Enanos Infernales

Enanos Infernales

Correspondence of translations with another language

Rules and Equipments used by the army

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Volcanic Embrace
All attacks made by a model part with this special rule (even Special Attacks) gain Flaming Attacks. In addition, in each Round of Combat, all enemy models in base contact with one or more models with this rule suffer a Strength 4 hit with Flaming Attacks at Initiative 0. This is a Special Close Combat Attack.
Volcanic Embrace
All attacks made by a model part with this special rule (even Special Attacks) gain Flaming Attacks. In addition, in each Round of Combat, all enemy models in base contact with one or more models with this rule suffer a Strength 4 hit with Flaming Attacks at Initiative 0. This is a Special Close Combat Attack.
Fan the Flames
The Overlord and all model parts in the same unit, except mounts, gain Hatred.
Fan the Flames
The Overlord and all model parts in the same unit, except mounts, gain Hatred.
Arma a dos Manos
Great Weapon
Armadura Pesada
Heavy Armour
Armas Emparejadas
Paired Weapons
Infernal Armour
Plate Armour. The wearer gains a Ward Save (5+) against Flaming Attacks.
Infernal Armour
Plate Armour. The wearer gains a Ward Save (5+) against Flaming Attacks.
Light Armour
Light Armour
Ataques de Gigante
Cuando un Gigante ataca en Combate, en vez de atacar de forma normal, elige una Unidad en Contacto con él y tira en la tabla siguiente en función del tipo de tropa de la unidad Infantería, Bestia de Guerra, Enjambre, Máquina de Guerra, Caballería 1: Berrear 2: Saltar 3: Agarrar 4-6: Barrido Bestia Monstruosa, Infantería Monstruosa, Caballería Monstruosa, Monstruo, Monstruo Montado, Carro 1: Berrear 2-3: Aporrear 4-6: Aplastar Berrear : Ni el Gigante ni la Unidad Enemiga pueden realizar ningún Ataque de Combate en esa fase. Los ataques ya realizados (incluyendo aquellos simultáneos al mismo Paso de Iniciativa del Gigante) no se ven afectados. El bando del Gigante gana automáticamente el Combate por 2 puntos. Si dos o más Gigantes están trabados en combate y ambos obtienen un resultado de Berrear, el combate acaba en empate. Saltar : La unidad elegida sufre 1D6 Impactos con la Fuerza del Gigante. El Gigante deberá efectuar un chequeo de Terreno Peligroso. Agarrar : Elije una miniatura de la unidad en Contacto con el Gigante. La miniatura deberá superar un Chequeo de Fuerza y uno de Habilidad de Armas. Por cada chequeo que falle, la miniatura sufre 1 Impacto con la Fuerza del Gigante con Heridas Múltiples (1D3). Barrido : El Gigante hace 2D6 ataques contra la unidad elegida. Aporrear : Elije una miniatura de la unidad en Contacto con el Gigante. La miniatura deberá superar un Chequeo de Iniciativa. Si lo falla, sufre 2D6 Heridas con Poder de Penetración (6). Aplastar : Elije una miniatura de la unidad en Contacto con el Gigante. Esa miniatura sufre 1 Herida con Poder de Penetración (6). Si ninguna parte de la miniatura no había atacado aún esta Fase, no podrá hacerlo en esa Ronda de Combate. Si la miniatura ya había atacado, no podrá atacar en el siguiente Turno de Jugador. - Notas – Los Ataques del Gigante cuentan como Ataques de Combate y se ven afectados normalmente por reglas que les afecten. Después de realizar la tirada de la tabla, el Gigante puede realizar el Golpetazo de forma normal.
