Forteresses Naines (Last)
Rune de Bataille
Rune of Swift Striking
max 2 per ArmyThe target gains +3 Initiative
Rune of Resolve
max 2 per ArmyThe target friendly unit may perform a 6" Magical Move.
Rune of Reckoning
max 2 per ArmyThe target friendly unit may reroll failed to-hit rolls in Close Combat.
Rune of Oaths
max 2 per ArmyThe target gains Stubborn and Immune to Psychology.
Rune of Gleaming
max 2 per ArmyThe target gains Hard Target and Distracting.
Rune of Resilience
max 2 per ArmyAll to-wound rolls against the target receive a -1 modifier (multiple instances cast on the same unit do not stack).
Rune d'arme
Rune of Penetrating
max 1 per ArmyAttacks made with a weapon engraved with this Rune gain Armour Piercing (6).
Rune of Destruction
max 1 per ArmyAttacks made with a weapon engraved with this Rune gain Multiple Wounds (D3).
Rune of Smashing
max 1 per ArmyModels on foot only. Attacks made with a Weapon engraved with this Rune gain Strength 10 when attacking targets with a Toughness of 5 or greater.
Rune of Craftsmanship
max 1 per ArmyA weapon engraved with this Rune becomes a magical Great Weapon.
Rune of Might
max 1 per ArmyAttacks made with a weapon engraved with this Rune gain +1 Strength for each Rune of Might.
Rune of Precision
max 1 per ArmyThe wielder of a weapon engraved with this Rune gain Lightning Reflexes.
Rune of Quickening
max 1 per ArmyFor each Rune of Quickening engraved on a weapon, the bearer strikes at +2 Initiative when using this weapon.
Rune of Fury
max 1 per ArmyFor each Rune of Fury engraved on a weapon, the bearer gains +1 Attack when wielding this weapon.
Rune of Fire
max 1 per ArmyAttacks made with a weapon engraved with this Rune gain Flaming Attacks.
Rune d'amure
Rune of Resistance
max 1 per ArmySuccessful to-wound rolls against the wearer of an armour engraved with this Rune must be rerolled.
Rune of Mountains
max 1 per ArmyThe wearer gains +1 Toughness, up to a maximum of Toughness 6.
Rune of Steel
max 1 per ArmyAn armour engraved with this Rune allows the wearer to reroll failed Armour Saves.
Rune of Bronze
max 1 per ArmyThe wearer gains +1 Wound.
Rune of Aegis
max 1 per ArmyThe wearer gains Magic Resistance (1) or increases this effect by +1 per Rune, up to Magic Resistance (4). This does not increase the Magic Resistance inherited from another model in the unit.
Rune of Iron
max 1 per ArmyThe wearer gains Innate Defence (6+). One additional rune may be used to increase this effect to (5+).
Rune of Crushing
max 1 per ArmyThe wearer gains Impact Hits (+1).
Rune de Talisman
Rune of Retribution
max 1 per ArmyOne Use Only. May be activated at the beginning of any Movement Phase. Friendly units within 6" gain Devastating Charge for the duration of the Player Turn.
Rune of Dragon’s Breath
max 1 per ArmyThe bearer gains Breath Weapon (Strength 4, Flaming Attacks, Magical Attacks).
Rune of Courage
max 1 per ArmyOne use only. May be activated at the start of any Round of Combat. For the duration of the phase, the wearer gains Stubborn.
Rune of Infamy
max 1 per ArmyThe bearer gains Fear.
Aether Loathestone
max 1 per ArmyOne use only. Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing this rune, friendly models cannot cast Bound Spells nor can any friendly models carry Arcane Runes.
Rune of Shielding
max 1 per ArmyA talisman engraved with a Rune of Shielding grants the bearer a Ward Save (6+) or increases the Ward Save on this model by +1 per rune. This Rune stacks only with itself and/or Shield Wall, up to a maximum of 4+ (this does not affect the interaction with Magic Resistance).
Rune of Kinship
max 1 per ArmyThe bearer gains Scout and Ambush but may not be mounted on a War Throne.
Rune of the Forge
max 1 per ArmyThe bearer gains Fireborn.
