Correspondence of translations with another language
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Abominable Attacks
A Hell Pit Abomination drags its grotesque bulk across the battlefield, feeding hungrily upon those enemies not crushed beneath its bulk.
Instead of attacking normally during the Combat phase, a Hell Pit Abomination may choose to make one of the following Abominable Attacks:
• Feed: Nominate a single enemy model in base contact with the Hell Pit Abomination to be the target of this attack. If that model is hit, it suffers D3 automatic wounds with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
• Avalanche of Flesh: Place a small (3") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -2.
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Abominable Attacks
A Hell Pit Abomination drags its grotesque bulk across the battlefield, feeding hungrily upon those enemies not crushed beneath its bulk.
Instead of attacking normally during the Combat phase, a Hell Pit Abomination may choose to make one of the following Abominable Attacks:
• Feed: Nominate a single enemy model in base contact with the Hell Pit Abomination to be the target of this attack. If that model is hit, it suffers D3 automatic wounds with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
• Avalanche of Flesh: Place a small (3") blast template so that its central hole is directly over the centre of the target unit. Any model (friend or foe, but not including this model) whose base lies underneath the template risks being hit and suffering a single hit, using the Strength characteristic of this model, with an AP of -2.
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Ambushers
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Ambushers
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Paura
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Fear
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Arma a Una Mano
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Hand Weapon
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Armatura Leggera
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Light armour
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Armi da Lancio
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Throwing Weapons
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Armour Bane
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Armour Bane
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Attacchi Magici
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Magical Attacks
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Attacchi di Calpestamento
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Stomp Attacks
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Poisoned Attacks
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Poisoned Attacks
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Colpi d'Impatto
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Impact Hits
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Avanguardia
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Vanguard
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Warband
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Warband
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Billowing Death
R S AP Special Rules
Billowing Death N/A 2 N/A Breath Weapon, Magical Attacks
Notes: When making a roll To Wound for this weapon, a roll of a natural 6 is always a success, even if the target’s Toughness is so high that the weapon would not normally be able to wound it. In addition, no armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
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Billowing Death
R S AP Special Rules
Billowing Death N/A 2 N/A Breath Weapon, Magical Attacks
Notes: When making a roll To Wound for this weapon, a roll of a natural 6 is always a success, even if the target’s Toughness is so high that the weapon would not normally be able to wound it. In addition, no armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
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Blessings Of The Horned Rat
The Horned Rat protects its favoured followers, warding them against the weapons of their enemies.
This model has a 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
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Blessings Of The Horned Rat
The Horned Rat protects its favoured followers, warding them against the weapons of their enemies.
This model has a 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
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Claws And Fangs
counts as hand weapons
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Claws And Fangs
counts as hand weapons
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Close Order
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Close Order
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Cloud of Flies
Swarms of fat flies surround the Plague Priests of Clan Pestilens, blinding and choking their enemies.
Any enemy model that directs its attacks against this character during the Combat phase suffers a -1 modifier to its rolls To Hit.
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Cloud of Flies
Swarms of fat flies surround the Plague Priests of Clan Pestilens, blinding and choking their enemies.
Any enemy model that directs its attacks against this character during the Combat phase suffers a -1 modifier to its rolls To Hit.
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Combattere su Rango Extra
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Fight In Extra Rank
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Crushing Bulk
The erratic movements and crushing weight of a Doomwheel combine to wreak havoc upon the ordered ranks of the enemy.
Any Stomp Attacks made by a Doom Wheel have an Armour Piercing characteristic of -1. In addition, an enemy unit that suffers Impact Hits from this model must immediately make a Leadership test. If this test is failed, the unit becomes Disrupted until the end of the current Combat phase.
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Crushing Bulk
The erratic movements and crushing weight of a Doomwheel combine to wreak havoc upon the ordered ranks of the enemy.
Any Stomp Attacks made by a Doom Wheel have an Armour Piercing characteristic of -1. In addition, an enemy unit that suffers Impact Hits from this model must immediately make a Leadership test. If this test is failed, the unit becomes Disrupted until the end of the current Combat phase.
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Deploying Weapon Teams
A Weapon Team must be deployed at the same time as its ‘parent’ unit (the unit it was bought as an upgrade for), and must be deployed within 3" of that unit.
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Deploying Weapon Teams
A Weapon Team must be deployed at the same time as its ‘parent’ unit (the unit it was bought as an upgrade for), and must be deployed within 3" of that unit.
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Determinato
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Stubborn
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Dragged Along
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Dragged Along
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Scouts
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Scouts
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Terrore
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Terror
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Eshin Infiltration
Seldom will a Clan Eshin Master Assassin reveal their presence unless a hidden army of Gutter Runners lurks close by.