Giant Attacks
When a Beast Giant attacks in Close Combat, instead of attacking normally, choose an enemy unitin base contact with the Beast Giant to attack and roll on the chart below. The Beast Giant’s attack depends on the Troop Type of the target enemy unit. Against Infantry, War Beast, Swarm, War Machine and Cavalry targets: 1:​ Bellow 2:​ Jump 3:​ Grab 4-6:​ Swing Against Monstrous Beast, Monstrous Infantry, Monstrous Cavalry, Chariot, Monster and Ridden Monster targets: 1:​ Bellow 2-3:​ Thump 4-6:​ Smash Bellow: Neither the Beast Giant nor the chosen unit can make any further Close Combat attacks this phase. Attacks already resolved (including attacks resolved simultaneously with this attack) are not affected. The Beast Giant's side automatically wins the combat by 2. If two (or more) opposing models with Giant Attacks “Bellow”, the combat is a draw. Jump: The chosen unit suffers D6 hits using the Beast Giant's Strength. The Beast Giant musttake aDangerous Terrain (1) Test. Grab: Select a single model in the chosen unit and in base contact with the Beast Giant. This model musttake a Strength Test and a Weapon Skill Test. For each failed test, the model suffers a hit with the Beast Giant's Strength and Multiple Wounds (D3). Swing:​ The Beast Giant makes 2D6 normal Close Combat attacks against the chosen unit. Thump: Select a single model in the chosen unit and in base contact with the Beast Giant. This model must take an Initiative Test. If the test is failed, the model suffers 2D6 wounds with Armour Piercing (6). Smash: Select a single model in the chosen unit and in base contact with the Beast Giant. This model suffers 1wound with Armour Piercing (6). If no part of this model has yet attacked this phase, it cannot attack in this Round of Combat. If the model has already attacked, it cannot make attacks in the following Round of Combat. - Notes - Giant Attacks are treated as normal Close Combat attacks and are therefore affected by all rules normally affecting Close Combat attacks. After rolling on this chart, the Beast Giant may still Stomp as normal.
Magical Attacks
Attacks with this special rule or Attacks made by model parts with this special rule normally don’t have any special effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to all their attacks, including Special Attacks such as Stomp, Impact Hits, and Breath Attacks (unless stated otherwise).All attacks caused by spells and Magical Items have Magical Attacks .
Magical Attacks
Attacks with this special rule or Attacks made by model parts with this special rule normally don’t have any special effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to all their attacks, including Special Attacks such as Stomp, Impact Hits, and Breath Attacks (unless stated otherwise).All attacks caused by spells and Magical Items have Magical Attacks .
Aura of Unbinding
Any Magical Weapon wielded by models (friend or foe) in base contact with a Lammasu becomes a mundane weapon of the same type. This effect lasts for as long as models remain in base contact. A Character riding a Lamassu is unaffected.
Aura of Unbinding
Any Magical Weapon wielded by models (friend or foe) in base contact with a Lammasu becomes a mundane weapon of the same type. This effect lasts for as long as models remain in base contact. A Character riding a Lamassu is unaffected.
Blessing of Nezibkesh
All Special Close Combat Attacks against models with this special rule are at half Strength (rounding fractions up).
Blessing of Nezibkesh
All Special Close Combat Attacks against models with this special rule are at half Strength (rounding fractions up).
Hard Target
Shooting Attacks targeting a unit in which more than half of models have this special rule suffer a -1 penalty when rolling to hit.
Hard Target
Shooting Attacks targeting a unit in which more than half of models have this special rule suffer a -1 penalty when rolling to hit.
Bodyguard
When a Character is joined to a unit in which at least one model has the Bodyguard special rule, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Bodyguard
When a Character is joined to a unit in which at least one model has the Bodyguard special rule, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
Bolt Thrower Artillery Weapon
Type: Paired Weapons. The wielder gains +1 Armour Save, unless using another weapon. The wielder also gains Parry, and can use it even with a magical Iron Fist, and even when riding a mount that is not a Monster or a Ridden Monster.
Bolt Thrower Artillery Weapon
Type: Paired Weapons. The wielder gains +1 Armour Save, unless using another weapon. The wielder also gains Parry, and can use it even with a magical Iron Fist, and even when riding a mount that is not a Monster or a Ridden Monster.
Born to Fight
Model parts with this special rule gain +1 Strength in the first Round of Combat.
Born to Fight
Model parts with this special rule gain +1 Strength in the first Round of Combat.
Escudo
Shield
Breath Weapon (Strength 4, Flaming Attacks)
Breath Weapon (Strength 4, Flaming Attacks)
Chosen of Ashuruk
Models with this special rule will automatically pass all Fear Tests, but still suffer -1 Leadership from Fear. Models with this special rule consider all units without it to have Insignificant and cannot use their Engineer rule on models without Chosen of Ashuruk.
