Lizardmen

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Rules and Equipments used by the army

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Ambushers
A unit with the Ambushers rule can choose to not deploy at the start of the battle. Instead, from Turn 2 onwards, the controlling player rolls a dice at the start of their turn for each unit of their Ambushers that have yet to arrive. On a 1 or 2, the Ambushers have been delayed – roll for them again next turn. On a 3 or more, the unit of Ambushers arrives, and will enter the board during the Remaining Moves sub-phase. If the Ambushers do not turn up for the entire game, they are assumed to have got lost, and are treated as having fled the battle for the purposes of determining the victor. Arriving Ambushers enter the battlefield from any point on any battlefield edge, and move on using the rules for reinforcements. Note that a character may only join a unit deploying with Ambushers if they also have the same rule. In addition, for every Core unit that deploys as Ambushers in your army, you are required to include at least one other Core Unit that is not Expendable (described later in this chapter) and that does not deploy using the Ambushers rule (for more information, see the Choosing Your Army chapter).
Ambushers
A unit with the Ambushers rule can choose to not deploy at the start of the battle. Instead, from Turn 2 onwards, the controlling player rolls a dice at the start of their turn for each unit of their Ambushers that have yet to arrive. On a 1 or 2, the Ambushers have been delayed – roll for them again next turn. On a 3 or more, the unit of Ambushers arrives, and will enter the board during the Remaining Moves sub-phase. If the Ambushers do not turn up for the entire game, they are assumed to have got lost, and are treated as having fled the battle for the purposes of determining the victor. Arriving Ambushers enter the battlefield from any point on any battlefield edge, and move on using the rules for reinforcements. Note that a character may only join a unit deploying with Ambushers if they also have the same rule. In addition, for every Core unit that deploys as Ambushers in your army, you are required to include at least one other Core Unit that is not Expendable (described later in this chapter) and that does not deploy using the Ambushers rule (for more information, see the Choosing Your Army chapter).
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.
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.
Aquatic
Aquatic models can move within any area of water on the battlefield as if it were open ground. They are still subject to any special effects that specific terrain may have. The models can march, claim rank bonus and be steadfast even when in water. If every model in a unit is Aquatic, and the majority of the unit is within water terrain, enemies shooting at that unit suffer an additional -1 To Hit penalty.
Aquatic
Aquatic models can move within any area of water on the battlefield as if it were open ground. They are still subject to any special effects that specific terrain may have. The models can march, claim rank bonus and be steadfast even when in water. If every model in a unit is Aquatic, and the majority of the unit is within water terrain, enemies shooting at that unit suffer an additional -1 To Hit penalty.
Arcane Configuration
If you have one or more Engines of the Gods on the battlefield at the start of your Magic phase, select one of the eight Lores of Battle Magic from the Warhammer rulebook. Until the start of your next Magic phase, the casting values for all spells from the selected lore are reduced by 1 (to a minimum of 3).
Arcane Configuration
If you have one or more Engines of the Gods on the battlefield at the start of your Magic phase, select one of the eight Lores of Battle Magic from the Warhammer rulebook. Until the start of your next Magic phase, the casting values for all spells from the selected lore are reduced by 1 (to a minimum of 3).
Arcane Vassal
A Slann Mage-Priest can choose to cast any magic missile or direct damage spell through an Arcane Vassal within 24" of him. If he does so, measure the spell's range from the Arcane Vassal and use that model's forward arc and line of sight for the purposes of casting the spell. If using an Arcane Vassal, a Slann Mage-Priest can cast magic missiles, even if his own unit is engaged in close combat (provided that the Arcane Vassal's is not). If a spell cast through an Arcane Vassal is miscast, the result of the miscast is applied to the Slann Mage-Priest, but the Arcane Vassal suffers a S 3 hit.
Arcane Vassal
A Slann Mage-Priest can choose to cast any magic missile or direct damage spell through an Arcane Vassal within 24" of him. If he does so, measure the spell's range from the Arcane Vassal and use that model's forward arc and line of sight for the purposes of casting the spell. If using an Arcane Vassal, a Slann Mage-Priest can cast magic missiles, even if his own unit is engaged in close combat (provided that the Arcane Vassal's is not). If a spell cast through an Arcane Vassal is miscast, the result of the miscast is applied to the Slann Mage-Priest, but the Arcane Vassal suffers a S 3 hit.
