Correspondance des traductions avec la VO
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Porte-étendard
Combat Resolution Bonus
If a unit includes a standard bearer, it adds +1 to its combat result.
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Standard Bearer
Combat Resolution Bonus
If a unit includes a standard bearer, it adds +1 to its combat result.
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Always Strikes First
Models with this rule always strike first in close combat, regardless of I. If a model with this rule is fighting an enemy with the same ability, the model with the higher I will strike first.
In addition, if the model's I is higher than their enemy's when it is their turn to attack, they can re-roll failed To Hit rolls when striking in close combat.
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Always Strikes First
Models with this rule always strike first in close combat, regardless of I. If a model with this rule is fighting an enemy with the same ability, the model with the higher I will strike first.
In addition, if the model's I is higher than their enemy's when it is their turn to attack, they can re-roll failed To Hit rolls when striking in close combat.
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Peur
A unit containing one or more Fear-causing models gains +1 to its Combat Resolution score. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution score is increased by +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with Fear involved in the same combat.
If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus of their Fear-causing enemies is ignored for that unit.
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Fear
A unit containing one or more Fear-causing models gains +1 to its Combat Resolution score. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution score is increased by +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with Fear involved in the same combat.
If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus of their Fear-causing enemies is ignored for that unit.
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Armour Piercing (1)
Wounds caused in close combat by this model inflict a negative armour save modifier as indicated by the number in the brackets, in addition to those for S. If a model has a weapon with the Armour Piercing rule, only attacks made or shots fired with the weapon are Armour Piercing. This rule is cumulative with other sources of Armour Piercing.
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Armour Piercing (1)
Wounds caused in close combat by this model inflict a negative armour save modifier as indicated by the number in the brackets, in addition to those for S. If a model has a weapon with the Armour Piercing rule, only attacks made or shots fired with the weapon are Armour Piercing. This rule is cumulative with other sources of Armour Piercing.
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Attaque enflammée
Models with Flaming Attacks cause Fear in War Beasts, Cavalry, Chariots and Flammable creatures. Any Panic test taken by any of these Troop Types from a Flaming Attack suffer -1 to their LD when taking the test.
Unless otherwise stated, a model with this rule has both Flaming shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
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Flaming Attacks
Models with Flaming Attacks cause Fear in War Beasts, Cavalry, Chariots and Flammable creatures. Any Panic test taken by any of these Troop Types from a Flaming Attack suffer -1 to their LD when taking the test.
Unless otherwise stated, a model with this rule has both Flaming shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
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Attaque magique
All attacks made by spells and magic items are considered to be magical attacks, as are all attacks that are specifically noted as being magical attacks. Shots fired from magical items are also considered to be magical attacks, unless their description specifically states otherwise. Hits inflicted by rolls on the Miscast table are treated as magical attacks.
Note that spells are not physical attacks unless clearly specified.
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Magical Attacks
All attacks made by spells and magic items are considered to be magical attacks, as are all attacks that are specifically noted as being magical attacks. Shots fired from magical items are also considered to be magical attacks, unless their description specifically states otherwise. Hits inflicted by rolls on the Miscast table are treated as magical attacks.
Note that spells are not physical attacks unless clearly specified.
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Avant-garde
After both sides have deployed all their other forces (including Scouts), but before the roll to see who gets the first turn is made, units containing only models with Vanguard can immediately make a move up to 6" (12" in case they move using Swiftstride) move regardless of their M value (they cannot march and are affected by terrain as normal). This cannot be used to move the Vanguard troops within 12" of the enemy. A Vanguard move does not count as moving for the purpose of shooting in the first turn.
If both players' armies contain Vanguard troops, players should roll off. The players then alternate moving their Vanguard units one at a time, starting with the player who won the roll-off.
Units that have made a Vanguard move cannot declare a charge in the first turn if their army goes first. This also includes charging in the Magic phase.
If a character is deployed as part of a unit with Vanguard, that unit can still make its Vanguard move if the character in question has Vanguard or is a model on foot. Otherwise the character’s presence prevents the unit from using Vanguard.
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Vanguard
After both sides have deployed all their other forces (including Scouts), but before the roll to see who gets the first turn is made, units containing only models with Vanguard can immediately make a move up to 6" (12" in case they move using Swiftstride) move regardless of their M value (they cannot march and are affected by terrain as normal). This cannot be used to move the Vanguard troops within 12" of the enemy. A Vanguard move does not count as moving for the purpose of shooting in the first turn.
If both players' armies contain Vanguard troops, players should roll off. The players then alternate moving their Vanguard units one at a time, starting with the player who won the roll-off.
Units that have made a Vanguard move cannot declare a charge in the first turn if their army goes first. This also includes charging in the Magic phase.
If a character is deployed as part of a unit with Vanguard, that unit can still make its Vanguard move if the character in question has Vanguard or is a model on foot. Otherwise the character’s presence prevents the unit from using Vanguard.
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Awaken from the Grave
When Helman Ghorst successfully casts the Invocation of Nehek or Raise Dead spells, he can add +D3 to the total number of Skeletons or Zombies created.
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Awaken from the Grave
When Helman Ghorst successfully casts the Invocation of Nehek or Raise Dead spells, he can add +D3 to the total number of Skeletons or Zombies created.
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Balefire
Enemy Wizards suffer a -1 modifier to their casting rolls if there is one or more units with a Balefire within 24".
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Balefire
Enemy Wizards suffer a -1 modifier to their casting rolls if there is one or more units with a Balefire within 24".