When a friendly unit of Gutter Runners with the Ambushers special rule arrives from reserve, it can be placed on the battlefield anywhere completely within 12" of a revealed Master Assassin, but not within 6" of any enemy models (rather than entering the battle as reinforcements). The unit cannot charge during this turn and counts as having moved for the purposes of shooting, but can otherwise act as normal.
Note that this character cannot use this special rule whilst it remains hidden.
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Eshin Infiltration
Seldom will a Clan Eshin Master Assassin reveal their presence unless a hidden army of Gutter Runners lurks close by.
When a friendly unit of Gutter Runners with the Ambushers special rule arrives from reserve, it can be placed on the battlefield anywhere completely within 12" of a revealed Master Assassin, but not within 6" of any enemy models (rather than entering the battle as reinforcements). The unit cannot charge during this turn and counts as having moved for the purposes of shooting, but can otherwise act as normal.
Note that this character cannot use this special rule whilst it remains hidden.
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Evasive
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Evasive
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Fuga Simulata
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Feigned Flight
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Fire & Flee
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Fire & Flee
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Furia
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Frenzy
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Large Target
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Large Target
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Great Censer
As the Plague Furnace crashes into the enemy ranks, the rusty chains holding the great censer are loosed with devastating effect.
Stomp Attacks made by a Plague Furnace represent the Great Censer being let loose to swing into the enemy with devastating effect. Any Stomp Attacks made by a Plague Furnace have an Armour Piercing characteristic of -2.
In addition, whilst within 3" of one or more models with this special rule, the noxious fumes billowing from the Great Censer cause enemy units to suffer a -1 modifier to their Toughness characteristic (to a minimum of 1).
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Great Censer
As the Plague Furnace crashes into the enemy ranks, the rusty chains holding the great censer are loosed with devastating effect.
Stomp Attacks made by a Plague Furnace represent the Great Censer being let loose to swing into the enemy with devastating effect. Any Stomp Attacks made by a Plague Furnace have an Armour Piercing characteristic of -2.
In addition, whilst within 3" of one or more models with this special rule, the noxious fumes billowing from the Great Censer cause enemy units to suffer a -1 modifier to their Toughness characteristic (to a minimum of 1).
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Hidden
Clan Eshin Master Assassins hide amongst the teeming hordes of Skaven infantry, ready to strike at the unsuspecting enemy.
Master Assassins are not placed on the battlefield at the start of the game. Instead, they are ‘hidden’ within a friendly Skaven unit whose troop type is ‘infantry’ and that has a Unit Strength of ten or more. Make a note of which unit each Master Assassin is hiding within.
A hidden Master Assassin may be revealed during any Start of Turn sub-phase or at the start of any Combat phase. Position the revealed Master Assassin as you would a character that has joined the unit.
If a unit in which a Master Assassin is hiding is destroyed or flees the battlefield before the Master Assassin is revealed, the Master Assassin is removed as a casualty. A Master Assassin cannot be your army General.
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Hidden
Clan Eshin Master Assassins hide amongst the teeming hordes of Skaven infantry, ready to strike at the unsuspecting enemy.
Master Assassins are not placed on the battlefield at the start of the game. Instead, they are ‘hidden’ within a friendly Skaven unit whose troop type is ‘infantry’ and that has a Unit Strength of ten or more. Make a note of which unit each Master Assassin is hiding within.
A hidden Master Assassin may be revealed during any Start of Turn sub-phase or at the start of any Combat phase. Position the revealed Master Assassin as you would a character that has joined the unit.
If a unit in which a Master Assassin is hiding is destroyed or flees the battlefield before the Master Assassin is revealed, the Master Assassin is removed as a casualty. A Master Assassin cannot be your army General.
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Horde
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Horde
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Immune To Psychology
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Immune To Psychology
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Irriducibile
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Unbreakable
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Leader Of The Pack
Though they often prefer to hide from the enemy, the Packmasters of Clan Moulder take to the battlefield to drive their bestial charges forward towards the foe.
Models with this special rule can only be taken as part of a unit of Rat Ogres, or a unit of Giant Rats. Models with this special rule (including command group models) must be positioned at the rear of their unit, making up its rear rank(s). Any Rat Ogres or Giant Rats the unit contains must always occupy the front rank(s) of the unit, pushing past any models with this special rule to get there if necessary (such as when the unit turns).
Note that a Master Moulder may issue and accept challenges even if they are not within the fighting rank.
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Leader Of The Pack
Though they often prefer to hide from the enemy, the Packmasters of Clan Moulder take to the battlefield to drive their bestial charges forward towards the foe.