Chosen of Ashuruk
Models with this special rule will automatically pass all Fear Tests, but still suffer -1 Leadership from Fear. Models with this special rule consider all units without it to have Insignificant and cannot use their Engineer rule on models without Chosen of Ashuruk.
Searing Rage
Each time the model fails a Frenzy test it adds +1 Attack to the additional attacks granted by Frenzy. If Frenzy is lost then so are these additional attacks.
Searing Rage
Each time the model fails a Frenzy test it adds +1 Attack to the additional attacks granted by Frenzy. If Frenzy is lost then so are these additional attacks.
Impact Hits (+1)
Impact Hits (+1)
Daemonic Fury
At the beginning of each friendly Player Turn, the Bound Daemon must take a Leadership Test. If the test is failed, the Bound Daemon gains Random Movement (3D6) until the end of the Player Turn, and must move towards the closest enemy unit in the Movement Phase.
Daemonic Fury
At the beginning of each friendly Player Turn, the Bound Daemon must take a Leadership Test. If the test is failed, the Bound Daemon gains Random Movement (3D6) until the end of the Player Turn, and must move towards the closest enemy unit in the Movement Phase.
Daemonic Infusion
A model part with this special rule gains Magical Attacks (not applicable to crew), and any Panic Test it causes to enemy units through 25% casualties suffers a -1 Leadership modifier.
Daemonic Infusion
A model part with this special rule gains Magical Attacks (not applicable to crew), and any Panic Test it causes to enemy units through 25% casualties suffers a -1 Leadership modifier.
Daemonic Instability
When a unit with this Special Rule fails a Break Test, it does not flee from combat. Instead, it suffers a number of Wounds equal to the amount by which the test was failed (Simplified formula: 2D6+CSLd), ignoring the usual minimum 0 for its Leadership Characteristic. These Wounds are distributed following the rules for Unstable, with no saves of any kind allowed. Only characters with Daemonic Instability can join units with Daemonic Instability, and Characters with Daemonic Instability cannot join units without Daemonic Instability. If a model has both Daemonic Instability and Unstable, disregard the latter.
Daemonic Instability
When a unit with this Special Rule fails a Break Test, it does not flee from combat. Instead, it suffers a number of Wounds equal to the amount by which the test was failed (Simplified formula: 2D6+CSLd), ignoring the usual minimum 0 for its Leadership Characteristic. These Wounds are distributed following the rules for Unstable, with no saves of any kind allowed. Only characters with Daemonic Instability can join units with Daemonic Instability, and Characters with Daemonic Instability cannot join units without Daemonic Instability. If a model has both Daemonic Instability and Unstable, disregard the latter.
Daemonic Possesion
The model gains Frenzy and can never lose it.
Daemonic Possesion
The model gains Frenzy and can never lose it.
Stubborn
A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
Stubborn
A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
Innate Defence (3+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (3+): +2 to Armour Save.
Innate Defence (3+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (3+): +2 to Armour Save.
Innate Defence (5+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (5+): +4 to Armour Save.
Innate Defence (5+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (5+): +4 to Armour Save.
Earthquake Shells
Any unit that suffers one or more unsaved wounds from a weapon with this rule will count all Terrain (including Open Terrain) as Dangerous Terrain (1) and must reroll to-hit rolls of '6'. A War Machine within 8" of a unit hit by a Shooting Attack from a model with this special rule must roll a D6 before shooting; on 4+ it cannot shoot. These effects last until the end of the next Player Turn.
Earthquake Shells
Any unit that suffers one or more unsaved wounds from a weapon with this rule will count all Terrain (including Open Terrain) as Dangerous Terrain (1) and must reroll to-hit rolls of '6'. A War Machine within 8" of a unit hit by a Shooting Attack from a model with this special rule must roll a D6 before shooting; on 4+ it cannot shoot. These effects last until the end of the next Player Turn.
Engineer
A model with this special rule allows a War Machine within 3" to use the Engineer's Ballistic Skill instead of its own and to reroll any rolls on the Misfire Table. (If there are several War Machines within 3" of the Engineer, declare which one will receive the Engineer's benefits this Player Turn before firing it). If the War Machine uses a Flame Thrower Artillery Weapon, all D3 rolls for the number of hits the Flame Cannon scores on its target may be rerolled. If this is used, you must either reroll all dice or none. This rule cannot be used by a model that is Engaged in Combat.
