
counts as full plate armour
Draconic Scales
counts as full plate armour
Draconic Scales
counts as full plate armour
Draconic Scales
counts as full plate armour
Scouts
Eclaireurs
Scouts
Scouts
Scouts
Scouts
Scouts
Scouts
Terror
Terreur
Entsetzen
Terror
Terror
Terrore
Terror
Ужас
Unbound Spirits
If the guardians of a Casket of Souls are slain, the tortured souls contained within the vessel will escape their confines in a raging maelstrom of destruction and vengeance. If the crew of a Casket of Souls is reduced to zero Wounds, immediately roll a D6 for every unit (friend or foe) within 12" of the model. On a roll of 4+, the unit suffers D6 Strength 3 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Once these hits are resolved, the Casket of Souls is removed from play.
Esprits Déchaînés
Si les gardiens d'une Arche des Âmes Damnées sont tués, les âmes tourmentées qu'elle contient s'échappent en un tourbillon de destruction et de vengeance. Si les servants d'une Arche des Âmes Damnées sont réduits à zéro Point de Vie, jetez immédiatement un dé à six faces pour chaque unité (amie ou ennemie) à 12" de la figurine. Sur un résultat de 4 ou plus, l'unité subit un nombre de touches de Force 3 égal au résultat du dé, sans aucune sauvegarde d'armure ni de régénération autorisée (les sauvegardes Invulnérables peuvent être tentées normalement). Une fois que ces touches ont été résolues, l'Arche des Âmes Damnées est retirée du jeu.
Unbound Spirits
If the guardians of a Casket of Souls are slain, the tortured souls contained within the vessel will escape their confines in a raging maelstrom of destruction and vengeance. If the crew of a Casket of Souls is reduced to zero Wounds, immediately roll a D6 for every unit (friend or foe) within 12" of the model. On a roll of 4+, the unit suffers D6 Strength 3 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Once these hits are resolved, the Casket of Souls is removed from play.
Unbound Spirits
If the guardians of a Casket of Souls are slain, the tortured souls contained within the vessel will escape their confines in a raging maelstrom of destruction and vengeance. If the crew of a Casket of Souls is reduced to zero Wounds, immediately roll a D6 for every unit (friend or foe) within 12" of the model. On a roll of 4+, the unit suffers D6 Strength 3 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Once these hits are resolved, the Casket of Souls is removed from play.
Unbound Spirits
If the guardians of a Casket of Souls are slain, the tortured souls contained within the vessel will escape their confines in a raging maelstrom of destruction and vengeance. If the crew of a Casket of Souls is reduced to zero Wounds, immediately roll a D6 for every unit (friend or foe) within 12" of the model. On a roll of 4+, the unit suffers D6 Strength 3 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Once these hits are resolved, the Casket of Souls is removed from play.
Unbound Spirits
If the guardians of a Casket of Souls are slain, the tortured souls contained within the vessel will escape their confines in a raging maelstrom of destruction and vengeance. If the crew of a Casket of Souls is reduced to zero Wounds, immediately roll a D6 for every unit (friend or foe) within 12" of the model. On a roll of 4+, the unit suffers D6 Strength 3 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Once these hits are resolved, the Casket of Souls is removed from play.
Unbound Spirits
If the guardians of a Casket of Souls are slain, the tortured souls contained within the vessel will escape their confines in a raging maelstrom of destruction and vengeance. If the crew of a Casket of Souls is reduced to zero Wounds, immediately roll a D6 for every unit (friend or foe) within 12" of the model. On a roll of 4+, the unit suffers D6 Strength 3 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Once these hits are resolved, the Casket of Souls is removed from play.
Unbound Spirits
If the guardians of a Casket of Souls are slain, the tortured souls contained within the vessel will escape their confines in a raging maelstrom of destruction and vengeance. If the crew of a Casket of Souls is reduced to zero Wounds, immediately roll a D6 for every unit (friend or foe) within 12" of the model. On a roll of 4+, the unit suffers D6 Strength 3 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Once these hits are resolved, the Casket of Souls is removed from play.
Eternal Taskmaster
Necrotects were the taskmasters of ancient Nehekhara. Under their stern gaze, armies of workers laboured relentlessly in the service of mighty kings. During the Command sub-phase of their turn, this character may attempt to drive a unit they have joined to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Extra Attacks (+1) and Hatred (all enemies) special rules.
Éternel Contremaître
Les Nécrotectes étaient les contremaîtres de Nehekhara. Sous leur regard sévère, des armées d'ouvriers œuvraient sans relâche au service de leur monarque. À la sous-phase de Commandement de son tour, ce personnage peut tenter de pousser une unité qu'il a rejointe à faire plus d'efforts en effectuant un test de Commandement (en utilisant son propre Commandement). En cas de réussite, jusqu'à votre prochaine sous-phase de Début de Tour, ce personnage et toute unité qu'il a rejointe gagnent les règles spéciales Attaques Supplémentaires (+1) et Haine (tous les ennemis).
Eternal Taskmaster
Necrotects were the taskmasters of ancient Nehekhara. Under their stern gaze, armies of workers laboured relentlessly in the service of mighty kings. During the Command sub-phase of their turn, this character may attempt to drive a unit they have joined to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Extra Attacks (+1) and Hatred (all enemies) special rules.
Eternal Taskmaster
Necrotects were the taskmasters of ancient Nehekhara. Under their stern gaze, armies of workers laboured relentlessly in the service of mighty kings. During the Command sub-phase of their turn, this character may attempt to drive a unit they have joined to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Extra Attacks (+1) and Hatred (all enemies) special rules.
Eternal Taskmaster
Necrotects were the taskmasters of ancient Nehekhara. Under their stern gaze, armies of workers laboured relentlessly in the service of mighty kings. During the Command sub-phase of their turn, this character may attempt to drive a unit they have joined to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Extra Attacks (+1) and Hatred (all enemies) special rules.
Eternal Taskmaster
Necrotects were the taskmasters of ancient Nehekhara. Under their stern gaze, armies of workers laboured relentlessly in the service of mighty kings. During the Command sub-phase of their turn, this character may attempt to drive a unit they have joined to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Extra Attacks (+1) and Hatred (all enemies) special rules.
Eternal Taskmaster
Necrotects were the taskmasters of ancient Nehekhara. Under their stern gaze, armies of workers laboured relentlessly in the service of mighty kings. During the Command sub-phase of their turn, this character may attempt to drive a unit they have joined to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Extra Attacks (+1) and Hatred (all enemies) special rules.
Eternal Taskmaster
Necrotects were the taskmasters of ancient Nehekhara. Under their stern gaze, armies of workers laboured relentlessly in the service of mighty kings. During the Command sub-phase of their turn, this character may attempt to drive a unit they have joined to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Extra Attacks (+1) and Hatred (all enemies) special rules.
Swiftstride
Rapide
Schnelle Bewegung
Swiftstride
Zancada Veloz
Falcata Rapida
Swiftstride
Стремительность
Soul Reaper
A Necrosphinx embodies the malevolence of the gods of the underworld. In battle it will mark the souls of worthy enemies, speeding their journey into the realm of its masters. After deployment but before the first turn begins, nominate a single enemy character. This is the soul marked by the Necrosphinx to journey into the underworld by the battle’s end. This model may re-roll any rolls To Hit of a natural 1 made against the nominated character.
Faucheur d'Âmes
Le Nécrosphinx incarne la malevolence des dieux de l'au-delà. Au combat, il marque les âmes des ennemis de valeur, pour hâter leur passage vers le domaine de ses maîtres. Après le déploiement mais avant le début du premier tour, désignez un seul personnage ennemi. C'est l'âme vouée à partir pour l'au-delà avant la fin de la bataille. Cette figurine peut relancer tout jet de Touche de 1 naturel effectué contre le personnage désigné.
Soul Reaper
A Necrosphinx embodies the malevolence of the gods of the underworld. In battle it will mark the souls of worthy enemies, speeding their journey into the realm of its masters. After deployment but before the first turn begins, nominate a single enemy character. This is the soul marked by the Necrosphinx to journey into the underworld by the battle’s end. This model may re-roll any rolls To Hit of a natural 1 made against the nominated character.
Soul Reaper
A Necrosphinx embodies the malevolence of the gods of the underworld. In battle it will mark the souls of worthy enemies, speeding their journey into the realm of its masters. After deployment but before the first turn begins, nominate a single enemy character. This is the soul marked by the Necrosphinx to journey into the underworld by the battle’s end. This model may re-roll any rolls To Hit of a natural 1 made against the nominated character.
Soul Reaper
A Necrosphinx embodies the malevolence of the gods of the underworld. In battle it will mark the souls of worthy enemies, speeding their journey into the realm of its masters. After deployment but before the first turn begins, nominate a single enemy character. This is the soul marked by the Necrosphinx to journey into the underworld by the battle’s end. This model may re-roll any rolls To Hit of a natural 1 made against the nominated character.
Soul Reaper
A Necrosphinx embodies the malevolence of the gods of the underworld. In battle it will mark the souls of worthy enemies, speeding their journey into the realm of its masters. After deployment but before the first turn begins, nominate a single enemy character. This is the soul marked by the Necrosphinx to journey into the underworld by the battle’s end. This model may re-roll any rolls To Hit of a natural 1 made against the nominated character.
Soul Reaper
A Necrosphinx embodies the malevolence of the gods of the underworld. In battle it will mark the souls of worthy enemies, speeding their journey into the realm of its masters. After deployment but before the first turn begins, nominate a single enemy character. This is the soul marked by the Necrosphinx to journey into the underworld by the battle’s end. This model may re-roll any rolls To Hit of a natural 1 made against the nominated character.
Soul Reaper
A Necrosphinx embodies the malevolence of the gods of the underworld. In battle it will mark the souls of worthy enemies, speeding their journey into the realm of its masters. After deployment but before the first turn begins, nominate a single enemy character. This is the soul marked by the Necrosphinx to journey into the underworld by the battle’s end. This model may re-roll any rolls To Hit of a natural 1 made against the nominated character.
Fly
Vol
Fliegen
Fly
Volar
Volo
Fly
Полет
From Beneath The Sands
At the Liche Priest’s command, the sands begin to shift and churn, revealing their hidden treasures: the dry bones of long dead warriors and the glistening wing cases of biting insects. During the Command sub-phase of their turn, if they are not engaged in combat, this character may choose a single friendly unit that has both the Nehekharan Undead and the Ambushers special rules, and that is currently held in reserve, and attempt to summon it by making a Leadership test (using their own Leadership): • If this test is passed, the chosen unit is successfully summoned and can be placed on the battlefield anywhere completely within 12" of this model, but not within 6" of any enemy models. The unit cannot charge during this turn and counts as having moved for the purposes of shooting, but can otherwise act as normal. • If this test is failed, the Ambushers pay no heed to this model's summons and are delayed until their controlling player’s next turn at least. Note that Ambushers arrive automatically at the start of round five as usual.
Surgis de Sous les Sables
Par la volonté du Prêtre Liche, le sable du désert s'agite pour révéler les os desséchés de guerriers depuis longtemps défunts et les élytres luisants d'insectes voraces. À la sous-phase de Commandement de son tour, s'il n'est pas engagé en combat, ce personnage peut choisir une seule unité amie qui a les règles spéciales Morts-vivants de Nehekhara et Embusqueurs, et qui est gardée en réserve, et tenter de l'invoquer en effectuant un test de Commandement (en utilisant son propre Commandement): En cas de réussite, l'unité choisie est invoquée avec succès et peut être placée sur le champ de bataille, n'importe où à 12" de cette figurine, mais à plus de 6" de toute figurine ennemie. L'unité ne peut pas charger à ce tour et compte comme s'étant déplacée pour ce qui est des tirs, mais elle peut sinon agir normalement. En cas d'échec, les Embusqueurs ne répondent pas à l'appel de cette figurine et sont retardés au moins jusqu'au prochain tour du joueur en contrôle. Notez que les Embusqueurs arrivent comme d'habitude automatiquement au début du round 5.
From Beneath The Sands
At the Liche Priest’s command, the sands begin to shift and churn, revealing their hidden treasures: the dry bones of long dead warriors and the glistening wing cases of biting insects. During the Command sub-phase of their turn, if they are not engaged in combat, this character may choose a single friendly unit that has both the Nehekharan Undead and the Ambushers special rules, and that is currently held in reserve, and attempt to summon it by making a Leadership test (using their own Leadership): • If this test is passed, the chosen unit is successfully summoned and can be placed on the battlefield anywhere completely within 12" of this model, but not within 6" of any enemy models. The unit cannot charge during this turn and counts as having moved for the purposes of shooting, but can otherwise act as normal. • If this test is failed, the Ambushers pay no heed to this model's summons and are delayed until their controlling player’s next turn at least. Note that Ambushers arrive automatically at the start of round five as usual.
From Beneath The Sands
At the Liche Priest’s command, the sands begin to shift and churn, revealing their hidden treasures: the dry bones of long dead warriors and the glistening wing cases of biting insects. During the Command sub-phase of their turn, if they are not engaged in combat, this character may choose a single friendly unit that has both the Nehekharan Undead and the Ambushers special rules, and that is currently held in reserve, and attempt to summon it by making a Leadership test (using their own Leadership): • If this test is passed, the chosen unit is successfully summoned and can be placed on the battlefield anywhere completely within 12" of this model, but not within 6" of any enemy models. The unit cannot charge during this turn and counts as having moved for the purposes of shooting, but can otherwise act as normal. • If this test is failed, the Ambushers pay no heed to this model's summons and are delayed until their controlling player’s next turn at least. Note that Ambushers arrive automatically at the start of round five as usual.
From Beneath The Sands
At the Liche Priest’s command, the sands begin to shift and churn, revealing their hidden treasures: the dry bones of long dead warriors and the glistening wing cases of biting insects. During the Command sub-phase of their turn, if they are not engaged in combat, this character may choose a single friendly unit that has both the Nehekharan Undead and the Ambushers special rules, and that is currently held in reserve, and attempt to summon it by making a Leadership test (using their own Leadership): • If this test is passed, the chosen unit is successfully summoned and can be placed on the battlefield anywhere completely within 12" of this model, but not within 6" of any enemy models. The unit cannot charge during this turn and counts as having moved for the purposes of shooting, but can otherwise act as normal. • If this test is failed, the Ambushers pay no heed to this model's summons and are delayed until their controlling player’s next turn at least. Note that Ambushers arrive automatically at the start of round five as usual.
From Beneath The Sands
At the Liche Priest’s command, the sands begin to shift and churn, revealing their hidden treasures: the dry bones of long dead warriors and the glistening wing cases of biting insects. During the Command sub-phase of their turn, if they are not engaged in combat, this character may choose a single friendly unit that has both the Nehekharan Undead and the Ambushers special rules, and that is currently held in reserve, and attempt to summon it by making a Leadership test (using their own Leadership): • If this test is passed, the chosen unit is successfully summoned and can be placed on the battlefield anywhere completely within 12" of this model, but not within 6" of any enemy models. The unit cannot charge during this turn and counts as having moved for the purposes of shooting, but can otherwise act as normal. • If this test is failed, the Ambushers pay no heed to this model's summons and are delayed until their controlling player’s next turn at least. Note that Ambushers arrive automatically at the start of round five as usual.
From Beneath The Sands
At the Liche Priest’s command, the sands begin to shift and churn, revealing their hidden treasures: the dry bones of long dead warriors and the glistening wing cases of biting insects. During the Command sub-phase of their turn, if they are not engaged in combat, this character may choose a single friendly unit that has both the Nehekharan Undead and the Ambushers special rules, and that is currently held in reserve, and attempt to summon it by making a Leadership test (using their own Leadership): • If this test is passed, the chosen unit is successfully summoned and can be placed on the battlefield anywhere completely within 12" of this model, but not within 6" of any enemy models. The unit cannot charge during this turn and counts as having moved for the purposes of shooting, but can otherwise act as normal. • If this test is failed, the Ambushers pay no heed to this model's summons and are delayed until their controlling player’s next turn at least. Note that Ambushers arrive automatically at the start of round five as usual.
