Correspondence of translations with another language
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Accursed Reliquary
Powerful necromantic magic clings to the unhallowed remains enshrined within the heart of a Mortis Engine, energising nearby Undead.
Whilst within this model’s Command range, friendly units with the Necromantic Undead special rule gain a +1 modifier to their Movement and Initiative characteristics.
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Accursed Reliquary
Powerful necromantic magic clings to the unhallowed remains enshrined within the heart of a Mortis Engine, energising nearby Undead.
Whilst within this model’s Command range, friendly units with the Necromantic Undead special rule gain a +1 modifier to their Movement and Initiative characteristics.
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Accursed Weapons
The blades of the Blood Knights are fel weapons inscribed with dark runes, chased with precious metals and fashioned in the likenesses of evil beasts.
A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1.
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Accursed Weapons
The blades of the Blood Knights are fel weapons inscribed with dark runes, chased with precious metals and fashioned in the likenesses of evil beasts.
A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1.
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Great Weapon
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Great Weapon
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Hand Weapon
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Hand Weapon
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Light armour
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Light armour
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Heavy armour
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Heavy armour
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Armour Bane
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Armour Bane
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Flaming Attacks
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Flaming Attacks
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Magical Attacks
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Magical Attacks
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Stomp Attacks
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Stomp Attacks
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Poisoned Attacks
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Poisoned Attacks
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Impact Hits
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Impact Hits
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Vanguard
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Vanguard
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Banner Of The Count
The ensorcelled Battle Standards of the Vampire Counts magnify the invisible forces that give the Undead strength.
A Vampire Thrall that has been upgraded to be your Battle Standard Bearer replaces the “Hold Your Ground” rule given in the Warhammer: the Old World rulebook with the version given below:
“Hold Your Ground”: Friendly units within the Battle Standard Bearer’s Command range may re-roll any failed Leadership test. In addition, friendly units within the Battle Standard Bearer’s Command range reduce the number of Wounds lost due to the Unstable special rule by D3.
Note that this is not cumulative with the Indomitable (X) special rule (see page 27). If a unit is affected by both, use the highest value.
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Banner Of The Count
The ensorcelled Battle Standards of the Vampire Counts magnify the invisible forces that give the Undead strength.
A Vampire Thrall that has been upgraded to be your Battle Standard Bearer replaces the “Hold Your Ground” rule given in the Warhammer: the Old World rulebook with the version given below:
“Hold Your Ground”: Friendly units within the Battle Standard Bearer’s Command range may re-roll any failed Leadership test. In addition, friendly units within the Battle Standard Bearer’s Command range reduce the number of Wounds lost due to the Unstable special rule by D3.
Note that this is not cumulative with the Indomitable (X) special rule (see page 27). If a unit is affected by both, use the highest value.
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Barding
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Barding
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Bestial Fury
In battle, a Varghulf becomes a whirlwind of rage, turning to face the enemies that would surround it with supernatural speed.
Enemy units cannot claim any bonus combat result points for being engaged with this model’s flank or rear arc.
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Bestial Fury
In battle, a Varghulf becomes a whirlwind of rage, turning to face the enemies that would surround it with supernatural speed.
Enemy units cannot claim any bonus combat result points for being engaged with this model’s flank or rear arc.
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Blasphemous Tome
Rumoured to have been penned by Nagash himself, the Winds of Magic become nigh uncontrollable in the presence of a Blasphemous Tome.
All Wizards (friend or foe) may apply a +1 modifier to any Casting roll whilst within this model’s Command range. However, if any Wizard miscasts whilst within this model’s Command range, they must roll twice on the Miscast table and apply both results.
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Blasphemous Tome
Rumoured to have been penned by Nagash himself, the Winds of Magic become nigh uncontrollable in the presence of a Blasphemous Tome.
All Wizards (friend or foe) may apply a +1 modifier to any Casting roll whilst within this model’s Command range. However, if any Wizard miscasts whilst within this model’s Command range, they must roll twice on the Miscast table and apply both results.
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Shield
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Shield
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Bound Spirits
Snatched from Morr’s dark realm by the magic of a Necromancer, the tortured shades of the dead are bound to the will of the one that summoned them.
Unlike other swarms, this unit is not subject to the Undisciplined rule. In other words, this unit can use the Inspiring Presence rule of the army’s General and the Hold your Ground rule of a Battle Standard.