Engineer
A model with this special rule allows a War Machine within 3" to use the Engineer's Ballistic Skill instead of its own and to reroll any rolls on the Misfire Table. (If there are several War Machines within 3" of the Engineer, declare which one will receive the Engineer's benefits this Player Turn before firing it). If the War Machine uses a Flame Thrower Artillery Weapon, all D3 rolls for the number of hits the Flame Cannon scores on its target may be rerolled. If this is used, you must either reroll all dice or none. This rule cannot be used by a model that is Engaged in Combat.
Fast Cavalry
Models with this special rule have Light Troops and Vanguard. If a unit consisting solely of models with Fast Cavalry voluntarily flees as a Charge Reaction and subsequently rallies the next friendly Player Turn, then the unit may move and shoot during that Player Turn. The rallied unit may not charge and counts as having moved for the purpose of shooting. This rule cannot be applied if a unit fails to rally on the next friendly Player or involuntarily flees, such as a result of a failed Panic Test.
Fast Cavalry
Models with this special rule have Light Troops and Vanguard. If a unit consisting solely of models with Fast Cavalry voluntarily flees as a Charge Reaction and subsequently rallies the next friendly Player Turn, then the unit may move and shoot during that Player Turn. The rallied unit may not charge and counts as having moved for the purpose of shooting. This rule cannot be applied if a unit fails to rally on the next friendly Player or involuntarily flees, such as a result of a failed Panic Test.
Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
Fireborn
Model parts with this special rule have a Ward Save (2+) against Flaming Attacks. While a model has Fireborn, it cannot benefit from Regeneration.
Fireborn
Model parts with this special rule have a Ward Save (2+) against Flaming Attacks. While a model has Fireborn, it cannot benefit from Regeneration.
Fly (6)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (6)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (7)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (7)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (8)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Fly (8)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
Frenzy
Model parts with Frenzy have +1 Attack and are Immune to Psychology. After all charges have been declared, each of your units with one or more models (or model parts) with Frenzy must take a Frenzy Test (Leadership Test) if it did not declare a charge. If the test is failed, the unit must declare a charge against the closest viable enemy unit, if there is one. Characters are never forced to charge out of units. Units with one or more model parts with Frenzy must always pursue and overrun whenever possible. If a model part with Frenzy is ever on the losing side of a Combat Round, it immediately loses this special rule.
Frenzy
Model parts with Frenzy have +1 Attack and are Immune to Psychology. After all charges have been declared, each of your units with one or more models (or model parts) with Frenzy must take a Frenzy Test (Leadership Test) if it did not declare a charge. If the test is failed, the unit must declare a charge against the closest viable enemy unit, if there is one. Characters are never forced to charge out of units. Units with one or more model parts with Frenzy must always pursue and overrun whenever possible. If a model part with Frenzy is ever on the losing side of a Combat Round, it immediately loses this special rule.
Full Steam Ahead!
During the Compulsory Moves sub-phase,the Infernal Engine may optto engage its boiler.If it does so, for until the end of this Player Turn the unit may not shoot and gains Random Movement(3D6), with the following exception: it cannot move into base contact with a unit that was not within the Infernal Engine’s Front Arc before the initial pivot.
Full Steam Ahead!
During the Compulsory Moves sub-phase,the Infernal Engine may optto engage its boiler.If it does so, for until the end of this Player Turn the unit may not shoot and gains Random Movement(3D6), with the following exception: it cannot move into base contact with a unit that was not within the Infernal Engine’s Front Arc before the initial pivot.
Grinding Attacks (D3)
Close Combat Attack at its own Initiative against a single enemy Unit in base contact. This attack deals a number of hits equal to the value stated within brackets (D3). These automatically hit and have a Strength equal to the model's own Strength. Can never benefit from equipment or Special Ruls. If a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same combat phase.
Grinding Attacks (D3)
Close Combat Attack at its own Initiative against a single enemy Unit in base contact. This attack deals a number of hits equal to the value stated within brackets (D3). These automatically hit and have a Strength equal to the model's own Strength. Can never benefit from equipment or Special Ruls. If a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same combat phase.
Half Bull
Stomp hits can never be distributed onto a model with this special rule.
Half Bull
Stomp hits can never be distributed onto a model with this special rule.
Immune to Psycology
If more than half of a unit's models are Immune to Psychology, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing). Models that are Immune to Psychology are also immune to the effects of Fear.