Ark of Sotek
At the end of each friendly turn, nominate a Jungle Swarm unit within 6" of each Bastiladon with an Ark of Sotek and roll a D6. On a 4+, add one base to the Jungle Swarm unit. This can take the Jungle Swarm unit beyond its starting size. If the base cannot be placed (because there isn't enough room, or you don't have sufficient models), it is lost.
Ark of Sotek
At the end of each friendly turn, nominate a Jungle Swarm unit within 6" of each Bastiladon with an Ark of Sotek and roll a D6. On a 4+, add one base to the Jungle Swarm unit. This can take the Jungle Swarm unit beyond its starting size. If the base cannot be placed (because there isn't enough room, or you don't have sufficient models), it is lost.
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.
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.
Army of Kroq-Gar
Kroq-Gar will always be the army General. An army led by Kroq-Gar may include a single unit of Saurus Cold One Riders as a Core choice.
Army of Kroq-Gar
Kroq-Gar will always be the army General. An army led by Kroq-Gar may include a single unit of Saurus Cold One Riders as a Core choice.
Attuned to the Beast
Grymloq does not suffer from Berserk Rage.
Attuned to the Beast
Grymloq does not suffer from Berserk Rage.
Bestial Roar
If a model mounted on a Horned One joins a unit of Cold Ones, all Cold Ones gain Hatred as long as the Horned One remains in the unit.
Bestial Roar
If a model mounted on a Horned One joins a unit of Cold Ones, all Cold Ones gain Hatred as long as the Horned One remains in the unit.
Blood Frenzy
Once the Carnosaur has inflicted an unsaved Wound, it immediately becomes subject to Frenzy. Furthermore, the Carnosaur never loses its Frenzy.
Blood Frenzy
Once the Carnosaur has inflicted an unsaved Wound, it immediately becomes subject to Frenzy. Furthermore, the Carnosaur never loses its Frenzy.
Blood-Curdling Roar
Lotl-Botl has Fear in any turn whenever he charges.
Blood-Curdling Roar
Lotl-Botl has Fear in any turn whenever he charges.
Bloodroar
Enemy units must roll an additional D6, discarding the lowest result, for LD tests to resolve Terror effects caused by this beast.
Bloodroar
Enemy units must roll an additional D6, discarding the lowest result, for LD tests to resolve Terror effects caused by this beast.
Flammable
If a Flammable model is attacked with a Flaming Attack, all failed To Wound rolls made by the attackers may be re-rolled.
Flammable
If a Flammable model is attacked with a Flaming Attack, all failed To Wound rolls made by the attackers may be re-rolled.
Chameleon
Enemy units shooting at a unit of Chameleon Skinks suffer an additional -1 To Hit. Missile weapons that do not roll To Hit are unaffected.
Chameleon
Enemy units shooting at a unit of Chameleon Skinks suffer an additional -1 To Hit. Missile weapons that do not roll To Hit are unaffected.
Cold-Blooded
Whenever the model takes a LD test, it rolls an additional dice and discards the highest result.
Cold-Blooded
Whenever the model takes a LD test, it rolls an additional dice and discards the highest result.
Cold-Blooded Determination
Any unit of Saurus Warriors Lotl-Botl joins gains a +1 bonus to their combat resolution as long as he is in the unit.
Cold-Blooded Determination
Any unit of Saurus Warriors Lotl-Botl joins gains a +1 bonus to their combat resolution as long as he is in the unit.
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)
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)
Stubborn
If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted.
Stubborn
If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted.
Drop Rocks
Once per game, during the Remaining Moves sub-phase, the unit may drop rocks unless they are fleeing or have declared a charge that turn. All models in a unit must drop rocks at the same time. To drop rocks, select one unengaged enemy unit that the Terradons moved over in that turn. That target immediately suffers D3 S 4 hits for each Terradon in the unit, distributed as for shooting attacks.
Drop Rocks
Once per game, during the Remaining Moves sub-phase, the unit may drop rocks unless they are fleeing or have declared a charge that turn. All models in a unit must drop rocks at the same time. To drop rocks, select one unengaged enemy unit that the Terradons moved over in that turn. That target immediately suffers D3 S 4 hits for each Terradon in the unit, distributed as for shooting attacks.
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.
