Orques et Gobelins

Orques et Gobelins

Correspondance des traductions avec la VO

Règles et Équipements utilisés par l'armée

FR EN
Arc
Bow
Arme Lourde
Great Weapon
Armure Lourde
Heavy Armour
Paire d'Armes
Paired Weapons
Armure Légère
Light Armour
Throwing Weapons
Throwing Weapons
Armure de Plates
Plate Armor
Attaques de Géant
Quand un Géant attaque au Corps àCorps, au lieu d’attaquer normalement, choisissez une unité en contact socle à socle à attaquer et lancez 1D6. Déterminez ci‐dessous la table à utiliser selon le Type de Troupe de l’unité visée, et trouvez l’attaque correspondant au résultat du dé. Il est important de noter que les Attaques de Géant comptent comme des Attaques de Corps à Corps et suivent ainsi normalement les règles affectant ces attaques. Le Géant peut également faire son Piétinement. Si l’unité est de type Infanterie, Bête de Guerre, Cavalerie, Nuée ou Machine de Guerre : 1 : Hurle 2 : Saute 3 : Ramasse 4­6 : Frappe Si l’unité est de type Infanterie Monstrueuse, Cavalerie Monstrueuse, Bête Monstrueuse, Char, Monstre ou Monstre Monté: 1 : Hurle 2­3 : Tape comme un Sourd 4­6 : Fracasse Hurle : Ni le Géant, ni l’unité sélectionnée ne peuvent faire d’Attaques de Corps à Corps pendant cette phase. Les attaques déjà réalisées, incluant celles réalisées simultanément avec cette attaque, ne sont pas concernées. Le camp du Géant gagne automatiquement le combat avec un résultat de 2. Si deux Géants opposés, ou plus, utilisent l’attaque Hurle, le combat est un match nul. Saute : L’unité sélectionnée subit 1D6 touches de la Force du Géant. Le Géant doit faire un test de Terrain Dangereux. Ramasse : Choisissez une figurine dans l’unité sélectionnée et en contact socle à socle avec le Géant. Cette figurine doit faire un test de Force et un test de Capacité de Combat. Pour chaque test raté, la figurine subit une touche de la Force du Géant et suivant la règle spéciale Blessures Multiples (1D3). Frappe : Le Géant fait 2D6 attaques contre l’unité choisie. Tape comme un Sourd : Choisissez une figurine en contact socle à socle avec le Géant dans l’unité sélectionnée. Cette figurine doit faire un test d’Initiative. Si elle échoue, la figurine subit 2D6 blessures avec Perforant (6). Fracasse : Choisissez une figurine en contact socle à socle avec le Géant dans l’unité sélectionnée. Cette figurine subit une blessure avec Perforant (6). Si la figurine n’a pas encore attaqué, elle ne peut pas le faire au cours de cette manche. Si la figurine a déjà réalisé ses attaques, elle ne pourra pas attaquer au cours du Tour de Joueur à venir.
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 .
Crush Attack
A model part with this rule can exchange all of its normal Close Combat Attacks for a single Special Attack, which cannot be made as a Supporting Attack, is resolved at Initiative 0, has Strength 10 and Multiple Wounds (Ordnance).. The model can still make Special Attacks like Stomp or Impact Hits. ​ Even though this is a Special Attack, the attack is Allocated as if it was a normal Close Combat Attack.
Crush Attack
A model part with this rule can exchange all of its normal Close Combat Attacks for a single Special Attack, which cannot be made as a Supporting Attack, is resolved at Initiative 0, has Strength 10 and Multiple Wounds (Ordnance).. The model can still make Special Attacks like Stomp or Impact Hits. ​ Even though this is a Special Attack, the attack is Allocated as if it was a normal Close Combat Attack.
Vanguard
After Deployment (including Scouts), units composed entirely of models with this special rule may perform a 12" move. The move is performed as if in the Remaining Moves subphase, including any actions and restrictions the unit would normally have in the Remaining Moves subphase (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Movement Characteristic and no March Moves are allowed. This move cannot be used to move within 12" of enemy units. This is decreased to 6” for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vangarding units.
Vanguard
After Deployment (including Scouts), units composed entirely of models with this special rule may perform a 12" move. The move is performed as if in the Remaining Moves subphase, including any actions and restrictions the unit would normally have in the Remaining Moves subphase (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Movement Characteristic and no March Moves are allowed. This move cannot be used to move within 12" of enemy units. This is decreased to 6” for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vangarding units.
Ballista
Bolt Thrower Artillery Weapon with Range 48", Strength 3[6], [Multiple Wounds (D3)], Armour Piercing (6)
Ballista
Bolt Thrower Artillery Weapon with Range 48", Strength 3[6], [Multiple Wounds (D3)], Armour Piercing (6)
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 (Iron Orc Warlord, Iron Orc Chief)
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 (Iron Orc Warlord, Iron Orc Chief)
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.
Bouclier
Shield
Bouncers
May only join units of Gnasher Dashers and other Characters on Cave Gnashers. (Ignore the restrictions under the Oi, it bites! special rules).