Immune to Psycology
If more than half of a unit's models are Immune to Psychology, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing). Models that are Immune to Psychology are also immune to the effects of Fear.
Innate Defense (6+)
Innate Defense (6+)
Insignificant
Units consisting entirely of models with this special rule do not cause Panic Tests on friendly units without this special rule. Only Insignificant Characters can join units with Insignificant R&F models.
Insignificant
Units consisting entirely of models with this special rule do not cause Panic Tests on friendly units without this special rule. Only Insignificant Characters can join units with Insignificant R&F models.
Unbreakable
Units with this special rule are Immune to Psychology and automatically pass all Break Tests. Characters with the Unbreakable special rule can only join Unbreakable units. Unbreakable units can only be joined by Unbreakable Characters.
Unbreakable
Units with this special rule are Immune to Psychology and automatically pass all Break Tests. Characters with the Unbreakable special rule can only join Unbreakable units. Unbreakable units can only be joined by Unbreakable Characters.
Lord of Flame
The model gains Divine Attacks against models with Fireborn.
Lord of Flame
The model gains Divine Attacks against models with Fireborn.
Magic Resistance (2)
All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
Magic Resistance (2)
All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
Protección de la Montura (6+)
Mount’s Protection (6+)
Move or Fire
Shooting Weapons or model parts with this special rule may not shoot if they moved during the current Player Turn.
Move or Fire
Shooting Weapons or model parts with this special rule may not shoot if they moved during the current Player Turn.
Not a Leader
Models with this rule can never be the General.
Not a Leader
Models with this rule can never be the General.
Ogre Slave
The model treats the roll of Jammed (3-4) on the Misfire Table as Malfunction (5+).
Ogre Slave
The model treats the roll of Jammed (3-4) on the Misfire Table as Malfunction (5+).
Opportunist
When fighting an enemy unit in the enemy’s flank or rear, model parts on foot with this special rule gain a +1 to-hit modifier as long as their unit is not also attacked in the flank or rear.
Opportunist
When fighting an enemy unit in the enemy’s flank or rear, model parts on foot with this special rule gain a +1 to-hit modifier as long as their unit is not also attacked in the flank or rear.
Otherworldly
Models with this special rule have Magical Attacks, are Immune to Psychology and have a Ward Save (5+). Units with the Otherworldly special rule can only be joined by Otherworldly Characters. Similarly, Otherworldly Characters can only join Otherworldly units.
Otherworldly
Models with this special rule have Magical Attacks, are Immune to Psychology and have a Ward Save (5+). Units with the Otherworldly special rule can only be joined by Otherworldly Characters. Similarly, Otherworldly Characters can only join Otherworldly units.
Ponderous
The Infernal Engine may not Declare Charges, Pursuit or Overrun.
Ponderous
The Infernal Engine may not Declare Charges, Pursuit or Overrun.
Towering Presence
A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
Towering Presence
A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon: The Scoring special rule can be lost during the game: ● One or more models in the unit are Light Troops. ● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing. ● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule. ● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current Player Turn.
Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon: The Scoring special rule can be lost during the game: ● One or more models in the unit are Light Troops. ● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing. ● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule. ● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current Player Turn.
Relentless
Infantry units entirely composed of models with this special rule may triple their Movement when marching instead of doubling it. This is extended to other situations where a move is limited by twice the Movement value ofthe model, such as Wheeling, Reforming, Moving Characters within a unit and so on. In those cases, use triple the movement value instead.
Relentless
Infantry units entirely composed of models with this special rule may triple their Movement when marching instead of doubling it. This is extended to other situations where a move is limited by twice the Movement value ofthe model, such as Wheeling, Reforming, Moving Characters within a unit and so on. In those cases, use triple the movement value instead.
Sturdy
A model with this rule has Thunderous Charge. Furthermore, it does not suffer to-hit modifiers from taking a Stand and Shoot Charge Reaction.
Sturdy
A model with this rule has Thunderous Charge. Furthermore, it does not suffer to-hit modifiers from taking a Stand and Shoot Charge Reaction.