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Battle of Wills
Immediately before the first model in an enemy unit rolls To Hit against the Coven Throne or a character upon it (either in close combat or shooting), the opponent must roll a D6 and add it to his unit's LD (attacks that do not roll To Hit are exempt from this effect). Next, roll a D6 and add it to the Coven Throne's LD. To find the result of the Battle of Wills, subtract the enemy's total from the Coven Throne's total, and apply the result to the Battle of Wills Table.
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Battle of Wills
Immediately before the first model in an enemy unit rolls To Hit against the Coven Throne or a character upon it (either in close combat or shooting), the opponent must roll a D6 and add it to his unit's LD (attacks that do not roll To Hit are exempt from this effect). Next, roll a D6 and add it to the Coven Throne's LD. To find the result of the Battle of Wills, subtract the enemy's total from the Coven Throne's total, and apply the result to the Battle of Wills Table.
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Battle Standards
In addition to the normal rules for the army battle standard, units of Undead within 12" of their battle standard suffer D3 Wounds less than they normally would due to Unstable, or following the death of the army's General.
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Battle Standards
In addition to the normal rules for the army battle standard, units of Undead within 12" of their battle standard suffer D3 Wounds less than they normally would due to Unstable, or following the death of the army's General.
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Behemoth's Bane
Any enemy Monster in base contact with Ivya have their A characteristic reduced to 1.
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Behemoth's Bane
Any enemy Monster in base contact with Ivya have their A characteristic reduced to 1.
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Beloved in Death
If Vlad and Isabella von Carstein are in the same unit, they are inspired to fight all the harder, and gain +1 Combat Resolution. Furthermore, Vlad becomes subject to Frenzy and Hatred should Isabella be slain, and vice versa.
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Beloved in Death
If Vlad and Isabella von Carstein are in the same unit, they are inspired to fight all the harder, and gain +1 Combat Resolution. Furthermore, Vlad becomes subject to Frenzy and Hatred should Isabella be slain, and vice versa.
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Bestial Fury
For the purposes of calculating combat result bonuses, a Varghulf counts as having no flanks or rear.
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Bestial Fury
For the purposes of calculating combat result bonuses, a Varghulf counts as having no flanks or rear.
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Blasphemous Tome
All Wizards (friend or foe) within 12" of one or more models with a Blasphemous Tome gain +2 to their casting result when casting spells from the Lore of Necromancy. If any Wizard miscasts within 12" of one or more models with a Blasphemous Tome upgrade, they must roll twice on the Miscast table. The miscasting player's opponent chooses which result applies.
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Blasphemous Tome
All Wizards (friend or foe) within 12" of one or more models with a Blasphemous Tome gain +2 to their casting result when casting spells from the Lore of Necromancy. If any Wizard miscasts within 12" of one or more models with a Blasphemous Tome upgrade, they must roll twice on the Miscast table. The miscasting player's opponent chooses which result applies.
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Breath of Shyish
Shordemaire has a S 3 Breath Weapon with Ignores Armour Saves.
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Breath of Shyish
Shordemaire has a S 3 Breath Weapon with Ignores Armour Saves.
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Call to the Hunt
Radukar, and any unit he joins, gains Devastating Charge.
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Call to the Hunt
Radukar, and any unit he joins, gains Devastating Charge.
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Carnophage
For every unsaved Wound the Mourngul inflicts in close combat, it regains one Wound it has previously lost during the battle.
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Carnophage
For every unsaved Wound the Mourngul inflicts in close combat, it regains one Wound it has previously lost during the battle.
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Champion
"Follow Me!"
A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios:
• Attempting to March when within 8" of enemy units.
• Attempting to Redirect a Charge.
• Reforming from Defeat after losing a round of close combat.
• Restraining from Pursuit
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Champion
"Follow Me!"
A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios:
• Attempting to March when within 8" of enemy units.
• Attempting to Redirect a Charge.
• Reforming from Defeat after losing a round of close combat.
• Restraining from Pursuit
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Champion of the Dead
Krell must always issue a challenge whenever possible, and must answer any challenge issued by the enemy. If Krell is fighting a challenge whilst in the same unit as Heinrich Kemmler, he has Heroic Killing Blow.
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Champion of the Dead
Krell must always issue a challenge whenever possible, and must answer any challenge issued by the enemy. If Krell is fighting a challenge whilst in the same unit as Heinrich Kemmler, he has Heroic Killing Blow.
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Characters and Units
Characters who are not Undead may join Undead units despite not being Unstable themselves. Mounted Characters ignore the Undead rule of the mount. If an Undead unit would get destroyed as a result of Unstable, any remaning character(s) will need to take a Break test as normal the same phase, using the LD modifier that they lost the combat by.
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Characters and Units
Characters who are not Undead may join Undead units despite not being Unstable themselves. Mounted Characters ignore the Undead rule of the mount. If an Undead unit would get destroyed as a result of Unstable, any remaning character(s) will need to take a Break test as normal the same phase, using the LD modifier that they lost the combat by.
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Chill Grasp
A Wraith can substitute all of its Attacks in close combat for a single Chill Grasp Attack. The Wraith makes a single Attack; if this Attack hits, then it will automatically wound and Ignore Armour saves.
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Chill Grasp
A Wraith can substitute all of its Attacks in close combat for a single Chill Grasp Attack. The Wraith makes a single Attack; if this Attack hits, then it will automatically wound and Ignore Armour saves.
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Cloud of Horror
An enemy unit that is flanked by one or more Bat Swarms is automatically Disrupted.
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Cloud of Horror
An enemy unit that is flanked by one or more Bat Swarms is automatically Disrupted.
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Corpse Killers
All enemy units in base contact with the Necrofex Colossus suffer D6 S 2 hits. Those hits are resolved at I 1.