From Beneath The Sands
At the Liche Priest’s command, the sands begin to shift and churn, revealing their hidden treasures: the dry bones of long dead warriors and the glistening wing cases of biting insects. During the Command sub-phase of their turn, if they are not engaged in combat, this character may choose a single friendly unit that has both the Nehekharan Undead and the Ambushers special rules, and that is currently held in reserve, and attempt to summon it by making a Leadership test (using their own Leadership): • If this test is passed, the chosen unit is successfully summoned and can be placed on the battlefield anywhere completely within 12" of this model, but not within 6" of any enemy models. The unit cannot charge during this turn and counts as having moved for the purposes of shooting, but can otherwise act as normal. • If this test is failed, the Ambushers pay no heed to this model's summons and are delayed until their controlling player’s next turn at least. Note that Ambushers arrive automatically at the start of round five as usual.
Large Target
Grande Cible
Large Target
Large Target
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 -
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Wicked Claws
R S AP Special Rules Wicked claws Combat S -2 -
Herald Of Despair
The tidings of woe uttered by Nekaph before battle are enough to break the spirits of even the most stout hearted folks. Any enemy unit that is in base contact with Nekaph or a unit he has joined must roll an extra D6 when making a Fear or Terror test, and discard the lowest result.
Herald Of Despair
The tidings of woe uttered by Nekaph before battle are enough to break the spirits of even the most stout hearted folks. Any enemy unit that is in base contact with Nekaph or a unit he has joined must roll an extra D6 when making a Fear or Terror test, and discard the lowest result.
Herald Of Despair
The tidings of woe uttered by Nekaph before battle are enough to break the spirits of even the most stout hearted folks. Any enemy unit that is in base contact with Nekaph or a unit he has joined must roll an extra D6 when making a Fear or Terror test, and discard the lowest result.
Herald Of Despair
The tidings of woe uttered by Nekaph before battle are enough to break the spirits of even the most stout hearted folks. Any enemy unit that is in base contact with Nekaph or a unit he has joined must roll an extra D6 when making a Fear or Terror test, and discard the lowest result.
Herald Of Despair
The tidings of woe uttered by Nekaph before battle are enough to break the spirits of even the most stout hearted folks. Any enemy unit that is in base contact with Nekaph or a unit he has joined must roll an extra D6 when making a Fear or Terror test, and discard the lowest result.
Herald Of Despair
The tidings of woe uttered by Nekaph before battle are enough to break the spirits of even the most stout hearted folks. Any enemy unit that is in base contact with Nekaph or a unit he has joined must roll an extra D6 when making a Fear or Terror test, and discard the lowest result.
Herald Of Despair
The tidings of woe uttered by Nekaph before battle are enough to break the spirits of even the most stout hearted folks. Any enemy unit that is in base contact with Nekaph or a unit he has joined must roll an extra D6 when making a Fear or Terror test, and discard the lowest result.
Herald Of Despair
The tidings of woe uttered by Nekaph before battle are enough to break the spirits of even the most stout hearted folks. Any enemy unit that is in base contact with Nekaph or a unit he has joined must roll an extra D6 when making a Fear or Terror test, and discard the lowest result.
Horde
Horde
Horde
Horde
Horde
Horde
Horde
Horde
Howdah
Howdah
Howdah
Howdah
Howdah
Howdah
Howdah
Howdah
Immortal Overseer
Under the cruel gaze of an Arch Necrotect, even the emotionless skeletal servants and magical constructs of the Mortuary Cult are driven to ever greater efforts. During the Command sub-phase of their turn, this character may attempt to drive a single friendly unit within their Command range to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase that unit gains a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Immortal Overseer
Under the cruel gaze of an Arch Necrotect, even the emotionless skeletal servants and magical constructs of the Mortuary Cult are driven to ever greater efforts. During the Command sub-phase of their turn, this character may attempt to drive a single friendly unit within their Command range to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase that unit gains a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Immortal Overseer
Under the cruel gaze of an Arch Necrotect, even the emotionless skeletal servants and magical constructs of the Mortuary Cult are driven to ever greater efforts. During the Command sub-phase of their turn, this character may attempt to drive a single friendly unit within their Command range to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase that unit gains a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Immortal Overseer
Under the cruel gaze of an Arch Necrotect, even the emotionless skeletal servants and magical constructs of the Mortuary Cult are driven to ever greater efforts. During the Command sub-phase of their turn, this character may attempt to drive a single friendly unit within their Command range to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase that unit gains a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Immortal Overseer
Under the cruel gaze of an Arch Necrotect, even the emotionless skeletal servants and magical constructs of the Mortuary Cult are driven to ever greater efforts. During the Command sub-phase of their turn, this character may attempt to drive a single friendly unit within their Command range to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase that unit gains a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Immortal Overseer
Under the cruel gaze of an Arch Necrotect, even the emotionless skeletal servants and magical constructs of the Mortuary Cult are driven to ever greater efforts. During the Command sub-phase of their turn, this character may attempt to drive a single friendly unit within their Command range to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase that unit gains a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Immortal Overseer
Under the cruel gaze of an Arch Necrotect, even the emotionless skeletal servants and magical constructs of the Mortuary Cult are driven to ever greater efforts. During the Command sub-phase of their turn, this character may attempt to drive a single friendly unit within their Command range to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase that unit gains a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Immortal Overseer
Under the cruel gaze of an Arch Necrotect, even the emotionless skeletal servants and magical constructs of the Mortuary Cult are driven to ever greater efforts. During the Command sub-phase of their turn, this character may attempt to drive a single friendly unit within their Command range to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase that unit gains a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Immovable Object
A Casket of Souls is not borne, but is summoned by an incantation. As its Keeper intones the proper chants, a fountain of skulls bursts from the ground below, revealing the Casket atop a dais of bone. Once a Casket of Souls has been placed on the battlefield during deployment it cannot be moved by its crew during the Remaining Moves sub-phase. Note that a Casket of Souls can still pivot freely at any time during its turn (the better to face the enemy) and may make a follow up move as normal.
Objet Inébranlable
Une Arche des Âmes Damnées n'est pas portée, mais invoquée par une incantation. Quand son Gardien entonne la formule appropriée, une fontaine de crânes jaillit du sol, révélant l'Arche sur une estrade d'ossements. Une fois que l'Arche des Âmes Damnées a été placée sur le champ de bataille au déploiement, elle ne peut pas être déplacée par ses serviteurs à la sous-phase des Mouvements Restants. Notez qu'une Arche des Âmes Damnées peut pivoter librement à n'importe quel moment de son tour (pour faire face à l'ennemi) et peut effectuer normalement un mouvement de poursuite.
Immovable Object
A Casket of Souls is not borne, but is summoned by an incantation. As its Keeper intones the proper chants, a fountain of skulls bursts from the ground below, revealing the Casket atop a dais of bone. Once a Casket of Souls has been placed on the battlefield during deployment it cannot be moved by its crew during the Remaining Moves sub-phase. Note that a Casket of Souls can still pivot freely at any time during its turn (the better to face the enemy) and may make a follow up move as normal.
Immovable Object
A Casket of Souls is not borne, but is summoned by an incantation. As its Keeper intones the proper chants, a fountain of skulls bursts from the ground below, revealing the Casket atop a dais of bone. Once a Casket of Souls has been placed on the battlefield during deployment it cannot be moved by its crew during the Remaining Moves sub-phase. Note that a Casket of Souls can still pivot freely at any time during its turn (the better to face the enemy) and may make a follow up move as normal.
Immovable Object
A Casket of Souls is not borne, but is summoned by an incantation. As its Keeper intones the proper chants, a fountain of skulls bursts from the ground below, revealing the Casket atop a dais of bone. Once a Casket of Souls has been placed on the battlefield during deployment it cannot be moved by its crew during the Remaining Moves sub-phase. Note that a Casket of Souls can still pivot freely at any time during its turn (the better to face the enemy) and may make a follow up move as normal.
Immovable Object
A Casket of Souls is not borne, but is summoned by an incantation. As its Keeper intones the proper chants, a fountain of skulls bursts from the ground below, revealing the Casket atop a dais of bone. Once a Casket of Souls has been placed on the battlefield during deployment it cannot be moved by its crew during the Remaining Moves sub-phase. Note that a Casket of Souls can still pivot freely at any time during its turn (the better to face the enemy) and may make a follow up move as normal.
Immovable Object
A Casket of Souls is not borne, but is summoned by an incantation. As its Keeper intones the proper chants, a fountain of skulls bursts from the ground below, revealing the Casket atop a dais of bone. Once a Casket of Souls has been placed on the battlefield during deployment it cannot be moved by its crew during the Remaining Moves sub-phase. Note that a Casket of Souls can still pivot freely at any time during its turn (the better to face the enemy) and may make a follow up move as normal.
Immovable Object
A Casket of Souls is not borne, but is summoned by an incantation. As its Keeper intones the proper chants, a fountain of skulls bursts from the ground below, revealing the Casket atop a dais of bone. Once a Casket of Souls has been placed on the battlefield during deployment it cannot be moved by its crew during the Remaining Moves sub-phase. Note that a Casket of Souls can still pivot freely at any time during its turn (the better to face the enemy) and may make a follow up move as normal.
Indomitable
Within the legions of the Tomb Kings march creatures with an indomitable will to hang on to the last vestiges of life no matter what. A unit with this special rule reduces the number of wounds suffered due to the Unstable special rule by the number shown in brackets (shown here as ‘X’). Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit. For example, if a character with Indomitable (2) joins a unit with Indomitable (1), the whole unit uses the character’s Indomitable (2) special rule.
Indomptable
Une unité ayant cette règle spéciale réduit du nombre indiqué entre parenthèses (ici, "X") le nombre de blessures subies à cause de la règle spéciale Instable. Notez que cette règle spéciale n'est pas cumulable. Si deux figurines ou plus d'une unité ont cette règle spéciale, utilisez la valeur la plus haute pour la totalité de l'unité. Par exemple, si un personnage ayant Indomptable (2) rejoint une unité ayant Indomptable (1), l'unité entière utilise la règle spéciale Indomptable (2) du personnage.
Indomitable
Within the legions of the Tomb Kings march creatures with an indomitable will to hang on to the last vestiges of life no matter what. A unit with this special rule reduces the number of wounds suffered due to the Unstable special rule by the number shown in brackets (shown here as ‘X’). Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit. For example, if a character with Indomitable (2) joins a unit with Indomitable (1), the whole unit uses the character’s Indomitable (2) special rule.
Indomitable
Within the legions of the Tomb Kings march creatures with an indomitable will to hang on to the last vestiges of life no matter what. A unit with this special rule reduces the number of wounds suffered due to the Unstable special rule by the number shown in brackets (shown here as ‘X’). Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit. For example, if a character with Indomitable (2) joins a unit with Indomitable (1), the whole unit uses the character’s Indomitable (2) special rule.
Indomitable
Within the legions of the Tomb Kings march creatures with an indomitable will to hang on to the last vestiges of life no matter what. A unit with this special rule reduces the number of wounds suffered due to the Unstable special rule by the number shown in brackets (shown here as ‘X’). Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit. For example, if a character with Indomitable (2) joins a unit with Indomitable (1), the whole unit uses the character’s Indomitable (2) special rule.
Indomitable
Within the legions of the Tomb Kings march creatures with an indomitable will to hang on to the last vestiges of life no matter what. A unit with this special rule reduces the number of wounds suffered due to the Unstable special rule by the number shown in brackets (shown here as ‘X’). Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit. For example, if a character with Indomitable (2) joins a unit with Indomitable (1), the whole unit uses the character’s Indomitable (2) special rule.
Indomitable
Within the legions of the Tomb Kings march creatures with an indomitable will to hang on to the last vestiges of life no matter what. A unit with this special rule reduces the number of wounds suffered due to the Unstable special rule by the number shown in brackets (shown here as ‘X’). Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit. For example, if a character with Indomitable (2) joins a unit with Indomitable (1), the whole unit uses the character’s Indomitable (2) special rule.
Indomitable
Within the legions of the Tomb Kings march creatures with an indomitable will to hang on to the last vestiges of life no matter what. A unit with this special rule reduces the number of wounds suffered due to the Unstable special rule by the number shown in brackets (shown here as ‘X’). Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit. For example, if a character with Indomitable (2) joins a unit with Indomitable (1), the whole unit uses the character’s Indomitable (2) special rule.
Khopesh
A Khopesh is a heavy curved blade of bronze with a cutting edge hammered to a wicked sharpness. It is an excellent hacking weapon, able to cut easily through armour and shields to sever limbs and cleave skulls. A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1. Note that this special rule only applies to a single, ordinary 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.
Khopesh
Une arme de base portée par une figurine avec cette règle spéciale a une caractéristique de PA de -1.
Khopesh
A Khopesh is a heavy curved blade of bronze with a cutting edge hammered to a wicked sharpness. It is an excellent hacking weapon, able to cut easily through armour and shields to sever limbs and cleave skulls. A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1. Note that this special rule only applies to a single, ordinary 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.
Khopesh
A Khopesh is a heavy curved blade of bronze with a cutting edge hammered to a wicked sharpness. It is an excellent hacking weapon, able to cut easily through armour and shields to sever limbs and cleave skulls. A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1. Note that this special rule only applies to a single, ordinary 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.
Khopesh
A Khopesh is a heavy curved blade of bronze with a cutting edge hammered to a wicked sharpness. It is an excellent hacking weapon, able to cut easily through armour and shields to sever limbs and cleave skulls. A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1. Note that this special rule only applies to a single, ordinary 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.
Khopesh
A Khopesh is a heavy curved blade of bronze with a cutting edge hammered to a wicked sharpness. It is an excellent hacking weapon, able to cut easily through armour and shields to sever limbs and cleave skulls. A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1. Note that this special rule only applies to a single, ordinary 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.
Khopesh
A Khopesh is a heavy curved blade of bronze with a cutting edge hammered to a wicked sharpness. It is an excellent hacking weapon, able to cut easily through armour and shields to sever limbs and cleave skulls. A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1. Note that this special rule only applies to a single, ordinary 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.
Khopesh
A Khopesh is a heavy curved blade of bronze with a cutting edge hammered to a wicked sharpness. It is an excellent hacking weapon, able to cut easily through armour and shields to sever limbs and cleave skulls. A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1. Note that this special rule only applies to a single, ordinary 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.
Ritual Blade
R S AP Special Rules Ritual blade Combat S+2 -3 Requires Two Hands, Strike Last
Lame rituelle
P F PA Règles Spéciales Combat F+2 -3 Arme à Deux Mains, Frappe en Dernier
Ritual Blade
R S AP Special Rules Ritual blade Combat S+2 -3 Requires Two Hands, Strike Last
Ritual Blade
R S AP Special Rules Ritual blade Combat S+2 -3 Requires Two Hands, Strike Last
Ritual Blade
R S AP Special Rules Ritual blade Combat S+2 -3 Requires Two Hands, Strike Last
Ritual Blade
R S AP Special Rules Ritual blade Combat S+2 -3 Requires Two Hands, Strike Last
Ritual Blade
R S AP Special Rules Ritual blade Combat S+2 -3 Requires Two Hands, Strike Last
Ritual Blade
R S AP Special Rules Ritual blade Combat S+2 -3 Requires Two Hands, Strike Last
Lashing tail
counts as hand weapons
Queues fouettardes
compte comme des armes de base
Lashing tail
counts as hand weapons
Lashing tail
counts as hand weapons
Lashing tail
counts as hand weapons
Lashing tail
counts as hand weapons
Lashing tail
counts as hand weapons
Lashing tail
counts as hand weapons
Loner
Solitaire
Loner
Loner
Loner
Loner
Loner
Loner
Lore Of Nehekhara
The magic of Nehekhara was perfected millennia ago and has remained unchanged in the long centuries since. The wording of every incantation used in the preservation and reanimating of the dead is recorded on dusty papyrus in the mysterious hieroglyphs of Nehekhara’s ancient language, to be uttered aloud in long, monotonous ritual.