Bouncers
May only join units of Gnasher Dashers and other Characters on Cave Gnashers. (Ignore the restrictions under the Oi, it bites! special rules).
Giant Blowpipes
This is a Volley Gun (8) Artillery Weapon​ with: Range 12", Strength 3, Quick to Fire, Poisoned Attacks.
Giant Blowpipes
This is a Volley Gun (8) Artillery Weapon​ with: Range 12", Strength 3, Quick to Fire, Poisoned Attacks.
Impact Hits (+1)
Impact Hits (+1)
Impact Hits (1)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1 Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly. In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
Impact Hits (1)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1 Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly. In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
Impact Hits (2D6)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1 Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly. In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
Impact Hits (2D6)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1 Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly. In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
Impact Hits (D3)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1 Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly. In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
Impact Hits (D3)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1 Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly. In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
Lethal Strike
If an Attack with this special rule, or a Close Combat Attack from a model part with this special rule rolls an unmodified '6' to wound, this Wound has Armour Piercing (6) and Regeneration Saves cannot be taken against it.
Lethal Strike
If an Attack with this special rule, or a Close Combat Attack from a model part with this special rule rolls an unmodified '6' to wound, this Wound has Armour Piercing (6) and Regeneration Saves cannot be taken against it.
Crush Attack - Special Attack
A model part with this rule can exchange all of its normal Close Combat Attacks for a single Special Attack, which cannot be made as a Supporting Attack, is resolved at Initiative 0, has Strength 10 and Multiple Wounds (Ordnance). Crush Attacks never benefit from any equipment or special rule the model may have (since it is a Special Attack). Even though this is a Special Attack, the attack is Allocated as if it was a normal Close Combat Attack. The model can still make other Special Attacks such as Stomp or Impact Hits.
Crush Attack - Special Attack
A model part with this rule can exchange all of its normal Close Combat Attacks for a single Special Attack, which cannot be made as a Supporting Attack, is resolved at Initiative 0, has Strength 10 and Multiple Wounds (Ordnance). Crush Attacks never benefit from any equipment or special rule the model may have (since it is a Special Attack). Even though this is a Special Attack, the attack is Allocated as if it was a normal Close Combat Attack. The model can still make other Special Attacks such as Stomp or Impact Hits.
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 (4+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (4+): +3 to Armour Save.
Innate Defence (4+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (4+): +3 to Armour Save.
Distracting
Close Combat Attacks allocated at a model with this special rule suffer a 1 penalty when rolling to hit. This to hit modifier cannot be combined with any other negative to hit modifiers.
Distracting
Close Combat Attacks allocated at a model with this special rule suffer a 1 penalty when rolling to hit. This to hit modifier cannot be combined with any other negative to hit modifiers.
Scout
Before deploying an army that includes units with Scout, you must state which of your units with this special rule will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units . This is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature . Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .
Scout
Before deploying an army that includes units with Scout, you must state which of your units with this special rule will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units . This is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature . Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .
Swiftstride
When a unit composed entirely of models with this special rule rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest dice.
Swiftstride
When a unit composed entirely of models with this special rule rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest dice.
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.
Rows of Teeth
Gnasher Dashers make Supporting Attacks instead of their Cave Goblin riders. Gnasher Dashers gain Impact Hits with the following exception from the normal rules: instead of causing one Impact Hit per (charging) Gnasher Dasher model in base contact with an enemy model, the (charging) Gnasher Dasher unit causes D3 Impact Hits for each 5 Gnasher Dashers in the unit, rounding fractions up, to a single enemy unit in base contact with the unit. For example, a unit of 1 to 5 Gnashers Dashers would inflict D3 Impact Hits, while a unit of 6 to 10 Gnasher Dashers would inflict 2D3 Impact Hits.
Rows of Teeth
Gnasher Dashers make Supporting Attacks instead of their Cave Goblin riders. Gnasher Dashers gain Impact Hits with the following exception from the normal rules: instead of causing one Impact Hit per (charging) Gnasher Dasher model in base contact with an enemy model, the (charging) Gnasher Dasher unit causes D3 Impact Hits for each 5 Gnasher Dashers in the unit, rounding fractions up, to a single enemy unit in base contact with the unit. For example, a unit of 1 to 5 Gnashers Dashers would inflict D3 Impact Hits, while a unit of 6 to 10 Gnasher Dashers would inflict 2D3 Impact Hits.
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 (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.
Running Amok!!
Shambolic units with Running Amok!! always move in a random direction during their Random Movement.
Running Amok!!
Shambolic units with Running Amok!! always move in a random direction during their Random Movement.
Sneaky!
Shady Gits count as Champions and are automatically deployed in the unit that purchased this upgrade. On the first round of combat, Shady Gits gain +3 Initiative and Lightning Reflexes until the end of the Round of Combat. Shady Gits do not gain First Among Equals or Order the Charge.
Sneaky!