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.
Eternity Guardians
If Lord Kroak joins a unit of Temple Guard, all models in the combined unit gain Unbreakable.
Eternity Guardians
If Lord Kroak joins a unit of Temple Guard, all models in the combined unit gain Unbreakable.
Eternity Warden
Chakax must always issue a challenge, and can never refuse one. When fighting in a challenge, Chakax re-rolls all failed rolls To Hit.
Eternity Warden
Chakax must always issue a challenge, and can never refuse one. When fighting in a challenge, Chakax re-rolls all failed rolls To Hit.
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.
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.
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.
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.
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.
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.
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.
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.
Guardians
When a model with Mage-Priest Palanquin joins a unit whose front rank contains five or more models with Guardians, it must be placed in the second rank, rather than the first. If the unit's front rank is ever reduced to four or fewer models with Guardians, the model with Mage-Priest Palanquin must immediately move to the front rank (displacing rank and file models if necessary). A model with Mage-Priest Palanquin who is in base contact with a model with Guardians is considered to be the same Troop Type as them for the purpose of 'Look Out Sir!', and cannot be targeted separately from the rest of the unit. If this combined unit is hit by a bolt thrower, the shot always hits the model closest to the bolt thrower that has Guardians. If this hit results in a casualty, resolve a hit against the next model in the bolt's path each time a casualty is caused.
Guardians
When a model with Mage-Priest Palanquin joins a unit whose front rank contains five or more models with Guardians, it must be placed in the second rank, rather than the first. If the unit's front rank is ever reduced to four or fewer models with Guardians, the model with Mage-Priest Palanquin must immediately move to the front rank (displacing rank and file models if necessary). A model with Mage-Priest Palanquin who is in base contact with a model with Guardians is considered to be the same Troop Type as them for the purpose of 'Look Out Sir!', and cannot be targeted separately from the rest of the unit. If this combined unit is hit by a bolt thrower, the shot always hits the model closest to the bolt thrower that has Guardians. If this hit results in a casualty, resolve a hit against the next model in the bolt's path each time a casualty is caused.
Hatred (Daemons of Chaos)
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.
Hatred (Daemons of Chaos)
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.
Hatred (Skaven)
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.
Hatred (Skaven)
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.
Herald of Cosmic Events
Roll a D6 at the start of each friendly Magic phase. On a roll of 2-6, Tetto'Eko's calculations are correct and the cosmic event occurs; all friendly Wizards within 12" must re-roll power dice rolls of a 1 this phase. However, on a roll of 1, the Chaos Moon has corrupted Tetto'eko's calculations and all friendly Wizards within 12" casting a spell must re-roll any of the power dice that roll a 6 this phase.
Herald of Cosmic Events
Roll a D6 at the start of each friendly Magic phase. On a roll of 2-6, Tetto'Eko's calculations are correct and the cosmic event occurs; all friendly Wizards within 12" must re-roll power dice rolls of a 1 this phase. However, on a roll of 1, the Chaos Moon has corrupted Tetto'eko's calculations and all friendly Wizards within 12" casting a spell must re-roll any of the power dice that roll a 6 this phase.
Immunity (Psychology)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal. Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take. Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology test).
Immunity (Psychology)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal. Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take. Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology test).
Immunity (Poisoned Attacks)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
Immunity (Poisoned Attacks)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
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.
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.
Impact Hits (D6+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.
Impact Hits (D6+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.
Impervious Defence
For the purposes of calculating combat result bonuses, a Bastiladon counts as having no flanks or rear.
Impervious Defence
For the purposes of calculating combat result bonuses, a Bastiladon counts as having no flanks or rear.
Unbreakable
Models with this rule have Immunity (Psychology) and pass Break tests automatically. However, they may never choose Flee! as a charge reaction. Characters that are Unbreakable may only join units that are also Unbreakable, and characters that are not Unbreakable are not permitted to join units that are Unbreakable (even if a character is Unstable or was to become temporarily Unbreakable for some reason).
Unbreakable
Models with this rule have Immunity (Psychology) and pass Break tests automatically. However, they may never choose Flee! as a charge reaction. Characters that are Unbreakable may only join units that are also Unbreakable, and characters that are not Unbreakable are not permitted to join units that are Unbreakable (even if a character is Unstable or was to become temporarily Unbreakable for some reason).