Slaves
At the end of any phase, if there are no models with the Chosen of Ashuruk or Opportunist special rules on the Battlefield, immediately remove all Orc Slaves units from the game as casualties. If there are no units with the Chosen of Ashuruk or Opportunist special rules within 6” of the Orc Slaves unit at the start of a friendly Player Turn, and the Orc Slaves unit is not Engaged in Combat or Fleeing, roll a D6: 1-2: The Orc Slaves unit immediately flees towards the nearest table edge. 3-4: The Orc Slaves unit cannot move in this Player Turn’s Movement phase. 5-6: The Orc Slaves unit behaves normally.
Slaves
At the end of any phase, if there are no models with the Chosen of Ashuruk or Opportunist special rules on the Battlefield, immediately remove all Orc Slaves units from the game as casualties. If there are no units with the Chosen of Ashuruk or Opportunist special rules within 6” of the Orc Slaves unit at the start of a friendly Player Turn, and the Orc Slaves unit is not Engaged in Combat or Fleeing, roll a D6: 1-2: The Orc Slaves unit immediately flees towards the nearest table edge. 3-4: The Orc Slaves unit cannot move in this Player Turn’s Movement phase. 5-6: The Orc Slaves unit behaves normally.
Thunderous Charge
In the first round of a combat after a model with this rule has successfully charged, model parts with this special rule receive a +1 Strength bonus to their normal Close Combat Attacks. This Strength bonus can only be used for Attacks directed against the charged enemies.
Thunderous Charge
In the first round of a combat after a model with this rule has successfully charged, model parts with this special rule receive a +1 Strength bonus to their normal Close Combat Attacks. This Strength bonus can only be used for Attacks directed against the charged enemies.
Unruly
Models withUnruly suffer -1 Leadership when rolling to restrain Pursuit moves and Frenzy Tests.In addition, if a unitis in Horde formation and has more than half of its models Unruly, when taking Panic Tests, roll one additional D6 and remove the highest D6 rolled.
Unruly
Models withUnruly suffer -1 Leadership when rolling to restrain Pursuit moves and Frenzy Tests.In addition, if a unitis in Horde formation and has more than half of its models Unruly, when taking Panic Tests, roll one additional D6 and remove the highest D6 rolled.
Ward Save (4+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
Ward Save (4+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
Ward Save (5+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
Ward Save (5+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
Wizard Apprentice with 1 learned spell
Wizard Apprentice with 1 learned spell

Magic Items usable by the army

ES EN
Ring of Desiccation
All enemy units in base contact with the bearer’s model are Flammable.
Ring of Desiccation
All enemy units in base contact with the bearer’s model are Flammable.
Ring of Fire
The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
Ring of Fire
The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
Armour of Destiny
Infantry, Cavalry and War Beasts only. Type: Heavy Armour. The wearer gains a Ward Save (4+).
Armour of Destiny
Infantry, Cavalry and War Beasts only. Type: Heavy Armour. The wearer gains a Ward Save (4+).
Armour of Fortune
Type: Heavy Armour. The wearer gains a Ward Save (5+)
Armour of Fortune
Type: Heavy Armour. The wearer gains a Ward Save (5+)
Axe of Battle
Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
Axe of Battle
Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
Wand of Stability
The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
Wand of Stability
The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
Beast-Bane Halberd
Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
Beast-Bane Halberd
Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
Besheluk’s Mechanism
When the bearer Successfully casts a non-attribute spell from Pyromancy, choose a Kadim Incarnate or Kadim Titan unit within 18" of the bearer. If the unit is solely composed of Kadim Incarnates it recovers D3 Wounds. If it is a Kadim Titan it recovers 1 wound. No unit may be affected by this effect more than once each magic phase.
Besheluk’s Mechanism
When the bearer Successfully casts a non-attribute spell from Pyromancy, choose a Kadim Incarnate or Kadim Titan unit within 18" of the bearer. If the unit is solely composed of Kadim Incarnates it recovers D3 Wounds. If it is a Kadim Titan it recovers 1 wound. No unit may be affected by this effect more than once each magic phase.
Blade of Burning Steel
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1). One use only: May be activated at the start of any Round of Combat. For the duration of the phase, attacks made with this weapon gain Metalshifting.
Blade of Burning Steel
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1). One use only: May be activated at the start of any Round of Combat. For the duration of the phase, attacks made with this weapon gain Metalshifting.