Models with this special rule can only be taken as part of a unit of Rat Ogres, or a unit of Giant Rats. Models with this special rule (including command group models) must be positioned at the rear of their unit, making up its rear rank(s). Any Rat Ogres or Giant Rats the unit contains must always occupy the front rank(s) of the unit, pushing past any models with this special rule to get there if necessary (such as when the unit turns).
Note that a Master Moulder may issue and accept challenges even if they are not within the fighting rank.
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Loner
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Loner
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Lore Of The Horned Rat
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Lore Of The Horned Rat
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Resistenza alla Magia
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Magic Resistance
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Masses
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Masses
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Motley Crew
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Motley Crew
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Move Through Cover
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Move Through Cover
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Movimento Casuale
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Random Movement
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Mutated Hides
Counts as Heavy armour
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Mutated Hides
Counts as Heavy armour
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Open Order
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Open Order
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Pavise
A pavise is a large, heavy shield, anchored to the ground by iron spikes.
A pavise gives its wielder a 4+ armour value against attacks made by enemy models that lie within the wielder’s front arc. However, a pavise offers no protection to its wielder against attacks made by enemy models that lie within the wielder’s flank or rear arcs.
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Pavise
A pavise is a large, heavy shield, anchored to the ground by iron spikes.
A pavise gives its wielder a 4+ armour value against attacks made by enemy models that lie within the wielder’s front arc. However, a pavise offers no protection to its wielder against attacks made by enemy models that lie within the wielder’s flank or rear arcs.
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Plague Censer
R S AP Special Rules
Plague censer Combat S+2 -1 Poisoned Attacks, Requires Two Hands
Notes: A plague censer’s Strength modifier applies only during the first round of combat. In addition, during the Combat phase, a model armed with a plague censer may re-roll any rolls To Wound of a natural 1.
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Plague Censer
R S AP Special Rules
Plague censer Combat S+2 -1 Poisoned Attacks, Requires Two Hands
Notes: A plague censer’s Strength modifier applies only during the first round of combat. In addition, during the Combat phase, a model armed with a plague censer may re-roll any rolls To Wound of a natural 1.
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Poisoned Wind Globes
R S AP Special Rules
Poisoned Wind globes 9" 2 - Move & Shoot, Poisoned Wind, Quick Shot
Notes: If the roll To Hit is successful, a Poisoned Wind globe causes D3 hits to the target enemy unit, rather than the usual one. However, if a natural 1 is rolled when making a roll To Hit with this weapon, immediately roll another D6. On a roll of 1, D3 hits are caused on the shooting unit.
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Poisoned Wind Globes
R S AP Special Rules
Poisoned Wind globes 9" 2 - Move & Shoot, Poisoned Wind, Quick Shot
Notes: If the roll To Hit is successful, a Poisoned Wind globe causes D3 hits to the target enemy unit, rather than the usual one. However, if a natural 1 is rolled when making a roll To Hit with this weapon, immediately roll another D6. On a roll of 1, D3 hits are caused on the shooting unit.
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Random Attacks
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Random Attacks
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Regeneration
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Regeneration
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Safe From Harm
Rat Ogres are big, tough creatures and their Packmasters will instinctively shelter behind their enduring bulk.
When an enemy unit shoots at a unit of Rat Ogres that also contains one or more Packmasters, the enemy player must roll a D6 for each successful roll To Hit before making any rolls To Wound. On a roll of 1-4, the hit is inflicted upon a Rat Ogre. In combat, enemy models must allocate their attacks against a model they are in base contact with (or against the closest model if they are within the fighting rank but not in base contact) before rolling To Hit.
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Safe From Harm
Rat Ogres are big, tough creatures and their Packmasters will instinctively shelter behind their enduring bulk.
When an enemy unit shoots at a unit of Rat Ogres that also contains one or more Packmasters, the enemy player must roll a D6 for each successful roll To Hit before making any rolls To Wound. On a roll of 1-4, the hit is inflicted upon a Rat Ogre. In combat, enemy models must allocate their attacks against a model they are in base contact with (or against the closest model if they are within the fighting rank but not in base contact) before rolling To Hit.
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Scurry Away
Wherever possible, Skaven prefer to run from danger rather than face it head-on.
Models with this special rule have a +1 modifier to the result of any Flee roll they make.
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Scurry Away
Wherever possible, Skaven prefer to run from danger rather than face it head-on.
Models with this special rule have a +1 modifier to the result of any Flee roll they make.
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Scurrying
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Scurrying
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Scurrying Masses
Although not brave by nature, Skaven find courage and discipline in large numbers.
Whilst within 3" of a friendly unit, this model gains a positive (+) modifier to its Leadership characteristic equal to that unit’s current Rank Bonus, up to a maximum of Leadership 10.