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.
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.
Instinctive Defence
If charged, a Razordon Hunting Pack must Stand and Shoot if it is able to do so. However, when calculating the number of shots fired, each Razordon can re-roll the artillery dice.
Instinctive Defence
If charged, a Razordon Hunting Pack must Stand and Shoot if it is able to do so. However, when calculating the number of shots fired, each Razordon can re-roll the artillery dice.
Jungle Spirit
Nakai may never join any unit. Nakai always appears using Ambushers, with the following exception; he will always appear from a wood, swamp or water terrain feature rather than the table edge if able to.
Jungle Spirit
Nakai may never join any unit. Nakai always appears using Ambushers, with the following exception; he will always appear from a wood, swamp or water terrain feature rather than the table edge if able to.
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.
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.
Large Target (10)
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.
Large Target (10)
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.
Loping Stride
A model with this upgrade has adds +1 M to its profile.
Loping Stride
A model with this upgrade has adds +1 M to its profile.
Loremaster (Lore of Heavens)
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.
Loremaster (Lore of Heavens)
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.
Mage-lord of Hexoatl
Lord Mazdamundi has Loremaster for whichever Lore of Magic he chooses to select spells from, and can use one more power dice than normal when casting spells.
Mage-lord of Hexoatl
Lord Mazdamundi has Loremaster for whichever Lore of Magic he chooses to select spells from, and can use one more power dice than normal when casting spells.
Mage-Priest Palanquin
The Palanquin gives the Slann Mage-Priest a Ward save (4+) and Strider. Additionally, while they have the troop type Monstrous Infantry, they are never considered to be ‘models on foot' for the purposes of spells, magic items and special rules.
Mage-Priest Palanquin
The Palanquin gives the Slann Mage-Priest a Ward save (4+) and Strider. Additionally, while they have the troop type Monstrous Infantry, they are never considered to be ‘models on foot' for the purposes of spells, magic items and special rules.
Magic Resistance (4)
A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts. If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.
Magic Resistance (4)
A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts. If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.
Magical Storm
All missile fire directed at a Coatl suffers a -1 penalty to hit.
Magical Storm
All missile fire directed at a Coatl suffers a -1 penalty to hit.
Magical Storm
All missile fire directed at a Coatl suffers a -1 penalty to hit.
Magical Storm
All missile fire directed at a Coatl suffers a -1 penalty to hit.
Massive Jaws
In addition to his normal attacks, Kroq has a special bite attack with his massive jaws. This attack has Ignores Armour Saves and Multiple Wounds (D3). It can only be used against models with Unit Strength 2 or less.
Massive Jaws
In addition to his normal attacks, Kroq has a special bite attack with his massive jaws. This attack has Ignores Armour Saves and Multiple Wounds (D3). It can only be used against models with Unit Strength 2 or less.
Master of Skies
If you're army contains Tiktaq'to, one unit of Terradon Riders may deploy as Ambushers.
Master of Skies
If you're army contains Tiktaq'to, one unit of Terradon Riders may deploy as Ambushers.
Master of Snakes
Tehenhauin can join Jungle Swarm units, even though characters are not normally permitted to join Swarms. Whilst Tehenhauin leads a Jungle Swarm, he gains Unbreakable and the unit's Unstable rule is ignored. If Tehenhauin is killed or leaves the unit, this rule immediately ceases to apply.
Master of Snakes
Tehenhauin can join Jungle Swarm units, even though characters are not normally permitted to join Swarms. Whilst Tehenhauin leads a Jungle Swarm, he gains Unbreakable and the unit's Unstable rule is ignored. If Tehenhauin is killed or leaves the unit, this rule immediately ceases to apply.
Master Predator
If Oxyotl remained stationary in his preceding Movement phase, shots made from the Golden Blowpipe of P'Toohee in the Shooting phase may reroll failed To Wound rolls.
Master Predator
If Oxyotl remained stationary in his preceding Movement phase, shots made from the Golden Blowpipe of P'Toohee in the Shooting phase may reroll failed To Wound rolls.