Rune Acranique
Rune of Denial
max 1 per ArmyOne use only. The bearer may choose to use this rune instead of making a Dispel Attempt. The spell is automatically dispelled.
Rune of Mastery
max 1 per ArmyRune of Harnessing
max 1 per ArmyThe Dwarven Hold player gains a +1 modifier to Channel rolls and the opponent suffer a -1 modifier to Channel rolls.
Rune of Grounding
max 1 per ArmyAt the end of a friendly Magic Phase, the bearer may save one unused Magic Dice and add it to the pool of Magic Dice in the next Magic Phase (immediately after rolling Magic Flux).
Rune of Brilliance
max 1 per ArmyThe bearer gains a +1 modifier to all dispel rolls and all casting rolls when casting Bound Spells (this overrides the normal restriction of not adding casting modifiers to Bound Spells).
Rune of Devouring
max 1 per ArmyOne use only. The player may choose to use this Rune instead of making a Dispel Attempt. The spell is cast as normal but is afterward lost and cannot be cast again for the rest of the game. This rune cannot be combined with the Rune of Denial on the same item.
Rune standard
Runic Standard of Dismay
max 1 per ArmyUnits charging the bearer’s unit suffer a -D6" modifier to their Charge Range. Roll for each unit that charges the bearer's unit, before moving any unit. This can cause a failed charge. This has no effect on Pursuit or Overrun Moves.
Runic Standard of Shielding
max 1 per ArmyAll friendly units within 6" of the bearer gain a Ward Save (5+) against Shooting Attacks.
Runic Standard of Swiftness
max 1 per ArmyThe bearer’s unit gains Vanguard.
Rune d'enclume
Rune of Storms
max 1 per ArmyThe target instantly suffers D6 Strength 6 hits with Lightning Attacks. The target cannot use Flying movement for the duration of the spell.
Rune of Shattering
max 1 per ArmyThe target instantly suffers 2D6 Strength 4 hits. Units who suffer at least one wound from this Runic Bound Spell suffer a -1 to-hit modifier in Close Combat and treat all terrain (includingOpen Terrain) as Dangerous Terrain (1).
Rune of Cleansing
max 1 per ArmyChoose one spell with Duration: Lasts One Turn or Remains In Play affecting the target. The spell immediately comes to an end.
Magic Standard
Étendard de Gar Daecos
max 1 per Army Amiral uniquement.
Toutes les unités de Corsaires et de Légionnaires Sadiques à moins de 6′′ du porteur reçoivent un bonus de +1 pour blesser au Corps à Corps.
Bannière Ensanglantée
max 1 per ArmyLes éléments de figurine dotés de la règle Instinct Meurtrier dans l’unité du porteur peuvent relancer les jets pour blesser ratés ayant donné '1' ou '2' au Corps à Corps.
Banner of Unity
max 1 per ArmyThe bearer's unit is never disrupted when flanked by enemy units (but can still be disrupted by enemy units to its rear).
Banner of the Stallion
max 1 per ArmyThe bearer's unit and all friendly units with Swiftstride within 12" of the bearer may reroll results of ‘1’ for Charge Range, Pursuit and Overrun rolls.
Banner of Becalming
max 1 per ArmyThe bearer gains Channel. At the Start of each enemy Magic Phase select one friendly Wizard within 12" of the bearer. That Wizard gains a +1 modifier to its dispel rolls during this Magic Phase.
War Banner of Ryma
max 1 per ArmyThe bearer’s unit gains Thunderous Charge. Mounts are not affected.
Banner of the Brazen Bul
max 1 per ArmyInfantry 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 Nezibkesh
max 1 per ArmyAll Special Close Combat Attacks against the bearer’s unit suffer -1 Strength.
Banner of the Last Charge
max 1 per ArmyAll mounts in the bearer’s unit gain Impact Hits (1).
Dragonskin Banner
max 1 per ArmyModels in the bearer’s unit may reroll to-hit, to-wound, and Armour Save rolls of ‘1’ in the first Round of Combat (including Special Attacks).
Skull of Qenghet
max 1 per ArmyModels in the bearer’s unit cause Fear and automatically pass Terror Tests.