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Scurrying Masses
Although not brave by nature, Skaven find courage and discipline in large numbers.
Whilst within 3" of a friendly unit, this model gains a positive (+) modifier to its Leadership characteristic equal to that unit’s current Rank Bonus, up to a maximum of Leadership 10.
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Skirmishers
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Skirmishers
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Wizard
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Wizard
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Targeting Weapon Teams
If it is within 3" of its parent unit, and if that unit contains five or more models (and is not itself fleeing), a Weapon Team cannot be targeted by enemy shooting or by enemy spells, unless the Weapon Team is the closest target.
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Targeting Weapon Teams
If it is within 3" of its parent unit, and if that unit contains five or more models (and is not itself fleeing), a Weapon Team cannot be targeted by enemy shooting or by enemy spells, unless the Weapon Team is the closest target.
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Timmm-berrr!
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Timmm-berrr!
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Tolling the Bell
The tolling of a Screaming Bell declares the Horned Rat’s supremacy and fills the foe with dread.
A Screaming Bell may be rung during the Command sub-phase of your turn. Roll on the table below to determine the effect this has:
Tolling The Bell Table
2D6 Result
2 Magical Backlash: Every unit (friend or foe) that is within this model’s Command range suffers D3 Strength 4 hits, each with an AP of -2.
3-4 Dissonant Peal: Until your next Start of Turn sub-phase, all enemy units within 18" of this model suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
5-6 Wall of Unholy Sound: Until your next Start of Turn sub-phase, all friendly Skaven units within 18" of this model gain the Fear special rule.
7 Resonant Power: Until the end of this turn, all friendly Skaven Wizards within this model’s Command range may apply a +1 modifier to any Casting roll they make.
8-9 Emboldening Clamour: Until your next Start of Turn sub-phase, all friendly Skaven units within 18" of this model gain the Immune to Psychology special rule.
10-11 Rapturous Ringing: Until your next Start of Turn sub-phase, all friendly Skaven units within 18" of this model gain the Extra Attacks (1) special rule.
12 Sonorous Knell: Any enemy unit that is within 18" of this model, including units that are fleeing or that are engaged in combat, must make a Leadership test. If this test is failed, the unit suffers D6 Strength 4 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
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Tolling the Bell
The tolling of a Screaming Bell declares the Horned Rat’s supremacy and fills the foe with dread.
A Screaming Bell may be rung during the Command sub-phase of your turn. Roll on the table below to determine the effect this has:
Tolling The Bell Table
2D6 Result
2 Magical Backlash: Every unit (friend or foe) that is within this model’s Command range suffers D3 Strength 4 hits, each with an AP of -2.
3-4 Dissonant Peal: Until your next Start of Turn sub-phase, all enemy units within 18" of this model suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
5-6 Wall of Unholy Sound: Until your next Start of Turn sub-phase, all friendly Skaven units within 18" of this model gain the Fear special rule.
7 Resonant Power: Until the end of this turn, all friendly Skaven Wizards within this model’s Command range may apply a +1 modifier to any Casting roll they make.
8-9 Emboldening Clamour: Until your next Start of Turn sub-phase, all friendly Skaven units within 18" of this model gain the Immune to Psychology special rule.
10-11 Rapturous Ringing: Until your next Start of Turn sub-phase, all friendly Skaven units within 18" of this model gain the Extra Attacks (1) special rule.
12 Sonorous Knell: Any enemy unit that is within 18" of this model, including units that are fleeing or that are engaged in combat, must make a Leadership test. If this test is failed, the unit suffers D6 Strength 4 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
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Too Horrible To Die
Even in the grips of its death throes, a Hell Pit Abomination writhes with dark vitality.
The first time a Hell Pit Abomination loses its last Wound, roll a D6 before removing the model from play:
• On a roll of 1-3, the beast wheezes its last breath and is removed from play.
• On a roll of 4 or 5, the great corpse shudders and a swarm of rats bursts forth. Place a Rat Swarm of one model within 3" of this model, then remove this model from play.
• On a roll of 6, the Hell Pit Abomination jolts and shudders with unnatural vitality before rising anew. This model immediately recovers D3 Wounds.
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Too Horrible To Die
Even in the grips of its death throes, a Hell Pit Abomination writhes with dark vitality.
The first time a Hell Pit Abomination loses its last Wound, roll a D6 before removing the model from play:
• On a roll of 1-3, the beast wheezes its last breath and is removed from play.
• On a roll of 4 or 5, the great corpse shudders and a swarm of rats bursts forth. Place a Rat Swarm of one model within 3" of this model, then remove this model from play.