Blessed Sword
Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
Blessed Sword
Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
Bluffer's Helm
Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
Bluffer's Helm
Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
Book of Arcane Power
The bearer gains a +1 casting modifier to casting and dispel rolls.
Book of Arcane Power
The bearer gains a +1 casting modifier to casting and dispel rolls.
Hardened Shield
Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
Hardened Shield
Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
Lucky Shield
Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
Lucky Shield
Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
Bronze Breastplate
Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated. For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
Bronze Breastplate
Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated. For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
Dragon Mantle
Type: None. The wearer gains Innate Defence (5+).
Dragon Mantle
Type: None. The wearer gains Innate Defence (5+).
Wizard’s Hood
The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before). Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic. Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
Wizard’s Hood
The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before). Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic. Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
Charm of Cursed Iron
The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
Charm of Cursed Iron
The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
Lucky Charm
One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
Lucky Charm
One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
Crown of Autocracy
The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
Crown of Autocracy
The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
Mithril Mail
Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
Mithril Mail
Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
Crown of Scorn
Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
Crown of Scorn
Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
Glittering Cuirass
Type: Heavy Armour. The wearer gains Distracting.
Glittering Cuirass
Type: Heavy Armour. The wearer gains Distracting.
Dispel Scroll
Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
Dispel Scroll
Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
Divine Icon
The bearer's model gains Divine Attacks.
Divine Icon
The bearer's model gains Divine Attacks.
Dragonfire Gem
The bearer gains Fireborn.
Dragonfire Gem
The bearer gains Fireborn.
Dragonscale Helm
Type: None (6+ Armour Save). The wearer gains Fireborn.
Dragonscale Helm
Type: None (6+ Armour Save). The wearer gains Fireborn.
Dusk Stone
The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
Dusk Stone
The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
Obsidian Sword
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
Obsidian Sword
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
Sword of Strength
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
Sword of Strength
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
Giant Sword
Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
Giant Sword
Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
Hero's Sword
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
Hero's Sword
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
Ogre Sword
Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
Ogre Sword
Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
Fencer's Swords
Type: Paired Weapons. The wielder has Weapon Skill 10.
Fencer's Swords
Type: Paired Weapons. The wielder has Weapon Skill 10.
Essence of a Free Mind
The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
Essence of a Free Mind
The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
Flaming Lance
Type: Lance. Attacks made with this weapon gain Flaming Attacks.
Flaming Lance
Type: Lance. Attacks made with this weapon gain Flaming Attacks.
Fleshrender
Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
Fleshrender
Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
Gauntlets of Madzhab
The wearer gains +1 Strength. Each to-hit roll of ‘1’ by the wearer is resolved against the wearer's unit. This can never hit the wearer itself, unless the wearer is mounted and not part of a combined unit.
Gauntlets of Madzhab
The wearer gains +1 Strength. Each to-hit roll of ‘1’ by the wearer is resolved against the wearer's unit. This can never hit the wearer itself, unless the wearer is mounted and not part of a combined unit.
Gem of Fortune
Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled, unless the hit was distributed onto a model with Towering Presence.
Gem of Fortune
Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled, unless the hit was distributed onto a model with Towering Presence.
Obsidian Rock
The bearer gains Magic Resistance (2).
Obsidian Rock
The bearer gains Magic Resistance (2).
Obsidian Nullstone
The bearer gains Magic Resistance (3).
Obsidian Nullstone
The bearer gains Magic Resistance (3).
Jack's Pickaxe
cannot be taken by models with Towering Presence. Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
Jack's Pickaxe
cannot be taken by models with Towering Presence. Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
King Slayer
Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
King Slayer
Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
Razor Blade
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
Razor Blade
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
Mask of the Furnace
Type: None (6+ Armour Save). The wearer gains Fireborn and a Breath Weapon (Strength 3, Flaming Attacks).
Mask of the Furnace
Type: None (6+ Armour Save). The wearer gains Fireborn and a Breath Weapon (Strength 3, Flaming Attacks).
Onyx Hammer
Type: Hand Weapon. Attacks made with this weapon gain +2 Strength. Attacks with this weapon have Multiple Wounds (D3) against models which are Flammable.
Onyx Hammer
Type: Hand Weapon. Attacks made with this weapon gain +2 Strength. Attacks with this weapon have Multiple Wounds (D3) against models which are Flammable.
Shielding Scroll
Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
Shielding Scroll
Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
Steel Skin
Attacks against the wearer with Lethal Strike and/or Poisoned Attacks lose these special rules.