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Bound Spirits
Snatched from Morr’s dark realm by the magic of a Necromancer, the tortured shades of the dead are bound to the will of the one that summoned them.
Unlike other swarms, this unit is not subject to the Undisciplined rule. In other words, this unit can use the Inspiring Presence rule of the army’s General and the Hold your Ground rule of a Battle Standard.
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Flammable
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Flammable
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Calloused Hide
counts as light armour
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Calloused Hide
counts as light armour
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Carrion Feeders
The decaying carcass of a Zombie Dragon is wreathed by swarms of buzzing carrion feeders that crawl greedily across the exposed flesh of its enemies, choking and blinding them.
Enemy units engaged in combat with this model suffer a -1 modifier to their Initiative characteristic.
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Carrion Feeders
The decaying carcass of a Zombie Dragon is wreathed by swarms of buzzing carrion feeders that crawl greedily across the exposed flesh of its enemies, choking and blinding them.
Enemy units engaged in combat with this model suffer a -1 modifier to their Initiative characteristic.
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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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Cleaving Blow
With a swift and deadly strike, a skilled warrior can cleave through armour.
If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal).
Note that if an attack wounds automatically, this special rule cannot be used.
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Cleaving Blow
With a swift and deadly strike, a skilled warrior can cleave through armour.
If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal).
Note that if an attack wounds automatically, this special rule cannot be used.
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Close Order
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Close Order
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Counter Charge
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Counter Charge
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Killing Blow
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Killing Blow
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Dark Vitality
Vampires and Necromancers are powerful beings able to exist without the animating will of another.
Models with this special rule are not subject to the Death of a General rule. In addition, unless they have joined a unit that does not have this special rule they (and their mounts) can march as normal.
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Dark Vitality
Vampires and Necromancers are powerful beings able to exist without the animating will of another.
Models with this special rule are not subject to the Death of a General rule. In addition, unless they have joined a unit that does not have this special rule they (and their mounts) can march as normal.
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Draconic Scales
counts as full plate armour
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Draconic Scales
counts as full plate armour
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Terror
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Terror
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Ethereal
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Ethereal
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Swiftstride
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Swiftstride
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Filth-encrusted claws
R S AP Special Rules
Filth-encrusted claws Combat S -1 Poisoned Attacks
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Filth-encrusted claws
R S AP Special Rules
Filth-encrusted claws Combat S -1 Poisoned Attacks
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Filth-encrusted Talons
R S AP Special Rules
Filth-encrusted talons Combat S -1 Armour Bane (1), Poisoned Attacks
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Filth-encrusted Talons
R S AP Special Rules
Filth-encrusted talons Combat S -1 Armour Bane (1), Poisoned Attacks
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First Charge
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First Charge
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Fly
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Fly
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Frenzy
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Frenzy
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Ghoulish Glamour
Mortals quail in awestruck disbelief at the sight of a Vampire coven lounging upon the decayed luxury of a Coven Throne.
Enemy units must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
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Ghoulish Glamour
Mortals quail in awestruck disbelief at the sight of a Vampire coven lounging upon the decayed luxury of a Coven Throne.
Enemy units must make a Leadership test before making any rolls To Hit against this model during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.
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Large Target
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Large Target
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Hatred
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Hatred
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Horde
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Horde
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Indomitable
Amongst the ranks of the Vampire Counts armies march creatures with an indomitable will to hang on to the last vestiges of life, no matter what.
A unit with this special rule reduces the number of wounds suffered due to the Unstable special rule by the number shown in brackets (shown here as ‘X’).
Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit. For example, if a character with Indomitable (2) joins a unit with Indomitable (1), the whole unit uses the character’s Indomitable (2) special rule.
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Indomitable
Amongst the ranks of the Vampire Counts armies march creatures with an indomitable will to hang on to the last vestiges of life, no matter what.
A unit with this special rule reduces the number of wounds suffered due to the Unstable special rule by the number shown in brackets (shown here as ‘X’).
Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit. For example, if a character with Indomitable (2) joins a unit with Indomitable (1), the whole unit uses the character’s Indomitable (2) special rule.
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Infested
Legend has it that, when slain, Terrorgheists explode into great clouds of multitudinous, swarming bats.
When this model loses its last Wound, every unit in base contact with it (friend or foe) suffers D6 Strength 2 hits, each with an AP of -1.