• On a roll of 6, the Hell Pit Abomination jolts and shudders with unnatural vitality before rising anew. This model immediately recovers D3 Wounds.
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Two Hand Weapons
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Two Hand Weapons
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Verminous Valour
Notorious cowards, Skaven leaders often prefer to lead from the back.
A character with this special rule that has joined a unit that has a Unit Strength of 10 or more may voluntarily ‘retire’ to the rear of the unit at any time, moving through the ranks and taking up a position away from the combat. Should they do so, they are no longer within the fighting rank and cannot make any attacks or have attacks directed against them. However, the unit may still use this character’s Leadership.
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Verminous Valour
Notorious cowards, Skaven leaders often prefer to lead from the back.
A character with this special rule that has joined a unit that has a Unit Strength of 10 or more may voluntarily ‘retire’ to the rear of the unit at any time, moving through the ranks and taking up a position away from the combat. Should they do so, they are no longer within the fighting rank and cannot make any attacks or have attacks directed against them. However, the unit may still use this character’s Leadership.
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Warp Lightning cannon
R S AP Special Rules
Warp Lightning cannon 8D6" * -3 Cumbersome, Lightning Strike, Move or Shoot
Notes: This weapon does not use its crew’s Ballistic Skill. Instead, it shoots using the ‘Lightning Strike’ special rule. This weapon uses the Warp Lightning Misfire table.
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Warp Lightning cannon
R S AP Special Rules
Warp Lightning cannon 8D6" * -3 Cumbersome, Lightning Strike, Move or Shoot
Notes: This weapon does not use its crew’s Ballistic Skill. Instead, it shoots using the ‘Lightning Strike’ special rule. This weapon uses the Warp Lightning Misfire table.
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Warplock Jezzail
R S AP Special Rules
Warplock jezzail 36" 6 -3 Cumbersome, Magical Attacks, Move or Shoot
Notes: If the wielder of a warplock jezzail rolls a natural 1 when making a roll To Hit when shooting this weapon, immediately roll another D6. On a roll of 1, the wielder is removed from play as a casualty.
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Warplock Jezzail
R S AP Special Rules
Warplock jezzail 36" 6 -3 Cumbersome, Magical Attacks, Move or Shoot
Notes: If the wielder of a warplock jezzail rolls a natural 1 when making a roll To Hit when shooting this weapon, immediately roll another D6. On a roll of 1, the wielder is removed from play as a casualty.
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Warpstone Claws
R S AP Special Rules
Warpstone claws Combat S -1 Armour Bane (1), Magical Attacks
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Warpstone Claws
R S AP Special Rules
Warpstone claws Combat S -1 Armour Bane (1), Magical Attacks
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Warpstone Tokens
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Warpstone Tokens
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Warpstone Weapons
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Warpstone Weapons
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Weapon Team Leadership
Whilst within 3" of its parent unit, a Weapon Team gains a positive (+) modifier to its Leadership characteristic equal to the parent unit’s current Rank Bonus, up to a maximum of Leadership 10.
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Weapon Team Leadership
Whilst within 3" of its parent unit, a Weapon Team gains a positive (+) modifier to its Leadership characteristic equal to the parent unit’s current Rank Bonus, up to a maximum of Leadership 10.
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Zzzzap!
As hordes of rats scamper in treadmills to propel a Doomwheel, warpstone generators spark into life, unleashing lethal bolts of warp lightning across the battlefield.
At the end of every Shooting phase, after all shooting has been resolved, place up to three small (3") blast templates so that their central hole is within 6" of this model. Once placed, each template will scatter D6". Any model (friend or foe) whose base lies underneath a template’s final position risks being hit and suffering a single hit, the Strength of which is determined by rolling an Artillery dice. Each hit has an AP of -2.
If a ‘Misfire’ is rolled when rolling to determine the Strength of a template, this model suffers the brunt of the warp lightning bolt. The template is removed and any models hit by it are left unharmed, but this model loses a single Wound.
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Zzzzap!
As hordes of rats scamper in treadmills to propel a Doomwheel, warpstone generators spark into life, unleashing lethal bolts of warp lightning across the battlefield.
At the end of every Shooting phase, after all shooting has been resolved, place up to three small (3") blast templates so that their central hole is within 6" of this model. Once placed, each template will scatter D6". Any model (friend or foe) whose base lies underneath a template’s final position risks being hit and suffering a single hit, the Strength of which is determined by rolling an Artillery dice. Each hit has an AP of -2.
If a ‘Misfire’ is rolled when rolling to determine the Strength of a template, this model suffers the brunt of the warp lightning bolt. The template is removed and any models hit by it are left unharmed, but this model loses a single Wound.
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Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master.