Steel Skin
Attacks against the wearer with Lethal Strike and/or Poisoned Attacks lose these special rules.
Sprout of Rebirth
The bearer gains a Regeneration (4+).
Sprout of Rebirth
The bearer gains a Regeneration (4+).
Potion of Strength
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
Potion of Strength
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
Potion of Swiftness
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
Potion of Swiftness
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
Sceptre of Power
The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
Sceptre of Power
The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
Skull Splitter
Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
Skull Splitter
Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
Talisman of Shielding
The bearer gains a Ward Save (6+).
Talisman of Shielding
The bearer gains a Ward Save (6+).
Talisman of Greater Shielding
The bearer gains a Ward Save (5+).
Talisman of Greater Shielding
The bearer gains a Ward Save (5+).
Talisman of Supreme Shielding
The bearer gains a Ward Save (4+).
Talisman of Supreme Shielding
The bearer gains a Ward Save (4+).
Vial of Mercury
One use only. May be activated at the start of any Round of Combat. The bearer’s unit gains Lightning Reflexes and +2 Initiative until the end of the phase. After all effects triggered at the start of the Round of Combat have been resolved (at Step 2 of the Round Sequence), each model with Flaming Attacks in the bearer’s unit suffers 1 Strength 6 hit. When the effects end, the bearer’s model suffers 1 wound with no saves of any kind allowed.
Vial of Mercury
One use only. May be activated at the start of any Round of Combat. The bearer’s unit gains Lightning Reflexes and +2 Initiative until the end of the phase. After all effects triggered at the start of the Round of Combat have been resolved (at Step 2 of the Round Sequence), each model with Flaming Attacks in the bearer’s unit suffers 1 Strength 6 hit. When the effects end, the bearer’s model suffers 1 wound with no saves of any kind allowed.

Magic Standards usable by the army

ES EN
Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
Banner of Nezibkesh
All Special Close Combat Attacks against the bearer’s unit suffer -1 Strength.
Banner of Nezibkesh
All Special Close Combat Attacks against the bearer’s unit suffer -1 Strength.
Banner of Speed
The bearer's unit gains +1 Movement.
Banner of Speed
The bearer's unit gains +1 Movement.
Banner of the Brazen Bul
Infantry only. The bearer’s unit has Vanguard. Units within 12" of the bearer and with more than half of its models with Unruly may reroll failed Panic Tests.
Banner of the Brazen Bul
Infantry only. The bearer’s unit has Vanguard. Units within 12" of the bearer and with more than half of its models with Unruly may reroll failed Panic Tests.
Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
Flaming Standard
The bearer's unit automatically passes all Panic Tests.
Flaming Standard
The bearer's unit automatically passes all Panic Tests.
Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.

Units od the army

ES EN
Lords of Fire - Chosen of Lugar
Lords of Fire - Chosen of Lugar
Lords of Fire - Overlord
Lords of Fire - Overlord
Lords of Fire - Vizier
Lords of Fire - Vizier
Taurukh Subjugator
Taurukh Subjugator
Prophet
Prophet
Prophet
Prophet
Hobgoblin Chieftain
Hobgoblin Chieftain
Wolf
Wolf
Bull of Shamut
Bull of Shamut
Temple Lamassu
Temple Lamassu
Great Bull of Shamut
Great Bull of Shamut
Infernal Warriors
Infernal Warriors
Orc Slaves
Orc Slaves
Hobgoblins
Hobgoblins
Citadel Guard
Citadel Guard
Hobgoblin Wolf Riders
Hobgoblin Wolf Riders
Immortals
Immortals
Taurukh
Taurukh
Taurukh Anointed
Taurukh Anointed
Bound Daemon
Bound Daemon
Gunnery Team
Gunnery Team
Hobgoblin Bolt Thrower
Hobgoblin Bolt Thrower
Infernal Artillery - Rocket Battery
Infernal Artillery - Rocket Battery
Infernal Artillery - Volcano Cannon
Infernal Artillery - Volcano Cannon
Infernal Engine
Infernal Engine
Titan Mortar
Titan Mortar
Kadim Incarnates
Kadim Incarnates
Kadim Titan
Kadim Titan
Disciples of Lugar
Disciples of Lugar
Armoured Giant
Armoured Giant