Mikinok’s Totem
max 1 per ArmyOther Magical Items in the bearer's unit and Magical Items in units (friend or foe) in base contact with the bearer's unit cease to work and revert to their mundane type (if it has any). The effect on Magical Items in other units lasts as long as the units remain in base contact.
Totem of Mixoatl
max 1 per ArmyR&F model parts with Born Predator in bearer’s unit gain Hatred.
Banner of the Entombed
max 1 per ArmyModels with Underground Ambush in the army may add +1 to their Ambush roll (declare usage before rolling). If this is used, the starting Underground Point must be placed within 24" of the bearer, and the starting point only moves D6".
The Lightning Rod
max 1 per ArmyOne use only. May be activate at the start of the opponent’s Player Turn. During this Player Turn, all friendly units gain Hard Target. No Flying Movement may take place.
Icon of Ruin
max 1 per ArmyAny enemy wishing to dispel an “Augment” or “Universal” spell that has targeted the bearer’s unit suffers a -2 modifier to the Dispel Attempt against that spell.
Banner of the Barrows Kings
max 1 per ArmyBarrow Knights and Barrow Guard in the bearer’s unit gain a +1 to-hit modifier in Close Combat
Nine-Tailed Standard
max 1 per ArmyAll friendly Infantry models in units within 12" of the bearer of this banner gain +1 Movement.
Banner of Transmutation
max 1 per Army- Change only.
All Shooting Attacks made against the bearer’s unit suffer a -1 to-wound modifier.
Banner of Temptation
max 1 per Army- Lust only.
One use only. The Banner may be activated when the bearer declares a charge. The target of the charge must declare Hold as their Charge Reaction, unless they are already fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently charged by other units.
Banner of Fury
max 1 per Army- Wrath only.
The bearer gains Frenzy, and only loses Frenzy if the banner ceases to work. All models in the bearer's unit have Frenzy for as long as the bearer also has it and remains in the unit.
Banner of Filth
max 1 per Army- Pestilence only.
Close Combat Attacks of all models in the bearer’s unit gain Poisoned Attacks.
The Oriflamme
max 1 per ArmyThe bearer gains Fear. Enemy units in base contact with the bearer’s unit may not benefit from Hold Your Ground.
Ironhide Icon
max 1 per ArmyThe bearer’s unit gains a Ward Save (5+) against Shooting Attacks.
Black Standard of Zagvozd
max 1 per ArmyThe bearer’s unit gains a Ward Save (4+) against Shooting Attacks.
Bannière Lacérante
max 1 per ArmyLes figurines non Personnage de l’unité du porteur gagnent la règle Perforant (1).
Étendard du Pisteur
max 1 per ArmyL’unité du porteur gagne les règles Course Rapide et Guide.
Icône d’Éther
max 1 per ArmyLe porteur peut effectuer des tentatives de dissipation comme s’il était un Maître Magicien.
Bannière de Vitesse
max 1 per ArmyL’unité du porteur gagne +1 en Mouvement.
Étendard Flamboyant
max 1 per ArmyAu début de chaque Manche de Corps à Corps, ou avant de tirer avec l’unité du porteur, la bannière peut être activée. Dans ce cas, toutes les Attaques de Tir et de Corps à Corps non spéciales de l’unité gagnent la règle Attaques Enflammées jusqu’à la fin de la phase.
Bannière de Discipline
max 1 per ArmyL’unité du porteur réussit automatiquement ses tests de Panique.
Étendard de Guerre
max 1 per ArmyL’unité du porteur ajoute un bonus de Résultat de Combat de +1 dans n’importe quel Corps à Corps dans lequel elle est impliquée.
Icône de la Compagnie Implacable
max 1 per ArmyUsage Unique. Vous pouvez l’activer au début de n’importe laquelle de vos étapes des Autres Mouvements.
Les figurines d’Infanterie de l’unité du porteur peuvent alors tripler leur Mouvement en Marche Forcée plutôt que le doubler pour ce tour. Le déplacement ne peut toutefois pas dépasser 15″. Cet effet ne peut pas être activé au premier Tour de Jeu si l’unité a utilisé la règle Avant-Garde ou Éclaireur.