The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
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Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master.
The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
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Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm.
The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
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Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm.
The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
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Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens.
The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
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Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens.
The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
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Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe.
The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
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Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe.
The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
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Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark.
May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
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Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark.
May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
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Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle.
R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
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Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle.
R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
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Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease.
R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
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Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease.
R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
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Blade Of Nurglitch
Blessed by the Plaguelord of Clan Pestilens, even a scratch from this filth-encrusted weapon can turn into instant infection.
R S AP Special Rules
Blade of Nurglitch Combat S+1 - Magical Attacks
Notes: Any enemy model that suffers one or more unsaved wounds from the Blade of Nurglitch must immediately make a Toughness test. If this test is failed, they suffer a -1 modifier to their Toughness characteristic (to a minimum of 1) for the remainder of the game.
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Blade Of Nurglitch
Blessed by the Plaguelord of Clan Pestilens, even a scratch from this filth-encrusted weapon can turn into instant infection.
R S AP Special Rules
Blade of Nurglitch Combat S+1 - Magical Attacks
Notes: Any enemy model that suffers one or more unsaved wounds from the Blade of Nurglitch must immediately make a Toughness test. If this test is failed, they suffer a -1 modifier to their Toughness characteristic (to a minimum of 1) for the remainder of the game.
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Brass Orb
This fist-sized orb of whirling cogs is capable of opening a crack into the twisting Realm of Chaos.
Single use. Instead of attacking normally during the Combat phase, the bearer of the Brass Orb can toss it at a specific model within a unit they are engaged in combat with, such as a champion or a character. Make a single roll To Hit. If successful, the target model must make an Initiative test. If this test is failed, the target model is removed from play as a casualty.
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Brass Orb
This fist-sized orb of whirling cogs is capable of opening a crack into the twisting Realm of Chaos.
Single use. Instead of attacking normally during the Combat phase, the bearer of the Brass Orb can toss it at a specific model within a unit they are engaged in combat with, such as a champion or a character. Make a single roll To Hit. If successful, the target model must make an Initiative test. If this test is failed, the target model is removed from play as a casualty.
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Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame.
R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
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Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame.
R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
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Cautious Shield
This large, magical shield emphasises an already prominent trait of Skaven nature.
The Cautious Shield is a shield. In addition, its bearer may choose to wield it with two hands when their combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase.
If they do, until the end of this Combat phase it improves its armour value by 3, but their Attacks characteristic is reduced to 0.
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Cautious Shield
This large, magical shield emphasises an already prominent trait of Skaven nature.
The Cautious Shield is a shield. In addition, its bearer may choose to wield it with two hands when their combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase.
If they do, until the end of this Combat phase it improves its armour value by 3, but their Attacks characteristic is reduced to 0.
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Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long.
The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
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Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long.
The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
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Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates.
The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
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Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates.
The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
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Death Globe
Warlock Engineers often carry much improved and far more deadly versions of the globes wielded by Poisoned Wind Globadiers.
R S AP Special Rules
9" N/A N/A Magical Attacks, Move & Shoot
Notes: Single use. A model armed with a Death Globe must target a specific model within its target unit, such as a champion or a character. Make a roll To Hit as normal. If successful, centre a small (3") blast template over the target model. Any model whose base lies underneath the template must make an Initiative test. If this test is failed, they lose a single Wound.
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Death Globe
Warlock Engineers often carry much improved and far more deadly versions of the globes wielded by Poisoned Wind Globadiers.
R S AP Special Rules
9" N/A N/A Magical Attacks, Move & Shoot
Notes: Single use. A model armed with a Death Globe must target a specific model within its target unit, such as a champion or a character. Make a roll To Hit as normal. If successful, centre a small (3") blast template over the target model. Any model whose base lies underneath the template must make an Initiative test. If this test is failed, they lose a single Wound.
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Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll.
Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
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Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll.
Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
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Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters.
R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
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Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters.
R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
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Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening.
R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
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Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening.
R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
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Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth.
Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
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Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth.
Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
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Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again.
The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
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Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again.
The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
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Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard.
Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
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Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard.
Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
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Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
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Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
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Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon.
R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
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Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon.
R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
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Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal.
The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
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Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal.
The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
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Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims.
R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
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Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims.
R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
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Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not.
Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
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Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not.
Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
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Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies.
The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
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Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies.
The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
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Luckstone
Can luck be trapped within a dull stone pendant? Possibly.
Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
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Luckstone
Can luck be trapped within a dull stone pendant? Possibly.
Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
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Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence.
A model may purchase up to three Obsidian Lodestones.
A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
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Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence.
A model may purchase up to three Obsidian Lodestones.
A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
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Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon.
R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
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Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon.
R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
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Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism.
Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
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Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism.
Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
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Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
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Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
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Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
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Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
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Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
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Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
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Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
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Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
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Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power.
Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
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Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power.
Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
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Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes.
The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
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Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes.
The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
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Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog.
Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army.
On a roll of 4+, the Wizard returns to normal (but retains a love of water).
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Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog.
Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army.
On a roll of 4+, the Wizard returns to normal (but retains a love of water).
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Shadow Magnet
Warpstone-contaminated veins of ore can absorb light and cast an aura of deep, shadowy darkness.
Any enemy model that targets the bearer of the Shadow Magnet or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier.
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Shadow Magnet
Warpstone-contaminated veins of ore can absorb light and cast an aura of deep, shadowy darkness.
Any enemy model that targets the bearer of the Shadow Magnet or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier.
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Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles.
The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
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Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles.
The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
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Skalm
This rare healing balm is smeared on wounds and is even rumoured to prolong a Skaven’s life.
Single use. During the Command sub-phase of their turn, the bearer of Skalm can use it. The model immediately recovers a single lost Wound and, until your next Start of Turn subphase, has a +1 modifier to their Toughness characteristic.
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Skalm
This rare healing balm is smeared on wounds and is even rumoured to prolong a Skaven’s life.
Single use. During the Command sub-phase of their turn, the bearer of Skalm can use it. The model immediately recovers a single lost Wound and, until your next Start of Turn subphase, has a +1 modifier to their Toughness characteristic.
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Skavenbrew
Brewed from warpstone and blood, Skavenbrew drives humble Skaven into a fighting frenzy.
Single use. Skaven Warlords and Skaven Chieftains only.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to distribute Skavenbrew to a unit they have joined by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Frenzy special rule.
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Skavenbrew
Brewed from warpstone and blood, Skavenbrew drives humble Skaven into a fighting frenzy.
Single use. Skaven Warlords and Skaven Chieftains only.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to distribute Skavenbrew to a unit they have joined by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Frenzy special rule.
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Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic.
R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
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Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic.
R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
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Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield.
The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
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Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield.
The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
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Storm Daemon
Created by the Warlock Engineers of Clan Skryre, this warpstonepowered device crackles with barely contained power.
This model can cast the following Bound spell, with a Power
Level of 1:
Type: Magic Missile
Casting Value: 8+
Range: 18"
Effect: The target enemy unit suffers D3+1 Strength 5 hits, each with an AP of -2.
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Storm Daemon
Created by the Warlock Engineers of Clan Skryre, this warpstonepowered device crackles with barely contained power.
This model can cast the following Bound spell, with a Power
Level of 1:
Type: Magic Missile
Casting Value: 8+
Range: 18"
Effect: The target enemy unit suffers D3+1 Strength 5 hits, each with an AP of -2.
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Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests.
R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
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Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests.
R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
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Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer.
R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
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Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer.
R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
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Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision.
R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
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Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision.
R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
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Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own.
R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
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Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own.
R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
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Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm.
The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
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Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm.
The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
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The Fellblade
This most terrible of weapons was forged to slay Nagash himself. No foe can stand before it and even the wielder must eventually succumb to its baleful effects.
R: Combat
S: 10
AP: N/A
Special Rules: Magical Attacks, Multiple Wounds (D3)
Notes: No armour, Ward or Regeneration saves are permitted against wounds caused by this weapon. However, during the Command sub-phase of their turn, the wielder of the Fellblade must roll a D6. On a roll of 1, they lose a single Wound.
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The Fellblade
This most terrible of weapons was forged to slay Nagash himself. No foe can stand before it and even the wielder must eventually succumb to its baleful effects.
R: Combat
S: 10
AP: N/A
Special Rules: Magical Attacks, Multiple Wounds (D3)
Notes: No armour, Ward or Regeneration saves are permitted against wounds caused by this weapon. However, during the Command sub-phase of their turn, the wielder of the Fellblade must roll a D6. On a roll of 1, they lose a single Wound.
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Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken.
The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken.
The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Warp Condenser
This rune-inscribed power pack is covered with copper coil wiring, flywheels, and enchanted mechanisms to draw extra energy from the fickle Winds of Magic.
The bearer of the Warp Condenser increases their Dispel range by 3". Additionally, when attempting to cast a Magic Missile spell, the bearer of the Warp Condenser gains a +1 modifier to their Casting roll. Finally, should they miscast a spell, the bearer of the Warp Condenser can re-roll the result rolled on the Miscast table
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Warp Condenser
This rune-inscribed power pack is covered with copper coil wiring, flywheels, and enchanted mechanisms to draw extra energy from the fickle Winds of Magic.