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Infested
Legend has it that, when slain, Terrorgheists explode into great clouds of multitudinous, swarming bats.
When this model loses its last Wound, every unit in base contact with it (friend or foe) suffers D6 Strength 2 hits, each with an AP of -1.
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Invocation Of Nehek
The Necromancer intones the dread syllables handed down from Nagash himself, breathing unlife into the lifeless cadavers strewn across the battlefield.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to resurrect the fallen (see page 28) by making a Leadership test (using their own Leadership). If this test is passed, a single friendly unit that has the Necromantic Undead special rule and is within 12" of this character recovers a number of lost Wounds. However, magically repairing great Undead beasts is much harder than raising Zombies from the dirt. Therefore, how many Wounds are recovered depends upon the unit’s troop type and this character’s Level of Wizardry:
• If the unit’s troop type is ‘regular infantry’ or ‘heavy infantry’, it recovers a number of Wounds equal to this character’s Level of Wizardry +D3.
• If the unit’s troop type is ‘swarms’, ‘light cavalry’ or ‘war beasts’, it recovers a number of Wounds equal to this character’s Level of Wizardry +1.
• If the unit’s troop type is ‘monstrous infantry’, ‘heavy cavalry’, ‘monstrous cavalry’ or ‘light chariot’, it recovers a number of Wounds equal to this character’s Level of Wizardry.
• If the unit’s troop type is ‘heavy chariot’, ‘monstrous creature’, ‘behemoth’ or ‘war machine’, it recovers a single Wound.
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Invocation Of Nehek
The Necromancer intones the dread syllables handed down from Nagash himself, breathing unlife into the lifeless cadavers strewn across the battlefield.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to resurrect the fallen (see page 28) by making a Leadership test (using their own Leadership). If this test is passed, a single friendly unit that has the Necromantic Undead special rule and is within 12" of this character recovers a number of lost Wounds. However, magically repairing great Undead beasts is much harder than raising Zombies from the dirt. Therefore, how many Wounds are recovered depends upon the unit’s troop type and this character’s Level of Wizardry:
• If the unit’s troop type is ‘regular infantry’ or ‘heavy infantry’, it recovers a number of Wounds equal to this character’s Level of Wizardry +D3.
• If the unit’s troop type is ‘swarms’, ‘light cavalry’ or ‘war beasts’, it recovers a number of Wounds equal to this character’s Level of Wizardry +1.
• If the unit’s troop type is ‘monstrous infantry’, ‘heavy cavalry’, ‘monstrous cavalry’ or ‘light chariot’, it recovers a number of Wounds equal to this character’s Level of Wizardry.
• If the unit’s troop type is ‘heavy chariot’, ‘monstrous creature’, ‘behemoth’ or ‘war machine’, it recovers a single Wound.
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Iron-Shod Hoove
counts as hand weapons
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Iron-Shod Hoove
counts as hand weapons
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Lance
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Lance
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Lore of Undeath
Mystery shrouds the study of Necromancy. To learn this dark art, an aspirant must find a willing tutor and become their apprentice, or acquire forbidden books rich in the secrets of undeath. It is this intrinsic mystery that drives Necromancers to become servants of the Vampire Counts, hoping to learn first-hand from the masters of undeath.
A Wizard with the ‘Lore of Undeath’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below.
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Lore of Undeath
Mystery shrouds the study of Necromancy. To learn this dark art, an aspirant must find a willing tutor and become their apprentice, or acquire forbidden books rich in the secrets of undeath. It is this intrinsic mystery that drives Necromancers to become servants of the Vampire Counts, hoping to learn first-hand from the masters of undeath.
A Wizard with the ‘Lore of Undeath’ special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or one of the spells listed below.
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Martial Pride
Over time, the Blood Knights have become a macabre parody of the noble knights they once were, toying with their foes mercilessly in one-sided duels to the death.
Every model in a unit of Blood Knights can issue and accept challenges in the same manner as a character. However, a unit with this special rule cannot refuse a challenge – if a challenge is issued and a model belonging to this unit could accept it, a model belonging to the unit must accept it.
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Martial Pride
Over time, the Blood Knights have become a macabre parody of the noble knights they once were, toying with their foes mercilessly in one-sided duels to the death.
Every model in a unit of Blood Knights can issue and accept challenges in the same manner as a character. However, a unit with this special rule cannot refuse a challenge – if a challenge is issued and a model belonging to this unit could accept it, a model belonging to the unit must accept it.