Lore Of Nehekhara
The magic of Nehekhara was perfected millennia ago and has remained unchanged in the long centuries since. The wording of every incantation used in the preservation and reanimating of the dead is recorded on dusty papyrus in the mysterious hieroglyphs of Nehekhara’s ancient language, to be uttered aloud in long, monotonous ritual.
Lore Of Nehekhara
The magic of Nehekhara was perfected millennia ago and has remained unchanged in the long centuries since. The wording of every incantation used in the preservation and reanimating of the dead is recorded on dusty papyrus in the mysterious hieroglyphs of Nehekhara’s ancient language, to be uttered aloud in long, monotonous ritual.
Lore Of Nehekhara
The magic of Nehekhara was perfected millennia ago and has remained unchanged in the long centuries since. The wording of every incantation used in the preservation and reanimating of the dead is recorded on dusty papyrus in the mysterious hieroglyphs of Nehekhara’s ancient language, to be uttered aloud in long, monotonous ritual.
Lore Of Nehekhara
The magic of Nehekhara was perfected millennia ago and has remained unchanged in the long centuries since. The wording of every incantation used in the preservation and reanimating of the dead is recorded on dusty papyrus in the mysterious hieroglyphs of Nehekhara’s ancient language, to be uttered aloud in long, monotonous ritual.
Lore Of Nehekhara
The magic of Nehekhara was perfected millennia ago and has remained unchanged in the long centuries since. The wording of every incantation used in the preservation and reanimating of the dead is recorded on dusty papyrus in the mysterious hieroglyphs of Nehekhara’s ancient language, to be uttered aloud in long, monotonous ritual.
Lore Of Nehekhara
The magic of Nehekhara was perfected millennia ago and has remained unchanged in the long centuries since. The wording of every incantation used in the preservation and reanimating of the dead is recorded on dusty papyrus in the mysterious hieroglyphs of Nehekhara’s ancient language, to be uttered aloud in long, monotonous ritual.
Lore Of Nehekhara
The magic of Nehekhara was perfected millennia ago and has remained unchanged in the long centuries since. The wording of every incantation used in the preservation and reanimating of the dead is recorded on dusty papyrus in the mysterious hieroglyphs of Nehekhara’s ancient language, to be uttered aloud in long, monotonous ritual.
Magic Resistance
Résistance à la Magie
Magieresistenz
Magic Resistance
Resistencia a la Magia
Resistenza alla Magia
Magic Resistance
Сопротивление магии
Venomous bites and stings
counts as hand weapons
Morsures et dards venimeux
compte comme des armes de base
Venomous bites and stings
counts as hand weapons
Venomous bites and stings
counts as hand weapons
Venomous bites and stings
counts as hand weapons
Venomous bites and stings
counts as hand weapons
Venomous bites and stings
counts as hand weapons
Venomous bites and stings
counts as hand weapons
Nehekharan Undead
The legions of the Tomb Kings are no longer beings of flesh and blood, but sun-bleached bones animated by ritualistic magic that stride slowly but inexorably towards their enemies. Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules: • Fear • Immune to Psychology • Unbreakable • Unstable A character with this special rule cannot join a unit without this special rule, and vice versa.
Morts-vivants De Nehekhara
Les figurines ayant cette règle spéciale sont des "morts-vivants". Elles ne peuvent pas faire de marche forcée (sauf si elles ont la règle spéciale Vol (X) et choisissent de se déplacer en volant). De plus, toutes les figurines morts-vivantes ont les règles spéciales universelles suivantes : Peur, Immunité à la Psychologie, Indémoralisable, Instable. Un personnage ayant cette règle spéciale ne peut pas rejoindre une unité qui n'a pas cette règle spéciale, et vice versa.
Nehekharan Undead
The legions of the Tomb Kings are no longer beings of flesh and blood, but sun-bleached bones animated by ritualistic magic that stride slowly but inexorably towards their enemies. Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules: • Fear • Immune to Psychology • Unbreakable • Unstable A character with this special rule cannot join a unit without this special rule, and vice versa.
Nehekharan Undead
The legions of the Tomb Kings are no longer beings of flesh and blood, but sun-bleached bones animated by ritualistic magic that stride slowly but inexorably towards their enemies. Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules: • Fear • Immune to Psychology • Unbreakable • Unstable A character with this special rule cannot join a unit without this special rule, and vice versa.
Nehekharan Undead
The legions of the Tomb Kings are no longer beings of flesh and blood, but sun-bleached bones animated by ritualistic magic that stride slowly but inexorably towards their enemies. Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules: • Fear • Immune to Psychology • Unbreakable • Unstable A character with this special rule cannot join a unit without this special rule, and vice versa.
Nehekharan Undead
The legions of the Tomb Kings are no longer beings of flesh and blood, but sun-bleached bones animated by ritualistic magic that stride slowly but inexorably towards their enemies. Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules: • Fear • Immune to Psychology • Unbreakable • Unstable A character with this special rule cannot join a unit without this special rule, and vice versa.
Nehekharan Undead
The legions of the Tomb Kings are no longer beings of flesh and blood, but sun-bleached bones animated by ritualistic magic that stride slowly but inexorably towards their enemies. Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules: • Fear • Immune to Psychology • Unbreakable • Unstable A character with this special rule cannot join a unit without this special rule, and vice versa.
Nehekharan Undead
The legions of the Tomb Kings are no longer beings of flesh and blood, but sun-bleached bones animated by ritualistic magic that stride slowly but inexorably towards their enemies. Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules: • Fear • Immune to Psychology • Unbreakable • Unstable A character with this special rule cannot join a unit without this special rule, and vice versa.
Nehekharan Undead
The legions of the Tomb Kings are no longer beings of flesh and blood, but sun-bleached bones animated by ritualistic magic that stride slowly but inexorably towards their enemies. Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules: • Fear • Immune to Psychology • Unbreakable • Unstable A character with this special rule cannot join a unit without this special rule, and vice versa.
Morts-vivants De Nehekhara
Les figurines ayant cette règle spéciale sont des "morts-vivants". Elles ne peuvent pas faire de marche forcée (sauf si elles ont la règle spéciale Vol (X) et choisissent de se déplacer en volant). De plus, toutes les figurines morts-vivantes ont les règles spéciales universelles suivantes : Peur, Immunité à la Psychologie, Indémoralisable, Instable. Un personnage ayant cette règle spéciale ne peut pas rejoindre une unité qui n'a pas cette règle spéciale, et vice versa.
Nehekharan Undead
The legions of the Tomb Kings are no longer beings of flesh and blood, but sun-bleached bones animated by ritualistic magic that stride slowly but inexorably towards their enemies. Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules: • Fear • Immune to Psychology • Unbreakable • Unstable A character with this special rule cannot join a unit without this special rule, and vice versa.
Nehekharan Undead
The legions of the Tomb Kings are no longer beings of flesh and blood, but sun-bleached bones animated by ritualistic magic that stride slowly but inexorably towards their enemies. Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules: • Fear • Immune to Psychology • Unbreakable • Unstable A character with this special rule cannot join a unit without this special rule, and vice versa.
Nehekharan Undead
The legions of the Tomb Kings are no longer beings of flesh and blood, but sun-bleached bones animated by ritualistic magic that stride slowly but inexorably towards their enemies. Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules: • Fear • Immune to Psychology • Unbreakable • Unstable A character with this special rule cannot join a unit without this special rule, and vice versa.
Nehekharan Undead
The legions of the Tomb Kings are no longer beings of flesh and blood, but sun-bleached bones animated by ritualistic magic that stride slowly but inexorably towards their enemies. Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules: • Fear • Immune to Psychology • Unbreakable • Unstable A character with this special rule cannot join a unit without this special rule, and vice versa.
Nehekharan Undead
The legions of the Tomb Kings are no longer beings of flesh and blood, but sun-bleached bones animated by ritualistic magic that stride slowly but inexorably towards their enemies. Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules: • Fear • Immune to Psychology • Unbreakable • Unstable A character with this special rule cannot join a unit without this special rule, and vice versa.
Nehekharan Undead
The legions of the Tomb Kings are no longer beings of flesh and blood, but sun-bleached bones animated by ritualistic magic that stride slowly but inexorably towards their enemies. Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules: • Fear • Immune to Psychology • Unbreakable • Unstable A character with this special rule cannot join a unit without this special rule, and vice versa.
Move Through Cover
Mouvement à Couvert
Move Through Cover
Move Through Cover
Move Through Cover
Move Through Cover
Move Through Cover
Move Through Cover
My Will Be Done
Although it is the magic of the Liche Priests that animates the armies of Khemri, it is the indomitable will of the Tomb King that instils long-dead warriors with unyielding vigour. During the Command sub-phase of their turn, this character may attempt to exert their will upon those around them by making a Leadership test (using their own Leadership). If this test is passed, choose one of the following modifiers. Until your next Start of Turn sub-phase this character, their mount and any unit they have joined gain that modifier (to a maximum of 10): • “Forward to Glory!”: +D3 Movement. • “My Worthy Champions!”: +1 Weapon Skill. • “Strike like the Cobra!”: +D3 Initiative. Note that this special rule is not cumulative. In other words, using it more than once on the same unit during the same turn has no further effect.
Que ma Volonté soit Faite
Bien que ce soit la magie des Prêtres Liches qui anime les années de Khemri, c'est la belle et implacable volonté du Roi des Tombes qui influe à ses guerriers une vigueur surnaturelle. À la sous-phase de commandement de son tout; ce personnage peut tenter d'exercer sa volonté sur ceux qui l'entourent en effectuant un test de d (en utilisant son propre Cd). En cas de réussite, choisissez un des modificateurs suivants. Jusqu'à votre prochaine sous-phase de Début de Tout; le personnage, sa monture et toute unité qu'il a rejointe gagnent le modificateur choisi (jusqu'à un maximum de 10): "En Avant vers la Gloire!": + D3 en Mouvement. "Mes Valeureux Champions!": +1 en capacité de Combat. "Frappez comme le Cobra!": + D3 en Initiative. Notez que cette règle spéciale n'est pas cumulative. En d'autres termes, utiliser plus d'une fois sur une même unité pendant le même tour n'a pas d'effets supplémentaires. Rois des Tombes de Khemri
My Will Be Done
Although it is the magic of the Liche Priests that animates the armies of Khemri, it is the indomitable will of the Tomb King that instils long-dead warriors with unyielding vigour. During the Command sub-phase of their turn, this character may attempt to exert their will upon those around them by making a Leadership test (using their own Leadership). If this test is passed, choose one of the following modifiers. Until your next Start of Turn sub-phase this character, their mount and any unit they have joined gain that modifier (to a maximum of 10): • “Forward to Glory!”: +D3 Movement. • “My Worthy Champions!”: +1 Weapon Skill. • “Strike like the Cobra!”: +D3 Initiative. Note that this special rule is not cumulative. In other words, using it more than once on the same unit during the same turn has no further effect.
My Will Be Done
Although it is the magic of the Liche Priests that animates the armies of Khemri, it is the indomitable will of the Tomb King that instils long-dead warriors with unyielding vigour. During the Command sub-phase of their turn, this character may attempt to exert their will upon those around them by making a Leadership test (using their own Leadership). If this test is passed, choose one of the following modifiers. Until your next Start of Turn sub-phase this character, their mount and any unit they have joined gain that modifier (to a maximum of 10): • “Forward to Glory!”: +D3 Movement. • “My Worthy Champions!”: +1 Weapon Skill. • “Strike like the Cobra!”: +D3 Initiative. Note that this special rule is not cumulative. In other words, using it more than once on the same unit during the same turn has no further effect.
My Will Be Done
Although it is the magic of the Liche Priests that animates the armies of Khemri, it is the indomitable will of the Tomb King that instils long-dead warriors with unyielding vigour. During the Command sub-phase of their turn, this character may attempt to exert their will upon those around them by making a Leadership test (using their own Leadership). If this test is passed, choose one of the following modifiers. Until your next Start of Turn sub-phase this character, their mount and any unit they have joined gain that modifier (to a maximum of 10): • “Forward to Glory!”: +D3 Movement. • “My Worthy Champions!”: +1 Weapon Skill. • “Strike like the Cobra!”: +D3 Initiative. Note that this special rule is not cumulative. In other words, using it more than once on the same unit during the same turn has no further effect.
My Will Be Done
Although it is the magic of the Liche Priests that animates the armies of Khemri, it is the indomitable will of the Tomb King that instils long-dead warriors with unyielding vigour. During the Command sub-phase of their turn, this character may attempt to exert their will upon those around them by making a Leadership test (using their own Leadership). If this test is passed, choose one of the following modifiers. Until your next Start of Turn sub-phase this character, their mount and any unit they have joined gain that modifier (to a maximum of 10): • “Forward to Glory!”: +D3 Movement. • “My Worthy Champions!”: +1 Weapon Skill. • “Strike like the Cobra!”: +D3 Initiative. Note that this special rule is not cumulative. In other words, using it more than once on the same unit during the same turn has no further effect.
My Will Be Done
Although it is the magic of the Liche Priests that animates the armies of Khemri, it is the indomitable will of the Tomb King that instils long-dead warriors with unyielding vigour. During the Command sub-phase of their turn, this character may attempt to exert their will upon those around them by making a Leadership test (using their own Leadership). If this test is passed, choose one of the following modifiers. Until your next Start of Turn sub-phase this character, their mount and any unit they have joined gain that modifier (to a maximum of 10): • “Forward to Glory!”: +D3 Movement. • “My Worthy Champions!”: +1 Weapon Skill. • “Strike like the Cobra!”: +D3 Initiative. Note that this special rule is not cumulative. In other words, using it more than once on the same unit during the same turn has no further effect.
My Will Be Done
Although it is the magic of the Liche Priests that animates the armies of Khemri, it is the indomitable will of the Tomb King that instils long-dead warriors with unyielding vigour. During the Command sub-phase of their turn, this character may attempt to exert their will upon those around them by making a Leadership test (using their own Leadership). If this test is passed, choose one of the following modifiers. Until your next Start of Turn sub-phase this character, their mount and any unit they have joined gain that modifier (to a maximum of 10): • “Forward to Glory!”: +D3 Movement. • “My Worthy Champions!”: +1 Weapon Skill. • “Strike like the Cobra!”: +D3 Initiative. Note that this special rule is not cumulative. In other words, using it more than once on the same unit during the same turn has no further effect.
Open Order
Ordre Dispersé
Open Order
Open Order
Open Order
Open Order
Open Order
Open Order
Paired Great Khopeshes
R S AP Special Rules Paired great khopeshes Combat S -2 Killing Blow, Requires Two Hands
Paire de grands khopeshs
P F PA Règles Spéciales Combat F -2 Coup Fatal, Arme à Deux Mains
Paired Great Khopeshes
R S AP Special Rules Paired great khopeshes Combat S -2 Killing Blow, Requires Two Hands
Paired Great Khopeshes
R S AP Special Rules Paired great khopeshes Combat S -2 Killing Blow, Requires Two Hands
Paired Great Khopeshes
R S AP Special Rules Paired great khopeshes Combat S -2 Killing Blow, Requires Two Hands
Paired Great Khopeshes
R S AP Special Rules Paired great khopeshes Combat S -2 Killing Blow, Requires Two Hands
Paired Great Khopeshes
R S AP Special Rules Paired great khopeshes Combat S -2 Killing Blow, Requires Two Hands
Paired Great Khopeshes
R S AP Special Rules Paired great khopeshes Combat S -2 Killing Blow, Requires Two Hands
Petrifying Gaze
R S AP Special Rules Petrifying gaze 18" 2 N/A Magical Attacks, Multiple Wounds (D3) Notes: When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Regard pétrificateur
P F PA Règles Spéciales 18" 2 N/A Attaques Magiques, Blessures Multiples (D3) Notes : Pour effectuer un jet de Blessure pour une attaque de cette arme, on utilise 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).