Shady Gits count as Champions and are automatically deployed in the unit that purchased this upgrade. On the first round of combat, Shady Gits gain +3 Initiative and Lightning Reflexes until the end of the Round of Combat. Shady Gits do not gain First Among Equals or Order the Charge.
Poisoned Javelin
Shooting Weapon. Range 12", Strength as user, Poisoned Attacks, Quick to Fire.
Poisoned Javelin
Shooting Weapon. Range 12", Strength as user, Poisoned Attacks, Quick to Fire.
Green Tide
Once per game, if the Goblin General has this special rule, it may declare a Green Tide at the start of any Player Turn. All model parts in the army belonging to any Goblin Greenhide Race gain Fight in Extra Rank until the end of the next Player Turn.
Green Tide
Once per game, if the Goblin General has this special rule, it may declare a Green Tide at the start of any Player Turn. All model parts in the army belonging to any Goblin Greenhide Race gain Fight in Extra Rank until the end of the next Player Turn.
Greenhide Catapults - Git Launcher
Catapult Artillery Weapon with Range 12-60", Strength 5, Armour Piercing (2). This weapon follows the rules for Catapults Artillery Weapons with the following exceptions: if the weapon hits (including with a Partial Hit), instead of causing an Area Attacks hit, the unit suffers D3+1 hits with the weapon’s Strength and Special Rules, which are not reduced or lost in case of Partial Hit.
Greenhide Catapults - Git Launcher
Catapult Artillery Weapon with Range 12-60", Strength 5, Armour Piercing (2). This weapon follows the rules for Catapults Artillery Weapons with the following exceptions: if the weapon hits (including with a Partial Hit), instead of causing an Area Attacks hit, the unit suffers D3+1 hits with the weapon’s Strength and Special Rules, which are not reduced or lost in case of Partial Hit.
Greenhide Catapults - Splatterer
Catapult (4) Artillery Weapon with Range 12-60", Strength 3[7], [Multiple Wounds (D3, Clipped Wings)]
Greenhide Catapults - Splatterer
Catapult (4) Artillery Weapon with Range 12-60", Strength 3[7], [Multiple Wounds (D3, Clipped Wings)]
Greenhide Races - Cave Goblin
Insignificant Unruly Hatred (Armybook: Dwarven Holds)
Greenhide Races - Cave Goblin
Insignificant Unruly Hatred (Armybook: Dwarven Holds)
Greenhide Races - Common Goblin
Insignificant Unruly
Greenhide Races - Common Goblin
Insignificant Unruly
Greenhide Races - Common Orc
Unruly Born to Fight
Greenhide Races - Common Orc
Unruly Born to Fight
Greenhide Races - Forest Goblin
Insignificant Unruly Strider (Forest)
Greenhide Races - Forest Goblin
Insignificant Unruly Strider (Forest)
Greenhide Races - Iron Orc
Born to Fight Weapon Master Immune to Psychology
Greenhide Races - Iron Orc
Born to Fight Weapon Master Immune to Psychology
Icon of the Waaargh!
The Great Green Idol benefits from Waaargh! as if it had a Greenhide Race.
Icon of the Waaargh!
The Great Green Idol benefits from Waaargh! as if it had a Greenhide Race.
Immune to Psychology
If half or more 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 Psychology
If half or more 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.
Impact Hits (see Rows of Teeth)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1 Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly. In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
Impact Hits (see Rows of Teeth)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1 Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly. In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
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.
Unstable
Unstable units can only be joined by Unstable Characters. Units with this special rule automatically pass all Break Tests. When a unit with this special rule loses a combat, it suffers a Wound (without any saves allowed) for each point of Combat Score by which it lost the combat. The number of lost wounds is reduced in some situations. Apply the modifiers in the following order: 1. If the unit is Stubborn , halve the number of lost wounds (round fractions up). 2. If the unit is Steadfast , reduce all lost wounds above 12 to 12. 3. If the unit receives Hold Your Ground, reduce the number of lost wounds with the unit’s current Rank Bonus. Units with no Rank Bonus reduce the number of wounds lost by 1 instead. Apply all other modifiers (from items/special rules/spells etc) afterward. The Wounds are distributed in the following order: 1. R&F models (excluding Champions) 2. Champion 3. Characters (distributed by the owner of the unit, as evenly as possible)
Unstable
Unstable units can only be joined by Unstable Characters. Units with this special rule automatically pass all Break Tests. When a unit with this special rule loses a combat, it suffers a Wound (without any saves allowed) for each point of Combat Score by which it lost the combat. The number of lost wounds is reduced in some situations. Apply the modifiers in the following order: 1. If the unit is Stubborn , halve the number of lost wounds (round fractions up). 2. If the unit is Steadfast , reduce all lost wounds above 12 to 12. 3. If the unit receives Hold Your Ground, reduce the number of lost wounds with the unit’s current Rank Bonus. Units with no Rank Bonus reduce the number of wounds lost by 1 instead. Apply all other modifiers (from items/special rules/spells etc) afterward. The Wounds are distributed in the following order: 1. R&F models (excluding Champions) 2. Champion 3. Characters (distributed by the owner of the unit, as evenly as possible)
Lance
Lance
Lance Légère
Light Lance
Light Troops
Units composed entirely of models with this special rule are allowed to make any number of Reforms when moving in the Remaining Moves subphase, while they may still Advance or March. They are allowed to shoot even if they Marched or Reformed. No model may move more than its Movement allowance (or twice that number if Marching), from its starting position to its final position, around any obstructions (including the Unit Spacing rule). If a model performed any action during the movement (such as Sweeping attacks), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.If more than half the models in a unit have the Light Troops special rule, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as it remains with the unit .