Icône Étincelante
max 1 per ArmyUsage Unique. Peut être activée la première fois que l’unité du porteur rate un test de Commandement.
L’unité peut alors relancer les dés pour ce test raté.
Enchantement de Bannière
Bannière Lacérante
max 1 per ArmyLes figurines non Personnage de l’unité du porteur gagnent la règle Perforant (1).
Étendard du Pisteur
max 1 per ArmyL’unité du porteur gagne les règles Course Rapide et Guide.
Icône d’Éther
max 1 per ArmyLe porteur peut effectuer des tentatives de dissipation comme s’il était un Maître Magicien.
Bannière de Vitesse
max 1 per ArmyL’unité du porteur gagne +1 en Mouvement.
Étendard Flamboyant
max 1 per ArmyAu début de chaque Manche de Corps à Corps, ou avant de tirer avec l’unité du porteur, la bannière peut être activée. Dans ce cas, toutes les Attaques de Tir et de Corps à Corps non spéciales de l’unité gagnent la règle Attaques Enflammées jusqu’à la fin de la phase.
Bannière de Discipline
max 1 per ArmyL’unité du porteur réussit automatiquement ses tests de Panique.
Étendard de Guerre
max 1 per ArmyL’unité du porteur ajoute un bonus de Résultat de Combat de +1 dans n’importe quel Corps à Corps dans lequel elle est impliquée.
Icône de la Compagnie Implacable
max 1 per ArmyUsage Unique. Vous pouvez l’activer au début de n’importe laquelle de vos étapes des Autres Mouvements.
Les figurines d’Infanterie de l’unité du porteur peuvent alors tripler leur Mouvement en Marche Forcée plutôt que le doubler pour ce tour. Le déplacement ne peut toutefois pas dépasser 15″. Cet effet ne peut pas être activé au premier Tour de Jeu si l’unité a utilisé la règle Avant-Garde ou Éclaireur.
Icône Étincelante
max 1 per ArmyUsage Unique. Peut être activée la première fois que l’unité du porteur rate un test de Commandement.
L’unité peut alors relancer les dés pour ce test raté.
Organisation de l’armée
Personnages
(35% Max)
Clans' Thunder
(35% Max)
Spécial
(No Limit)
Base
(25% Min)
Engines of War
(20% Max)
Lords of Stone - King
| Troupes | M | CC | CT | F | E | PV | I | A | Cd | Type de troupe |
|---|---|---|---|---|---|---|---|---|---|---|
| King | 3 | 7 | 4 | 4 | 5 | 3 | 4 | 4 | 10 | Infanterie |
| Coursier elfique | 9 | 3 | 0 | 3 | 3 | 1 | 4 | 1 | 5 | Bêtes Monstrueuses |
Lords of Stone - Thane
| Troupes | M | CC | CT | F | E | PV | I | A | Cd | Type de troupe |
|---|---|---|---|---|---|---|---|---|---|---|
| Thane | 3 | 6 | 4 | 4 | 5 | 3 | 3 | 3 | 9 | Infanterie |
Dragon Seeker
| Troupes | M | CC | CT | F | E | PV | I | A | Cd | Type de troupe |
|---|---|---|---|---|---|---|---|---|---|---|
| Dragon Seeker | 3 | 7 | 4 | 5 | 5 | 3 | 5 | 5 | 10 | Infanterie |
Anvil of Power
| Troupes | M | CC | CT | F | E | PV | I | A | Cd | Type de troupe |
|---|---|---|---|---|---|---|---|---|---|---|
| Anvil Guard (3) | 3 | 5 | 3 | 4 | - | - | 2 | 1 | 9 | Machine de guerre |