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Move Through Cover
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Move Through Cover
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Necromantic Undead
The Undead legions of the Vampire Counts march under the command of powerful Necromancers.
Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules:
• Fear
• Immune to Psychology
• Unbreakable
• Unstable
A character with this special rule cannot join a unit without this special rule, and vice versa.
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Necromantic Undead
The Undead legions of the Vampire Counts march under the command of powerful Necromancers.
Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules:
• Fear
• Immune to Psychology
• Unbreakable
• Unstable
A character with this special rule cannot join a unit without this special rule, and vice versa.
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Open Order
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Open Order
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Scaly Skin
counts as Heavy armour
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Scaly Skin
counts as Heavy armour
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Pestilential Breath
R S AP Special Rules
Pestilential breath N/A 2 -3 Breath Weapon
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Pestilential Breath
R S AP Special Rules
Pestilential breath N/A 2 -3 Breath Weapon
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Poisonous tail
R S AP Special Rules
Poisonous tail Combat S - Poisoned Attacks, Strike First
Note: In combat, this model may make one of its attacks each turn with this weapon.
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Poisonous tail
R S AP Special Rules
Poisonous tail Combat S - Poisoned Attacks, Strike First
Note: In combat, this model may make one of its attacks each turn with this weapon.
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Rancid Maw
R S AP Special Rules
Rancid maw Combat S -2 Armour Bane (1), Multiple Wounds (2)
Note: In combat, this model must make one of its attacks each turn with this weapon.
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Rancid Maw
R S AP Special Rules
Rancid maw Combat S -2 Armour Bane (1), Multiple Wounds (2)
Note: In combat, this model must make one of its attacks each turn with this weapon.
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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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Reserve Move
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Reserve Move
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Scrying Pool
The Coven Thrones bear great enchanted bowls full of fresh blood, within which the Vampire’s handmaidens can scry the future.
Even if engaged in combat, this model can cast the following Bound spell, with a Power Level of 2:
Type: Enchantment
Casting Value: 9+
Range: Self
Effect: Until your next Start of Turn sub-phase, this model may re-roll any rolls To Hit of a natural 1.
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Scrying Pool
The Coven Thrones bear great enchanted bowls full of fresh blood, within which the Vampire’s handmaidens can scry the future.
Even if engaged in combat, this model can cast the following Bound spell, with a Power Level of 2:
Type: Enchantment
Casting Value: 9+
Range: Self
Effect: Until your next Start of Turn sub-phase, this model may re-roll any rolls To Hit of a natural 1.
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Skeletal Hoove
counts as hand weapon
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Skeletal Hoove
counts as hand weapon
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Skirmishers
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Skirmishers
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Slavering Charge
Fighting as a ferocious pack, charging Dire Wolves quickly overpower their enemies.
During a turn in which it charged, this model has a +1 modifier to its Strength characteristic.
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Slavering Charge
Fighting as a ferocious pack, charging Dire Wolves quickly overpower their enemies.
During a turn in which it charged, this model has a +1 modifier to its Strength characteristic.
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Wizard
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Wizard
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Spectral Coach
Compelled by the undying spirit of its accursed passenger, a Black Coach shifts constantly between the world of the living and the realm of the dead.
A Black Coach is not wholly corporeal. To represent this, a Black Coach may become ‘Incorporeal’ during the Command sub-phase of its turn, and will remain Incorporeal until your next Start of Turn sub-phase. Whilst Incorporeal, a Black Coach:
• Loses the Impact Hits (D6+2) special rule.
• Gains the Ethereal and Fly (10) special rules.
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Spectral Coach
Compelled by the undying spirit of its accursed passenger, a Black Coach shifts constantly between the world of the living and the realm of the dead.
A Black Coach is not wholly corporeal. To represent this, a Black Coach may become ‘Incorporeal’ during the Command sub-phase of its turn, and will remain Incorporeal until your next Start of Turn sub-phase. Whilst Incorporeal, a Black Coach:
• Loses the Impact Hits (D6+2) special rule.
• Gains the Ethereal and Fly (10) special rules.
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Spectral Reapers
Galloping above the battlefield upon spectral steeds, Hexwraiths lean low in their saddles to reap the souls of the living.