Light Troops
Units composed entirely of models with this special rule are allowed to make any number of Reforms when moving in the Remaining Moves subphase, while they may still Advance or March. They are allowed to shoot even if they Marched or Reformed. No model may move more than its Movement allowance (or twice that number if Marching), from its starting position to its final position, around any obstructions (including the Unit Spacing rule). If a model performed any action during the movement (such as Sweeping attacks), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.If more than half the models in a unit have the Light Troops special rule, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as it remains with the unit .
Look At ‘Em Go!
After contacting a unit for the first time, the Gnasher Wrecking Team gains Running Amok!! for the remainder of the game.
Look At ‘Em Go!
After contacting a unit for the first time, the Gnasher Wrecking Team gains Running Amok!! for the remainder of the game.
Magic Resistance (3)
All models in a unit with one or more models with Magic Resistance add the value within brackets (3) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds directly caused by spell effects. Magic Resistance, like most special rules, is not cumulative. Note that Magic Resistance does not grant Ward Saves for wounds caused indirectly by Spells, such as granting models rules, where this later causes damage.
Magic Resistance (3)
All models in a unit with one or more models with Magic Resistance add the value within brackets (3) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds directly caused by spell effects. Magic Resistance, like most special rules, is not cumulative. Note that Magic Resistance does not grant Ward Saves for wounds caused indirectly by Spells, such as granting models rules, where this later causes damage.
Wizard Apprentice
Wizard Apprentices add +1 to their casting and dispelling rolls.
Wizard Apprentice
Wizard Apprentices add +1 to their casting and dispelling rolls.
Pursuit Mode
When moving in the Movement Phase, roll an additional D6 for Random Movement and remove the lowest D6 rolled.
Pursuit Mode
When moving in the Movement Phase, roll an additional D6 for Random Movement and remove the lowest D6 rolled.
Protection de Monture (5+)
Mount’s Protection (5+)
Protection de Monture (6+)
Mount’s Protection (6+)
Oi, it bites!
This unit cannot be joined by Characters.
Oi, it bites!
This unit cannot be joined by Characters.
Pointed Sticks
The Scrap Wagon’s Impact Hits gain Armour Piercing (2).
Pointed Sticks
The Scrap Wagon’s Impact Hits gain Armour Piercing (2).
Poisoned Attacks
If an attack with this special rule, or an attack from a model part with this special rule (both Shooting and Close Combat Attacks), rolls a successful hit with a tohit roll of an unmodified '6', this hit automatically wounds with no to wound roll needed. Shooting Attacks that need a 7+ to hit (or more) can never benefit from Poisoned Attacks. If the Attack can be turned into more than one hit (such as for a hit with Penetrating or Area Attack), only a single hit (of attacker’s choice) automatically wounds, all other hits must roll to wound as normal.
Poisoned Attacks
If an attack with this special rule, or an attack from a model part with this special rule (both Shooting and Close Combat Attacks), rolls a successful hit with a tohit roll of an unmodified '6', this hit automatically wounds with no to wound roll needed. Shooting Attacks that need a 7+ to hit (or more) can never benefit from Poisoned Attacks. If the Attack can be turned into more than one hit (such as for a hit with Penetrating or Area Attack), only a single hit (of attacker’s choice) automatically wounds, all other hits must roll to wound as normal.
Poisoned Attacks (Close combat only)
Poisoned Attacks (Close combat only)
Poisoned Attacks (Shooting only)
If an attack with this special rule, or an attack from a model partwith this special rule (both Shooting and Close Combat Attacks), rolls an unmodified '6' to hit, it automatically wounds with no to‐wound roll needed. Shooting Attacks that need a 7+ to hit (or more) can never benefit from Poisoned Attacks.
Poisoned Attacks (Shooting only)
If an attack with this special rule, or an attack from a model partwith this special rule (both Shooting and Close Combat Attacks), rolls an unmodified '6' to hit, it automatically wounds with no to‐wound roll needed. Shooting Attacks that need a 7+ to hit (or more) can never benefit from Poisoned Attacks.
Power ‘Shrooms
One Use Only. The bearer may use a single Power ‘Shroom when casting a non-bound spell (declare usage before rolling any Magic Dice). Any Dispel Attempt this phase against this spell will have its dispel roll reduced by D3. If a natural ‘1’ is rolled, the wizard using the Power ‘Shroom suffers 1 hit with Toxic Attacks.