Petrifying Gaze
R S AP Special Rules Petrifying gaze 18" 2 N/A Magical Attacks, Multiple Wounds (D3) Notes: When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Petrifying Gaze
R S AP Special Rules Petrifying gaze 18" 2 N/A Magical Attacks, Multiple Wounds (D3) Notes: When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Petrifying Gaze
R S AP Special Rules Petrifying gaze 18" 2 N/A Magical Attacks, Multiple Wounds (D3) Notes: When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Petrifying Gaze
R S AP Special Rules Petrifying gaze 18" 2 N/A Magical Attacks, Multiple Wounds (D3) Notes: When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Petrifying Gaze
R S AP Special Rules Petrifying gaze 18" 2 N/A Magical Attacks, Multiple Wounds (D3) Notes: When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Petrifying Gaze
R S AP Special Rules Petrifying gaze 18" 2 N/A Magical Attacks, Multiple Wounds (D3) Notes: When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
Sworn Protector
Anyone wishing to harm a Monarch of Nehekhara must first get past their Heralds, sworn bodyguards who move to intercept any mortal blow, heedless of the danger to themselves. Should a Monarch of Nehekhara model suffer a hit whilst within 3" of this model, you may choose to transfer that hit and all of its effects onto this model.
Protecteur Assermenté
Quiconque désirant s'en prendre à un Monarque de Nehekhara doit d'abord vaincre ses Hérauts, des fidèles gardes du corps qui interceptent chaque coup fatal au mépris du danger. Si une figurine de Monarque de Nehekhara subit une touche alors qu'elle est à 3" de cette figurine, vous pouvez choisir de transférer la touche concernée ainsi que tous ses effets à cette figurine.
Sworn Protector
Anyone wishing to harm a Monarch of Nehekhara must first get past their Heralds, sworn bodyguards who move to intercept any mortal blow, heedless of the danger to themselves. Should a Monarch of Nehekhara model suffer a hit whilst within 3" of this model, you may choose to transfer that hit and all of its effects onto this model.
Sworn Protector
Anyone wishing to harm a Monarch of Nehekhara must first get past their Heralds, sworn bodyguards who move to intercept any mortal blow, heedless of the danger to themselves. Should a Monarch of Nehekhara model suffer a hit whilst within 3" of this model, you may choose to transfer that hit and all of its effects onto this model.
Sworn Protector
Anyone wishing to harm a Monarch of Nehekhara must first get past their Heralds, sworn bodyguards who move to intercept any mortal blow, heedless of the danger to themselves. Should a Monarch of Nehekhara model suffer a hit whilst within 3" of this model, you may choose to transfer that hit and all of its effects onto this model.
Sworn Protector
Anyone wishing to harm a Monarch of Nehekhara must first get past their Heralds, sworn bodyguards who move to intercept any mortal blow, heedless of the danger to themselves. Should a Monarch of Nehekhara model suffer a hit whilst within 3" of this model, you may choose to transfer that hit and all of its effects onto this model.
Sworn Protector
Anyone wishing to harm a Monarch of Nehekhara must first get past their Heralds, sworn bodyguards who move to intercept any mortal blow, heedless of the danger to themselves. Should a Monarch of Nehekhara model suffer a hit whilst within 3" of this model, you may choose to transfer that hit and all of its effects onto this model.
Sworn Protector
Anyone wishing to harm a Monarch of Nehekhara must first get past their Heralds, sworn bodyguards who move to intercept any mortal blow, heedless of the danger to themselves. Should a Monarch of Nehekhara model suffer a hit whilst within 3" of this model, you may choose to transfer that hit and all of its effects onto this model.
Writhing Tail
R S AP Special Rules Writhing tail Combat S -1 Extra Attacks (D3) Notes: In combat, a Sepulchral Stalker may make an additional D3 attacks each turn, each of which must be made with this weapon (roll separately for each model in the unit).
Queue sinueuse
P F PA Règles Spéciales Combat F -1 Attaques Supplémentaires (D3) Notes : En combat, un Rôdeur Sépulcral peut effectuer D3 attaques supplémentaires à chaque tour, chacune devant être effectuée avec cette arme (faites des jets séparés pour chaque figurine de l'unité).
Writhing Tail
R S AP Special Rules Writhing tail Combat S -1 Extra Attacks (D3) Notes: In combat, a Sepulchral Stalker may make an additional D3 attacks each turn, each of which must be made with this weapon (roll separately for each model in the unit).
Writhing Tail
R S AP Special Rules Writhing tail Combat S -1 Extra Attacks (D3) Notes: In combat, a Sepulchral Stalker may make an additional D3 attacks each turn, each of which must be made with this weapon (roll separately for each model in the unit).
Writhing Tail
R S AP Special Rules Writhing tail Combat S -1 Extra Attacks (D3) Notes: In combat, a Sepulchral Stalker may make an additional D3 attacks each turn, each of which must be made with this weapon (roll separately for each model in the unit).
Writhing Tail
R S AP Special Rules Writhing tail Combat S -1 Extra Attacks (D3) Notes: In combat, a Sepulchral Stalker may make an additional D3 attacks each turn, each of which must be made with this weapon (roll separately for each model in the unit).
Writhing Tail
R S AP Special Rules Writhing tail Combat S -1 Extra Attacks (D3) Notes: In combat, a Sepulchral Stalker may make an additional D3 attacks each turn, each of which must be made with this weapon (roll separately for each model in the unit).
Writhing Tail
R S AP Special Rules Writhing tail Combat S -1 Extra Attacks (D3) Notes: In combat, a Sepulchral Stalker may make an additional D3 attacks each turn, each of which must be made with this weapon (roll separately for each model in the unit).
Regeneration
Régénération
Regeneration
Regeneration
Regeneration
Regeneration
Regeneration
Regeneration
Regimental Unit
Unité Régimentaire
Regimental Unit
Regimental Unit
Regimental Unit
Regimental Unit
Regimental Unit
Regimental Unit
Reserve Move
Reserve Move
Reserve Move
Reserve Move
Reserve Move
Reserve Move
Reserve Move
Reserve Move
Skeletal Hoove
counts as hand weapons
Sabots squelettiques
compte comme des armes de base
Skeletal Hoove
counts as hand weapons
Skeletal Hoove
counts as hand weapons
Skeletal Hoove
counts as hand weapons
Skeletal Hoove
counts as hand weapons
Skeletal Hoove
counts as hand weapons
Skeletal Hoove
counts as hand weapons
Skeletal Hoove
counts as hand weapons
Sabots squelettiques
compte comme des armes de base
Skeletal Hoove
counts as hand weapons
Skeletal Hoove
counts as hand weapons
Skeletal Hoove
counts as hand weapons
Skeletal Hoove
counts as hand weapons
Skeletal Hoove
counts as hand weapons
Skeletal Hoove
counts as hand weapons
Scarab Prince
Apophas’ spirit resides in a swarm of scarabs which, should his spirit ever be banished back to the Underworld, will drown those who brought about the prince’s end. Should Prince Apophas lose his last Wound, before his model is removed from play, all enemy units within 2D6" of him suffer 2D6 Strength 2 hits with an AP of -1.
Scarab Prince
Apophas’ spirit resides in a swarm of scarabs which, should his spirit ever be banished back to the Underworld, will drown those who brought about the prince’s end. Should Prince Apophas lose his last Wound, before his model is removed from play, all enemy units within 2D6" of him suffer 2D6 Strength 2 hits with an AP of -1.
Scarab Prince
Apophas’ spirit resides in a swarm of scarabs which, should his spirit ever be banished back to the Underworld, will drown those who brought about the prince’s end. Should Prince Apophas lose his last Wound, before his model is removed from play, all enemy units within 2D6" of him suffer 2D6 Strength 2 hits with an AP of -1.
Scarab Prince
Apophas’ spirit resides in a swarm of scarabs which, should his spirit ever be banished back to the Underworld, will drown those who brought about the prince’s end. Should Prince Apophas lose his last Wound, before his model is removed from play, all enemy units within 2D6" of him suffer 2D6 Strength 2 hits with an AP of -1.
Scarab Prince
Apophas’ spirit resides in a swarm of scarabs which, should his spirit ever be banished back to the Underworld, will drown those who brought about the prince’s end. Should Prince Apophas lose his last Wound, before his model is removed from play, all enemy units within 2D6" of him suffer 2D6 Strength 2 hits with an AP of -1.
Scarab Prince
Apophas’ spirit resides in a swarm of scarabs which, should his spirit ever be banished back to the Underworld, will drown those who brought about the prince’s end. Should Prince Apophas lose his last Wound, before his model is removed from play, all enemy units within 2D6" of him suffer 2D6 Strength 2 hits with an AP of -1.
Scarab Prince
Apophas’ spirit resides in a swarm of scarabs which, should his spirit ever be banished back to the Underworld, will drown those who brought about the prince’s end. Should Prince Apophas lose his last Wound, before his model is removed from play, all enemy units within 2D6" of him suffer 2D6 Strength 2 hits with an AP of -1.
Scarab Prince
Apophas’ spirit resides in a swarm of scarabs which, should his spirit ever be banished back to the Underworld, will drown those who brought about the prince’s end. Should Prince Apophas lose his last Wound, before his model is removed from play, all enemy units within 2D6" of him suffer 2D6 Strength 2 hits with an AP of -1.
Settra Does Not Kneel!
Settra views all people as his subjects and all lands as his to conquer; anyone that would challenge his rule is swiftly and brutally punished. Settra must always accept a challenge unless Nekaph, Emissary of Settra is engaged in the same combat. In which case, Nekaph must accept the challenge on Settra’s behalf.
Settra Does Not Kneel!
Settra views all people as his subjects and all lands as his to conquer; anyone that would challenge his rule is swiftly and brutally punished. Settra must always accept a challenge unless Nekaph, Emissary of Settra is engaged in the same combat. In which case, Nekaph must accept the challenge on Settra’s behalf.
Settra Does Not Kneel!
Settra views all people as his subjects and all lands as his to conquer; anyone that would challenge his rule is swiftly and brutally punished. Settra must always accept a challenge unless Nekaph, Emissary of Settra is engaged in the same combat. In which case, Nekaph must accept the challenge on Settra’s behalf.
Settra Does Not Kneel!
Settra views all people as his subjects and all lands as his to conquer; anyone that would challenge his rule is swiftly and brutally punished. Settra must always accept a challenge unless Nekaph, Emissary of Settra is engaged in the same combat. In which case, Nekaph must accept the challenge on Settra’s behalf.
Settra Does Not Kneel!
Settra views all people as his subjects and all lands as his to conquer; anyone that would challenge his rule is swiftly and brutally punished. Settra must always accept a challenge unless Nekaph, Emissary of Settra is engaged in the same combat. In which case, Nekaph must accept the challenge on Settra’s behalf.
Settra Does Not Kneel!
Settra views all people as his subjects and all lands as his to conquer; anyone that would challenge his rule is swiftly and brutally punished. Settra must always accept a challenge unless Nekaph, Emissary of Settra is engaged in the same combat. In which case, Nekaph must accept the challenge on Settra’s behalf.
Settra Does Not Kneel!
Settra views all people as his subjects and all lands as his to conquer; anyone that would challenge his rule is swiftly and brutally punished. Settra must always accept a challenge unless Nekaph, Emissary of Settra is engaged in the same combat. In which case, Nekaph must accept the challenge on Settra’s behalf.
Settra Does Not Kneel!
Settra views all people as his subjects and all lands as his to conquer; anyone that would challenge his rule is swiftly and brutally punished. Settra must always accept a challenge unless Nekaph, Emissary of Settra is engaged in the same combat. In which case, Nekaph must accept the challenge on Settra’s behalf.
Settra The Great
Settra is the most powerful and respected leader in Nehekhara’s long history and his command over its mighty legions is unequalled. If your army includes Settra, he must be the army’s General and must be chosen to be the army’s Hierophant, even if he does not have the highest Level of Wizardry in your army. In addition, Settra has a Command Range of 18".
Settra The Great
Settra is the most powerful and respected leader in Nehekhara’s long history and his command over its mighty legions is unequalled. If your army includes Settra, he must be the army’s General and must be chosen to be the army’s Hierophant, even if he does not have the highest Level of Wizardry in your army. In addition, Settra has a Command Range of 18".
Settra The Great
Settra is the most powerful and respected leader in Nehekhara’s long history and his command over its mighty legions is unequalled. If your army includes Settra, he must be the army’s General and must be chosen to be the army’s Hierophant, even if he does not have the highest Level of Wizardry in your army. In addition, Settra has a Command Range of 18".
Settra The Great
Settra is the most powerful and respected leader in Nehekhara’s long history and his command over its mighty legions is unequalled. If your army includes Settra, he must be the army’s General and must be chosen to be the army’s Hierophant, even if he does not have the highest Level of Wizardry in your army. In addition, Settra has a Command Range of 18".
Settra The Great
Settra is the most powerful and respected leader in Nehekhara’s long history and his command over its mighty legions is unequalled. If your army includes Settra, he must be the army’s General and must be chosen to be the army’s Hierophant, even if he does not have the highest Level of Wizardry in your army. In addition, Settra has a Command Range of 18".
Settra The Great
Settra is the most powerful and respected leader in Nehekhara’s long history and his command over its mighty legions is unequalled. If your army includes Settra, he must be the army’s General and must be chosen to be the army’s Hierophant, even if he does not have the highest Level of Wizardry in your army. In addition, Settra has a Command Range of 18".
Settra The Great
Settra is the most powerful and respected leader in Nehekhara’s long history and his command over its mighty legions is unequalled. If your army includes Settra, he must be the army’s General and must be chosen to be the army’s Hierophant, even if he does not have the highest Level of Wizardry in your army. In addition, Settra has a Command Range of 18".
Settra The Great
Settra is the most powerful and respected leader in Nehekhara’s long history and his command over its mighty legions is unequalled. If your army includes Settra, he must be the army’s General and must be chosen to be the army’s Hierophant, even if he does not have the highest Level of Wizardry in your army. In addition, Settra has a Command Range of 18".
Settra’s Champion
In ancient Nehekhara, Nekaph would stand in Settra’s place should anyone be foolish enough to challenge the king to single combat or call his honour into question. Nekaph must always issue and accept challenges (if possible). However, challenges issued by Nekaph cannot be refused. In addition, whilst engaged in a challenge, Nekaph strikes a Killing Blow if he rolls a natural 5 or 6 when making a roll To Wound, rather than the usual 6.
Settra’s Champion
In ancient Nehekhara, Nekaph would stand in Settra’s place should anyone be foolish enough to challenge the king to single combat or call his honour into question. Nekaph must always issue and accept challenges (if possible). However, challenges issued by Nekaph cannot be refused. In addition, whilst engaged in a challenge, Nekaph strikes a Killing Blow if he rolls a natural 5 or 6 when making a roll To Wound, rather than the usual 6.
Settra’s Champion
In ancient Nehekhara, Nekaph would stand in Settra’s place should anyone be foolish enough to challenge the king to single combat or call his honour into question. Nekaph must always issue and accept challenges (if possible). However, challenges issued by Nekaph cannot be refused. In addition, whilst engaged in a challenge, Nekaph strikes a Killing Blow if he rolls a natural 5 or 6 when making a roll To Wound, rather than the usual 6.