A unit with this special rule may perform a ‘Spectral Reapers’ attack against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers a single Strength 4 hit, with no armour save permitted (Ward and Regeneration saves can be attempted as normal), and with the Flaming Attacks and Magical Attacks special rules, for each model in this unit that moved over it.
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Spectral Reapers
Galloping above the battlefield upon spectral steeds, Hexwraiths lean low in their saddles to reap the souls of the living.
A unit with this special rule may perform a ‘Spectral Reapers’ attack against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers a single Strength 4 hit, with no armour save permitted (Ward and Regeneration saves can be attempted as normal), and with the Flaming Attacks and Magical Attacks special rules, for each model in this unit that moved over it.
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Spectral Scythe
R S AP Special Rules
Spectral scythe Combat S N/A Magical Attacks
Notes: No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
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Spectral Scythe
R S AP Special Rules
Spectral scythe Combat S N/A Magical Attacks
Notes: No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
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The Hunger
Consumed by the red thirst, a Strigoi Ghoul King will feed hungrily upon the hot blood of their foes, replenishing their own strength and vitality.
At the end of any Combat phase in which this character inflicted one or more unsaved wounds, roll a D6. On a roll of 6, this character recovers a single lost Wound. However, so great is this character’s hunger that, whenever they (and any unit they have joined) make a Pursuit roll, they roll only a single D6 (rather than the usual 2D6).
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The Hunger
Consumed by the red thirst, a Strigoi Ghoul King will feed hungrily upon the hot blood of their foes, replenishing their own strength and vitality.
At the end of any Combat phase in which this character inflicted one or more unsaved wounds, roll a D6. On a roll of 6, this character recovers a single lost Wound. However, so great is this character’s hunger that, whenever they (and any unit they have joined) make a Pursuit roll, they roll only a single D6 (rather than the usual 2D6).
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The Newly Dead
Those that fall in battle may be compelled by necromantic magic to rise again and fight against their former comrades.
When resurrecting the fallen, a unit with this special rule can be taken beyond its starting size.
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The Newly Dead
Those that fall in battle may be compelled by necromantic magic to rise again and fight against their former comrades.
When resurrecting the fallen, a unit with this special rule can be taken beyond its starting size.
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Wailing Dirge
The chilling howl of a restless spirit is an omen of death and despair, capable of crippling even the most resilient prey.
During the Shooting phase of its turn, unless it marched during the preceding Movement phase, a model with this special rule may make a ‘Wailing Dirge’ attack. A Wailing Dirge attack may target any enemy unit that is within 8" of this model (including units that are engaged in combat) and that this model can draw a line of sight to, or that this model is engaged in combat with.
The target must make a Leadership test with a -2 modifier to its Leadership characteristic (to a minimum of 2). If this test is failed, the target suffers a number of wounds equal to the amount by which it failed the test, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Note that a Wailing Dirge attack can target an enemy character, regardless of the usual rules for targeting Lone characters
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Wailing Dirge
The chilling howl of a restless spirit is an omen of death and despair, capable of crippling even the most resilient prey.
During the Shooting phase of its turn, unless it marched during the preceding Movement phase, a model with this special rule may make a ‘Wailing Dirge’ attack. A Wailing Dirge attack may target any enemy unit that is within 8" of this model (including units that are engaged in combat) and that this model can draw a line of sight to, or that this model is engaged in combat with.
The target must make a Leadership test with a -2 modifier to its Leadership characteristic (to a minimum of 2). If this test is failed, the target suffers a number of wounds equal to the amount by which it failed the test, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Note that a Wailing Dirge attack can target an enemy character, regardless of the usual rules for targeting Lone characters
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Wicked Claw
R S AP Special Rules
Wicked claws Combat S -2 -
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Wicked Claw
R S AP Special Rules
Wicked claws Combat S -2 -
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Wight Banner
The enchanted banners of long-dead kings are inscribed with powerful charms.
A Wight Lord that has been upgraded to be your Battle Standard Bearer replaces the “Hold Your Ground” rule given in the Warhammer: the Old World rulebook with the version given below:
“Hold Your Ground”: Friendly units within the Battle Standard Bearer’s Command range may re-roll any failed Leadership test. In addition, friendly units within the Battle Standard Bearer’s Command range reduce the number of Wounds lost due to the Unstable special rule by D3.
Note that this is not cumulative with the Indomitable (X) special rule (see page 27). If a unit is affected by both, use the highest value.