Mixed Unit
A Mixed Unit most often consist of two different Troop Types, with one or more handlers that drive the rest of the unit forward. The handler(s) must be deployed in the rear rank(s) of the unit, as centrally as possible. Mixed Units cannot be joined by characters, unless specified. If a Mixed unit is required to take a characteristic test, this is done using the characteristics of the unit itself, not the handlers. The only exception is LD tests, which are taken using the unit’s highest LD value. When the models in a unit with Mixed Unit have different M allowances, the handlers M value is ignored, unless they are the only models remaining. Any special rules that the unit might have do not apply to the Handlers unless specified. Note that if the unit has Expendable, Swiftstride or Vanguard, this also applies to the Handlers. As long as the unit (but not the handlers) have a unit strength of 5 or more, any missile hits are resolved against the unit itself. At less than unit strength 5, the controlling player decides who is hit, but must allocate one hit on each model before they can add a second hit on a model; they must allocate two hits on each model before they can allocate a third, and so on. Hits from templates are resolved against the handlers as normal. In close combat, the handlers can only be attacked by models who are in base contact with them.
Mixed Unit
A Mixed Unit most often consist of two different Troop Types, with one or more handlers that drive the rest of the unit forward. The handler(s) must be deployed in the rear rank(s) of the unit, as centrally as possible. Mixed Units cannot be joined by characters, unless specified. If a Mixed unit is required to take a characteristic test, this is done using the characteristics of the unit itself, not the handlers. The only exception is LD tests, which are taken using the unit’s highest LD value. When the models in a unit with Mixed Unit have different M allowances, the handlers M value is ignored, unless they are the only models remaining. Any special rules that the unit might have do not apply to the Handlers unless specified. Note that if the unit has Expendable, Swiftstride or Vanguard, this also applies to the Handlers. As long as the unit (but not the handlers) have a unit strength of 5 or more, any missile hits are resolved against the unit itself. At less than unit strength 5, the controlling player decides who is hit, but must allocate one hit on each model before they can add a second hit on a model; they must allocate two hits on each model before they can allocate a third, and so on. Hits from templates are resolved against the handlers as normal. In close combat, the handlers can only be attacked by models who are in base contact with them.
Mount of Itzl
A character must have the Blessed Spawning of Itzl in order to ride a Horned One.
Mount of Itzl
A character must have the Blessed Spawning of Itzl in order to ride a Horned One.
Multiple Wounds (D3)
Each wound inflicted by an attack with Multiple Wounds (after saves) is multiplied into more than one wound (remember that a model cannot suffer more wounds than it has on its profile). The exact number of wounds caused will normally be shown in brackets as part of the rule. If a model is granted two sets of Multiple Wounds (like D3 and D6), use only the highest set before rolling. Where the number of Multiple Wounds is generated by a dice roll, roll a dice separately for each unsaved wound and use the total of all the dice rolled for the final number of wounds inflicted. Unless otherwise specified, Multiple Wounds only apply to close combat attacks.
Multiple Wounds (D3)
Each wound inflicted by an attack with Multiple Wounds (after saves) is multiplied into more than one wound (remember that a model cannot suffer more wounds than it has on its profile). The exact number of wounds caused will normally be shown in brackets as part of the rule. If a model is granted two sets of Multiple Wounds (like D3 and D6), use only the highest set before rolling. Where the number of Multiple Wounds is generated by a dice roll, roll a dice separately for each unsaved wound and use the total of all the dice rolled for the final number of wounds inflicted. Unless otherwise specified, Multiple Wounds only apply to close combat attacks.
Natural Armour (1+)
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.
Natural Armour (1+)
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.
Natural Armour (2+)
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.
Natural Armour (2+)
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.
Natural Armour (3+)
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.
Natural Armour (3+)
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.
Natural Armour (4+)
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.
Natural Armour (4+)
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.
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.
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.
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.
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.
Oracle of Loard Kroak
Ten-zlati's Arcane Vassal can be used anywhere on the battlefield, not just within 24".
Oracle of Loard Kroak
Ten-zlati's Arcane Vassal can be used anywhere on the battlefield, not just within 24".
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).
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).
Portent of Warding
The Ancient Stegadon and all friendly units within 6" have a Ward save (6+).
Portent of Warding
The Ancient Stegadon and all friendly units within 6" have a Ward save (6+).
Predatory Fighter
Whenever the model rolls a 6 To Hit in close combat, it immediately makes another Attack; roll To Hit and To Wound as normal. Attacks generated by Predatory Fighter do not generate further Attacks. This applies to all fighting models in the unit, including models making supporting attacks. In addition, a unit that contains one or more Predatory Fighters can never test to restrain pursuit.