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Corpse Killers
All enemy units in base contact with the Necrofex Colossus suffer D6 S 2 hits. Those hits are resolved at I 1.
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Course rapide
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result.
When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6.
Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 2D6
Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6 (discard the lowest)
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Swiftstride
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result.
When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6.
Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 2D6
Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6 (discard the lowest)
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Dark Soul
The Necrofex Colossus becomes a Level 1 Wizard who uses spells from the Lore of Death or Lore of the Vampires. However, should the Necrofex Colossus suffer a miscast, in addition to any other effect, the Necrofex Colossus permanently has its T value reduced by 1.
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Dark Soul
The Necrofex Colossus becomes a Level 1 Wizard who uses spells from the Lore of Death or Lore of the Vampires. However, should the Necrofex Colossus suffer a miscast, in addition to any other effect, the Necrofex Colossus permanently has its T value reduced by 1.
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Death Shriek
A Death Shriek is a special attack that can be used against a single unit in the Shooting phase, even if the Terrorgheist has marched, charged, or is engaged in close combat. This attack has a range of 8" and needs line of sight to its target. If the Terrorgheist is engaged in combat, its Death Shriek may target a unit in base contact.
To resolve a Death Shriek, roll 2D6 and add the number of Wounds the Terrorgheist has left. For each point by which the result exceeds the target unit's LD, the target unit suffers 1 Wound with no armour saves allowed. A Death Shriek is a Magical Attack and Wounds suffered from it are distributed as from shooting.
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Death Shriek
A Death Shriek is a special attack that can be used against a single unit in the Shooting phase, even if the Terrorgheist has marched, charged, or is engaged in close combat. This attack has a range of 8" and needs line of sight to its target. If the Terrorgheist is engaged in combat, its Death Shriek may target a unit in base contact.
To resolve a Death Shriek, roll 2D6 and add the number of Wounds the Terrorgheist has left. For each point by which the result exceeds the target unit's LD, the target unit suffers 1 Wound with no armour saves allowed. A Death Shriek is a Magical Attack and Wounds suffered from it are distributed as from shooting.
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Dodge (4+)
Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.
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Dodge (4+)
Models with this rule gain a Ward save against attacks in their front arc (including templates, Stomps and Impact Hits) as indicated in the brackets. This is cumulative with other sources of Dodge. This cannot be used against Magical Attacks that Hit automatically (such as spells or certain special rules), or that have Always Strikes First, nor can it be used if the model is subject to Always Strikes Last. Finally, Dodge cannot be used by mounted models, unless specified.
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Doom Lord
Dieter does not need to test for Berserk Rage from his Manticore's Frenzy.
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Doom Lord
Dieter does not need to test for Berserk Rage from his Manticore's Frenzy.
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Terreur
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror).
Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.
If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
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Terror
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror).
Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.
If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
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Ethereal
Ethereal creatures treat all terrain as open terrain for the purposes of movement. They may not finish their movement inside impassable terrain. They are never slowed by any special rule, spell or item that would otherwise reduce their movement or stop them from moving completely.
Models with rule have both Magical Attacks and Unstable. Ethereal models have a 2+ Ward Save against mundane attacks. However, they only have a 5+ Ward save against magical attacks. Ethereal creatures block line of sight normally and cannot see through anything that would block the line of sight of normal units. Characters that are not themselves Ethereal are not permitted to join units that are (even if they become temporarily Ethereal for some reason).
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Ethereal
Ethereal creatures treat all terrain as open terrain for the purposes of movement. They may not finish their movement inside impassable terrain. They are never slowed by any special rule, spell or item that would otherwise reduce their movement or stop them from moving completely.
Models with rule have both Magical Attacks and Unstable. Ethereal models have a 2+ Ward Save against mundane attacks. However, they only have a 5+ Ward save against magical attacks. Ethereal creatures block line of sight normally and cannot see through anything that would block the line of sight of normal units. Characters that are not themselves Ethereal are not permitted to join units that are (even if they become temporarily Ethereal for some reason).
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Evocation of Death
At the beginning of the owning player's Magic phase, after the total number of power dice for that phase has been determined, roll all the power dice in the pool. If any of these dice roll a 6, a portion of the power it represents is siphoned into the Black Coach. Power dice that are 'siphoned' by the Black Coach in this fashion can be used in the Magic phase as normal, though keep a note of how many are siphoned in this way. If you have more than one Black Coach in your army, randomly determine which Black Coach gains each siphoned dice. Each dice increases that Black Coach's abilities for the rest of the game. All of the increases listed are cumulative.
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Evocation of Death
At the beginning of the owning player's Magic phase, after the total number of power dice for that phase has been determined, roll all the power dice in the pool. If any of these dice roll a 6, a portion of the power it represents is siphoned into the Black Coach. Power dice that are 'siphoned' by the Black Coach in this fashion can be used in the Magic phase as normal, though keep a note of how many are siphoned in this way. If you have more than one Black Coach in your army, randomly determine which Black Coach gains each siphoned dice. Each dice increases that Black Coach's abilities for the rest of the game. All of the increases listed are cumulative.
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Expendable
Models with this rule do not cause Panic to friendly units that are not Expendable themselves. Characters may not join a unit with this rule, unless specified.
For every Core unit with Expendable rule in your army, you are required to include at least one other Core Unit without Expendable. For more information on this, see the Choosing Your Army chapter.
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Expendable
Models with this rule do not cause Panic to friendly units that are not Expendable themselves. Characters may not join a unit with this rule, unless specified.