Settra’s Champion
In ancient Nehekhara, Nekaph would stand in Settra’s place should anyone be foolish enough to challenge the king to single combat or call his honour into question. Nekaph must always issue and accept challenges (if possible). However, challenges issued by Nekaph cannot be refused. In addition, whilst engaged in a challenge, Nekaph strikes a Killing Blow if he rolls a natural 5 or 6 when making a roll To Wound, rather than the usual 6.
Settra’s Champion
In ancient Nehekhara, Nekaph would stand in Settra’s place should anyone be foolish enough to challenge the king to single combat or call his honour into question. Nekaph must always issue and accept challenges (if possible). However, challenges issued by Nekaph cannot be refused. In addition, whilst engaged in a challenge, Nekaph strikes a Killing Blow if he rolls a natural 5 or 6 when making a roll To Wound, rather than the usual 6.
Settra’s Champion
In ancient Nehekhara, Nekaph would stand in Settra’s place should anyone be foolish enough to challenge the king to single combat or call his honour into question. Nekaph must always issue and accept challenges (if possible). However, challenges issued by Nekaph cannot be refused. In addition, whilst engaged in a challenge, Nekaph strikes a Killing Blow if he rolls a natural 5 or 6 when making a roll To Wound, rather than the usual 6.
Settra’s Champion
In ancient Nehekhara, Nekaph would stand in Settra’s place should anyone be foolish enough to challenge the king to single combat or call his honour into question. Nekaph must always issue and accept challenges (if possible). However, challenges issued by Nekaph cannot be refused. In addition, whilst engaged in a challenge, Nekaph strikes a Killing Blow if he rolls a natural 5 or 6 when making a roll To Wound, rather than the usual 6.
Settra’s Champion
In ancient Nehekhara, Nekaph would stand in Settra’s place should anyone be foolish enough to challenge the king to single combat or call his honour into question. Nekaph must always issue and accept challenges (if possible). However, challenges issued by Nekaph cannot be refused. In addition, whilst engaged in a challenge, Nekaph strikes a Killing Blow if he rolls a natural 5 or 6 when making a roll To Wound, rather than the usual 6.
Skirmishers
Tirailleurs
Skirmishers
Skirmishers
Skirmishers
Skirmishers
Skirmishers
Skirmishers
Wizard
Sorcier
Wizard
Wizard
Wizard
Wizard
Wizard
Wizard
Stone Shaper
Schooled by the priests of the Mortuary Cult in crafting the potent symbols of animation, it is the duty of an Arch Necrotect to maintain the animus of Nehekhara’s legions of undead constructs. During the Command sub-phase of their turn, if they are not engaged in combat, this character may nominate a single friendly Necrolith Colossus, Necrosphinx, unit of Ushabti or unit of Venerable Ushabti that is within their Command range. Until the end of this turn, the nominated unit improves the armour value of its Regeneration save by 1.
Stone Shaper
Schooled by the priests of the Mortuary Cult in crafting the potent symbols of animation, it is the duty of an Arch Necrotect to maintain the animus of Nehekhara’s legions of undead constructs. During the Command sub-phase of their turn, if they are not engaged in combat, this character may nominate a single friendly Necrolith Colossus, Necrosphinx, unit of Ushabti or unit of Venerable Ushabti that is within their Command range. Until the end of this turn, the nominated unit improves the armour value of its Regeneration save by 1.
Stone Shaper
Schooled by the priests of the Mortuary Cult in crafting the potent symbols of animation, it is the duty of an Arch Necrotect to maintain the animus of Nehekhara’s legions of undead constructs. During the Command sub-phase of their turn, if they are not engaged in combat, this character may nominate a single friendly Necrolith Colossus, Necrosphinx, unit of Ushabti or unit of Venerable Ushabti that is within their Command range. Until the end of this turn, the nominated unit improves the armour value of its Regeneration save by 1.
Stone Shaper
Schooled by the priests of the Mortuary Cult in crafting the potent symbols of animation, it is the duty of an Arch Necrotect to maintain the animus of Nehekhara’s legions of undead constructs. During the Command sub-phase of their turn, if they are not engaged in combat, this character may nominate a single friendly Necrolith Colossus, Necrosphinx, unit of Ushabti or unit of Venerable Ushabti that is within their Command range. Until the end of this turn, the nominated unit improves the armour value of its Regeneration save by 1.
Stone Shaper
Schooled by the priests of the Mortuary Cult in crafting the potent symbols of animation, it is the duty of an Arch Necrotect to maintain the animus of Nehekhara’s legions of undead constructs. During the Command sub-phase of their turn, if they are not engaged in combat, this character may nominate a single friendly Necrolith Colossus, Necrosphinx, unit of Ushabti or unit of Venerable Ushabti that is within their Command range. Until the end of this turn, the nominated unit improves the armour value of its Regeneration save by 1.
Stone Shaper
Schooled by the priests of the Mortuary Cult in crafting the potent symbols of animation, it is the duty of an Arch Necrotect to maintain the animus of Nehekhara’s legions of undead constructs. During the Command sub-phase of their turn, if they are not engaged in combat, this character may nominate a single friendly Necrolith Colossus, Necrosphinx, unit of Ushabti or unit of Venerable Ushabti that is within their Command range. Until the end of this turn, the nominated unit improves the armour value of its Regeneration save by 1.
Stone Shaper
Schooled by the priests of the Mortuary Cult in crafting the potent symbols of animation, it is the duty of an Arch Necrotect to maintain the animus of Nehekhara’s legions of undead constructs. During the Command sub-phase of their turn, if they are not engaged in combat, this character may nominate a single friendly Necrolith Colossus, Necrosphinx, unit of Ushabti or unit of Venerable Ushabti that is within their Command range. Until the end of this turn, the nominated unit improves the armour value of its Regeneration save by 1.
Stone Shaper
Schooled by the priests of the Mortuary Cult in crafting the potent symbols of animation, it is the duty of an Arch Necrotect to maintain the animus of Nehekhara’s legions of undead constructs. During the Command sub-phase of their turn, if they are not engaged in combat, this character may nominate a single friendly Necrolith Colossus, Necrosphinx, unit of Ushabti or unit of Venerable Ushabti that is within their Command range. Until the end of this turn, the nominated unit improves the armour value of its Regeneration save by 1.
Swarming Mass
As the swarm of scarabs in which Apophas’ accursed soul resides rises up from the dust of the desert, his gleaming skull opens its fleshless jaw wide, unleashing an all consuming cloud of flesh eating beetles upon his enemies. R S AP Special Rules N/A 2 - Breath Weapon Notes: When making a roll To Wound with this weapon, a roll of 4+ is always a success, regardless of the target’s Toughness.
Swarming Mass
As the swarm of scarabs in which Apophas’ accursed soul resides rises up from the dust of the desert, his gleaming skull opens its fleshless jaw wide, unleashing an all consuming cloud of flesh eating beetles upon his enemies. R S AP Special Rules N/A 2 - Breath Weapon Notes: When making a roll To Wound with this weapon, a roll of 4+ is always a success, regardless of the target’s Toughness.
Swarming Mass
As the swarm of scarabs in which Apophas’ accursed soul resides rises up from the dust of the desert, his gleaming skull opens its fleshless jaw wide, unleashing an all consuming cloud of flesh eating beetles upon his enemies. R S AP Special Rules N/A 2 - Breath Weapon Notes: When making a roll To Wound with this weapon, a roll of 4+ is always a success, regardless of the target’s Toughness.
Swarming Mass
As the swarm of scarabs in which Apophas’ accursed soul resides rises up from the dust of the desert, his gleaming skull opens its fleshless jaw wide, unleashing an all consuming cloud of flesh eating beetles upon his enemies. R S AP Special Rules N/A 2 - Breath Weapon Notes: When making a roll To Wound with this weapon, a roll of 4+ is always a success, regardless of the target’s Toughness.
Swarming Mass
As the swarm of scarabs in which Apophas’ accursed soul resides rises up from the dust of the desert, his gleaming skull opens its fleshless jaw wide, unleashing an all consuming cloud of flesh eating beetles upon his enemies. R S AP Special Rules N/A 2 - Breath Weapon Notes: When making a roll To Wound with this weapon, a roll of 4+ is always a success, regardless of the target’s Toughness.
Swarming Mass
As the swarm of scarabs in which Apophas’ accursed soul resides rises up from the dust of the desert, his gleaming skull opens its fleshless jaw wide, unleashing an all consuming cloud of flesh eating beetles upon his enemies. R S AP Special Rules N/A 2 - Breath Weapon Notes: When making a roll To Wound with this weapon, a roll of 4+ is always a success, regardless of the target’s Toughness.
Swarming Mass
As the swarm of scarabs in which Apophas’ accursed soul resides rises up from the dust of the desert, his gleaming skull opens its fleshless jaw wide, unleashing an all consuming cloud of flesh eating beetles upon his enemies. R S AP Special Rules N/A 2 - Breath Weapon Notes: When making a roll To Wound with this weapon, a roll of 4+ is always a success, regardless of the target’s Toughness.
Swarming Mass
As the swarm of scarabs in which Apophas’ accursed soul resides rises up from the dust of the desert, his gleaming skull opens its fleshless jaw wide, unleashing an all consuming cloud of flesh eating beetles upon his enemies. R S AP Special Rules N/A 2 - Breath Weapon Notes: When making a roll To Wound with this weapon, a roll of 4+ is always a success, regardless of the target’s Toughness.
The Blessed Blade of Ptra
R S AP Special Rules Combat S -3 Flaming Attacks, Magical Attacks, Requires Two Hands Notes: Any enemy model that suffers one or more unsaved wounds from the Blessed Blade of Ptra suffers a -1 modifier to its rolls To Hit, both when shooting and in combat, for the remainder of the game.
The Blessed Blade of Ptra
R S AP Special Rules Combat S -3 Flaming Attacks, Magical Attacks, Requires Two Hands Notes: Any enemy model that suffers one or more unsaved wounds from the Blessed Blade of Ptra suffers a -1 modifier to its rolls To Hit, both when shooting and in combat, for the remainder of the game.
The Blessed Blade of Ptra
R S AP Special Rules Combat S -3 Flaming Attacks, Magical Attacks, Requires Two Hands Notes: Any enemy model that suffers one or more unsaved wounds from the Blessed Blade of Ptra suffers a -1 modifier to its rolls To Hit, both when shooting and in combat, for the remainder of the game.
The Blessed Blade of Ptra
R S AP Special Rules Combat S -3 Flaming Attacks, Magical Attacks, Requires Two Hands Notes: Any enemy model that suffers one or more unsaved wounds from the Blessed Blade of Ptra suffers a -1 modifier to its rolls To Hit, both when shooting and in combat, for the remainder of the game.
The Blessed Blade of Ptra
R S AP Special Rules Combat S -3 Flaming Attacks, Magical Attacks, Requires Two Hands Notes: Any enemy model that suffers one or more unsaved wounds from the Blessed Blade of Ptra suffers a -1 modifier to its rolls To Hit, both when shooting and in combat, for the remainder of the game.
The Blessed Blade of Ptra
R S AP Special Rules Combat S -3 Flaming Attacks, Magical Attacks, Requires Two Hands Notes: Any enemy model that suffers one or more unsaved wounds from the Blessed Blade of Ptra suffers a -1 modifier to its rolls To Hit, both when shooting and in combat, for the remainder of the game.
The Blessed Blade of Ptra
R S AP Special Rules Combat S -3 Flaming Attacks, Magical Attacks, Requires Two Hands Notes: Any enemy model that suffers one or more unsaved wounds from the Blessed Blade of Ptra suffers a -1 modifier to its rolls To Hit, both when shooting and in combat, for the remainder of the game.
The Blessed Blade of Ptra
R S AP Special Rules Combat S -3 Flaming Attacks, Magical Attacks, Requires Two Hands Notes: Any enemy model that suffers one or more unsaved wounds from the Blessed Blade of Ptra suffers a -1 modifier to its rolls To Hit, both when shooting and in combat, for the remainder of the game.
The Chariot Of The Gods
This mighty chariot is blessed by all of the gods and goddesses of Nehekhara, causing its wheels to blaze with divine flame. Impact hits caused by the Chariot of the Gods have the Flaming Attacks and Magical Attacks special rules. In addition, when fielded within a Nehekharan Royal Host army, this model may join a unit of Tomb Guard Chariots as if its troop type were ‘light chariot’.
The Chariot Of The Gods
This mighty chariot is blessed by all of the gods and goddesses of Nehekhara, causing its wheels to blaze with divine flame. Impact hits caused by the Chariot of the Gods have the Flaming Attacks and Magical Attacks special rules. In addition, when fielded within a Nehekharan Royal Host army, this model may join a unit of Tomb Guard Chariots as if its troop type were ‘light chariot’.
The Chariot Of The Gods
This mighty chariot is blessed by all of the gods and goddesses of Nehekhara, causing its wheels to blaze with divine flame. Impact hits caused by the Chariot of the Gods have the Flaming Attacks and Magical Attacks special rules. In addition, when fielded within a Nehekharan Royal Host army, this model may join a unit of Tomb Guard Chariots as if its troop type were ‘light chariot’.
The Chariot Of The Gods
This mighty chariot is blessed by all of the gods and goddesses of Nehekhara, causing its wheels to blaze with divine flame. Impact hits caused by the Chariot of the Gods have the Flaming Attacks and Magical Attacks special rules. In addition, when fielded within a Nehekharan Royal Host army, this model may join a unit of Tomb Guard Chariots as if its troop type were ‘light chariot’.
The Chariot Of The Gods
This mighty chariot is blessed by all of the gods and goddesses of Nehekhara, causing its wheels to blaze with divine flame. Impact hits caused by the Chariot of the Gods have the Flaming Attacks and Magical Attacks special rules. In addition, when fielded within a Nehekharan Royal Host army, this model may join a unit of Tomb Guard Chariots as if its troop type were ‘light chariot’.
The Chariot Of The Gods
This mighty chariot is blessed by all of the gods and goddesses of Nehekhara, causing its wheels to blaze with divine flame. Impact hits caused by the Chariot of the Gods have the Flaming Attacks and Magical Attacks special rules. In addition, when fielded within a Nehekharan Royal Host army, this model may join a unit of Tomb Guard Chariots as if its troop type were ‘light chariot’.
The Chariot Of The Gods
This mighty chariot is blessed by all of the gods and goddesses of Nehekhara, causing its wheels to blaze with divine flame. Impact hits caused by the Chariot of the Gods have the Flaming Attacks and Magical Attacks special rules. In addition, when fielded within a Nehekharan Royal Host army, this model may join a unit of Tomb Guard Chariots as if its troop type were ‘light chariot’.
The Chariot Of The Gods
This mighty chariot is blessed by all of the gods and goddesses of Nehekhara, causing its wheels to blaze with divine flame. Impact hits caused by the Chariot of the Gods have the Flaming Attacks and Magical Attacks special rules. In addition, when fielded within a Nehekharan Royal Host army, this model may join a unit of Tomb Guard Chariots as if its troop type were ‘light chariot’.
The Crown Of Nehekhara
Having incorporated the crowns of conquered rivals into his own, Settra’s regal headdress allows him to instil his undying will into all those nearby. Settra’s My Will Be Done special rule affects all friendly units with the Nehekharan Undead special rule within 6" of him, not just a unit he has joined.
The Crown Of Nehekhara
Having incorporated the crowns of conquered rivals into his own, Settra’s regal headdress allows him to instil his undying will into all those nearby. Settra’s My Will Be Done special rule affects all friendly units with the Nehekharan Undead special rule within 6" of him, not just a unit he has joined.
The Crown Of Nehekhara
Having incorporated the crowns of conquered rivals into his own, Settra’s regal headdress allows him to instil his undying will into all those nearby. Settra’s My Will Be Done special rule affects all friendly units with the Nehekharan Undead special rule within 6" of him, not just a unit he has joined.
The Crown Of Nehekhara
Having incorporated the crowns of conquered rivals into his own, Settra’s regal headdress allows him to instil his undying will into all those nearby. Settra’s My Will Be Done special rule affects all friendly units with the Nehekharan Undead special rule within 6" of him, not just a unit he has joined.