Predatory Fighter
Whenever the model rolls a 6 To Hit in close combat, it immediately makes another Attack; roll To Hit and To Wound as normal. Attacks generated by Predatory Fighter do not generate further Attacks. This applies to all fighting models in the unit, including models making supporting attacks. In addition, a unit that contains one or more Predatory Fighters can never test to restrain pursuit.
Primeval Roar
Once per battle, at the start of any friendly Close Combat phase, a Troglodon can unleash its Primeval Roar. This affects the Troglodon, and all friendly units within 12". All Predatory Fighters in these units gain an additional Attack on any successful To Hit roll of a 5 or 6 (instead of just a 6) until the end of the phase.
Primeval Roar
Once per battle, at the start of any friendly Close Combat phase, a Troglodon can unleash its Primeval Roar. This affects the Troglodon, and all friendly units within 12". All Predatory Fighters in these units gain an additional Attack on any successful To Hit roll of a 5 or 6 (instead of just a 6) until the end of the phase.
Prophet of Sotek
If your army includes Tehenhauin, you may upgrade any units of Skink Cohorts, Skink Skirmishers, Horned One Riders, Terradon Riders or Ripperdactyl Riders in your army so that the Skinks have +1 WS, as well as Devastating Charge, Hatred (Skaven) and Immunity (Poisoned Attacks) for 2 points per model. They may not take any Sacred Spawning.
Prophet of Sotek
If your army includes Tehenhauin, you may upgrade any units of Skink Cohorts, Skink Skirmishers, Horned One Riders, Terradon Riders or Ripperdactyl Riders in your army so that the Skinks have +1 WS, as well as Devastating Charge, Hatred (Skaven) and Immunity (Poisoned Attacks) for 2 points per model. They may not take any Sacred Spawning.
Quetzl's Flawless Heartstone
The Dread Saurian gains Unbreakable and reduces its M rate to 5, but increases its T to 8.
Quetzl's Flawless Heartstone
The Dread Saurian gains Unbreakable and reduces its M rate to 5, but increases its T to 8.
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.
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.
Resilient
Any successful rolls To Wound roll against Gor-Rok must be re-rolled. In addition, Gor-Rok has Immunity (Killing Blow).
Resilient
Any successful rolls To Wound roll against Gor-Rok must be re-rolled. In addition, Gor-Rok has Immunity (Killing Blow).
Revivification Crystal
All friendly Cold-blooded units within 6" of one or more Bastiladons with a Revivification Crystal gains Regeneration (6+).
Revivification Crystal
All friendly Cold-blooded units within 6" of one or more Bastiladons with a Revivification Crystal gains Regeneration (6+).
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.
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.
Sharpened Horns
If a model has this upgrade, its Impact Hits cause Multiple Wounds (D3).
Sharpened Horns
If a model has this upgrade, its Impact Hits cause Multiple Wounds (D3).
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.
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.
Sniper
A model with Sniper can make a special Sniper shot instead of shooting normally (though it can be used in combination with the Multiple Shots rule as normal). A Sniper shot suffers an additional -1 To Hit penalty, in addition to any other modifiers, but can be aimed with great precision. Unless making a Stand and Shoot charge reaction, a model making a Sniper shot can shoot at a different target from the one chosen by their unit. A hit from a Sniper shot is not distributed in the same manner as other shooting attacks. The Sniper can shoot at any model they can see, including characters within a unit. "Look Out Sir!" cannot be used. Sniper cannot be used when firing weapons that use a template.
Sniper
A model with Sniper can make a special Sniper shot instead of shooting normally (though it can be used in combination with the Multiple Shots rule as normal). A Sniper shot suffers an additional -1 To Hit penalty, in addition to any other modifiers, but can be aimed with great precision. Unless making a Stand and Shoot charge reaction, a model making a Sniper shot can shoot at a different target from the one chosen by their unit. A hit from a Sniper shot is not distributed in the same manner as other shooting attacks. The Sniper can shoot at any model they can see, including characters within a unit. "Look Out Sir!" cannot be used. Sniper cannot be used when firing weapons that use a template.