| Anvil | - | - | - | - | 4 | 5 | - | - | - |
Règles spéciales
Runic Smith
| Troupes | M | CC | CT | F | E | PV | I | A | Cd | Type de troupe |
|---|---|---|---|---|---|---|---|---|---|---|
| Runic Smith | 3 | 5 | 3 | 4 | 4 | 3 | 3 | 2 | 9 | Infanterie |
Règles spéciales
Engineer
| Troupes | M | CC | CT | F | E | PV | I | A | Cd | Type de troupe |
|---|---|---|---|---|---|---|---|---|---|---|
| Engineer | 3 | 5 | 4 | 4 | 4 | 2 | 3 | 2 | 9 | Infanterie |
Monture War Throne
| Troupes | M | CC | CT | F | E | PV | I | A | Cd | Type de troupe |
|---|---|---|---|---|---|---|---|---|---|---|
| War Throne | 3 | 5 | 3 | 4 | 4 | 6 | 2 | 4 | 10 | Infanterie |
| Coursier elfique | 9 | 3 | 0 | 3 | 3 | 1 | 4 | 1 | 5 | Bêtes Monstrueuses |
Monture Shield Bearers
| Troupes | M | CC | CT | F | E | PV | I | A | Cd | Type de troupe |
|---|---|---|---|---|---|---|---|---|---|---|
| Shield Bearers | 6 | 5 | 3 | 4 | 4 | 4 | 2 | 2 | 9 | Infanterie |
Clan Marksmen
| Troupes | M | CC | CT | F | E | PV | I | A | Cd | Type de troupe |
|---|---|---|---|---|---|---|---|---|---|---|
| Clan Marksmen | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 | Infanterie |
Clan Warriors
| Troupes | M | CC | CT | F | E | PV | I | A | Cd | Type de troupe |
|---|---|---|---|---|---|---|---|---|---|---|
| Clan Warriors | 3 | 4 | 3 | 3 | 4 | 1 | 2 | 1 | 9 | Infanterie |
| Carnosaure | 7 | 3 | 0 | 7 | 5 | 5 | 2 | 4 | 5 | Monstre |
Règles spéciales
Greybeards
| Troupes | M | CC | CT | F | E | PV | I | A | Cd | Type de troupe |
|---|---|---|---|---|---|---|---|---|---|---|
| Greybeards | 3 | 5 | 3 | 4 | 4 | 1 | 2 | 1 | 9 | Infanterie |
| Carnosaure | 7 | 3 | 0 | 7 | 5 | 5 | 2 | 4 | 5 | Monstre |
Règles spéciales
Deep Watch
| Troupes | M | CC | CT | F | E | PV | I | A | Cd | Type de troupe |
|---|---|---|---|---|---|---|---|---|---|---|
| Deep Watch | 3 | 5 | 3 | 4 | 4 | 1 | 2 | 1 | 9 | Infanterie |
Règles spéciales
Grudge Buster
| Troupes | M | CC | CT | F | E | PV | I | A | Cd | Type de troupe |
|---|---|---|---|---|---|---|---|---|---|---|
| Grudge Buster | 1(8) | - | - | 5 | 5 | 5 | 2 | - | - | Char |
| Crew (2) | - | 4 | 4 | 4 | 4 | - | 2 | 2 | 9 |
Règles spéciales
Grudge Buster
Hold Guardians
| Troupes | M | CC | CT | F | E | PV | I | A | Cd | Type de troupe |
|---|---|---|---|---|---|---|---|---|---|---|
| Hold Guardians | 5 | 4 | 3 | 6 | 5 | 3 | 2 | 2 | 10 | Infanterie Monstrueuse |
King's Guard
| Troupes | M | CC | CT | F | E | PV | I | A | Cd | Type de troupe |
|---|---|---|---|---|---|---|---|---|---|---|
| King's Guard | 3 | 5 | 3 | 4 | 4 | 1 | 2 | 2 | 9 | Infanterie |
Règles spéciales
Vengeance Seeker
| Troupes | M | CC | CT | F | E | PV | I | A | Cd | Type de troupe |
|---|---|---|---|---|---|---|---|---|---|---|
| Vengeance Seeker | 3 | 5 | 3 | 4 | 4 | 3 | 2 | * | 10 | Infanterie |
| Coursier Noir | 9 | 3 | 0 | 3 | 3 | 1 | 4 | 1 | 5 | Bêtes Monstrueuses |