The Crown Of Nehekhara
Having incorporated the crowns of conquered rivals into his own, Settra’s regal headdress allows him to instil his undying will into all those nearby. Settra’s My Will Be Done special rule affects all friendly units with the Nehekharan Undead special rule within 6" of him, not just a unit he has joined.
The Crown Of Nehekhara
Having incorporated the crowns of conquered rivals into his own, Settra’s regal headdress allows him to instil his undying will into all those nearby. Settra’s My Will Be Done special rule affects all friendly units with the Nehekharan Undead special rule within 6" of him, not just a unit he has joined.
The Crown Of Nehekhara
Having incorporated the crowns of conquered rivals into his own, Settra’s regal headdress allows him to instil his undying will into all those nearby. Settra’s My Will Be Done special rule affects all friendly units with the Nehekharan Undead special rule within 6" of him, not just a unit he has joined.
The Crown Of Nehekhara
Having incorporated the crowns of conquered rivals into his own, Settra’s regal headdress allows him to instil his undying will into all those nearby. Settra’s My Will Be Done special rule affects all friendly units with the Nehekharan Undead special rule within 6" of him, not just a unit he has joined.
The Flail Of Conquered Kings
The skulls of many conquered monarchs have been collected and cast in gold to create this macabre weapon. In Nekaph’s skeletal hands, it continues to aid the Emissary in his grim duty. R S AP Special Rules S+2 -2 Magical Attacks, Multiple Wounds (2), Requires Two Hands Notes: The Flail of Conquered Kings’ Strength modifier applies only during the first round of combat.
The Flail Of Conquered Kings
The skulls of many conquered monarchs have been collected and cast in gold to create this macabre weapon. In Nekaph’s skeletal hands, it continues to aid the Emissary in his grim duty. R S AP Special Rules S+2 -2 Magical Attacks, Multiple Wounds (2), Requires Two Hands Notes: The Flail of Conquered Kings’ Strength modifier applies only during the first round of combat.
The Flail Of Conquered Kings
The skulls of many conquered monarchs have been collected and cast in gold to create this macabre weapon. In Nekaph’s skeletal hands, it continues to aid the Emissary in his grim duty. R S AP Special Rules S+2 -2 Magical Attacks, Multiple Wounds (2), Requires Two Hands Notes: The Flail of Conquered Kings’ Strength modifier applies only during the first round of combat.
The Flail Of Conquered Kings
The skulls of many conquered monarchs have been collected and cast in gold to create this macabre weapon. In Nekaph’s skeletal hands, it continues to aid the Emissary in his grim duty. R S AP Special Rules S+2 -2 Magical Attacks, Multiple Wounds (2), Requires Two Hands Notes: The Flail of Conquered Kings’ Strength modifier applies only during the first round of combat.
The Flail Of Conquered Kings
The skulls of many conquered monarchs have been collected and cast in gold to create this macabre weapon. In Nekaph’s skeletal hands, it continues to aid the Emissary in his grim duty. R S AP Special Rules S+2 -2 Magical Attacks, Multiple Wounds (2), Requires Two Hands Notes: The Flail of Conquered Kings’ Strength modifier applies only during the first round of combat.
The Flail Of Conquered Kings
The skulls of many conquered monarchs have been collected and cast in gold to create this macabre weapon. In Nekaph’s skeletal hands, it continues to aid the Emissary in his grim duty. R S AP Special Rules S+2 -2 Magical Attacks, Multiple Wounds (2), Requires Two Hands Notes: The Flail of Conquered Kings’ Strength modifier applies only during the first round of combat.
The Flail Of Conquered Kings
The skulls of many conquered monarchs have been collected and cast in gold to create this macabre weapon. In Nekaph’s skeletal hands, it continues to aid the Emissary in his grim duty. R S AP Special Rules S+2 -2 Magical Attacks, Multiple Wounds (2), Requires Two Hands Notes: The Flail of Conquered Kings’ Strength modifier applies only during the first round of combat.
The Flail Of Conquered Kings
The skulls of many conquered monarchs have been collected and cast in gold to create this macabre weapon. In Nekaph’s skeletal hands, it continues to aid the Emissary in his grim duty. R S AP Special Rules S+2 -2 Magical Attacks, Multiple Wounds (2), Requires Two Hands Notes: The Flail of Conquered Kings’ Strength modifier applies only during the first round of combat.
The Scarab Brooch Of Usirian
Made in the likeness of a skull-carapaced Khepra beetle, this talisman cloaks the wearer in protective energies and the blessing of Usirian, god of the Underworld. The Scarab Brooch of Usirian grants Settra a 5+ Ward save against any wounds suffered.
The Scarab Brooch Of Usirian
Made in the likeness of a skull-carapaced Khepra beetle, this talisman cloaks the wearer in protective energies and the blessing of Usirian, god of the Underworld. The Scarab Brooch of Usirian grants Settra a 5+ Ward save against any wounds suffered.
The Scarab Brooch Of Usirian
Made in the likeness of a skull-carapaced Khepra beetle, this talisman cloaks the wearer in protective energies and the blessing of Usirian, god of the Underworld. The Scarab Brooch of Usirian grants Settra a 5+ Ward save against any wounds suffered.
The Scarab Brooch Of Usirian
Made in the likeness of a skull-carapaced Khepra beetle, this talisman cloaks the wearer in protective energies and the blessing of Usirian, god of the Underworld. The Scarab Brooch of Usirian grants Settra a 5+ Ward save against any wounds suffered.
The Scarab Brooch Of Usirian
Made in the likeness of a skull-carapaced Khepra beetle, this talisman cloaks the wearer in protective energies and the blessing of Usirian, god of the Underworld. The Scarab Brooch of Usirian grants Settra a 5+ Ward save against any wounds suffered.
The Scarab Brooch Of Usirian
Made in the likeness of a skull-carapaced Khepra beetle, this talisman cloaks the wearer in protective energies and the blessing of Usirian, god of the Underworld. The Scarab Brooch of Usirian grants Settra a 5+ Ward save against any wounds suffered.
The Scarab Brooch Of Usirian
Made in the likeness of a skull-carapaced Khepra beetle, this talisman cloaks the wearer in protective energies and the blessing of Usirian, god of the Underworld. The Scarab Brooch of Usirian grants Settra a 5+ Ward save against any wounds suffered.
The Scarab Brooch Of Usirian
Made in the likeness of a skull-carapaced Khepra beetle, this talisman cloaks the wearer in protective energies and the blessing of Usirian, god of the Underworld. The Scarab Brooch of Usirian grants Settra a 5+ Ward save against any wounds suffered.
Timmm-berrr!
Timmm-berrr!
Timmm-berrr!
Timmm-berrr!
Timmm-berrr!
Timmm-berrr!
Timmm-berrr!
Timmm-berrr!
Usirian’s Reaper
In a desperate bid to escape his pact with the god of the Underworld, Apophas seeks out those whose souls he believes to be equal to his own, hunting them until their soul has been delivered to Usirian. After deployment, nominate a single character in your opponent’s Muster List. Apophas may re-roll any failed rolls To Hit or To Wound made against that character. In addition, any hits inflicted by Apophas against the nominated character gain the Magical Attacks special rule.
Usirian’s Reaper
In a desperate bid to escape his pact with the god of the Underworld, Apophas seeks out those whose souls he believes to be equal to his own, hunting them until their soul has been delivered to Usirian. After deployment, nominate a single character in your opponent’s Muster List. Apophas may re-roll any failed rolls To Hit or To Wound made against that character. In addition, any hits inflicted by Apophas against the nominated character gain the Magical Attacks special rule.
Usirian’s Reaper
In a desperate bid to escape his pact with the god of the Underworld, Apophas seeks out those whose souls he believes to be equal to his own, hunting them until their soul has been delivered to Usirian. After deployment, nominate a single character in your opponent’s Muster List. Apophas may re-roll any failed rolls To Hit or To Wound made against that character. In addition, any hits inflicted by Apophas against the nominated character gain the Magical Attacks special rule.
Usirian’s Reaper
In a desperate bid to escape his pact with the god of the Underworld, Apophas seeks out those whose souls he believes to be equal to his own, hunting them until their soul has been delivered to Usirian. After deployment, nominate a single character in your opponent’s Muster List. Apophas may re-roll any failed rolls To Hit or To Wound made against that character. In addition, any hits inflicted by Apophas against the nominated character gain the Magical Attacks special rule.
Usirian’s Reaper
In a desperate bid to escape his pact with the god of the Underworld, Apophas seeks out those whose souls he believes to be equal to his own, hunting them until their soul has been delivered to Usirian. After deployment, nominate a single character in your opponent’s Muster List. Apophas may re-roll any failed rolls To Hit or To Wound made against that character. In addition, any hits inflicted by Apophas against the nominated character gain the Magical Attacks special rule.
Usirian’s Reaper
In a desperate bid to escape his pact with the god of the Underworld, Apophas seeks out those whose souls he believes to be equal to his own, hunting them until their soul has been delivered to Usirian. After deployment, nominate a single character in your opponent’s Muster List. Apophas may re-roll any failed rolls To Hit or To Wound made against that character. In addition, any hits inflicted by Apophas against the nominated character gain the Magical Attacks special rule.
Usirian’s Reaper
In a desperate bid to escape his pact with the god of the Underworld, Apophas seeks out those whose souls he believes to be equal to his own, hunting them until their soul has been delivered to Usirian. After deployment, nominate a single character in your opponent’s Muster List. Apophas may re-roll any failed rolls To Hit or To Wound made against that character. In addition, any hits inflicted by Apophas against the nominated character gain the Magical Attacks special rule.
Usirian’s Reaper
In a desperate bid to escape his pact with the god of the Underworld, Apophas seeks out those whose souls he believes to be equal to his own, hunting them until their soul has been delivered to Usirian. After deployment, nominate a single character in your opponent’s Muster List. Apophas may re-roll any failed rolls To Hit or To Wound made against that character. In addition, any hits inflicted by Apophas against the nominated character gain the Magical Attacks special rule.
Vortex Of Souls
When a Casket of Souls is opened, blinding light is unleashed upon the battlefield as the countless bound souls entombed within it scream into the air seeking freedom from their suffering and confinement. These spirits soar forth, bound by the incantations of the Keeper to do their will. A Casket of Souls can cast the following Bound spells, with a Power Level of 3: Light Of Death The unleashed spirits plunge through the bodies of the Tomb Kings’ enemies, their hapless victims suffering unbearable agony as their life essence is utterly drained. Type: Magic Missile Casting Value: 7+ Range: 36" Effect: The target enemy unit must immediately make a Leadership test. If this test is passed, it suffers D3 Strength 3 hits, each with an AP of -1. If, however, this test is failed, it suffers D6+3 Strength 6 hits, each with the Multiple Wounds (2) special rule and with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Light Of Protection The freed souls cluster about the skeletal legions of the Tomb Kings, blinding their enemies and turning aside their hostile blows. Type: Enchantment Casting Value: 8+ Range: Self Effect: Remains in Play. Whilst this Bound spell is in play, this model and any friendly unit within 18" of this model gains a 6+ Ward save against any wounds suffered. In addition, whilst this Bound spell is in play, enemy units suffer a -1 modifier to any rolls To Hit made against this model and any friendly unit within 18" of this model. However, if this model casts the Light of Death Bound spell, this Bound spell will immediately expire.
Vortex des Âmes
Quand une Arche des Âmes Damnées s'ouvre, une lumière aveuglante se diffuse sur tout le champ de bataille tandis que les âmes qui y sont asservies s'envolent dans le vain espoir d'échapper à leurs tourments, mais elles sont liées par les incantations du Gardien qui les plie à sa volonté. Une Arche des Âmes Damnées peut lancer les sorts Liés suivants, avec un Niveau de Puissance de 3 : Lumière Morte Les esprits déchaînés plongent dans les corps des ennemis des Rois des Tombes, leur infligeant de terribles souffrances comme ils les drainent de leur essence vitale. Type: Projectile Magique Valeur de Lancement: 7+ Portée: 36" Effet: L'unité ennemie visée doit immédiatement effectuer un test de Commandement. En cas de réussite, elle subit D3 touches de Force 3, chacune avec une PA de -1. En cas d'échec, elle subit DG+3 touches de Force 6, chacune ayant la règle spéciale Blessures Multiples (2) et sans aucune sauvegarde d'armure ni de régénération autorisée (les sauvegardes Invulnérables peuvent être tentées normalement). Lumière Protectrice Les âmes libérées se pressent autour des légions macabres des Rois des Tombes, aveuglant les guerriers ennemis et détournant leurs coups. Type: Enchantement Valeur de Lancement: 8+ Portée: Lanceur Effet: Reste en jeu. Tant que ce sort Lié est en jeu, cette figurine et toute unité amie à 18" de cette figurine gagne une sauvegarde Invulnérable de 6+ contre toute blessure subie. De plus, tant que ce sort Lié est en jeu, les unités ennemies subissent un modificateur de -1 à tout jet de Touche effectué contre cette figurine et contre toute unité amie à 18" de cette figurine. Toutefois, si cette figurine lance le sort Lié Lumière Morte, ce sort Lié expire immédiatement.
Vortex Of Souls
When a Casket of Souls is opened, blinding light is unleashed upon the battlefield as the countless bound souls entombed within it scream into the air seeking freedom from their suffering and confinement. These spirits soar forth, bound by the incantations of the Keeper to do their will. A Casket of Souls can cast the following Bound spells, with a Power Level of 3: Light Of Death The unleashed spirits plunge through the bodies of the Tomb Kings’ enemies, their hapless victims suffering unbearable agony as their life essence is utterly drained. Type: Magic Missile Casting Value: 7+ Range: 36" Effect: The target enemy unit must immediately make a Leadership test. If this test is passed, it suffers D3 Strength 3 hits, each with an AP of -1. If, however, this test is failed, it suffers D6+3 Strength 6 hits, each with the Multiple Wounds (2) special rule and with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Light Of Protection The freed souls cluster about the skeletal legions of the Tomb Kings, blinding their enemies and turning aside their hostile blows. Type: Enchantment Casting Value: 8+ Range: Self Effect: Remains in Play. Whilst this Bound spell is in play, this model and any friendly unit within 18" of this model gains a 6+ Ward save against any wounds suffered. In addition, whilst this Bound spell is in play, enemy units suffer a -1 modifier to any rolls To Hit made against this model and any friendly unit within 18" of this model. However, if this model casts the Light of Death Bound spell, this Bound spell will immediately expire.
Vortex Of Souls
When a Casket of Souls is opened, blinding light is unleashed upon the battlefield as the countless bound souls entombed within it scream into the air seeking freedom from their suffering and confinement. These spirits soar forth, bound by the incantations of the Keeper to do their will. A Casket of Souls can cast the following Bound spells, with a Power Level of 3: Light Of Death The unleashed spirits plunge through the bodies of the Tomb Kings’ enemies, their hapless victims suffering unbearable agony as their life essence is utterly drained. Type: Magic Missile Casting Value: 7+ Range: 36" Effect: The target enemy unit must immediately make a Leadership test. If this test is passed, it suffers D3 Strength 3 hits, each with an AP of -1. If, however, this test is failed, it suffers D6+3 Strength 6 hits, each with the Multiple Wounds (2) special rule and with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Light Of Protection The freed souls cluster about the skeletal legions of the Tomb Kings, blinding their enemies and turning aside their hostile blows. Type: Enchantment Casting Value: 8+ Range: Self Effect: Remains in Play. Whilst this Bound spell is in play, this model and any friendly unit within 18" of this model gains a 6+ Ward save against any wounds suffered. In addition, whilst this Bound spell is in play, enemy units suffer a -1 modifier to any rolls To Hit made against this model and any friendly unit within 18" of this model. However, if this model casts the Light of Death Bound spell, this Bound spell will immediately expire.