For every Core unit with Expendable rule in your army, you are required to include at least one other Core Unit without Expendable. For more information on this, see the Choosing Your Army chapter.
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Fast Cavalry
Vanguard
Fast Cavalry automatically have Vanguard.
Free Reform
Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its Movement value.
Fire & Flee
A unit of Fast Cavalry armed with missile weapons can choose Fire & Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot (this also counts as moving and shooting). After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so.
Feigned Flight
A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.
Fire on the March
Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.
Characters
A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them.
Armour Saves
Units containing one or more models with an unmodified close combat armour save better than 4+ cannot use Fast Cavalry.
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Fast Cavalry
Vanguard
Fast Cavalry automatically have Vanguard.
Free Reform
Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its Movement value.
Fire & Flee
A unit of Fast Cavalry armed with missile weapons can choose Fire & Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot (this also counts as moving and shooting). After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so.
Feigned Flight
A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.
Fire on the March
Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.
Characters
A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them.
Armour Saves
Units containing one or more models with an unmodified close combat armour save better than 4+ cannot use Fast Cavalry.
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First of the Vyrkos
Belladamma gains +1 to cast and dispel. In addition, every time she suffers an unsaved Wound, roll a D6 if she is within 6" of one more friendly Dire Wolf units. On a 3+, the Wound is allocated to one model in that unit instead of her.
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First of the Vyrkos
Belladamma gains +1 to cast and dispel. In addition, every time she suffers an unsaved Wound, roll a D6 if she is within 6" of one more friendly Dire Wolf units. On a 3+, the Wound is allocated to one model in that unit instead of her.
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Fist of Abhorash
All units of Blood Knights within 12" of Prince Vhordrai may re-roll failed charge distance rolls.
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Fist of Abhorash
All units of Blood Knights within 12" of Prince Vhordrai may re-roll failed charge distance rolls.
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Fly (10)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (10)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (5)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (5)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (6)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (6)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (7)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (7)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (8)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (8)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (9)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (9)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Frénésie
Frenzied troops gain +1 A and Immunity (Psychology).
Berserk Rage
A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction.
If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy.
A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by.
Losing Frenzy
Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.
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Frenzy
Frenzied troops gain +1 A and Immunity (Psychology).
Berserk Rage
A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction.
If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy.
A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by.
Losing Frenzy
Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.
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General
Inspiring Presence
Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified.
If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6".
If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD.
If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD.
Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.
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General
Inspiring Presence
Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified.
If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6".
If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD.
If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD.
Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.
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Ghostly Howl
A Ghostly Howl is a special attack that can be used against a single unit in the Shooting phase, even if the Banshee has marched, charged, or is engaged in close combat. This attack has a range of 8" and needs line of sight to its target. If the Banshee is engaged in combat, its Ghostly Howl may target a unit in base contact.
To resolve a Ghostly Howl, roll 2D6+2. For each point by which the result exceeds the target unit's LD, the target unit suffers 1 Wound which Ignores Armour Saves. Ghostly Howl is a non-physical Magical Attack and Wounds suffered from it are distributed as if from shooting.
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Ghostly Howl
A Ghostly Howl is a special attack that can be used against a single unit in the Shooting phase, even if the Banshee has marched, charged, or is engaged in close combat. This attack has a range of 8" and needs line of sight to its target. If the Banshee is engaged in combat, its Ghostly Howl may target a unit in base contact.
To resolve a Ghostly Howl, roll 2D6+2. For each point by which the result exceeds the target unit's LD, the target unit suffers 1 Wound which Ignores Armour Saves. Ghostly Howl is a non-physical Magical Attack and Wounds suffered from it are distributed as if from shooting.
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Grand Master of the Blood Knights
If Walach is included in your army, units of Blood Knights are taken as Special Units instead of Rare Units.
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Grand Master of the Blood Knights
If Walach is included in your army, units of Blood Knights are taken as Special Units instead of Rare Units.
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Haine
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hatred
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hatred (Bretonnia)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hatred (Bretonnia)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hatred (Empire)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hatred (Empire)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Haunter of the Dark
Mourngul's have a Ward save (4+) against non-magical attacks.
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Haunter of the Dark
Mourngul's have a Ward save (4+) against non-magical attacks.
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Heavenly Creature
Enemy units in base contact with Neferata suffer a -2 penalty to their LD.
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Heavenly Creature
Enemy units in base contact with Neferata suffer a -2 penalty to their LD.
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Ice Attacks
Models with Ice Attacks cause all enemy models in base contact with them to be subject to Always Strikes Last. Spells or missile attacks that are Ice Attacks cause the enemy to be subject to Always Strikes Last until the start of your next turn if they are successfully cast or Hit. Models with Ice Attacks have Immunity (Ice Attacks).
Unless otherwise stated, a model with this rule has Ice Attacks for both shooting and close combat, (though any spells cast by the model or special attacks are unaffected).
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Ice Attacks
Models with Ice Attacks cause all enemy models in base contact with them to be subject to Always Strikes Last. Spells or missile attacks that are Ice Attacks cause the enemy to be subject to Always Strikes Last until the start of your next turn if they are successfully cast or Hit. Models with Ice Attacks have Immunity (Ice Attacks).
Unless otherwise stated, a model with this rule has Ice Attacks for both shooting and close combat, (though any spells cast by the model or special attacks are unaffected).
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If I cannot Rule, None Shall Rule!
At the start of each of your turns, roll a D6; on a 5+, the enemy General cannot make use of their Inspiring Presence ability until the start of your next turn.
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If I cannot Rule, None Shall Rule!
At the start of each of your turns, roll a D6; on a 5+, the enemy General cannot make use of their Inspiring Presence ability until the start of your next turn.