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Wight Banner
The enchanted banners of long-dead kings are inscribed with powerful charms.
A Wight Lord that has been upgraded to be your Battle Standard Bearer replaces the “Hold Your Ground” rule given in the Warhammer: the Old World rulebook with the version given below:
“Hold Your Ground”: Friendly units within the Battle Standard Bearer’s Command range may re-roll any failed Leadership test. In addition, friendly units within the Battle Standard Bearer’s Command range reduce the number of Wounds lost due to the Unstable special rule by D3.
Note that this is not cumulative with the Indomitable (X) special rule (see page 27). If a unit is affected by both, use the highest value.
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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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Blood Drinker
This long, slender blade greedily drinks the blood of its victims, their life force revitalising its master.
R S AP Special Rules
Blood Drinker Combat S -1 Magical Attacks
Notes: If the wielder of Blood Drinker causes one or more unsaved wounds during the Combat phase, they recover a single lost Wound.
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Blood Drinker
This long, slender blade greedily drinks the blood of its victims, their life force revitalising its master.
R S AP Special Rules
Blood Drinker Combat S -1 Magical Attacks
Notes: If the wielder of Blood Drinker causes one or more unsaved wounds during the Combat phase, they recover a single lost Wound.
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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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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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Cloak Of Mist & Shadows
This cloak frees the wearer from the bonds of their physical form, allowing them to move through solid matter like a ghost.
Necromancers whose troop type is ‘infantry’ only. The wearer of the Cloak of Mist & Shadows gains the Ethereal special rule.
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Cloak Of Mist & Shadows
This cloak frees the wearer from the bonds of their physical form, allowing them to move through solid matter like a ghost.
Necromancers whose troop type is ‘infantry’ only. The wearer of the Cloak of Mist & Shadows gains the Ethereal special rule.
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Crown Of The Damned
The wearer of the Crown of the Damned draws revitalising energies from the spirits imprisoned within it, but at times their eternal wailing can become overpowering.
The Crown of the Damned gives its wearer a 4+ Ward save against any wounds suffered. However, due to the wailing of the spirits trapped within the crown, its wearer is also subject to the Stupidity special rule.
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Crown Of The Damned
The wearer of the Crown of the Damned draws revitalising energies from the spirits imprisoned within it, but at times their eternal wailing can become overpowering.
The Crown of the Damned gives its wearer a 4+ Ward save against any wounds suffered. However, due to the wailing of the spirits trapped within the crown, its wearer is also subject to the Stupidity special rule.
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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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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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Dreadlance
Once wielded by an infamous Vampire knight, this lance is uncannily accurate, said to find its target even in the dark of night.
R S AP Special Rules
Dreadlance Combat S+2 -2 Armour Bane (1), Magical Attacks
Notes: Models whose troop type is ‘cavalry’ or ‘monster’ only. The Dreadlance can only be used during a turn in which the wielder charged. In subsequent turns (or if the wielder did not charge) the model must use its hand weapon instead. The wielder of the Dreadlance may re-roll any failed rolls To Hit made whilst using it.
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Dreadlance
Once wielded by an infamous Vampire knight, this lance is uncannily accurate, said to find its target even in the dark of night.
R S AP Special Rules
Dreadlance Combat S+2 -2 Armour Bane (1), Magical Attacks
Notes: Models whose troop type is ‘cavalry’ or ‘monster’ only. The Dreadlance can only be used during a turn in which the wielder charged. In subsequent turns (or if the wielder did not charge) the model must use its hand weapon instead. The wielder of the Dreadlance may re-roll any failed rolls To Hit made whilst using it.
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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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Frostblade
This blade of blue ice-steel is bound with such deadly spells that its merest touch will suck the soul from its victim’s body.
R S AP Special Rules
Frostblade Combat S - Killing Blow, Magical Attacks
Notes: Any enemy model that suffers one or more unsaved wounds from the Frostblade must immediately make a Toughness test. If this test is failed, they gain the Strike Last special rule and must reduce their Initiative characteristic to 1 for the remainder of the game.
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Frostblade
This blade of blue ice-steel is bound with such deadly spells that its merest touch will suck the soul from its victim’s body.
R S AP Special Rules
Frostblade Combat S - Killing Blow, Magical Attacks
Notes: Any enemy model that suffers one or more unsaved wounds from the Frostblade must immediately make a Toughness test. If this test is failed, they gain the Strike Last special rule and must reduce their Initiative characteristic to 1 for the remainder of the game.