Miners
| Troupes | M | CC | CT | F | E | PV | I | A | Cd | Type de troupe |
|---|---|---|---|---|---|---|---|---|---|---|
| Miners | 3 | 4 | 3 | 4 | 4 | 1 | 2 | 1 | 9 | Infanterie |
Rangers
| Troupes | M | CC | CT | F | E | PV | I | A | Cd | Type de troupe |
|---|---|---|---|---|---|---|---|---|---|---|
| Rangers | 3 | 4 | 4 | 3 | 4 | 1 | 2 | 1 | 9 | Infanterie |
Seekers
| Troupes | M | CC | CT | F | E | PV | I | A | Cd | Type de troupe |
|---|---|---|---|---|---|---|---|---|---|---|
| Seekers | 3 | 4 | 3 | 4 | 4 | 1 | 2 | 1 | 10 | Infanterie |
| Coursier Noir | 9 | 3 | 0 | 3 | 3 | 1 | 4 | 1 | 5 | Bêtes Monstrueuses |
Steam Copters - Steam Bomber
| Troupes | M | CC | CT | F | E | PV | I | A | Cd | Type de troupe |
|---|---|---|---|---|---|---|---|---|---|---|
| Copter | 1(8) | - | - | - | 5 | 8 | - | - | - | Cavalerie |
| Pilot | - | 4 | 4 | 4 | 4 | - | 2 | 2 | 9 |
Steam Copters - Attack Copter
| Troupes | M | CC | CT | F | E | PV | I | A | Cd | Type de troupe |
|---|---|---|---|---|---|---|---|---|---|---|
| Steam Copters - Attack Copter | 1(8) | - | - | - | 5 | 8 | - | - | - | Cavalerie |
| Pilot | - | 4 | 4 | 4 | 4 | - | 2 | 2 | 9 |
Forge Wardens
| Troupes | M | CC | CT | F | E | PV | I | A | Cd | Type de troupe |
|---|---|---|---|---|---|---|---|---|---|---|
| Forge Wardens | 3 | 5 | 3 | 4 | 4 | 1 | 2 | 1 | 9 | Infanterie |
Field Artillery - Cannon
| Troupes | M | CC | CT | F | E | PV | I | A | Cd | Type de troupe |
|---|---|---|---|---|---|---|---|---|---|---|
| Machine | - | - | - | - | 4 | 5 | - | - | - | Machine de guerre |
| Crew (3) | 3 | 4 | 3 | 3 | - | - | 2 | 1 | 9 |
Field Artillery - Catapult
| Troupes | M | CC | CT | F | E | PV | I | A | Cd | Type de troupe |
|---|---|---|---|---|---|---|---|---|---|---|
| Machine | - | - | - | - | 4 | 5 | - | - | - | Machine de guerre |
| Crew (3) | 3 | 4 | 3 | 3 | - | - | 2 | 1 | 9 |
Field Artillery - Dwarf Ballista
| Troupes | M | CC | CT | F | E | PV | I | A | Cd | Type de troupe |
|---|---|---|---|---|---|---|---|---|---|---|
| Machine | - | - | - | - | 4 | 5 | - | - | - | Machine de guerre |
| Coursier Elfique | 9 | 3 | 0 | 3 | 3 | 1 | 4 | 1 | 5 | Bêtes Monstrueuses |
| Crew (3) | 3 | 4 | 3 | 3 | - | - | 2 | 1 | 9 |
Field Artillery - Flame Cannon
| Troupes | M | CC | CT | F | E | PV | I | A | Cd | Type de troupe |
|---|---|---|---|---|---|---|---|---|---|---|
| Machine | - | - | - | - | 4 | 5 | - | - | - | Machine de guerre |
| Coursier Elfique | 9 | 3 | 0 | 3 | 3 | 1 | 4 | 1 | 5 | Bêtes Monstrueuses |
| Crew (3) | 3 | 4 | 3 | 3 | - | - | 2 | 1 | 9 |
Field Artillery - Organ Gun
| Troupes | M | CC | CT | F | E | PV | I | A | Cd | Type de troupe |
|---|---|---|---|---|---|---|---|---|---|---|
| Machine | - | - | - | - | 4 | 5 | - | - | - | Machine de guerre |
| Crew (3) | 3 | 4 | 3 | 3 | - | - | 2 | 1 | 9 |