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Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Instable
Unstable units are Unbreakable, and suffer one extra Wound for every point they have lost of the round of combat by, with no saves of any kind permitted against these wounds. If an Unstable unit would normally be eligible to be Steadfast, they instead suffer 1 less Wound than they would normally do.
Unlike Unbreakable units, Unstable characters may join Unstable units. If an Unstable unit also contains Unstable characters, the controlling player first allocates wounds to the unit, then divides any remaining wounds (if any) as equally as possible amongst the characters.
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Unstable
Unstable units are Unbreakable, and suffer one extra Wound for every point they have lost of the round of combat by, with no saves of any kind permitted against these wounds. If an Unstable unit would normally be eligible to be Steadfast, they instead suffer 1 less Wound than they would normally do.
Unlike Unbreakable units, Unstable characters may join Unstable units. If an Unstable unit also contains Unstable characters, the controlling player first allocates wounds to the unit, then divides any remaining wounds (if any) as equally as possible amongst the characters.
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Infested
When a Terrorgheist with this upgrade is removed as a casualty, all units that were in base contact (friend or foe) take 3D6 S 2 hits.
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Infested
When a Terrorgheist with this upgrade is removed as a casualty, all units that were in base contact (friend or foe) take 3D6 S 2 hits.
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Nul repos pour les damnés
When casting the Invocating of Nehek spell on a unit with Ethereal, Lady Olynder may restore D3 lost Wounds rather than 1.
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No Rest For the Wicked
When casting the Invocating of Nehek spell on a unit with Ethereal, Lady Olynder may restore D3 lost Wounds rather than 1.
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Killing Blow
If a model with Killing Blow rolls a 6 to wound in close combat, they automatically slay their opponent – regardless of the number of wounds on the victim's profile. Armour saves and regeneration saves cannot be taken against a Killing Blow. Ward saves may be taken as normal.
Killing Blow is only effective against Infantry, Cavalry and War beasts. Against other troop types, a successful Killing Blow only inflicts one Wound which Ignores Armour saves and Regeneration.
Note that if a Killing Blow attack wounds automatically, then Killing Blow does not come into play. Unless otherwise specified, Killing Blow applies only to close combat attacks.
For the purposes of combat resolution, successful Killing Blows score the same amount of Wounds as the slain model had remaining until the point of the Killing Blow was inflicted.
Unless specified, Killing Blow only applies to the model's normal Close Combat attacks.
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Killing Blow
If a model with Killing Blow rolls a 6 to wound in close combat, they automatically slay their opponent – regardless of the number of wounds on the victim's profile. Armour saves and regeneration saves cannot be taken against a Killing Blow. Ward saves may be taken as normal.
Killing Blow is only effective against Infantry, Cavalry and War beasts. Against other troop types, a successful Killing Blow only inflicts one Wound which Ignores Armour saves and Regeneration.
Note that if a Killing Blow attack wounds automatically, then Killing Blow does not come into play. Unless otherwise specified, Killing Blow applies only to close combat attacks.
For the purposes of combat resolution, successful Killing Blows score the same amount of Wounds as the slain model had remaining until the point of the Killing Blow was inflicted.
Unless specified, Killing Blow only applies to the model's normal Close Combat attacks.
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Large Target (5)
Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.
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Large Target (5)
Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.
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Loremaster (Lore of Death)
A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.
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Loremaster (Lore of Death)
A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.
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Loremaster (Lore of Necromancy)
A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.
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Loremaster (Lore of Necromancy)
A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.
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Martial Honour
The Vampire must always issue and accept challenges when possible.
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Martial Honour
The Vampire must always issue and accept challenges when possible.
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Master of the Dead
The Necromancer is able to use the Invocation of Nehek spell to increase units of Skeleton Warriors beyond their starting size.
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Master of the Dead
The Necromancer is able to use the Invocation of Nehek spell to increase units of Skeleton Warriors beyond their starting size.
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Model must be on a Nightmare
Only for models on a Nightmare
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Model must be on a Nightmare
Only for models on a Nightmare
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Mort-vivant
All units with Undead have Animated Construct, Fear, and Unstable. However, they may make march moves if they are within 12" of the army's General.
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Undead
All units with Undead have Animated Construct, Fear, and Unstable. However, they may make march moves if they are within 12" of the army's General.
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Mortarch of Grief
All enemy models within 6" of Lady Olynder must re-roll successful Psychology tests.
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Mortarch of Grief
All enemy models within 6" of Lady Olynder must re-roll successful Psychology tests.
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Musicien
"Stand Fast!"
The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out.
"Form on Me!"
If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies.
Swift Reform
A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:
A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.
A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.
A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
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Musician
"Stand Fast!"
The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out.
"Form on Me!"
If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies.
Swift Reform
A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:
A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.
A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.
A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
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Mustering Howl
While in his Beast form, Radukar may use this ability once per battle at the start of any of your Remaining Moves phases. If you do so, you can add 1 unit of up 2D6 Dire Wolves to your army. This unit enters the table following the rules for Reinforcements.
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Mustering Howl
While in his Beast form, Radukar may use this ability once per battle at the start of any of your Remaining Moves phases. If you do so, you can add 1 unit of up 2D6 Dire Wolves to your army. This unit enters the table following the rules for Reinforcements.
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Natural Armour (5+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
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Natural Armour (5+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
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Natural Armour (6+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
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Natural Armour (6+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
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Nauseating Aroma
All enemy models in base contact with Kritza suffer -1 To Hit in close combat.
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Nauseating Aroma
All enemy models in base contact with Kritza suffer -1 To Hit in close combat.