Vortex Of Souls
When a Casket of Souls is opened, blinding light is unleashed upon the battlefield as the countless bound souls entombed within it scream into the air seeking freedom from their suffering and confinement. These spirits soar forth, bound by the incantations of the Keeper to do their will. A Casket of Souls can cast the following Bound spells, with a Power Level of 3: Light Of Death The unleashed spirits plunge through the bodies of the Tomb Kings’ enemies, their hapless victims suffering unbearable agony as their life essence is utterly drained. Type: Magic Missile Casting Value: 7+ Range: 36" Effect: The target enemy unit must immediately make a Leadership test. If this test is passed, it suffers D3 Strength 3 hits, each with an AP of -1. If, however, this test is failed, it suffers D6+3 Strength 6 hits, each with the Multiple Wounds (2) special rule and with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Light Of Protection The freed souls cluster about the skeletal legions of the Tomb Kings, blinding their enemies and turning aside their hostile blows. Type: Enchantment Casting Value: 8+ Range: Self Effect: Remains in Play. Whilst this Bound spell is in play, this model and any friendly unit within 18" of this model gains a 6+ Ward save against any wounds suffered. In addition, whilst this Bound spell is in play, enemy units suffer a -1 modifier to any rolls To Hit made against this model and any friendly unit within 18" of this model. However, if this model casts the Light of Death Bound spell, this Bound spell will immediately expire.
Vortex Of Souls
When a Casket of Souls is opened, blinding light is unleashed upon the battlefield as the countless bound souls entombed within it scream into the air seeking freedom from their suffering and confinement. These spirits soar forth, bound by the incantations of the Keeper to do their will. A Casket of Souls can cast the following Bound spells, with a Power Level of 3: Light Of Death The unleashed spirits plunge through the bodies of the Tomb Kings’ enemies, their hapless victims suffering unbearable agony as their life essence is utterly drained. Type: Magic Missile Casting Value: 7+ Range: 36" Effect: The target enemy unit must immediately make a Leadership test. If this test is passed, it suffers D3 Strength 3 hits, each with an AP of -1. If, however, this test is failed, it suffers D6+3 Strength 6 hits, each with the Multiple Wounds (2) special rule and with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Light Of Protection The freed souls cluster about the skeletal legions of the Tomb Kings, blinding their enemies and turning aside their hostile blows. Type: Enchantment Casting Value: 8+ Range: Self Effect: Remains in Play. Whilst this Bound spell is in play, this model and any friendly unit within 18" of this model gains a 6+ Ward save against any wounds suffered. In addition, whilst this Bound spell is in play, enemy units suffer a -1 modifier to any rolls To Hit made against this model and any friendly unit within 18" of this model. However, if this model casts the Light of Death Bound spell, this Bound spell will immediately expire.
Vortex Of Souls
When a Casket of Souls is opened, blinding light is unleashed upon the battlefield as the countless bound souls entombed within it scream into the air seeking freedom from their suffering and confinement. These spirits soar forth, bound by the incantations of the Keeper to do their will. A Casket of Souls can cast the following Bound spells, with a Power Level of 3: Light Of Death The unleashed spirits plunge through the bodies of the Tomb Kings’ enemies, their hapless victims suffering unbearable agony as their life essence is utterly drained. Type: Magic Missile Casting Value: 7+ Range: 36" Effect: The target enemy unit must immediately make a Leadership test. If this test is passed, it suffers D3 Strength 3 hits, each with an AP of -1. If, however, this test is failed, it suffers D6+3 Strength 6 hits, each with the Multiple Wounds (2) special rule and with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Light Of Protection The freed souls cluster about the skeletal legions of the Tomb Kings, blinding their enemies and turning aside their hostile blows. Type: Enchantment Casting Value: 8+ Range: Self Effect: Remains in Play. Whilst this Bound spell is in play, this model and any friendly unit within 18" of this model gains a 6+ Ward save against any wounds suffered. In addition, whilst this Bound spell is in play, enemy units suffer a -1 modifier to any rolls To Hit made against this model and any friendly unit within 18" of this model. However, if this model casts the Light of Death Bound spell, this Bound spell will immediately expire.
Vortex Of Souls
When a Casket of Souls is opened, blinding light is unleashed upon the battlefield as the countless bound souls entombed within it scream into the air seeking freedom from their suffering and confinement. These spirits soar forth, bound by the incantations of the Keeper to do their will. A Casket of Souls can cast the following Bound spells, with a Power Level of 3: Light Of Death The unleashed spirits plunge through the bodies of the Tomb Kings’ enemies, their hapless victims suffering unbearable agony as their life essence is utterly drained. Type: Magic Missile Casting Value: 7+ Range: 36" Effect: The target enemy unit must immediately make a Leadership test. If this test is passed, it suffers D3 Strength 3 hits, each with an AP of -1. If, however, this test is failed, it suffers D6+3 Strength 6 hits, each with the Multiple Wounds (2) special rule and with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Light Of Protection The freed souls cluster about the skeletal legions of the Tomb Kings, blinding their enemies and turning aside their hostile blows. Type: Enchantment Casting Value: 8+ Range: Self Effect: Remains in Play. Whilst this Bound spell is in play, this model and any friendly unit within 18" of this model gains a 6+ Ward save against any wounds suffered. In addition, whilst this Bound spell is in play, enemy units suffer a -1 modifier to any rolls To Hit made against this model and any friendly unit within 18" of this model. However, if this model casts the Light of Death Bound spell, this Bound spell will immediately expire.
Whip
Whip
Whip
Whip
Whip
Whip
Whip
Whip

Magic Items usable by the army

EN FR DE PL ES IT ZH RU

Magic Standards usable by the army

EN FR DE PL ES IT ZH RU
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe. A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
Banner Of The Desert Winds
This tattered banner snaps and waves under the command of a spectral breeze, whose gusts drive forward those who march under it. Models whose troop type is ‘infantry’ only. A unit carrying the Banner of the Desert Winds gains the Vanguard and Reserve Move special rules.
Banner Of The Desert Winds
This tattered banner snaps and waves under the command of a spectral breeze, whose gusts drive forward those who march under it. Models whose troop type is ‘infantry’ only. A unit carrying the Banner of the Desert Winds gains the Vanguard and Reserve Move special rules.
Banner Of The Desert Winds
This tattered banner snaps and waves under the command of a spectral breeze, whose gusts drive forward those who march under it. Models whose troop type is ‘infantry’ only. A unit carrying the Banner of the Desert Winds gains the Vanguard and Reserve Move special rules.
Banner Of The Desert Winds
This tattered banner snaps and waves under the command of a spectral breeze, whose gusts drive forward those who march under it. Models whose troop type is ‘infantry’ only. A unit carrying the Banner of the Desert Winds gains the Vanguard and Reserve Move special rules.
Banner Of The Desert Winds
This tattered banner snaps and waves under the command of a spectral breeze, whose gusts drive forward those who march under it. Models whose troop type is ‘infantry’ only. A unit carrying the Banner of the Desert Winds gains the Vanguard and Reserve Move special rules.
Banner Of The Desert Winds
This tattered banner snaps and waves under the command of a spectral breeze, whose gusts drive forward those who march under it. Models whose troop type is ‘infantry’ only. A unit carrying the Banner of the Desert Winds gains the Vanguard and Reserve Move special rules.
Banner Of The Desert Winds
This tattered banner snaps and waves under the command of a spectral breeze, whose gusts drive forward those who march under it. Models whose troop type is ‘infantry’ only. A unit carrying the Banner of the Desert Winds gains the Vanguard and Reserve Move special rules.
Banner Of The Desert Winds
This tattered banner snaps and waves under the command of a spectral breeze, whose gusts drive forward those who march under it. Models whose troop type is ‘infantry’ only. A unit carrying the Banner of the Desert Winds gains the Vanguard and Reserve Move special rules.
Mirage Banner
Shimmering with the heat of the desert, this banner shifts constantly, confusing the eye of the enemy. Any enemy model that targets a unit carrying the Mirage Banner during the Shooting phase suffers an additional -1 To Hit modifier.
Bannière Du Mirage
Toute figurine ennemie qui cible une unité portant la Bannière du Mirage à la phase de Tir subit un modificateur additionnel de -1 à ses jets de Touche.
Mirage Banner
Shimmering with the heat of the desert, this banner shifts constantly, confusing the eye of the enemy. Any enemy model that targets a unit carrying the Mirage Banner during the Shooting phase suffers an additional -1 To Hit modifier.
Mirage Banner
Shimmering with the heat of the desert, this banner shifts constantly, confusing the eye of the enemy. Any enemy model that targets a unit carrying the Mirage Banner during the Shooting phase suffers an additional -1 To Hit modifier.
Mirage Banner
Shimmering with the heat of the desert, this banner shifts constantly, confusing the eye of the enemy. Any enemy model that targets a unit carrying the Mirage Banner during the Shooting phase suffers an additional -1 To Hit modifier.
Mirage Banner
Shimmering with the heat of the desert, this banner shifts constantly, confusing the eye of the enemy. Any enemy model that targets a unit carrying the Mirage Banner during the Shooting phase suffers an additional -1 To Hit modifier.
Mirage Banner
Shimmering with the heat of the desert, this banner shifts constantly, confusing the eye of the enemy. Any enemy model that targets a unit carrying the Mirage Banner during the Shooting phase suffers an additional -1 To Hit modifier.
Mirage Banner
Shimmering with the heat of the desert, this banner shifts constantly, confusing the eye of the enemy. Any enemy model that targets a unit carrying the Mirage Banner during the Shooting phase suffers an additional -1 To Hit modifier.
Standard of the Cursing Word
This potent icon contains a powerful curse, similar to that which protects the mortal remains of the ancient monarchs of Nehekhara. Battle Standard Bearer only. At the end of any phase in which one or more models in a unit joined by the bearer of the Standard of the Cursing Word lost its last Wound to an enemy attack, the unit that made the attack must make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -, for each model that lost its last Wound.
Étendard de Malédiction
À la fin de n'importe quelle phase où une ou plusieurs figurines d'une unité qu'a rejoint le porteur de l'Étendard de Malédiction ont perdu leur dernier Point de Vie à cause d'une attaque ennemie, l'unité qui a effectué l'attaque doit effectuer un test de Commandement. En cas d'échec, l'unité ennemie subit D3 touches de F2, chacune avec une PA de -, pour chaque figurine qui a perdu son dernier PV.
Standard of the Cursing Word
This potent icon contains a powerful curse, similar to that which protects the mortal remains of the ancient monarchs of Nehekhara. Battle Standard Bearer only. At the end of any phase in which one or more models in a unit joined by the bearer of the Standard of the Cursing Word lost its last Wound to an enemy attack, the unit that made the attack must make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -, for each model that lost its last Wound.
Standard of the Cursing Word
This potent icon contains a powerful curse, similar to that which protects the mortal remains of the ancient monarchs of Nehekhara. Battle Standard Bearer only. At the end of any phase in which one or more models in a unit joined by the bearer of the Standard of the Cursing Word lost its last Wound to an enemy attack, the unit that made the attack must make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -, for each model that lost its last Wound.
Standard of the Cursing Word
This potent icon contains a powerful curse, similar to that which protects the mortal remains of the ancient monarchs of Nehekhara. Battle Standard Bearer only. At the end of any phase in which one or more models in a unit joined by the bearer of the Standard of the Cursing Word lost its last Wound to an enemy attack, the unit that made the attack must make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -, for each model that lost its last Wound.
Standard of the Cursing Word
This potent icon contains a powerful curse, similar to that which protects the mortal remains of the ancient monarchs of Nehekhara. Battle Standard Bearer only. At the end of any phase in which one or more models in a unit joined by the bearer of the Standard of the Cursing Word lost its last Wound to an enemy attack, the unit that made the attack must make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -, for each model that lost its last Wound.
Standard of the Cursing Word
This potent icon contains a powerful curse, similar to that which protects the mortal remains of the ancient monarchs of Nehekhara. Battle Standard Bearer only. At the end of any phase in which one or more models in a unit joined by the bearer of the Standard of the Cursing Word lost its last Wound to an enemy attack, the unit that made the attack must make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -, for each model that lost its last Wound.
Standard of the Cursing Word
This potent icon contains a powerful curse, similar to that which protects the mortal remains of the ancient monarchs of Nehekhara. Battle Standard Bearer only. At the end of any phase in which one or more models in a unit joined by the bearer of the Standard of the Cursing Word lost its last Wound to an enemy attack, the unit that made the attack must make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -, for each model that lost its last Wound.
Icon of Rakaph
Those that march beneath the banner of King Rakaph II are instilled with unrivalled discipline. Unless making a charge move, a unit carrying the Icon of Rakaph may perform a single free reform at any point during its movement.
Icône De Rakaph
À moins qu'elle effectue un mouvement de charge, une unité portant l'Icône de Rakaph peut accomplir gratuitement une seule reformation à n'importe quel point de son mouvement.
Icon of Rakaph
Those that march beneath the banner of King Rakaph II are instilled with unrivalled discipline. Unless making a charge move, a unit carrying the Icon of Rakaph may perform a single free reform at any point during its movement.
Icon of Rakaph
Those that march beneath the banner of King Rakaph II are instilled with unrivalled discipline. Unless making a charge move, a unit carrying the Icon of Rakaph may perform a single free reform at any point during its movement.
Icon of Rakaph
Those that march beneath the banner of King Rakaph II are instilled with unrivalled discipline. Unless making a charge move, a unit carrying the Icon of Rakaph may perform a single free reform at any point during its movement.
Icon of Rakaph
Those that march beneath the banner of King Rakaph II are instilled with unrivalled discipline. Unless making a charge move, a unit carrying the Icon of Rakaph may perform a single free reform at any point during its movement.
Icon of Rakaph
Those that march beneath the banner of King Rakaph II are instilled with unrivalled discipline. Unless making a charge move, a unit carrying the Icon of Rakaph may perform a single free reform at any point during its movement.
Icon of Rakaph
Those that march beneath the banner of King Rakaph II are instilled with unrivalled discipline. Unless making a charge move, a unit carrying the Icon of Rakaph may perform a single free reform at any point during its movement.
Icon of the Sacred Eye
The arcane power contained within this unblinking eye guides the arms of those that march beneath it. A unit carrying the Icon of the Sacred Eye has a +1 modifier to its Weapon Skill characteristic (to a maximum of 10).
Icône De L'œil Sacré
Une unité portant l'Icône de l'Œil Sacré a un modificateur de +1 à sa caractéristique de Capacité de Combat (jusqu'à un maximum de 10).
Icon of the Sacred Eye
The arcane power contained within this unblinking eye guides the arms of those that march beneath it. A unit carrying the Icon of the Sacred Eye has a +1 modifier to its Weapon Skill characteristic (to a maximum of 10).
Icon of the Sacred Eye
The arcane power contained within this unblinking eye guides the arms of those that march beneath it. A unit carrying the Icon of the Sacred Eye has a +1 modifier to its Weapon Skill characteristic (to a maximum of 10).
Icon of the Sacred Eye
The arcane power contained within this unblinking eye guides the arms of those that march beneath it. A unit carrying the Icon of the Sacred Eye has a +1 modifier to its Weapon Skill characteristic (to a maximum of 10).
Icon of the Sacred Eye
The arcane power contained within this unblinking eye guides the arms of those that march beneath it. A unit carrying the Icon of the Sacred Eye has a +1 modifier to its Weapon Skill characteristic (to a maximum of 10).
Icon of the Sacred Eye
The arcane power contained within this unblinking eye guides the arms of those that march beneath it. A unit carrying the Icon of the Sacred Eye has a +1 modifier to its Weapon Skill characteristic (to a maximum of 10).