Solar Engine
All friendly Cold-blooded units within 6" of one or more Bastiladons with a Solar Engine gain +1 I. In addition, a Solar Engine contains the innate bound spell, Beam of Chotec.
Solar Engine
All friendly Cold-blooded units within 6" of one or more Bastiladons with a Solar Engine gain +1 I. In addition, a Solar Engine contains the innate bound spell, Beam of Chotec.
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.
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.
Strider (Forest)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
Strider (Forest)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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.
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.
Telepathic Confabulation
At the start of each friendly Magic phase, before dice are rolled to determine the strength of the Winds of Magic, you may pick two friendly Wizards with this rule anywhere on the battlefield and they may exchange a single spell with each other. In subsequent turns, a different pairing of Wizards with this rule may be chosen.
Telepathic Confabulation
At the start of each friendly Magic phase, before dice are rolled to determine the strength of the Winds of Magic, you may pick two friendly Wizards with this rule anywhere on the battlefield and they may exchange a single spell with each other. In subsequent turns, a different pairing of Wizards with this rule may be chosen.
Tepok's Crystalline Eye
A Dread Saurian bearing the crystal known as the Eye of Tepok gains a Ward save (4+) against non-magical attacks.
Tepok's Crystalline Eye
A Dread Saurian bearing the crystal known as the Eye of Tepok gains a Ward save (4+) against non-magical attacks.
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".
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".
The Blazing Configuration of Chotec
The Dread Saurian gains Flaming Attacks and causes 2D6 S 3 Flaming Impact Hits.
The Blazing Configuration of Chotec
The Dread Saurian gains Flaming Attacks and causes 2D6 S 3 Flaming Impact Hits.
The Golden Shroud of Tlazcotl
All attacks targeting the Dread Saurian suffer a -1 To Hit modifier. In addition all models which are considered Daemonic or Undead in base contact with the Dread Saurian gain Always Strikes Last.
The Golden Shroud of Tlazcotl
All attacks targeting the Dread Saurian suffer a -1 To Hit modifier. In addition all models which are considered Daemonic or Undead in base contact with the Dread Saurian gain Always Strikes Last.
The Palanquin of Constellations
The Palanquin of Constellations gives Tetto'eko a Ward save (5+) and Strider. Additionally, while they have the troop type Infantry, he is are never considered to be a ‘model on foot' for the purposes of spells, magic items and special rules. If Tetto'eko joins a unit Skink Cohorts whose front rank contains five or more models, he must be placed in the second rank, displacing other models if necessary. If the unit's front rank is ever reduced to four or fewer models, Tetto'eko must immediately move into the front rank (displacing models if necessary).
The Palanquin of Constellations
The Palanquin of Constellations gives Tetto'eko a Ward save (5+) and Strider. Additionally, while they have the troop type Infantry, he is are never considered to be a ‘model on foot' for the purposes of spells, magic items and special rules. If Tetto'eko joins a unit Skink Cohorts whose front rank contains five or more models, he must be placed in the second rank, displacing other models if necessary. If the unit's front rank is ever reduced to four or fewer models, Tetto'eko must immediately move into the front rank (displacing models if necessary).
The Shadow Rebus of Huanchi
The Dread Saurian gains Ambushers deployment and add +1 to its M value. Models firing at it as part of a Stand & Shoot charge reaction must re-roll successful hits.
The Shadow Rebus of Huanchi
The Dread Saurian gains Ambushers deployment and add +1 to its M value. Models firing at it as part of a Stand & Shoot charge reaction must re-roll successful hits.
The Spirit of Lord Kroak
Lord Kroak's Wizard level can never be reduced to less than 1.
The Spirit of Lord Kroak
Lord Kroak's Wizard level can never be reduced to less than 1.
Thunderous Bludgeon
Before rolling To Hit, nominate one of the Bastiladon's Attacks as the Thunderous Bludgeon (a different coloured dice works best). This Attack is resolved at S 10 and receives a +1 To Hit bonus against models in the creature's rear arc.
Thunderous Bludgeon
Before rolling To Hit, nominate one of the Bastiladon's Attacks as the Thunderous Bludgeon (a different coloured dice works best). This Attack is resolved at S 10 and receives a +1 To Hit bonus against models in the creature's rear arc.
Tide of Serpents
In close combat Tehenhauin can make an extra D6 Attacks at I 1. These extra Attacks are always resolved at WS 2 and S 2 and have Poisoned Attacks.