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Necrofex Colossus Special Attacks
When it is the Necrofex Colossus' turn to strike in close combat, roll a D6 and consult the Necrofex Colossus Special Attack Table.
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Necrofex Colossus Special Attacks
When it is the Necrofex Colossus' turn to strike in close combat, roll a D6 and consult the Necrofex Colossus Special Attack Table.
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One Bat Short of a Belfry
At the start of each of Konrad's turns, roll a D6. On a roll of a 1-3, Konrad is subject to the rules for Stupidity until the start of his next turn. On a roll of a 4-6, Konrad is subject to Frenzy until the start of his next turn.
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One Bat Short of a Belfry
At the start of each of Konrad's turns, roll a D6. On a roll of a 1-3, Konrad is subject to the rules for Stupidity until the start of his next turn. On a roll of a 4-6, Konrad is subject to Frenzy until the start of his next turn.
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Pack Alpha
All friendly units of Dire Wolves within 12" of Belladamma may re-roll failed charge and pursuit rolls.
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Pack Alpha
All friendly units of Dire Wolves within 12" of Belladamma may re-roll failed charge and pursuit rolls.
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Pestilent Breath
A Zombie Dragon has a Breath Weapon. Any model hit suffers a S 2 hit, with a -3 armour save modifier.
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Pestilent Breath
A Zombie Dragon has a Breath Weapon. Any model hit suffers a S 2 hit, with a -3 armour save modifier.
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Poisoned Attacks
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal.
Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
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Poisoned Attacks
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal.
Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
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Poisonous Tail
The Abyssal Terror gains Poisoned Attacks.
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Poisonous Tail
The Abyssal Terror gains Poisoned Attacks.
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Queen of Lahmia
Neferata must be the Army General. In addition, units of Lahmian Handmaidens may be included as Special Units rather than Rare Units.
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Queen of Lahmia
Neferata must be the Army General. In addition, units of Lahmian Handmaidens may be included as Special Units rather than Rare Units.
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Rancid Maw
Attacks made by a Terrorgheist with this upgrade have Poisoned Attacks. Note that this does not include the Terrorgheist's Stomp.
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Rancid Maw
Attacks made by a Terrorgheist with this upgrade have Poisoned Attacks. Note that this does not include the Terrorgheist's Stomp.
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Random Attacks (2D6)
Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.
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Random Attacks (2D6)
Models with Random Attacks do not have a normal number for their A characteristic, but rather a dice roll. Each time a model with this rule comes to strike blows, roll the indicated dice, adding any modifiers shown, to determine the number of attacks that the model will make, then roll to hit as normal. If a unit contains more than one model with this rule, always roll separately for each model.
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Regeneration (4+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
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Regeneration (4+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
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Regeneration (5+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
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Regeneration (5+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
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Regeneration (6+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
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Regeneration (6+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
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Scouts
Before starting deployment, a unit with Scouts can choose to not deploy at the start of the battle. Scouts are set up after all other non-Scout units from both armies have been deployed, and do not count toward determining who finished deploying their army first. They can be set up either in their controlling player's deployment zone as normal, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first.
Note that a character may only join a unit deploying with Scouts if they also have the same rule.
If both players' armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
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Scouts
Before starting deployment, a unit with Scouts can choose to not deploy at the start of the battle. Scouts are set up after all other non-Scout units from both armies have been deployed, and do not count toward determining who finished deploying their army first. They can be set up either in their controlling player's deployment zone as normal, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first.
Note that a character may only join a unit deploying with Scouts if they also have the same rule.
If both players' armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
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Scurrying Retreat
If Kritza is slain in close combat, roll a D6 at the end of that phase. On a 1-3, he is removed as a casualty as normal. On a 4+, move Kritza 3D6" in any direction, stopping at least 1" away from other units or impassable terrain. He is restored to his starting number of Wounds and may act normally from his next turn.
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Scurrying Retreat
If Kritza is slain in close combat, roll a D6 at the end of that phase. On a 1-3, he is removed as a casualty as normal. On a 4+, move Kritza 3D6" in any direction, stopping at least 1" away from other units or impassable terrain. He is restored to his starting number of Wounds and may act normally from his next turn.
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Scythes and Barbs
The Necrofex Colossus' number of Random Attacks and Stomp hits may be re-rolled.
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Scythes and Barbs
The Necrofex Colossus' number of Random Attacks and Stomp hits may be re-rolled.
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Shrieking Swarm
Any enemy unit in base contact with Ivya at the start of each close combat phase take 2D6 S 2 Hits. In addition, they also suffer -1 to their WS.
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Shrieking Swarm
Any enemy unit in base contact with Ivya at the start of each close combat phase take 2D6 S 2 Hits. In addition, they also suffer -1 to their WS.
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Skirmishers
Skirmish Formation
Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too.
When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles.
Skirmishers and Charging
If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy.
The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way.
If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation.
Vanguard
Skirmishers have Vanguard.
Free Reform
A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value.
Feigned Flight
A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is
then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.
Remember that Feigned Flight does not apply to models with Fly.
Fire on the March
Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.
Light Troops
All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn).
Characters
A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
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Skirmishers
Skirmish Formation
Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too.
When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles.
Skirmishers and Charging
If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy.
The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way.
If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation.
Vanguard
Skirmishers have Vanguard.
Free Reform
A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value.
Feigned Flight
A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is
then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.
Remember that Feigned Flight does not apply to models with Fly.
Fire on the March
Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.
Light Troops
All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn).
Characters
A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
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Slavering Charge
In a turn that they successfully charge, models with this rule gains Strength Bonus (1).