Power ‘Shrooms
One Use Only. The bearer may use a single Power ‘Shroom when casting a non-bound spell (declare usage before rolling any Magic Dice). Any Dispel Attempt this phase against this spell will have its dispel roll reduced by D3. If a natural ‘1’ is rolled, the wizard using the Power ‘Shroom suffers 1 hit with Toxic Attacks.
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.
Regeneration (4+)
4+ save, taken after failed armour saves. Cannot be combined with Ward Save (if a model has both, it must chose which one to use), taken against Flaming Attacks or Killing Blows that rolled a '6' to wound.
Regeneration (4+)
4+ save, taken after failed armour saves. Cannot be combined with Ward Save (if a model has both, it must chose which one to use), taken against Flaming Attacks or Killing Blows that rolled a '6' to wound.
Ricochet (2D)
Models with Ricochet ignore the 1" Unit Spacing rule to other units.If aRicochet model contacts another unit(friend or foe), instead of charging, it continues to move in the same direction until it is 1" clear of this unit (and has reached at least its move distance). If this would cause it to contact or be within 1" of another unit, the Ricochet model keeps moving in the same direction, until it can be placed 1" away from all other units (and has reached at least its move distance). If a Ricochet model moved in this way ends its move within 1" of Impassable Terrain or outside the board edge, remove it as a casualty. Any unit passed through by a Ricochet model and within the movement distance it rolled is hit by a Special Ranged Attack: it suffers X hits, where X is given in brackets. Units engaged in the same Combat are treated as a single unit for hit purposes. The owner of the Ricochet model distributes hits as evenly as possible between all units in the combat, then follows normal rules for distributing hits to models within each unit. Other units cannot charge Ricochet models, but may charge, flee, pursue or move through them. Units that do so take X hits plus an additional D6 hits, and the Ricochet model is removed as a casualty. All hits inflicted by Ricochet models are at the Strength of the model and gain Armour Piercing (1). a) The Ricochet model cannot be placed 1" behind the pink unit, because the green unitistoo close. The model is thus moved through both unitsfollowing its original direction. Only the pink unit suffers the Ricochet hits asthe green unitis not within the rolled move distance. b) After moving through units, the Ricochetmodel is placed within 1" of Impassable Terrain, and is thus removed as a casualty. The Ricochet model moves through at least one unit engaged in the Close Combat, inflicting X hits in total, which have to be evenly distributed among all units taking part in it.
Ricochet (2D)
Models with Ricochet ignore the 1" Unit Spacing rule to other units.If aRicochet model contacts another unit(friend or foe), instead of charging, it continues to move in the same direction until it is 1" clear of this unit (and has reached at least its move distance). If this would cause it to contact or be within 1" of another unit, the Ricochet model keeps moving in the same direction, until it can be placed 1" away from all other units (and has reached at least its move distance). If a Ricochet model moved in this way ends its move within 1" of Impassable Terrain or outside the board edge, remove it as a casualty. Any unit passed through by a Ricochet model and within the movement distance it rolled is hit by a Special Ranged Attack: it suffers X hits, where X is given in brackets. Units engaged in the same Combat are treated as a single unit for hit purposes. The owner of the Ricochet model distributes hits as evenly as possible between all units in the combat, then follows normal rules for distributing hits to models within each unit. Other units cannot charge Ricochet models, but may charge, flee, pursue or move through them. Units that do so take X hits plus an additional D6 hits, and the Ricochet model is removed as a casualty. All hits inflicted by Ricochet models are at the Strength of the model and gain Armour Piercing (1). a) The Ricochet model cannot be placed 1" behind the pink unit, because the green unitistoo close. The model is thus moved through both unitsfollowing its original direction. Only the pink unit suffers the Ricochet hits asthe green unitis not within the rolled move distance. b) After moving through units, the Ricochetmodel is placed within 1" of Impassable Terrain, and is thus removed as a casualty. The Ricochet model moves through at least one unit engaged in the Close Combat, inflicting X hits in total, which have to be evenly distributed among all units taking part in it.
Ricochet (2D6)
Models with Ricochet ignore the 1" Unit Spacing rule to other units.If aRicochet model contacts another unit(friend or foe), instead of charging, it continues to move in the same direction until it is 1" clear of this unit (and has reached at least its move distance). If this would cause it to contact or be within 1" of another unit, the Ricochet model keeps moving in the same direction, until it can be placed 1" away from all other units (and has reached at least its move distance). If a Ricochet model moved in this way ends its move within 1" of Impassable Terrain or outside the board edge, remove it as a casualty. Any unit passed through by a Ricochet model and within the movement distance it rolled is hit by a Special Ranged Attack: it suffers X hits, where X is given in brackets. Units engaged in the same Combat are treated as a single unit for hit purposes. The owner of the Ricochet model distributes hits as evenly as possible between all units in the combat, then follows normal rules for distributing hits to models within each unit. Other units cannot charge Ricochet models, but may charge, flee, pursue or move through them. Units that do so take X hits plus an additional D6 hits, and the Ricochet model is removed as a casualty. All hits inflicted by Ricochet models are at the Strength of the model and gain Armour Piercing (1). a) The Ricochet model cannot be placed 1" behind the pink unit, because the green unitistoo close. The model is thus moved through both unitsfollowing its original direction. Only the pink unit suffers the Ricochet hits asthe green unitis not within the rolled move distance. b) After moving through units, the Ricochetmodel is placed within 1" of Impassable Terrain, and is thus removed as a casualty. The Ricochet model moves through at least one unit engaged in the Close Combat, inflicting X hits in total, which have to be evenly distributed among all units taking part in it.