Tide of Serpents
In close combat Tehenhauin can make an extra D6 Attacks at I 1. These extra Attacks are always resolved at WS 2 and S 2 and have Poisoned Attacks.
Toad Rage
Before the game starts, but after Scouts have been deployed, a Lustrian blot toad marker can be placed for each unit of Ripperdactyl Riders in your army. A single blot toad marker can be placed on any enemy unit on the tabletop, this marker remains throughout the battle. When fighting in close combat against a unit with a blot toad marker, the Ripperdactyl's Frenzy grants it D3+1 extra Attacks, instead of just 1 (roll once for the whole unit) and the Ripperdactyls re-roll all failed To Hit rolls.
Toad Rage
Before the game starts, but after Scouts have been deployed, a Lustrian blot toad marker can be placed for each unit of Ripperdactyl Riders in your army. A single blot toad marker can be placed on any enemy unit on the tabletop, this marker remains throughout the battle. When fighting in close combat against a unit with a blot toad marker, the Ripperdactyl's Frenzy grants it D3+1 extra Attacks, instead of just 1 (roll once for the whole unit) and the Ripperdactyls re-roll all failed To Hit rolls.
Ultimated Bodyguard
Whilst Chakax is part of a combined unit that contains both a model on Mage-Priest Palanquin and Temple Guard, all models in the combined unit gain Unbreakable.
Ultimated Bodyguard
Whilst Chakax is part of a combined unit that contains both a model on Mage-Priest Palanquin and Temple Guard, all models in the combined unit gain Unbreakable.
Unstoppable Stampede
A model with this upgrade has Devastating Charge.
Unstoppable Stampede
A model with this upgrade has Devastating Charge.
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.
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.

Magic Items usable by the army

PL EN

Magic Standards usable by the army

PL EN

Units od the army

PL EN
Slann Mage-Priest
Slann Mage-Priest
Saurus Oldblood
Saurus Oldblood
Cold One
Cold One
Terradon
Terradon
Ripperdactyl
Ripperdactyl
Troglodon
Troglodon
Stegadon
Stegadon
Skink Crew
Skink Crew
Ancient Stegadon
Ancient Stegadon
Skink Handler
Skink Handler
Ripperdactyl Rider
Ripperdactyl Rider
Stegadon
Stegadon
Ancient Stegadon
Ancient Stegadon
Kroxigor
Kroxigor
Ripperdactyl Brave
Ripperdactyl Brave
Cold One Rider
Cold One Rider
Tehenhauin
Tehenhauin
Tiktaq'to
Tiktaq'to
Tetto'eko
Tetto'eko
Ten-Zlati
Ten-Zlati
Nakai
Nakai
Chakax
Chakax
Oxyotl
Oxyotl
Lotl-Botl
Lotl-Botl
Gor-Rok
Gor-Rok
Kroq
Kroq
Itzi-Bitzi
Itzi-Bitzi
Inxi-Huinzi
Inxi-Huinzi
Lord Mazdamundi
Lord Mazdamundi
Lord Kroak
Lord Kroak
Kroq-Gar
Kroq-Gar
Pack Leader
Pack Leader
Special Characters
Special Characters
Coatl
Coatl
Chameleon Skink
Chameleon Skink
Stalker
Stalker
Great Crested Skink
Great Crested Skink
Great Crested Brave
Great Crested Brave
Kroxigor Ancient
Kroxigor Ancient
Saurus Warrior
Saurus Warrior
Spawn Leader
Spawn Leader
Temple Guard
Temple Guard
Revered Guardian
Revered Guardian
Terradon Rider
Terradon Rider
Sky Leader
Sky Leader
Skink
Skink
Skink Brave
Skink Brave
Skink Skirmisher
Skink Skirmisher
Patrol Leader
Patrol Leader
General
General
Skink Chief
Skink Chief
Saurus Scar-Veteran
Saurus Scar-Veteran
Skink Priest
Skink Priest
Special Characters
Special Characters
Jungle Swarms
Jungle Swarms
Razordon Hunting Pack
Razordon Hunting Pack
Salamander Hunting Pack
Salamander Hunting Pack
Bastiladon
Bastiladon
Stegadon
Stegadon
Coatl
Coatl
Dread Saurian
Dread Saurian