Icon of the Sacred Eye
The arcane power contained within this unblinking eye guides the arms of those that march beneath it. A unit carrying the Icon of the Sacred Eye has a +1 modifier to its Weapon Skill characteristic (to a maximum of 10).
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray. When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard. A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
Royal Standard Of Settra
When Settra’s personal banner marches to war, it is an omen of doom for those who stand against him. For the True King of Nehekhara kneels to no one; all shall bow to him or face annihilation. The Royal Standard of Settra may only be taken in a muster list that includes Settra the Imperishable and/or Nekaph, Emissary of Settra. A unit carrying the Royal Standard of Settra gains the Hatred (enemy characters) and Terror special rules.
Royal Standard Of Settra
When Settra’s personal banner marches to war, it is an omen of doom for those who stand against him. For the True King of Nehekhara kneels to no one; all shall bow to him or face annihilation. The Royal Standard of Settra may only be taken in a muster list that includes Settra the Imperishable and/or Nekaph, Emissary of Settra. A unit carrying the Royal Standard of Settra gains the Hatred (enemy characters) and Terror special rules.
Royal Standard Of Settra
When Settra’s personal banner marches to war, it is an omen of doom for those who stand against him. For the True King of Nehekhara kneels to no one; all shall bow to him or face annihilation. The Royal Standard of Settra may only be taken in a muster list that includes Settra the Imperishable and/or Nekaph, Emissary of Settra. A unit carrying the Royal Standard of Settra gains the Hatred (enemy characters) and Terror special rules.
Royal Standard Of Settra
When Settra’s personal banner marches to war, it is an omen of doom for those who stand against him. For the True King of Nehekhara kneels to no one; all shall bow to him or face annihilation. The Royal Standard of Settra may only be taken in a muster list that includes Settra the Imperishable and/or Nekaph, Emissary of Settra. A unit carrying the Royal Standard of Settra gains the Hatred (enemy characters) and Terror special rules.
Royal Standard Of Settra
When Settra’s personal banner marches to war, it is an omen of doom for those who stand against him. For the True King of Nehekhara kneels to no one; all shall bow to him or face annihilation. The Royal Standard of Settra may only be taken in a muster list that includes Settra the Imperishable and/or Nekaph, Emissary of Settra. A unit carrying the Royal Standard of Settra gains the Hatred (enemy characters) and Terror special rules.
Royal Standard Of Settra
When Settra’s personal banner marches to war, it is an omen of doom for those who stand against him. For the True King of Nehekhara kneels to no one; all shall bow to him or face annihilation. The Royal Standard of Settra may only be taken in a muster list that includes Settra the Imperishable and/or Nekaph, Emissary of Settra. A unit carrying the Royal Standard of Settra gains the Hatred (enemy characters) and Terror special rules.
Royal Standard Of Settra
When Settra’s personal banner marches to war, it is an omen of doom for those who stand against him. For the True King of Nehekhara kneels to no one; all shall bow to him or face annihilation. The Royal Standard of Settra may only be taken in a muster list that includes Settra the Imperishable and/or Nekaph, Emissary of Settra. A unit carrying the Royal Standard of Settra gains the Hatred (enemy characters) and Terror special rules.
Royal Standard Of Settra
When Settra’s personal banner marches to war, it is an omen of doom for those who stand against him. For the True King of Nehekhara kneels to no one; all shall bow to him or face annihilation. The Royal Standard of Settra may only be taken in a muster list that includes Settra the Imperishable and/or Nekaph, Emissary of Settra. A unit carrying the Royal Standard of Settra gains the Hatred (enemy characters) and Terror special rules.
Sigil Of Centuries
Time behaves strangely around this odd icon, the weight of years slowing even the most agile warriors to a sluggish crawl. All enemy units within 6" of the model carrying the Sigil of Centuries suffer a -1 modifier to their Initiative characteristic (to a minimum of 1).
Sigil Of Centuries
Time behaves strangely around this odd icon, the weight of years slowing even the most agile warriors to a sluggish crawl. All enemy units within 6" of the model carrying the Sigil of Centuries suffer a -1 modifier to their Initiative characteristic (to a minimum of 1).
Sigil Of Centuries
Time behaves strangely around this odd icon, the weight of years slowing even the most agile warriors to a sluggish crawl. All enemy units within 6" of the model carrying the Sigil of Centuries suffer a -1 modifier to their Initiative characteristic (to a minimum of 1).
Sigil Of Centuries
Time behaves strangely around this odd icon, the weight of years slowing even the most agile warriors to a sluggish crawl. All enemy units within 6" of the model carrying the Sigil of Centuries suffer a -1 modifier to their Initiative characteristic (to a minimum of 1).
Sigil Of Centuries
Time behaves strangely around this odd icon, the weight of years slowing even the most agile warriors to a sluggish crawl. All enemy units within 6" of the model carrying the Sigil of Centuries suffer a -1 modifier to their Initiative characteristic (to a minimum of 1).
Sigil Of Centuries
Time behaves strangely around this odd icon, the weight of years slowing even the most agile warriors to a sluggish crawl. All enemy units within 6" of the model carrying the Sigil of Centuries suffer a -1 modifier to their Initiative characteristic (to a minimum of 1).
Sigil Of Centuries
Time behaves strangely around this odd icon, the weight of years slowing even the most agile warriors to a sluggish crawl. All enemy units within 6" of the model carrying the Sigil of Centuries suffer a -1 modifier to their Initiative characteristic (to a minimum of 1).
Sigil Of Centuries
Time behaves strangely around this odd icon, the weight of years slowing even the most agile warriors to a sluggish crawl. All enemy units within 6" of the model carrying the Sigil of Centuries suffer a -1 modifier to their Initiative characteristic (to a minimum of 1).
Tapestry Of Conquered Lands
Woven from the standards of vanquished enemies, this patchwork banner serves as a warning to those who stand against the rulers of Nehekhara. Any enemy standard captured by a unit carrying the Tapestry of Conquered Lands is worth 100 Victory Points as a trophy of war.
Tapestry Of Conquered Lands
Woven from the standards of vanquished enemies, this patchwork banner serves as a warning to those who stand against the rulers of Nehekhara. Any enemy standard captured by a unit carrying the Tapestry of Conquered Lands is worth 100 Victory Points as a trophy of war.
Tapestry Of Conquered Lands
Woven from the standards of vanquished enemies, this patchwork banner serves as a warning to those who stand against the rulers of Nehekhara. Any enemy standard captured by a unit carrying the Tapestry of Conquered Lands is worth 100 Victory Points as a trophy of war.
Tapestry Of Conquered Lands
Woven from the standards of vanquished enemies, this patchwork banner serves as a warning to those who stand against the rulers of Nehekhara. Any enemy standard captured by a unit carrying the Tapestry of Conquered Lands is worth 100 Victory Points as a trophy of war.
Tapestry Of Conquered Lands
Woven from the standards of vanquished enemies, this patchwork banner serves as a warning to those who stand against the rulers of Nehekhara. Any enemy standard captured by a unit carrying the Tapestry of Conquered Lands is worth 100 Victory Points as a trophy of war.
Tapestry Of Conquered Lands
Woven from the standards of vanquished enemies, this patchwork banner serves as a warning to those who stand against the rulers of Nehekhara. Any enemy standard captured by a unit carrying the Tapestry of Conquered Lands is worth 100 Victory Points as a trophy of war.
Tapestry Of Conquered Lands
Woven from the standards of vanquished enemies, this patchwork banner serves as a warning to those who stand against the rulers of Nehekhara. Any enemy standard captured by a unit carrying the Tapestry of Conquered Lands is worth 100 Victory Points as a trophy of war.
Tapestry Of Conquered Lands
Woven from the standards of vanquished enemies, this patchwork banner serves as a warning to those who stand against the rulers of Nehekhara. Any enemy standard captured by a unit carrying the Tapestry of Conquered Lands is worth 100 Victory Points as a trophy of war.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner. A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve. When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
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 ZH RU
Settra The Imperishable, The Great King Of Nehekhara
Settra the Imperishable is a Tomb King. He may be included in any Tomb Kings of Khemri army made using any army composition list that includes this option. He must be fielded as presented here.
Settra The Imperishable, The Great King Of Nehekhara
Settra the Imperishable is a Tomb King. He may be included in any Tomb Kings of Khemri army made using any army composition list that includes this option. He must be fielded as presented here.
Settra The Imperishable, The Great King Of Nehekhara
Settra the Imperishable is a Tomb King. He may be included in any Tomb Kings of Khemri army made using any army composition list that includes this option. He must be fielded as presented here.
Settra The Imperishable, The Great King Of Nehekhara
Settra the Imperishable is a Tomb King. He may be included in any Tomb Kings of Khemri army made using any army composition list that includes this option. He must be fielded as presented here.
Settra The Imperishable, The Great King Of Nehekhara
Settra the Imperishable is a Tomb King. He may be included in any Tomb Kings of Khemri army made using any army composition list that includes this option. He must be fielded as presented here.
Settra The Imperishable, The Great King Of Nehekhara
Settra the Imperishable is a Tomb King. He may be included in any Tomb Kings of Khemri army made using any army composition list that includes this option. He must be fielded as presented here.
Settra The Imperishable, The Great King Of Nehekhara
Settra the Imperishable is a Tomb King. He may be included in any Tomb Kings of Khemri army made using any army composition list that includes this option. He must be fielded as presented here.
Settra The Imperishable, The Great King Of Nehekhara
Settra the Imperishable is a Tomb King. He may be included in any Tomb Kings of Khemri army made using any army composition list that includes this option. He must be fielded as presented here.
Prince Apophas, The Cursed Scarab Lord
Prince Apophas, The Cursed Scarab Lord
Prince Apophas, The Cursed Scarab Lord
Prince Apophas, The Cursed Scarab Lord
Prince Apophas, The Cursed Scarab Lord
Prince Apophas, The Cursed Scarab Lord
Prince Apophas, The Cursed Scarab Lord
Prince Apophas, The Cursed Scarab Lord
Nekaph, Emissary Of Settra
Nekaph, Emissary Of Settra
Nekaph, Emissary Of Settra
Nekaph, Emissary Of Settra
Nekaph, Emissary Of Settra
Nekaph, Emissary Of Settra
Nekaph, Emissary Of Settra
Nekaph, Emissary Of Settra
Skeletal Steed
Coursier Squelette
Skeletal Steed
Skeletal Steed
Skeletal Steed
Destriero Scheletrico
Skeletal Steed
Skeletal Steed
Skeleton Chariot
Char Squelette
Skeleton Chariot
Skeleton Chariot
Skeleton Chariot
Carro Scheletrico
Skeleton Chariot
Skeleton Chariot
Necrolith Bone Dragon
Dragon d'Os Necrolithe
Necrolith Bone Dragon
Necrolith Bone Dragon
Necrolith Bone Dragon
Drago Scheletrico Necrolitico
Necrolith Bone Dragon
Necrolith Bone Dragon
Khemrian Warsphinx
Sphinx de Guerre de Khemri
Khemrian Warsphinx
Khemrian Warsphinx
Khemrian Warsphinx
Sfinge da Guerra Khemriana
Khemrian Warsphinx
Khemrian Warsphinx
Tomb Prince
Prince des Tombes
Tomb Prince
Tomb Prince
Tomb Prince
Principe dei Sepolcri
Tomb Prince
Tomb Prince
High Priest
Grand Prêtre
High Priest
High Priest
High Priest
Sommo Sacerdote Liche
High Priest
High Priest
Mortuary Priest
Prêtre Mortuaire
Mortuary Priest
Mortuary Priest
Mortuary Priest
Sacerdote Liche
Mortuary Priest
Mortuary Priest
Arch Necrotect
Arch Necrotect
Arch Necrotect
Arch Necrotect
Arch Necrotect
Arch Necrotect
Arch Necrotect
Arch Necrotect
Necrotect
Nécrotecte
Necrotect
Necrotect
Necrotect
Necrotect
Necrotect
Necrotect
Skeleton Warriors
Guerriers Squelettes
Skeleton Warriors
Skeleton Warriors
Skeleton Warriors
Guarrieri Scheletri
Skeleton Warriors
Skeleton Warriors
Skeleton Archers
Archers Squelettes
Skeleton Archers
Skeleton Archers
Skeleton Archers
Scheletri Arcieri
Skeleton Archers
Skeleton Archers
Skeleton Skirmishers
Tirailleurs Squelettes
Skeleton Skirmishers
Skeleton Skirmishers
Skeleton Skirmishers
Scheletri Schermagliatori
Skeleton Skirmishers
Skeleton Skirmishers
Tomb Swarms
Nuées des Tombes
Tomb Swarms
Tomb Swarms
Tomb Swarms
Tomb Swarms
Tomb Swarms
Tomb Swarms
Skeleton Horsemen
Cavaliers Squelettes
Skeleton Horsemen
Skeleton Horsemen
Skeleton Horsemen
Cavalieri Scheletrici
Skeleton Horsemen
Skeleton Horsemen
Skeleton Horse Archers
Archers Squelettes à Cheval
Skeleton Horse Archers
Skeleton Horse Archers
Skeleton Horse Archers
Arcieri a Cavallo Scheletrici
Skeleton Horse Archers
Skeleton Horse Archers
Necroserpents
Necroserpents
Necroserpents
Necroserpents
Necroserpents
Necroserpents
Necroserpents
Necroserpents
Ushabti
Ushabti
Ushabti
Ushabti
Ushabti
Ushabti
Ushabti
Ushabti
Ushabti
Ushabti
Ushabti
Ushabti
Ushabti
Ushabti
Ushabti
Ushabti
Venerable Ushabti
Venerable Ushabti
Venerable Ushabti
Venerable Ushabti
Venerable Ushabti
Venerable Ushabti
Venerable Ushabti
Venerable Ushabti
Carrion
Charognards
Carrion
Carrion
Carrion
Carrion
Carrion
Carrion
Sepulchral Stalkers
Rôdeurs Sépulcraux
Sepulchral Stalkers
Sepulchral Stalkers
Sepulchral Stalkers
Sepulchral Stalkers
Sepulchral Stalkers
Sepulchral Stalkers
Tomb Scorpion
Scorpion des Tombes
Tomb Scorpion
Tomb Scorpion
Tomb Scorpion
Tomb Scorpion
Tomb Scorpion
Tomb Scorpion
Necrolith Colossus
Colosse Nécrolithe
Necrolith Colossus
Necrolith Colossus
Necrolith Colossus
Necrolith Colossus
Necrolith Colossus
Necrolith Colossus
Necrosphinx
Nécrosphinx
Necrosphinx
Necrosphinx
Necrosphinx
Necrosphinx
Necrosphinx
Necrosphinx
Tomb Swarms
Nuées des Tombes
Tomb Swarms
Tomb Swarms
Tomb Swarms
Tomb Swarms
Tomb Swarms
Tomb Swarms
Skeleton Chariots
Chars Squelettes
Skeleton Chariots
Skeleton Chariots
Skeleton Chariots
Carri Scheletrici
Skeleton Chariots
Skeleton Chariots
Necroserpents
Necroserpents
Necroserpents
Necroserpents
Necroserpents
Necroserpents
Necroserpents
Necroserpents
Necrolith Colossus
Colosse Nécrolithe
Necrolith Colossus
Necrolith Colossus
Necrolith Colossus
Necrolith Colossus
Necrolith Colossus
Necrolith Colossus
Screaming Skull Catapult
Catapulte à Crânes Hurlants
Screaming Skull Catapult
Screaming Skull Catapult
Screaming Skull Catapult
Screaming Skull Catapult
Screaming Skull Catapult
Screaming Skull Catapult
Casket of Souls
Arche des Ames Damnées
Casket of Souls
Casket of Souls
Casket of Souls
Casket of Souls
Casket of Souls
Casket of Souls
Necrosphinx
Nécrosphinx
Necrosphinx
Necrosphinx
Necrosphinx
Necrosphinx
Necrosphinx
Necrosphinx