Ricochet (2D6)
Models with Ricochet ignore the 1" Unit Spacing rule to other units.If aRicochet model contacts another unit(friend or foe), instead of charging, it continues to move in the same direction until it is 1" clear of this unit (and has reached at least its move distance). If this would cause it to contact or be within 1" of another unit, the Ricochet model keeps moving in the same direction, until it can be placed 1" away from all other units (and has reached at least its move distance). If a Ricochet model moved in this way ends its move within 1" of Impassable Terrain or outside the board edge, remove it as a casualty. Any unit passed through by a Ricochet model and within the movement distance it rolled is hit by a Special Ranged Attack: it suffers X hits, where X is given in brackets. Units engaged in the same Combat are treated as a single unit for hit purposes. The owner of the Ricochet model distributes hits as evenly as possible between all units in the combat, then follows normal rules for distributing hits to models within each unit. Other units cannot charge Ricochet models, but may charge, flee, pursue or move through them. Units that do so take X hits plus an additional D6 hits, and the Ricochet model is removed as a casualty. All hits inflicted by Ricochet models are at the Strength of the model and gain Armour Piercing (1). a) The Ricochet model cannot be placed 1" behind the pink unit, because the green unitistoo close. The model is thus moved through both unitsfollowing its original direction. Only the pink unit suffers the Ricochet hits asthe green unitis not within the rolled move distance. b) After moving through units, the Ricochetmodel is placed within 1" of Impassable Terrain, and is thus removed as a casualty. The Ricochet model moves through at least one unit engaged in the Close Combat, inflicting X hits in total, which have to be evenly distributed among all units taking part in it.
Troll Belch
Instead of making its normal Close Combat Attacks, any Troll model may choose to make a single special Close Combat Attack instead . This attack hits automatically and has Strength 5 and Armour Piercing (6).
Troll Belch
Instead of making its normal Close Combat Attacks, any Troll model may choose to make a single special Close Combat Attack instead . This attack hits automatically and has Strength 5 and Armour Piercing (6).
Shambolic (2D)
Units with this special rule follow the Random Movement (2D) special rule. Shambolic units are Immune to Psychology and cannot be joined by Characters. If this unit rolls for its Random Movement and allthe dice show the same result, it suffers D3 wounds with no saves of any kind allowed and then moves in a random direction. When units with this special rule come into contact with any Terrain Feature except Open Terrain or Hills, touch the board edge or stop 1" away from Impassable Terrain, they must take a Dangerous Terrain (2) Test.
Shambolic (2D)
Units with this special rule follow the Random Movement (2D) special rule. Shambolic units are Immune to Psychology and cannot be joined by Characters. If this unit rolls for its Random Movement and allthe dice show the same result, it suffers D3 wounds with no saves of any kind allowed and then moves in a random direction. When units with this special rule come into contact with any Terrain Feature except Open Terrain or Hills, touch the board edge or stop 1" away from Impassable Terrain, they must take a Dangerous Terrain (2) Test.
Shambolic (3D6)
Units with this special rule follow the Random Movement (2D) special rule. Shambolic units are Immune to Psychology and cannot be joined by Characters. If this unit rolls for its Random Movement and allthe dice show the same result, it suffers D3 wounds with no saves of any kind allowed and then moves in a random direction. When units with this special rule come into contact with any Terrain Feature except Open Terrain or Hills, touch the board edge or stop 1" away from Impassable Terrain, they must take a Dangerous Terrain (2) Test.
Shambolic (3D6)
Units with this special rule follow the Random Movement (2D) special rule. Shambolic units are Immune to Psychology and cannot be joined by Characters. If this unit rolls for its Random Movement and allthe dice show the same result, it suffers D3 wounds with no saves of any kind allowed and then moves in a random direction. When units with this special rule come into contact with any Terrain Feature except Open Terrain or Hills, touch the board edge or stop 1" away from Impassable Terrain, they must take a Dangerous Terrain (2) Test.
Smash ‘Em Flat
At the start of each Round of Combat, if the Great Green Idol is engaged in Combat, all friendly units within 8" of one or more Great Green Idols may gain either Devastating Charge or a +1 to-wound modifier to Close Combat Attacks. Each unit may choose a different bonus. The bonus lasts until the end of the Round of Combat or until the Great Green Idol is no longer engaged in Combat, whichever comes first.