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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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Hand Of Dust
The severed hand of the Great Necromancer himself, the mere proximity of this withered appendage can drain all life and vitality from mortals, leaving them as desiccated husks.
Necromancers only. This model can cast the following Bound spell, with a Power Level of 2. Roll a D6 each time the Hand of Dust is used. On a roll of 1, it crumbles to dust and cannot be used again:
Type: Assailment
Casting Value: 9+
Range: Combat
Effect: The target enemy unit suffers 2D6 Strength 5 hits, each with an AP of -1.
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Hand Of Dust
The severed hand of the Great Necromancer himself, the mere proximity of this withered appendage can drain all life and vitality from mortals, leaving them as desiccated husks.
Necromancers only. This model can cast the following Bound spell, with a Power Level of 2. Roll a D6 each time the Hand of Dust is used. On a roll of 1, it crumbles to dust and cannot be used again:
Type: Assailment
Casting Value: 9+
Range: Combat
Effect: The target enemy unit suffers 2D6 Strength 5 hits, each with an AP of -1.
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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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Helm Of Commandment
This ancient and corroded helmet can be used to infuse Undead servants with the wearer’s sentience, making them formidable fighters.
Necromancers and Wights only. During the Command subphase of their turn, this character may attempt to enhance the sentience of those around them 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 a +D3 modifier to their Weapon Skill characteristic (to a maximum of 10).
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Helm Of Commandment
This ancient and corroded helmet can be used to infuse Undead servants with the wearer’s sentience, making them formidable fighters.
Necromancers and Wights only. During the Command subphase of their turn, this character may attempt to enhance the sentience of those around them 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 a +D3 modifier to their Weapon Skill characteristic (to a maximum of 10).
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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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Sceptre Of De Noirot
The Necromancer de Noirot suffered a terrible demise when he invoked the power of this sceptre and raised more of the Undead than he could control.
The bearer of the Sceptre of de Noirot may attempt to resurrect the fallen by using the Invocation of Nehek special rule twice during their Command sub-phase (rather than the usual once). Roll a D6 each time the sceptre is used. On a roll of 1, the bearer loses a single Wound.
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Sceptre Of De Noirot
The Necromancer de Noirot suffered a terrible demise when he invoked the power of this sceptre and raised more of the Undead than he could control.
The bearer of the Sceptre of de Noirot may attempt to resurrect the fallen by using the Invocation of Nehek special rule twice during their Command sub-phase (rather than the usual once). Roll a D6 each time the sceptre is used. On a roll of 1, the bearer loses a single Wound.
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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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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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Skull Staf
The Skull Staff constantly whispers to its bearer, revealing the secrets of their foes and predicting the ebb and flow of the Winds of Magic.
The bearer of the Skull Staff increases their Dispel range by 3" and, when attempting a Wizardly dispel, may apply a +1 modifier to their Dispel roll.
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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Skull Staf
The Skull Staff constantly whispers to its bearer, revealing the secrets of their foes and predicting the ebb and flow of the Winds of Magic.
The bearer of the Skull Staff increases their Dispel range by 3" and, when attempting a Wizardly dispel, may apply a +1 modifier to their Dispel roll.
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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Spell Familiar
A spell familiar memorises a spell on its master’s behalf, constantly rehearsing for its big moment until it is called upon to share its arcane knowledge.
0-1 per Wizard. The owner of a Spell Familiar knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry.
Note that this does not increase the Wizard’s Level.
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Spell Familiar
A spell familiar memorises a spell on its master’s behalf, constantly rehearsing for its big moment until it is called upon to share its arcane knowledge.
0-1 per Wizard. The owner of a Spell Familiar knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry.
Note that this does not increase the Wizard’s Level.
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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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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 Kings
This accursed blade of ancient and ageless design thirsts constantly for the souls of its wielder’s enemies.
R S AP Special Rules
Sword of Kings Combat S+1 -1 Killing Blow, Magical Attacks
Notes: The wielder of the Sword of Kings strikes a Killing Blow if they roll a natural 5 or 6 when making a roll To Wound, rather than the usual 6.
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Sword Of Kings
This accursed blade of ancient and ageless design thirsts constantly for the souls of its wielder’s enemies.