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Slavering Charge
In a turn that they successfully charge, models with this rule gains Strength Bonus (1).
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Soul Reapers
Attacks made by Hexwraiths and Hellwraiths in close combat have Flaming Attacks and Ignores Armour saves.
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Soul Reapers
Attacks made by Hexwraiths and Hellwraiths in close combat have Flaming Attacks and Ignores Armour saves.
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Soulstriders
Hexwraiths and Hellwraiths can move through unengaged units (whether friendly or enemy) during the Remaining Moves sub-phase, but cannot end their movement within 1" of another unit.
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Soulstriders
Hexwraiths and Hellwraiths can move through unengaged units (whether friendly or enemy) during the Remaining Moves sub-phase, but cannot end their movement within 1" of another unit.
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Spectral Steeds
A model mounted upon (or pulled by) a model with this rule gains Ethereal for the purposes of movement only. They do not suffer the movement penalty for being barded. Whilst a unit with this rule is joined by a character without the Spectral Steeds or Ethereal special rules, then it loses this special rule.
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Spectral Steeds
A model mounted upon (or pulled by) a model with this rule gains Ethereal for the purposes of movement only. They do not suffer the movement penalty for being barded. Whilst a unit with this rule is joined by a character without the Spectral Steeds or Ethereal special rules, then it loses this special rule.
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Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are
randomised as Automatic Hits.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
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Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are
randomised as Automatic Hits.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
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Stupidity
Provided that they are not engaged in close combat, a unit that contains one or more models with Stupidity must take a LD test at the start of its Movement phase. If the test is passed, the unit will act normally this turn.
If the test is failed, it moves directly forwards using Random Movement (D6) in the Compulsory Movement sub-phase. The Stupid unit cannot take any further action that turn, so cannot declare charges or make a shooting attack. However, a unit that has failed a Stupidity test can still be forced to move, or perform any other action, by a spell, or other special rule/magic item.
Until they pass the Stupidity test again, models that have failed their Stupidity test have Immunity (Psychology) and Random Movement (D6), except that they can only move directly forwards. They cannot choose to do a combat reform or choose any other charge reaction except Hold. In addition, Wizards cannot attempt to cast/dispel or channel power dice or dispel dice.
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Stupidity
Provided that they are not engaged in close combat, a unit that contains one or more models with Stupidity must take a LD test at the start of its Movement phase. If the test is passed, the unit will act normally this turn.
If the test is failed, it moves directly forwards using Random Movement (D6) in the Compulsory Movement sub-phase. The Stupid unit cannot take any further action that turn, so cannot declare charges or make a shooting attack. However, a unit that has failed a Stupidity test can still be forced to move, or perform any other action, by a spell, or other special rule/magic item.
Until they pass the Stupidity test again, models that have failed their Stupidity test have Immunity (Psychology) and Random Movement (D6), except that they can only move directly forwards. They cannot choose to do a combat reform or choose any other charge reaction except Hold. In addition, Wizards cannot attempt to cast/dispel or channel power dice or dispel dice.
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Suffer No Rival
Kurdoss may re-roll failed rolls To Hit in close combat against the enemy Army General.
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Suffer No Rival
Kurdoss may re-roll failed rolls To Hit in close combat against the enemy Army General.
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Supernatural Reflexes
Enemies targeting Radukar the Beast must re-roll successful rolls To Hit.
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Supernatural Reflexes
Enemies targeting Radukar the Beast must re-roll successful rolls To Hit.
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Swarm of Flies
Enemies in base contact with a Zombie Dragon suffer -1 to their WS.
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Swarm of Flies
Enemies in base contact with a Zombie Dragon suffer -1 to their WS.
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Sword-claws
The Abyssal Terror gains Armour Piercing (1).
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Sword-claws
The Abyssal Terror gains Armour Piercing (1).
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The Battle Standard Bearer
Unless specified otherwise, the model that carries the battle standard cannot be the General.
Unlike normal standards, the battle standard is lost if the bearer is slain.
If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal.
Combat Resolution Bonus
A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit.
Hold your Ground!
Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing.
If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
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The Battle Standard Bearer
Unless specified otherwise, the model that carries the battle standard cannot be the General.
Unlike normal standards, the battle standard is lost if the bearer is slain.
If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal.
Combat Resolution Bonus
A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit.
Hold your Ground!
Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing.
If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
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The Beast
Whenever Radukar suffer an unsaved Wound, roll a D6; on a roll of 4+, he will transform into his Beast form for the remainder of the battle and will use those characteristics from then on (note that any Wounds previously suffered are not regained upon transforming). Replace Radukar the Wolf with Radukar the Beast, reforming the unit to make space if needed (this does not count as a reform).
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The Beast
Whenever Radukar suffer an unsaved Wound, roll a D6; on a roll of 4+, he will transform into his Beast form for the remainder of the battle and will use those characteristics from then on (note that any Wounds previously suffered are not regained upon transforming). Replace Radukar the Wolf with Radukar the Beast, reforming the unit to make space if needed (this does not count as a reform).
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The Court of the Lost
At the start of each of your turn, Cado can summon a spirit from the Court of the Lost. If he does so, pick one of the effects. That effect lasts until the start of your next turn.
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The Court of the Lost
At the start of each of your turn, Cado can summon a spirit from the Court of the Lost. If he does so, pick one of the effects. That effect lasts until the start of your next turn.
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The Generals of Undeath
If your army contains any Undead units, you must include at least one character that is a Wizard that uses the Lore of Necromancy.