The bearer of the Warp Condenser increases their Dispel range by 3". Additionally, when attempting to cast a Magic Missile spell, the bearer of the Warp Condenser gains a +1 modifier to their Casting roll. Finally, should they miscast a spell, the bearer of the Warp Condenser can re-roll the result rolled on the Miscast table
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Warpstone Amulet
The Warpstone Amulet radiates disharmony and confusion, so that anyone who attacks its bearer becomes dazed and bewildered.
The Warpstone Amulet gives its bearer a 4+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
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Warpstone Amulet
The Warpstone Amulet radiates disharmony and confusion, so that anyone who attacks its bearer becomes dazed and bewildered.
The Warpstone Amulet gives its bearer a 4+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
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Warpstone Armour
Cunningly wrought of warpstone-infused iron, this heavy suit of armour protects without stifling the Winds of Magic.
Warpstone Armour is a suit of heavy armour which may be worn by a Wizard without penalty.
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Warpstone Armour
Cunningly wrought of warpstone-infused iron, this heavy suit of armour protects without stifling the Winds of Magic.
Warpstone Armour is a suit of heavy armour which may be worn by a Wizard without penalty.
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Warpstone Tokens
Pieces of refined warpstone are consumed by power-hungry Skaven Wizards.
A Wizard may purchase up to three Warpstone Tokens, each of which is single use. Before making a Casting roll, a Wizard may choose to consume a single Warpstone Token. For each Token consumed, they may roll an additional D3 and add its result to their Casting roll. However, for each natural 1 that is rolled, the Wizard loses a single Wound.
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Warpstone Tokens
Pieces of refined warpstone are consumed by power-hungry Skaven Wizards.
A Wizard may purchase up to three Warpstone Tokens, each of which is single use. Before making a Casting roll, a Wizard may choose to consume a single Warpstone Token. For each Token consumed, they may roll an additional D3 and add its result to their Casting roll. However, for each natural 1 that is rolled, the Wizard loses a single Wound.
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Weeping Blade
This weapon weeps a venom so corrosive it can melt through armour with ease to deeply pierce and poison the flesh beneath.
R S AP. Special Rules
Combat S -2. Magical Attacks, Multiple Wounds (D3), Poisoned Attacks
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Weeping Blade
This weapon weeps a venom so corrosive it can melt through armour with ease to deeply pierce and poison the flesh beneath.
R S AP. Special Rules
Combat S -2. Magical Attacks, Multiple Wounds (D3), Poisoned Attacks
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Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost.
The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing.
However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
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Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost.
The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing.
However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
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Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
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Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
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Banner Of Verminous Scurrying
A great, skittering urgency fills those that scurry beneath this tattered banner.
A unit carrying the Banner of Verminous Scurrying gains the Swiftstride special rule.
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Banner Of Verminous Scurrying
A great, skittering urgency fills those that scurry beneath this tattered banner.
A unit carrying the Banner of Verminous Scurrying gains the Swiftstride special rule.
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Dwarf Hide Banner
Made from the tanned hides and shorn beards of vanquished Dwarfs, this banner fills the Skaven with the courage to face their ancient enemies.
A unit carrying the Dwarf Hide Banner gains the Hatred (Dwarfs) and Stubborn special rules.
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Dwarf Hide Banner
Made from the tanned hides and shorn beards of vanquished Dwarfs, this banner fills the Skaven with the courage to face their ancient enemies.
A unit carrying the Dwarf Hide Banner gains the Hatred (Dwarfs) and Stubborn special rules.
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Grand Banner Of Superiority
This ragged shroud, emblazoned with clan signs, proclaims the superiority of the Warlord Clans.
When calculating its combat result, a unit carrying the Grand Banner of Superiority may claim an additional bonus of +D3 combat result points.
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Grand Banner Of Superiority
This ragged shroud, emblazoned with clan signs, proclaims the superiority of the Warlord Clans.
When calculating its combat result, a unit carrying the Grand Banner of Superiority may claim an additional bonus of +D3 combat result points.
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Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
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Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
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Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
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Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
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Storm Banner
This ancient banner possesses the power to wrack the sky with storms and tear the heavens apart with its fury.
Single use. A unit carrying the Storm Banner may activate it during the Command sub-phase of their turn. Until your next Start of Turn sub-phase, enemy units cannot use the Fly (X) special rule and all enemy shooting suffers an additional -1 To Hit modifier.
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Storm Banner
This ancient banner possesses the power to wrack the sky with storms and tear the heavens apart with its fury.
Single use. A unit carrying the Storm Banner may activate it during the Command sub-phase of their turn. Until your next Start of Turn sub-phase, enemy units cannot use the Fly (X) special rule and all enemy shooting suffers an additional -1 To Hit modifier.
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The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
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The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
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War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
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War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
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