R S AP Special Rules
Sword of Kings Combat S+1 -1 Killing Blow, Magical Attacks
Notes: The wielder of the Sword of Kings strikes a Killing Blow if they roll a natural 5 or 6 when making a roll To Wound, rather than the usual 6.
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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 Accursed Armour
Some strange flaw renders the wearer of this armour resilient beyond measure, yet robs them of dexterity.
Models whose troop type is ‘infantry’ or ‘cavalry’ only. The Accursed Armour is a suit of full plate armour. In addition, its wearer has a +1 modifier to their Toughness characteristic, but suffers a -1 modifier to their Weapon Skill and Initiative characteristics.
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The Accursed Armour
Some strange flaw renders the wearer of this armour resilient beyond measure, yet robs them of dexterity.
Models whose troop type is ‘infantry’ or ‘cavalry’ only. The Accursed Armour is a suit of full plate armour. In addition, its wearer has a +1 modifier to their Toughness characteristic, but suffers a -1 modifier to their Weapon Skill and Initiative characteristics.
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The Flayed Hauberk
Stitched from the flesh of countless victims, the wearer of the Flayed Hauberk is enshrouded and protected by the souls of the damned.
The Flayed Hauberk is a suit of heavy armour which may be worn by a Wizard without penalty. In addition, its wearer has a 6+ Ward save against any wounds suffered.
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The Flayed Hauberk
Stitched from the flesh of countless victims, the wearer of the Flayed Hauberk is enshrouded and protected by the souls of the damned.
The Flayed Hauberk is a suit of heavy armour which may be worn by a Wizard without penalty. In addition, its wearer has a 6+ Ward save against any wounds suffered.
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Von Carstein Ring
An ancient heirloom of the lords of Sylvania, this ring is known to make a Vampire carrying it almost impossible to kill.
Vampires only. Single use. When the wearer of the Von Carstein Ring loses their last Wound, roll a D6. On a roll of 2+, the Wound is not lost.
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Von Carstein Ring
An ancient heirloom of the lords of Sylvania, this ring is known to make a Vampire carrying it almost impossible to kill.
Vampires only. Single use. When the wearer of the Von Carstein Ring loses their last Wound, roll a D6. On a roll of 2+, the Wound is not lost.
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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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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 The Barrows
Woven from the wind and the cold, the chill of this banner touches the hearts of those who stand before it.
Wight Lord Battle Standard Bearer only. During the Combat phase, when a unit carrying the Banner of the Barrows makes a roll To Hit, a roll of 3+ is always a success, regardless of the target’s Weapon Skill.
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Banner Of The Barrows
Woven from the wind and the cold, the chill of this banner touches the hearts of those who stand before it.
Wight Lord Battle Standard Bearer only. During the Combat phase, when a unit carrying the Banner of the Barrows makes a roll To Hit, a roll of 3+ is always a success, regardless of the target’s Weapon Skill.
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Drakenhof Banner
The infamous Count Vlad von Carstein had thrall Necromancers enchant his household standard to sustain his bodyguard.
If a unit carrying the Drakenhof Banner has the Regeneration (X+) special rule, it improves the armour value of its Regeneration save by 1.
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Drakenhof Banner
The infamous Count Vlad von Carstein had thrall Necromancers enchant his household standard to sustain his bodyguard.
If a unit carrying the Drakenhof Banner has the Regeneration (X+) special rule, it improves the armour value of its Regeneration save by 1.
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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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Standard Of Hellish Vigour
The restless essence of the Vampire whose flesh was flayed to craft this banner invigorates the Undead nearby.
A unit carrying the Standard of Hellish Vigour gains the Reserve Move special rule.
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Standard Of Hellish Vigour
The restless essence of the Vampire whose flesh was flayed to craft this banner invigorates the Undead nearby.
A unit carrying the Standard of Hellish Vigour gains the Reserve Move 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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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 Screaming Banner
Even the bravest warriors tremble in the presence of a haunted banner that wails a constant dirge.
When an enemy unit makes a Leadership test due to Fear caused by a unit carrying the Screaming Banner, it must roll an extra D6 and discard the lowest result.
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The Screaming Banner
Even the bravest warriors tremble in the presence of a haunted banner that wails a constant dirge.
When an enemy unit makes a Leadership test due to Fear caused by a unit carrying the Screaming Banner, it must roll an extra D6 and discard the lowest result.
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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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