Slain General
At the end of the phase in which the General is removed as a casualty, and at the start of every friendly turn thereafter, all friendly Undead units on the battlefield must take a LD test. If the test is failed, the unit immediately suffers a number of Wounds equal to the amount by which it failed the LD test, with no saves of any kind allowed. These Wounds are distributed as if from a shooting attack.
If, at the start of any of your turns following the death of the General, there is one or more friendly Wizard Character on the table who know spells from the Lore of Necromancy, no unit in the army needs to take this LD test while at least one of them remain.
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The Generals of Undeath
If your army contains any Undead units, you must include at least one character that is a Wizard that uses the Lore of Necromancy.
Slain General
At the end of the phase in which the General is removed as a casualty, and at the start of every friendly turn thereafter, all friendly Undead units on the battlefield must take a LD test. If the test is failed, the unit immediately suffers a number of Wounds equal to the amount by which it failed the LD test, with no saves of any kind allowed. These Wounds are distributed as if from a shooting attack.
If, at the start of any of your turns following the death of the General, there is one or more friendly Wizard Character on the table who know spells from the Lore of Necromancy, no unit in the army needs to take this LD test while at least one of them remain.
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The Newly Dead
Zombie units can be increased beyond their starting size by spells and effects that add models to an existing unit. In addition, when Zombie units are successfully targeted by the Invocation of Nehek spell from the Lore of the Vampires, they regain an extra D6 Wounds. However, they also suffer one more casualty than normal as a result of Unstable.
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The Newly Dead
Zombie units can be increased beyond their starting size by spells and effects that add models to an existing unit. In addition, when Zombie units are successfully targeted by the Invocation of Nehek spell from the Lore of the Vampires, they regain an extra D6 Wounds. However, they also suffer one more casualty than normal as a result of Unstable.
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The Red Thirst
Whenever a model with this rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with Animated Construct, Daemonic, Forest Spirits.
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The Red Thirst
Whenever a model with this rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with Animated Construct, Daemonic, Forest Spirits.
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The Reliquary
At the start of each of your turns, roll 2D6 and add the current turn number. This is range of the reliquary's dark aura this turn in inches. All enemy units within range of the dark aura immediately take D6 hits, with a S equal to the current turn number, distributed as from shooting. Also, place a marker next to all friendly Undead units that were within range of the dark aura at the start of the turn. These units improve their Regeneration saves by one point until the start of their next turn, to a maximum of 4+. If they have no Regeneration save, they are treated as having Regeneration (6+) instead. Finally, if the 2D6 result was a double, then the fell energies prove too powerful; in addition to the usual effects, the Mortis Engine takes 1 Wound with no saves of any kind allowed. When the Mortis Engine suffers its last unsaved Wound, every unit within 12 plus the turn number in inches, friend or foe, must take 2D6 hits with a S equal to the current turn number. These hits are distributed as shooting.
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The Reliquary
At the start of each of your turns, roll 2D6 and add the current turn number. This is range of the reliquary's dark aura this turn in inches. All enemy units within range of the dark aura immediately take D6 hits, with a S equal to the current turn number, distributed as from shooting. Also, place a marker next to all friendly Undead units that were within range of the dark aura at the start of the turn. These units improve their Regeneration saves by one point until the start of their next turn, to a maximum of 4+. If they have no Regeneration save, they are treated as having Regeneration (6+) instead. Finally, if the 2D6 result was a double, then the fell energies prove too powerful; in addition to the usual effects, the Mortis Engine takes 1 Wound with no saves of any kind allowed. When the Mortis Engine suffers its last unsaved Wound, every unit within 12 plus the turn number in inches, friend or foe, must take 2D6 hits with a S equal to the current turn number. These hits are distributed as shooting.
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Unholy Lodestone
When a friendly Wizard within 6" of an Unholy Lodestone successfully casts Invocation of Nehek, they may re-roll a single D6 to determine how many Wounds are restored.
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Unholy Lodestone
When a friendly Wizard within 6" of an Unholy Lodestone successfully casts Invocation of Nehek, they may re-roll a single D6 to determine how many Wounds are restored.
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Vampire Blood
The Necrofex Colossus gains Regeneration (3+), but is also subject to the Berserk Rage part of Frenzy.
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Vampire Blood
The Necrofex Colossus gains Regeneration (3+), but is also subject to the Berserk Rage part of Frenzy.
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Vampirique
Models with Vampiric have Fear and Immunity (Psychology). In addition, models suffer -1 To Wound rolls against them, unless they are using Magical Attacks or Flaming Attacks.
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Vampiric
Models with Vampiric have Fear and Immunity (Psychology). In addition, models suffer -1 To Wound rolls against them, unless they are using Magical Attacks or Flaming Attacks.
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Vigour Mortis
All friendly Skeleton and Zombies units (but not any characters) within 6" of the Corpse Cart may re-roll all failed rolls To Wound in close combat and gain Regeneration (6+).
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Vigour Mortis
All friendly Skeleton and Zombies units (but not any characters) within 6" of the Corpse Cart may re-roll all failed rolls To Wound in close combat and gain Regeneration (6+).
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Vortex of Death
Any Wizard attempting to cast spells from the Lore of Death or Lore of Necromancy within 12" of the Necrofex Colossus gains +1 to their Casting roll.
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Vortex of Death
Any Wizard attempting to cast spells from the Lore of Death or Lore of Necromancy within 12" of the Necrofex Colossus gains +1 to their Casting roll.
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Ward Save (4+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source.
Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves.
Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.
Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
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Ward Save (4+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source.
Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves.
Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.
Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
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Wight Blades
Models with this rule have Killing Blow and Magical Attacks.
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Wight Blades
Models with this rule have Killing Blow and Magical Attacks.
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