Smash ‘Em Flat
At the start of each Round of Combat, if the Great Green Idol is engaged in Combat, all friendly units within 8" of one or more Great Green Idols may gain either Devastating Charge or a +1 to-wound modifier to Close Combat Attacks. Each unit may choose a different bonus. The bonus lasts until the end of the Round of Combat or until the Great Green Idol is no longer engaged in Combat, whichever comes first.
Surprise!
Mad Gits are not deployed, but must be concealed inside their Cave Goblin unit. They are unit upgrades, and as such they are ignored when calculating Victory Points (their points are already included in the Goblin unit concealing them, and victory points are awarded for destroying the Goblin unit concealing them). Until released and moved out of their units, Mad Gits cannot be harmed or otherwise affected, or affect the game in any way. When Mad Gits are removed as casualties they do not cause Panic tests. They still move, act and are influenced by special rules independently like normal units (once released) and do not count towards the model count of the unit concealing them.
Surprise!
Mad Gits are not deployed, but must be concealed inside their Cave Goblin unit. They are unit upgrades, and as such they are ignored when calculating Victory Points (their points are already included in the Goblin unit concealing them, and victory points are awarded for destroying the Goblin unit concealing them). Until released and moved out of their units, Mad Gits cannot be harmed or otherwise affected, or affect the game in any way. When Mad Gits are removed as casualties they do not cause Panic tests. They still move, act and are influenced by special rules independently like normal units (once released) and do not count towards the model count of the unit concealing them.
Strider
Models with this special rule may ignore any movement effect caused by Terrain except Impassable Terrain and Buildings and never lose their Steadfast or Rank Bonus due to Terrain. Sometimes this special rule is only linked to a specific type of Terrain, stated in brackets. In this case, the Strider rule effectis only applied in relation to the specified Terrain type.
Strider
Models with this special rule may ignore any movement effect caused by Terrain except Impassable Terrain and Buildings and never lose their Steadfast or Rank Bonus due to Terrain. Sometimes this special rule is only linked to a specific type of Terrain, stated in brackets. In this case, the Strider rule effectis only applied in relation to the specified Terrain type.
Strider (Water)
May ignore any movement effect caused by the terrain type "Water". The unit can never lose their Steadfast or Rank Bonus due to the terrain type "Water".
Strider (Water)
May ignore any movement effect caused by the terrain type "Water". The unit can never lose their Steadfast or Rank Bonus due to the terrain type "Water".
Stupidity
At the start of a Player Turn, each of the Active Player’s unengaged nonfleeing units with one or more models (or a part of them) with this special rule must take a Leadership Test. If the test is failed, the unit must move D6” directly forward (stopping 1” before Impassible Terrain or other units) in the Compulsory Moves subphase and may not perform any other voluntary actions this Player Turn (such as charging, moving, shooting, casting spells and so on). If the model has no front (i.e. the model is on a round base), randomize which direction to move in. All models with the Stupidity special rule are also Immune to Psychology.
Stupidity
At the start of a Player Turn, each of the Active Player’s unengaged nonfleeing units with one or more models (or a part of them) with this special rule must take a Leadership Test. If the test is failed, the unit must move D6” directly forward (stopping 1” before Impassible Terrain or other units) in the Compulsory Moves subphase and may not perform any other voluntary actions this Player Turn (such as charging, moving, shooting, casting spells and so on). If the model has no front (i.e. the model is on a round base), randomize which direction to move in. All models with the Stupidity special rule are also Immune to Psychology.
They’re Everywhere!
When a Gnasher Herd breaks from Combat, it is immediately removed as a casualty, and all units within 6’’ suffer 1 Strength 5 hit for every 5 Gnashers in the Gnasher Herd.
They’re Everywhere!
When a Gnasher Herd breaks from Combat, it is immediately removed as a casualty, and all units within 6’’ suffer 1 Strength 5 hit for every 5 Gnashers in the Gnasher Herd.
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.
Venomous Fangs
Nominate one non-special Close Combat Attack from a model part with this special rule before rolling to hit. This attack has Multiple Wounds (D3+1).
Venomous Fangs
Nominate one non-special Close Combat Attack from a model part with this special rule before rolling to hit. This attack has Multiple Wounds (D3+1).
Waaargh!
Once per game, if the Orc General has this special rule, it may declare a Waaargh! at the start of any Player Turn. All models with model parts belonging to any Greenhide Race gain +1 Movement and Swiftstride until the end of the Player Turn.
Waaargh!
Once per game, if the Orc General has this special rule, it may declare a Waaargh! at the start of any Player Turn. All models with model parts belonging to any Greenhide Race gain +1 Movement and Swiftstride until the end of the Player Turn.
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).
Ward Save (6+)
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 (6+)
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).

Objets magiques utilisables par l'armée

FR EN

Bannières magiques utilisables par l'armée

FR EN
Icône d’Éther
Le porteur peut effectuer des tentatives de dissipation comme s’il était un Maître Magicien.
Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
Bannière de Discipline
L’unité du porteur réussit automatiquement ses tests de Panique.
Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
Bannière de Vitesse
L’unité du porteur gagne +1 en Mouvement.
Banner of Speed
The bearer's unit gains +1 Movement.
Bannière Lacérante
Les figurines non Personnage de l’unité du porteur gagnent la règle Perforant (1).
Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
Étendard de Guerre
L’unité du porteur ajoute un bonus de Résultat de Combat de +1 dans n’importe quel Corps à Corps dans lequel elle est impliquée.
War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
Étendard du Pisteur
L’unité du porteur gagne les règles Course Rapide et Guide.
Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
Étendard Flamboyant
Au 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.
Flaming Standard
The bearer's unit automatically passes all Panic Tests.
Icône Étincelante
Usage 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.
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.
Icône de la Compagnie Implacable
Usage 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.
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.
Ironhide Icon
The bearer’s unit gains a Ward Save (5+) against Shooting Attacks.
Ironhide Icon
The bearer’s unit gains a Ward Save (5+) against Shooting Attacks.
Mikinok’s Totem
Other 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.
Mikinok’s Totem
Other 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.

Unités de l'armée

FR EN
Orc Shaman - Feral Orc Shaman
Orc Shaman - Feral Orc Shaman
Orc Shaman - Common Orc Shaman
Orc Shaman - Common Orc Shaman
Lords of Sneakin’ - Forest Goblin King
Lords of Sneakin’ - Forest Goblin King
Lords of Sneakin’ - Forest Goblin Chief
Lords of Sneakin’ - Forest Goblin Chief
Lords of Sneakin’ - Common Goblin King
Lords of Sneakin’ - Common Goblin King
Lords of Sneakin’ - Common Goblin Chief
Lords of Sneakin’ - Common Goblin Chief
Lords of Sneakin’ - Cave Goblin King
Lords of Sneakin’ - Cave Goblin King
Lords of Sneakin’ - Cave Goblin Chief
Lords of Sneakin’ - Cave Goblin Chief
Lords of Fightin’ - Iron Orc Warlord
Lords of Fightin’ - Iron Orc Warlord
Lords of Fightin’ - Iron Orc Chief
Lords of Fightin’ - Iron Orc Chief
Lords of Fightin’ - Feral Orc Warlord
Lords of Fightin’ - Feral Orc Warlord
Lords of Fightin’ - Feral Orc Chief
Lords of Fightin’ - Feral Orc Chief
Lords of Fightin’ - Common Orc Warlord
Lords of Fightin’ - Common Orc Warlord
Lords of Fightin’ - Common Orc Chief
Lords of Fightin’ - Common Orc Chief
Goblin Witch Doctor - Forest Goblin
Goblin Witch Doctor - Forest Goblin
Goblin Witch Doctor - Common Goblin
Goblin Witch Doctor - Common Goblin
Goblin Witch Doctor - Cave Goblin
Goblin Witch Doctor - Cave Goblin
Wolf
Wolf
War Boar
War Boar
Goblin Wolf Chariot
Goblin Wolf Chariot
Huntsmen Spider
Huntsmen Spider
Cave Gnasher
Cave Gnasher
Orc Boar Chariot
Orc Boar Chariot
Gargantula
Gargantula
Scuttler Spider
Scuttler Spider
Wyvern
Wyvern
Common Orc 'Eadbashers
Common Orc 'Eadbashers
Feral Orc 'Eadbashers
Feral Orc 'Eadbashers
Feral Orcs
Feral Orcs
Common Orcs
Common Orcs
Goblins - Common Goblin
Goblins - Common Goblin
Goblins - Forest Goblin
Goblins - Forest Goblin
Goblins - Cave Goblin
Goblins - Cave Goblin
Mad Git
Mad Git
Orc Boar Riders - Common Orc
Orc Boar Riders - Common Orc
Orc Boar Riders - Feral Orc
Orc Boar Riders - Feral Orc
Shady Git
Shady Git
Bridge Trolls
Bridge Trolls
Cave Trolls
Cave Trolls
Common Trolls
Common Trolls
Gnasher Dashers
Gnasher Dashers
Gnasher Herd
Gnasher Herd
Gnasher Wrecking Team
Gnasher Wrecking Team
Goblin Raiders - Scuttler Spider
Goblin Raiders - Scuttler Spider
Goblin Raiders - Wolf
Goblin Raiders - Wolf
Goblin Wolf Chariot
Goblin Wolf Chariot
Grotlings
Grotlings
Iron Orcs
Iron Orcs
Mounted 'Eadbashers - Common Orc
Mounted 'Eadbashers - Common Orc
Mounted 'Eadbashers - Feral Orc
Mounted 'Eadbashers - Feral Orc
Orc Boar Chariot
Orc Boar Chariot
Scrap Wagon
Scrap Wagon
Skewerer
Skewerer
Greenhide Catapults - Git Launcher
Greenhide Catapults - Git Launcher
Greenhide Catapults - Splatterer
Greenhide Catapults - Splatterer
Great Green Idol
Great Green Idol
Gargantula
Gargantula
Giant
Giant